diff --git a/.gitmodules b/.gitmodules
new file mode 100644
index 0000000..0e564e1
--- /dev/null
+++ b/.gitmodules
@@ -0,0 +1,3 @@
+[submodule "og-csrd"]
+ path = og-csrd
+ url = https://github.com/callmepartario/og-csrd.git
diff --git a/Makefile b/Makefile
index 2838e72..f208508 100644
--- a/Makefile
+++ b/Makefile
@@ -1,18 +1,14 @@
TMPDIR := ./_tmp
-CSRD := ./srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx
-MD_CSRD := $(TMPDIR)/csrd.md
+CSRD := ./og-csrd/index.html
+MD_CSRD := $(TMPDIR)/og-csrd.md
CCSRD := $(TMPDIR)/ccsrd.md
-WEBDIR := ./incorporealcms-instance
-PAGESDIR := $(TMPDIR)/$(WEBDIR)/pages
+WEBDIR := $(TMPDIR)/web
+HTML_OUT := $(WEBDIR)/index.html
BASE_PATCH_DIR := ./patches/base
BASE_PATCHES := $(wildcard $(BASE_PATCH_DIR)/*.patch)
BASE_PATCHES_OUT := $(subst $(BASE_PATCH_DIR),$(TMPDIR),$(BASE_PATCHES))
-WEB_PATCH_DIR := ./patches/web
-WEB_PATCHES := $(wildcard $(WEB_PATCH_DIR)/*.patch)
-WEB_PATCHES_OUT := $(subst $(WEB_PATCH_DIR),$(TMPDIR),$(WEB_PATCHES))
-
# DEFAULT BUILD
all: base
@@ -20,7 +16,6 @@ all: base
# CCSRD VERSIONS
base: $(CCSRD) $(BASE_PATCHES_OUT)
-web: base $(WEB_PATCHES_OUT)
# CLEANUPS
@@ -38,29 +33,22 @@ $(TMPDIR)/%.patch: $(BASE_PATCH_DIR)/%.patch
@patch $(CCSRD) $< --quiet
@touch $@
-$(TMPDIR)/%.patch: $(WEB_PATCH_DIR)/%.patch
- $(info >>> WEB '$<')
- @patch $(CCSRD) $< --quiet
- @touch $@
-
# OUTPUTS
-http: base web
- cp -a $(WEBDIR) $(TMPDIR)/
- mkdir -p $(PAGESDIR)
- cp $(CCSRD) $(PAGESDIR)/index.md
- incorporealcms-build $(TMPDIR)/$(WEBDIR) /var/www/localhost/incorporealcms-testing/root
+web: $(CCSRD)
+ mkdir -p $(WEBDIR)
+ pandoc $(CCSRD) -s -o $(HTML_OUT)
# BUILD STEPS
-# generate the basic markdown file
-$(MD_CSRD): $(CSRD) | $(TMPDIR)
- pandoc -f docx -t gfm $(CSRD) -o $(MD_CSRD) --columns 120
-
-# create the markdown file to patch
-$(CCSRD): $(MD_CSRD)
- cp -a $(MD_CSRD) $(CCSRD)
-
# create the build dir
$(TMPDIR):
mkdir -p $(TMPDIR)
+
+# generate the root markdown file
+$(MD_CSRD): $(CSRD) | $(TMPDIR)
+ pandoc $(CSRD) -o $(MD_CSRD) --columns 120
+
+# create the markdown file to patch
+$(CCSRD): $(MD_CSRD)
+ cp -a $(MD_CSRD) $(CCSRD)
diff --git a/README.md b/README.md
index dbe9762..c2a4316 100644
--- a/README.md
+++ b/README.md
@@ -1,8 +1,9 @@
# The Commons Cypher System Reference Document
This project attempts to create a maintainable, expandable, and simple to deploy community-driven version of the Cypher
-System Reference Document, using FOSS and the commons to transform the official CSRD into custom presentations and
-editions.
+System Reference Document, using FOSS and the commons to transform the CSRD into custom presentations and
+editions. It is based on Old Gus' Cypher System Reference Document (OG-CSRD), available at
+.
Compatible with the Cypher System.
diff --git a/TODO.md b/TODO.md
index 19613c1..e05b749 100644
--- a/TODO.md
+++ b/TODO.md
@@ -1,21 +1,3 @@
# TODO
Stuff to take care of when I'm not doing the stuff I should be doing first.
-
-## Abilities
-
-* Control the Savage is essentially the same thing as Command Beast, where Command Beast is not referenced anywhere but
- has an interesting use of Effort tacked on to the end of it. Remove Command Beast but put the Effort usage under
- Control the Savage? Note the difference in costs, though.
-* similar problem for Bound Magic Creature/Familiar, pretty much identical powers, maybe can just change the references
- to one to the other
-* looking randomly at the A list, there's probably some stuff that needs to be resorted
-
-## Genres - Superheroes
-
-* Combine the two slightly different versions of power shifts, one has a better description but the other has stuff like
- flight, basically splice it
-
-## Genres - Fairytale
-
-* Combine the descriptor sections, the recommended and the new.
diff --git a/incorporealcms-instance/config.json b/incorporealcms-instance/config.json
deleted file mode 100644
index e88700e..0000000
--- a/incorporealcms-instance/config.json
+++ /dev/null
@@ -1,10 +0,0 @@
-{
- "MARKDOWN_EXTENSIONS": [
- "extra", "sane_lists", "smarty", "toc", "attr_list", "tables", "pymdownx.tilde"
- ],
- "MARKDOWN_EXTENSION_CONFIGS": {
- "toc": {
- "toc_depth": "2-6"
- }
- }
-}
diff --git a/og-csrd b/og-csrd
new file mode 160000
index 0000000..558ebc2
--- /dev/null
+++ b/og-csrd
@@ -0,0 +1 @@
+Subproject commit 558ebc23924aedfc6d650a3344f6500936061738
diff --git a/patches/base/001-publication-name-and-compatibility-notice.patch b/patches/base/001-publication-name-and-compatibility-notice.patch
deleted file mode 100644
index cf6cd44..0000000
--- a/patches/base/001-publication-name-and-compatibility-notice.patch
+++ /dev/null
@@ -1,10 +0,0 @@
---- _tmp/ccsrd.md 2025-04-03 23:35:35.302917472 -0500
-+++ _tmp/ccsrd.new.md 2025-04-03 23:39:04.112026972 -0500
-@@ -1,4 +1,6 @@
--CYPHER SYSTEM REFERENCE DOCUMENT 2024-07-02
-+COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
-+
-+Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
-
- How to Play the Cypher System
-
diff --git a/patches/base/002-legal-information.patch b/patches/base/002-legal-information.patch
deleted file mode 100644
index caad738..0000000
--- a/patches/base/002-legal-information.patch
+++ /dev/null
@@ -1,26 +0,0 @@
---- _tmp/ccsrd.md 2025-06-18 23:54:34.521487819 -0500
-+++ _tmp/ccsrd.new.md 2025-06-18 23:55:16.636732890 -0500
-@@ -81356,3 +81356,23 @@
- It’s not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
- rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
- terrorist, or even an undercover foreign agent working for the terrorist
-+
-+Legal Information
-+
-+This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the
-+community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher
-+System Open License, which requires the following disclaimer:
-+
-+> This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the
-+> Cypher System Open License, found at .
-+>
-+> CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook
-+> Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
-+
-+The additions, modifications, errata, editoral notes, and the like not present in the CSRD that add to, subtract from,
-+or annotate the contents of the CSRD, including formatting and organizational changes, are bound by the restrictions of
-+the CSOL but made available under the terms of the Creative Commons Attribution-ShareAlike 4.0 International license. As
-+such, this game material is available under *the combination* of the CSOL and the CC BY-SA 4.0 licenses. You must adhere
-+to both licenses' terms to share the CCSRD or its derivatives.
-+
-+Modifications to CSRD content and non-CSRD content remain copyright their author(s).
diff --git a/patches/base/010-strip-terminal-whitespace.patch b/patches/base/010-strip-terminal-whitespace.patch
deleted file mode 100644
index 03c3110..0000000
--- a/patches/base/010-strip-terminal-whitespace.patch
+++ /dev/null
@@ -1,29063 +0,0 @@
---- _tmp/ccsrd.md 2025-06-18 23:57:35.022540796 -0500
-+++ _tmp/ccsrd.new.md 2025-06-18 23:58:29.422858553 -0500
-@@ -715,7 +715,7 @@
- setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of
- grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
-
--Individual Role: Warriors are physical,
-+Individual Role: Warriors are physical,
- action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take
- the most straightforward path toward their goals.
-
-@@ -1842,7 +1842,7 @@
- In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
- with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
- Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
--a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-
- Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
- Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
-@@ -1851,28 +1851,28 @@
- Fire. For a healer, choose Works Miracles.
-
- Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
--Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-
- Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
- Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
--of Strength, and Rages.
-+of Strength, and Rages.
-
- Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
- element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
--Masters Spells.
-+Masters Spells.
-
- Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
--magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-
--Cleric (death): Consorts With the Dead, Shepherds Spirits
-+Cleric (death): Consorts With the Dead, Shepherds Spirits
-
--Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-+Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-
- Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-
--Cleric (light): Blazes With Radiance, Channels Divine Blessings
-+Cleric (light): Blazes With Radiance, Channels Divine Blessings
-
--Cleric (storm): Rides the Lightning, Thunders
-+Cleric (storm): Rides the Lightning, Thunders
-
- Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
-
-@@ -1880,40 +1880,40 @@
-
- Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
- probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
--focus, but for more specific options, see the following foci:
-+focus, but for more specific options, see the following foci:
-
--Druid (animal companion): Controls Beasts, Masters the Swarm
-+Druid (animal companion): Controls Beasts, Masters the Swarm
-
- Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
--Ice
-+Ice
-
--Druid (nature affinity): Speaks for the Land
-+Druid (nature affinity): Speaks for the Land
-
- Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
-
- Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
- focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
--fighting role, see the following:
-+fighting role, see the following:
-
- Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
--Bastion.
-+Bastion.
-
--Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-+Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-
- Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
-
- Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
--are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-
- Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
- having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
--Justice, and Operates Undercover.
-+Justice, and Operates Undercover.
-
- Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
- merchant character, but the more obvious choice would be a Speaker.
-
- Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
--flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-
- Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
- Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
-@@ -1921,45 +1921,45 @@
-
- Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
- (perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
--Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-
- Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
- (perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
--Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-
- Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
- study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
- Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
--spells. For sorcerers of various magical bloodlines, see the following:
-+spells. For sorcerers of various magical bloodlines, see the following:
-
--Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-+Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-
- Sorcerer (destiny): Descends From Nobility, Was Foretold
-
- Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
-
- Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
--Lightning, Wears a Sheen of Ice
-+Lightning, Wears a Sheen of Ice
-
--Sorcerer (fey): Takes Animal Shape\*
-+Sorcerer (fey): Takes Animal Shape\*
-
--Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-+Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-
- Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-
- Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
- magical (or Explorers if they aren’t magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
--Entertains.
-+Entertains.
-
- War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
- an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
--Enchanted Weapon\*.
-+Enchanted Weapon\*.
-
- Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
- make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
- interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
- Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
--just as well.
-+just as well.
-
- Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
- flavor. The best focus that suits this theme is Uses Wild Magic\*.
-@@ -1967,20 +1967,20 @@
- Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
- opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
- (perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
--For more specific kinds of wizards, see the following:
-+For more specific kinds of wizards, see the following:
-
--Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-+Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-
--Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-+Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-
- Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
--Mental Powers, Leads
-+Mental Powers, Leads
-
--Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-+Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-
--Wizard (illusionist): Awakens Dreams, Crafts Illusions
-+Wizard (illusionist): Awakens Dreams, Crafts Illusions
-
--Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-+Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-
- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
-@@ -2141,7 +2141,7 @@
-
- TECHNOLOGY FLAVOR
-
--Characters with a flavor of technology typically are from science fiction or at least modern-day
-+Characters with a flavor of technology typically are from science fiction or at least modern-day
- settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with
- technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
-
-@@ -2359,7 +2359,7 @@
- SKILLS AND KNOWLEDGE FLAVOR
-
- This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less
--flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
-+flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
- know-how is the real solution to a problem.
-
- A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
-@@ -2922,7 +2922,7 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You suspect that you might gain a long-term
-+1\. You suspect that you might gain a long-term
- advantage from helping the other PCs and may be able to use that advantage against your enemies.
-
- 2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
-@@ -3101,7 +3101,7 @@
- FOOLISH
-
- Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might
--have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
-+have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
- about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what
- tomorrow might bring.
-
-@@ -4272,7 +4272,7 @@
- Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their
- abilities.
-
--Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
-+Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
- focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to
- you), and they might not be interested (that’s up to them).
-
-@@ -4298,9 +4298,9 @@
- Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their
- eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.
-
--Pick one other PC. You are always trying
-+Pick one other PC. You are always trying
- to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their
--respect, or perhaps you’re romantically interested
-+respect, or perhaps you’re romantically interested
- in them.
-
- Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
-@@ -4773,9 +4773,9 @@
-
- You can copy others’ skills, abilities, and superpowers.
-
--Tier 1: Flex Skill
-+Tier 1: Flex Skill
-
--Tier 1: Flex Skill
-+Tier 1: Flex Skill
-
- Tier 2: Copy Power
-
-@@ -5232,7 +5232,7 @@
-
- Tier 1: Face Morph
-
--Tier 1: Interaction Skills
-+Tier 1: Interaction Skills
-
- Tier 2: Body Morph
-
-@@ -5242,11 +5242,11 @@
-
- Tier 4: Ageless
-
--Tier 4: Think Your Way Out
-+Tier 4: Think Your Way Out
-
--Tier 5: Memory Becomes Action
-+Tier 5: Memory Becomes Action
-
--Tier 6: Divide Your Mind or Infer Thoughts
-+Tier 6: Divide Your Mind or Infer Thoughts
-
- GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-
-@@ -5321,7 +5321,7 @@
-
- Tier 1: Dimensional Squeeze
-
--Tier 2: Opportunist
-+Tier 2: Opportunist
-
- Tier 3: Defensive Blinking or Teleportation Burst
-
-@@ -6019,15 +6019,15 @@
-
- Tier 1: Temporary Light
-
--Tier 2: Entangling Force
-+Tier 2: Entangling Force
-
--Tier 3: Harder Light or Sculpt Light
-+Tier 3: Harder Light or Sculpt Light
-
--Tier 4: Greater Enhanced Intellect
-+Tier 4: Greater Enhanced Intellect
-
--Tier 5: Improved Sculpt Light
-+Tier 5: Improved Sculpt Light
-
--Tier 6: Defensive Field or Flight
-+Tier 6: Defensive Field or Flight
-
- GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-
-@@ -6049,7 +6049,7 @@
-
- GM Intrusions: Some secrets are too terrible to know.
-
--Separates Mind From Body
-+Separates Mind From Body
- You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
-
- Tier 1: Third Eye
-@@ -6132,7 +6132,7 @@
-
- SHRINKS TO MINUTE SIZE
-
--You can shrink down to the size of a bug and, with enough experience, even smaller.
-+You can shrink down to the size of a bug and, with enough experience, even smaller.
-
- Tier 1: Shrink
-
-@@ -6218,9 +6218,9 @@
-
- Tier 3: Acrobatic Attack or Flying Companion
-
--Tier 4: Hard to Hit
-+Tier 4: Hard to Hit
-
--Tier 5: Up to Speed
-+Tier 5: Up to Speed
-
- Tier 6: Hard Target or Defense Master
-
-@@ -6308,11 +6308,11 @@
-
- Tier 2: Safe Fall
-
--Tier 3: Bypass Barrier or Misdirect
-+Tier 3: Bypass Barrier or Misdirect
-
--Tier 4: Resilience
-+Tier 4: Resilience
-
--Tier 5: Free to Move
-+Tier 5: Free to Move
-
- Tier 6:Break the Ranks or Not Dead Yet
-
-@@ -6321,11 +6321,11 @@
-
- TAKES ANIMAL SHAPE
-
--You can transform yourself into an animal.
-+You can transform yourself into an animal.
-
- Tier 1: Animal Shape
-
--Tier 2: Communication
-+Tier 2: Communication
-
- Tier 2: Soothe the Savage
-
-@@ -6412,17 +6412,17 @@
-
- You can summon storms or break them apart.
-
--Tier 1: Hover
-+Tier 1: Hover
-
--Tier 2: Wind Armor
-+Tier 2: Wind Armor
-
- Tier 3: Bolts of Power or Storm Seed
-
--Tier 4: Windrider
-+Tier 4: Windrider
-
--Tier 5: Cold Burst
-+Tier 5: Cold Burst
-
--Tier 6: Control Weather or Wind Chariot
-+Tier 6: Control Weather or Wind Chariot
-
- GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
- The weather is seeded by a much smaller effect, and a storm grows out of control.
-@@ -6461,7 +6461,7 @@
-
- Tier 2: Destined for Greatness
-
--Tier 3: Overcome All Obstacles or
-+Tier 3: Overcome All Obstacles or
- Hard-Won Resilience
-
- Tier 4: Center of Attention
-@@ -6499,7 +6499,7 @@
-
- Tier 2: Heads-Up Display
-
--Tier 3: Fusion Armor or Incredible
-+Tier 3: Fusion Armor or Incredible
- Health
-
- Tier 4: Force Blast
-@@ -6530,7 +6530,7 @@
-
- Tier 5: Enchanted Movement
-
--Tier 6: Deadly Strike or Spin Attack
-+Tier 6: Deadly Strike or Spin Attack
-
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
- action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.
-@@ -6539,19 +6539,19 @@
-
- You bend light and manipulate beams of force for offense and defense.
-
--Tier 1: Vanish
-+Tier 1: Vanish
-
--Tier 2: Entangling Force
-+Tier 2: Entangling Force
-
- Tier 2: Sharp Senses
-
--Tier 3: Force Field Barrier or Multi-Vanish
-+Tier 3: Force Field Barrier or Multi-Vanish
-
--Tier 4: Invisibility
-+Tier 4: Invisibility
-
- Tier 5: Defensive Field
-
--Tier 6: Concussion or Generate Force Field
-+Tier 6: Concussion or Generate Force Field
-
- GM Intrusions: Invisibility partially fades, revealing the character’s presence. A force field is pierced by an unusual
- or unexpected attack.
-@@ -6592,7 +6592,7 @@
-
- Tier 5: Expert Skill
-
--Tier 6: Greater Enhanced Potential or
-+Tier 6: Greater Enhanced Potential or
- Hard-Won Resilience
-
- GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
-@@ -6679,13 +6679,13 @@
-
- TakeS ANiMAL SHAPE
-
--A shapechanger who can take the form of various animals.
-+A shapechanger who can take the form of various animals.
-
- Tier 1: Animal Shape
-
--Tier 2: Communication
-+Tier 2: Communication
-
--Tier 2: Soothe the Savage
-+Tier 2: Soothe the Savage
-
- Tier 3: Bigger Animal Shape or Greater Beast Form (works with Animal Shape)
-
-@@ -6700,7 +6700,7 @@
-
- USES WILD MAGIC
-
--spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-+spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-
- Tier 1: Magical Repertoire
-
-@@ -6722,15 +6722,15 @@
-
- WALKS THE WILD WOODS
-
--An adherent of nature magic who draws on the power and strength of trees.
-+An adherent of nature magic who draws on the power and strength of trees.
-
--Tier 1: Wilderness Life
-+Tier 1: Wilderness Life
-
- Tier 1: Patient Recovery
-
- Tier 2: Wooden Body
-
--Tier 3: Tree Companion or Wilderness Awareness
-+Tier 3: Tree Companion or Wilderness Awareness
-
- Tier 4: Tree Travel
-
-@@ -6759,7 +6759,7 @@
-
- Tier 5: Enchanted Movement
-
--Tier 6: Deadly Strike or Spin Attack
-+Tier 6: Deadly Strike or Spin Attack
-
- GM Intrusions: A weapon breaks or isdropped. The weapon loses its connectionto you until you use an action toreestablish
- the attunement. The weapon’senergy discharges in an unexpected way
-@@ -6784,27 +6784,27 @@
-
- FOCUS CATEGORIES
-
--Ally use
-+Ally use
-
--Basic
-+Basic
-
--Energy manipulation
-+Energy manipulation
-
--Environment manipulation
-+Environment manipulation
-
--Exploration
-+Exploration
-
--Influence
-+Influence
-
--Irregular
-+Irregular
-
--Movement expertise
-+Movement expertise
-
--Striker combat
-+Striker combat
-
--Support
-+Support
-
--Tank combat
-+Tank combat
-
- CHOOSING ABILITIES BY RELATIVE POWER
-
-@@ -6835,7 +6835,7 @@
- systems. And so on.
-
- Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an
--additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
-+additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
- higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or
- the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
- but don’t underpower it, either.
-@@ -7206,7 +7206,7 @@
-
- Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it)
- using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or
--heavier. An
-+heavier. An
- illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant
- a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the
- character with the benefits of that foreknowledge. And so on.
-@@ -7254,12 +7254,12 @@
- prioritized.
-
- Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require
--specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
-+specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or
- super-science to learn new things and explore strange places from afar.
-
- Connection: Choose four relevant connections from the Focus Connections list.
-
--Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
-+Additional Equipment: Any object necessary to explore. For instance, starting maps and/or
- a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to
- gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.
-
-@@ -7418,7 +7418,7 @@
-
- Connection: Choose four relevant connections from the Focus Connections list.
-
--Additional Equipment: Any object necessary to the focus’s theme. For instance, a
-+Additional Equipment: Any object necessary to the focus’s theme. For instance, a
- superhero-themed focus might grant a superhero costume.
-
- Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
-@@ -7555,7 +7555,7 @@
- One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4
- (though high tier rather than mid tier).
-
--The other option should be something that further explores the use of the basic
-+The other option should be something that further explores the use of the basic
- movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
- related to the movement.
-
-@@ -7634,7 +7634,7 @@
- If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against
- that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
-
--Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
-+Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
- low-power ability wasn’t gained at tier 1.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-@@ -7809,8 +7809,8 @@
- capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple
- physical enhancement if defense is gained by skills or enhanced healing.
-
--The other option should provide an offensive
--capability, especially if creating a non-transformation
-+The other option should provide an offensive
-+capability, especially if creating a non-transformation
- focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other
- benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.
-
-@@ -7842,7 +7842,7 @@
-
- At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of
- these replacement abilities, particularly at the higher tiers, might involve body modification, integration with
--high-tech
-+high-tech
- devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
-
- TIER 1
-@@ -8100,7 +8100,7 @@
-
- Legal Intern
-
--Masterful Armor
-+Masterful Armor
- Modification
-
- Multiplicity
-@@ -8575,7 +8575,7 @@
-
- Deep Consideration
-
--Drawing on Life’s
-+Drawing on Life’s
- Experiences
-
- Information Gathering
-@@ -9079,7 +9079,7 @@
-
- Living Light
-
--Masterful Armor
-+Masterful Armor
- Modification
-
- Mental Projection
-@@ -9325,7 +9325,7 @@
-
- Lost in the Chaos
-
--Masterful Armor
-+Masterful Armor
- Modification
-
- Mastery in Armor
-@@ -10475,7 +10475,7 @@
- you also use your Intellect Edge instead of your Speed Edge). Enabler.
-
- All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you
--attempt. You can’t use this ability again until after you’ve taken a
-+attempt. You can’t use this ability again until after you’ve taken a
- ten-hour recovery action. Action.
-
- Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature.
-@@ -10539,7 +10539,7 @@
- animalistic features, even if that animal is something much smaller than you (such as a bat or rat). In this hybrid form
- you can speak, use all of your abilities, make attacks like an animal, and perform tasks using hands without being
- hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or
--revert.
-+revert.
-
- “Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
- similar to wolves and foxes, and so on.
-@@ -10575,7 +10575,7 @@
- | Leopard | Climbing or stealth | Fast |
- | Lizard | Climbing or stealth | Small |
- | Octopus | Stealth | Aquatic |
--| Shark | Swimming | Aquatic |
-+| Shark | Swimming | Aquatic |
- | Turtle | Might defense | Armor |
- | Venomous snake | Climbing | Venom |
- | Wolf | Perception | Scent |
-@@ -10786,10 +10786,10 @@
- your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
- your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are
- hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
--intimidating, wading rivers, and so on. Enabler.
-+intimidating, wading rivers, and so on. Enabler.
-
- Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a
--height of 12 feet (4 m).
-+height of 12 feet (4 m).
- Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are
- trained in using your fists as heavy weapons (if you weren’t already). However, your Speed defense tasks are hindered.
- While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
-@@ -10897,7 +10897,7 @@
- rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets
- in the area take 1 point of damage even if you fail the attack roll. Action.
-
-- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
-+ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
- can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
- example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
- to open a door, and the illusion of a fireplace hot to the touch.
-@@ -10994,7 +10994,7 @@
- Burst of Escape (5 Speed points): You can take two separate actions this round, as long as one of them is to hide or to
- move in a direction that is not toward a foe. Enabler.
-
--Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m)
-+Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m)
- thick that is blocking your way. Depending on the barrier, this might involve finding a weak spot you can push through,
- pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place
- between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the
-@@ -11082,7 +11082,7 @@
- increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
- lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
-
--Cast Illusion: You can increase the range at which you create and maintain your
-+Cast Illusion: You can increase the range at which you create and maintain your
- immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
-
- Castigate (4 Intellect points): You intimidate any opponent within long range who understands speech (even if it is not
-@@ -11117,7 +11117,7 @@
-
- Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
- power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
--whether to spend the cost for this ability before you make each attack. Enabler.
-+whether to spend the cost for this ability before you make each attack. Enabler.
-
- Charging Horde (7 Might points): You and two or more of your followers next to you can act like a single creature to
- make a charge attack. When you do, all of you move up to a short distance, during which time you can attack anything
-@@ -11154,7 +11154,7 @@
- Colossal: When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5
- more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of
- damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height
--further, your total height increases by 10 feet
-+further, your total height increases by 10 feet
- (3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll,
- if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to
- your Might Pool. Enabler.
-@@ -11379,7 +11379,7 @@
- up to 1 foot (30 cm) of any material that is level 6 or lower. The material can be up to 1 foot thick. Action.
-
- Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
--creature to affect it. Enabler.
-+creature to affect it. Enabler.
-
- Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
- of the second cypher’s normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-@@ -11512,7 +11512,7 @@
- on. In addition, Speed defense rolls made by the innocent creature gain an asset. You can protect only one innocent
- creature at a time. Action to initiate.
-
--Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-
- Defense Against Robots: You have studied your enemy and are trained in anticipating the actions that a robot or machine
- is likely to take in a fight. Defense tasks you attempt against these foes are eased. Enabler.
-@@ -11692,7 +11692,7 @@
- rolls until the effect wears off. Action to initiate.
-
- Diver: You can safely dive into water from heights of up to 100 feet (30 m), and you can withstand pressure when in
--water as deep as
-+water as deep as
- 100 feet. Enabler.
-
- Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks.
-@@ -11777,7 +11777,7 @@
- woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
- make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
- source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
--or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-+or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-
- Dream Becomes Reality (4 Intellect points): You create a dream object of any shape you can imagine that is your size or
- smaller, which takes on apparent substance and heft. The object is crude and can have no moving parts, so you can make a
-@@ -11904,13 +11904,13 @@
- pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
- use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
- feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
--that ability and this one increases to very long. Action.
-+that ability and this one increases to very long. Action.
-
- Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
- know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
- farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
- only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
--initiate, ten minutes to complete. Enabler.
-+initiate, ten minutes to complete. Enabler.
-
- If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
- chose this new weapon.
-@@ -11923,7 +11923,7 @@
- Action.
-
- Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For
--example, if the typical person can hold their breath for thirty seconds, you can
-+example, if the typical person can hold their breath for thirty seconds, you can
- hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours.
- In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The
- minimum duration is always one round. Enabler.
-@@ -12049,7 +12049,7 @@
- it remains for ten minutes. You have no idea what happens to the target while it’s gone, but at the end of ten minutes,
- it returns to the precise spot it left. Action.
-
--Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-+Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-
- Experienced Defender: When wearing armor, you gain +1 to Armor. Enabler.
-
-@@ -12106,7 +12106,7 @@
- choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that
- if your attack fails against them). This drains your Siphon Pool to 0 points. Action.
-
--Extra Recovery: You gain an additional
-+Extra Recovery: You gain an additional
- one-action recovery each day. Enabler.
-
- Extra Skill: You are trained in one skill of your choice (other than attacks or defense) in which you are not already
-@@ -12356,7 +12356,7 @@
- hindered. Enabler.
-
- Force Blast: You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered
--Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet
-+Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet
- (60 m). Action.
-
- Force Field (3 Intellect points): You create an invisible energy barrier around a creature or object you choose within
-@@ -12621,7 +12621,7 @@
- Group Friendship (4 Intellect points): You convince a sentient creature to regard you (and up to ten creatures that you
- designate within immediate distance of you) positively, as they would a potential friend. Action.
-
--Guide Bolt (4+ Intellect points): When you make
-+Guide Bolt (4+ Intellect points): When you make
- an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack’s aim
- and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of
- Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use
-@@ -12851,7 +12851,7 @@
- should do otherwise). Action.
-
- Improved Command Spirit: When you use your Command Spirit ability, you can command a spirit or animate undead creature
--of up to level 7.
-+of up to level 7.
- Enabler.
-
- Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature,
-@@ -13271,7 +13271,7 @@
-
- Lock (2+ Intellect points): A door, gate, chest, drawer, locket, or other object that can be closed within long range
- snaps shut and is magically locked (level 3 effect) for one hour. If an object or creature is physically holding the
--target object open, you must also succeed on an
-+target object open, you must also succeed on an
- Intellect-based attack. For each level of Effort you apply, the quality of the magical lock increases by one level.
- Action to initiate.
-
-@@ -13349,7 +13349,7 @@
- Moment, the attack or task is eased. Enabler.
-
- Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must
--fit within a
-+fit within a
- 100-foot (30 m) cube. The images can move, but they can’t leave the area defined by the cube. The illusion includes
- sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond
- immediate range of the cube, the illusion vanishes. Action to create.
-@@ -13498,17 +13498,17 @@
- again with the benefit of an asset, you need to study and plan again. Enabler.
-
- Microgravity Adept: You ignore all the ill effects of low gravity and no gravity on movement; you are trained in
--low-gravity maneuvers and
-+low-gravity maneuvers and
- zero-gravity maneuvers. (You might still be subject to negative biological effects of long-term exposure, if any.)
- Enabler.
-
- Microgravity Avoidance: By taking advantage of microgravity conditions, you gain an asset to Speed defense tasks while
--in zero-gravity or
-+in zero-gravity or
- low-gravity conditions. Enabler.
-
- Mind Control (6+ Intellect points): You control the actions of another creature you touch. This effect lasts for one
- minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the
--target and sense what it senses. You can allow it to act freely or override its control on a
-+target and sense what it senses. You can allow it to act freely or override its control on a
- case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the
- maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three
- levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must
-@@ -13536,7 +13536,7 @@
- 6 points to your Intellect Pool. Action.
-
- Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image
--must fit within a 10-foot (3 m)
-+must fit within a 10-foot (3 m)
- cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can’t leave the
- area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change
- the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again
-@@ -14166,8 +14166,8 @@
- (usually no more than three before the spirit fades).
-
- First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an
--object that was owned by
--the creature, or touch the physical remains
-+object that was owned by
-+the creature, or touch the physical remains
- of the creature. For other spirits, you must know the spirit’s full name or have a great deal of an element (such as
- fire or earth) that the spirit is associated with.
-
-@@ -14234,7 +14234,7 @@
- reaction time for about a minute. During that period, all Speed tasks (including Speed defense rolls) are eased. In
- addition, the target can take one extra action at any time before the ability’s duration expires. Action.
-
--Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
-+Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
- one-action recovery roll as part of another action or when it isn’t your turn, your ten-minute recovery roll takes you
- only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you
- make a recovery roll when it isn’t your turn, until the end of your next turn all of your tasks are hindered. Enabler.
-@@ -14341,7 +14341,7 @@
- Resilience: You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores
- Armor. Enabler.
-
--Resilient Duplicate: Increase the health of
-+Resilient Duplicate: Increase the health of
- any duplicate you create (such as with Duplicate) by 5. Enabler.
-
- Resilient Ice Armor: The sheen of ice you generate using your Ice Armor ability gives you an additional +1 to Armor.
-@@ -14546,7 +14546,7 @@
- See History (4 Intellect points): You touch an object, read the subtle echoes of its existence through time, ask the GM
- a question about the object’s past, and get a general answer. The answers are often in the form of brief images or
- sensations rather than specific answers in a language you know. The GM assigns a level to the question, so the more
--obscure the answer, the more difficult the task. » Generally, knowledge that you could find by looking somewhere other
-+obscure the answer, the more difficult the task. » Generally, knowledge that you could find by looking somewhere other
- than your current location is level 1, and obscure knowledge of the past is level 7. After you use this ability, you
- have an asset on identifying the object. Action. (“Obscure” is a relative term—a sage might not know how a vampire
- acquired a specific artifact, but someone using See History on that artifact would have an easy time sensing that
-@@ -15691,7 +15691,7 @@
- at about 20 miles (32 km) per hour and are not affected by terrain. Action to initiate.
-
- Wings of Fire (4 Intellect points): While your Shroud of Flame is active, you can spread wings of fire and can levitate,
--moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other
-+moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other
- non-movement action on your turn. Action.
-
- Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
-@@ -15766,14 +15766,14 @@
-
- ANIMAL FORM MINOR ABILITIES TABLE
-
--| Animal | Skill Training | Other Abilities |
-+| Animal | Skill Training | Other Abilities |
- |-------------------|------------------------|------------------|
- | Ape | Climbing | Hands |
- | Badger | Climbing | Scent |
--| Bat | Perception | Flying |
-+| Bat | Perception | Flying |
- | Bear | Climbing | Scent |
- | Bird | Perception | Flying |
--| Boar | Might defense | Scent |
-+| Boar | Might defense | Scent |
- | Cat | Climbing or stealth | Small |
- | Constrictor snake | Climbing | Constrict |
- | Crocodile | Stealth or swimming | Constrict |
-@@ -15788,7 +15788,7 @@
- | Shark | Swimming | Aquatic |
- | Turtle | Might defense | Armor |
- | Venomous snake | Climbing | Venom |
--| Wolf | Perception | Scent |
-+| Wolf | Perception | Scent |
-
- Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
-
-@@ -15941,43 +15941,43 @@
- FANTASY ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
--Speed Effort cost of the worst one).
-+Speed Effort cost of the worst one).
-
- Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
- giant lizard or rhinoceros.
-
- Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
--movement than full plate at the cost of some protection.
-+movement than full plate at the cost of some protection.
-
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
-+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
-
- Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
- mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
- Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
--dwarven smiths know how to make it).
-+dwarven smiths know how to make it).
-
- Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
- mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
- (it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
--elven smiths know how to make it).
-+elven smiths know how to make it).
-
- Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
-+joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
-
- Heavy cloth: Clothing that’s heavy enough to reduce the effect of attacks against you, such as winter clothing or a
- fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
- but not bashing attacks like clubs or hammers. Heavy cloth doesn’t have a Speed Effort cost. It can’t be worn with other
--kinds of armor.
-+kinds of armor.
-
- Hides and furs: Made from thick or poorly cured animal skins. It’s heavier and bulkier than other kinds of leather
--armor, but easier to make, especially by resource-poor crafters.
-+armor, but easier to make, especially by resource-poor crafters.
-
- Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
- your torso. It’s stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
- Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that
--concept.
-+concept.
-
- Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
- called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
-@@ -15985,7 +15985,7 @@
- doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor.
-
- Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
--mail.”
-+mail.”
-
- Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
- System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-@@ -15995,7 +15995,7 @@
- | Heavy cloth | 1\* | 0 | 3 gp |
- | Hides and furs | 1 | 1 | 10 gp |
- | Leather jerkin | 1 | 1 | 10 gp |
--| Padded | 1\* | 0 | 5 gp |
-+| Padded | 1\* | 0 | 5 gp |
- | Medium Armor | Armor | Speed Effort Additional Cost | Price |
- | Beastskin | 2 | 2 | 10 gp |
- | Breastplate | 2 | 2 | 400 gp |
-@@ -16008,7 +16008,7 @@
- | Scale | 3 | 0 | 50 gp |
- | Shield | asset\*\* | | 10 gp |
-
--\* Only against piercing and slashing attacks
-+\* Only against piercing and slashing attacks
-
- \*\* Using a shield provides the wearer with an asset on Speed defense tasks
-
-@@ -16052,79 +16052,79 @@
-
- FANTASY WEAPONS DESCRIPTIONS
-
--Battleaxe: A wooden pole with a blade on one end.
-+Battleaxe: A wooden pole with a blade on one end.
-
--Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-
- Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
--it.
-+it.
-
--Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-
--Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-
- Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
- crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
- reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
-
--Dagger: A very short blade for stabbing or slicing.
-+Dagger: A very short blade for stabbing or slicing.
-
--Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-
--Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-
--Greatsword: A two-handed version of the broadsword.
-+Greatsword: A two-handed version of the broadsword.
-
- Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter’s hammer) or two-sided (like a
--sledgehammer).
-+sledgehammer).
-
- Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
--You need two hands to load it.
-+You need two hands to load it.
-
--Handaxe: A light, one-handed axe that’s good for melee or throwing.
-+Handaxe: A light, one-handed axe that’s good for melee or throwing.
-
- Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
--reload.
-+reload.
-
--Heavy mace: A larger, two-handed version of a mace.
-+Heavy mace: A larger, two-handed version of a mace.
-
--Javelin: A light spear that’s designed to be thrown.
-+Javelin: A light spear that’s designed to be thrown.
-
- Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
- fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that’s spherical, flanged, or knobbed.
-+that’s spherical, flanged, or knobbed.
-
--Maul: A larger version of the hammer, such as a sledgehammer.
-+Maul: A larger version of the hammer, such as a sledgehammer.
-
- Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
- You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
--of their physical actions are hindered until they take an action to remove it.
-+of their physical actions are hindered until they take an action to remove it.
-
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool.
-+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool.
-
- Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
--pulling an opponent from their mount.
-+pulling an opponent from their mount.
-
--Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-
--Rapier: A light sword with a thin blade used for stabbing and slashing.
-+Rapier: A light sword with a thin blade used for stabbing and slashing.
-
--Scimitar: A medium-length sword with a strongly curved blade.
-+Scimitar: A medium-length sword with a strongly curved blade.
-
- Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
--as a weapon.
-+as a weapon.
-
- Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
- cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
--to load it. Action to reload.
-+to load it. Action to reload.
-
--Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-
--Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-
--Trident: A three-pronged spear, often used for spear fishing.
-+Trident: A three-pronged spear, often used for spear fishing.
-
--Unarmed: A typical punch, kick, or other weaponless attack.
-+Unarmed: A typical punch, kick, or other weaponless attack.
-
- Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-
-@@ -16148,29 +16148,29 @@
- | Battleaxe | 10 gp | |
- | Bow | 30 gp | Long range |
- | Arrows (20) | 1 gp | |
--| Broadsword | 15 gp | |
-+| Broadsword | 15 gp | |
- | Club | 1 sp | |
--| Crank crossbow | 250 gp | Long range |
-+| Crank crossbow | 250 gp | Long range |
- | Crossbow bolts (20) | 1 gp | |
- | Light crossbow | 25 gp | Long range |
- | Crossbow bolts (20) | 1 gp | |
- | Flail | 10 gp | |
- | Hammer | 15 gp | |
- | Javelin | 5 sp | Can be thrown up to long range |
--| Mace | 10 gp | |
-+| Mace | 10 gp | |
- | Pick | 10 gp | |
- | Polearm | 10 gp | |
- | Quarterstaff | 2 sp | |
- | Scimitar | 25 gp | |
--| Spear | 1 gp | Can be thrown up to long range |
--| Trident | 5 gp | |
-+| Spear | 1 gp | Can be thrown up to long range |
-+| Trident | 5 gp | |
- | Heavy Weapons (6 points of damage) | Price | Notes |
- | Greataxe | 30 gp | |
- | Greatsword | 50 gp | |
- | Heavy crossbow | 50 gp | Long range |
- | Crossbow bolts (20) | 1 gp | |
--| Heavy mace | 15 gp | |
--| Maul | 10 gp | |
-+| Heavy mace | 15 gp | |
-+| Maul | 10 gp | |
-
- EXPLOSIVE WEAPONS
-
-@@ -16186,71 +16186,71 @@
- Adventuring equipment DESCRIPTIONS
-
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
--If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-
- Adventuring pack: Includes 50 feet (15 m) of rope, three days’ iron rations, three spikes, small hammer, a set of warm
--clothes, boots, and three torches.
-+clothes, boots, and three torches.
-
- Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
--Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-
- Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
--grants an asset for identifying potion cyphers and similar mysterious liquids.
-+grants an asset for identifying potion cyphers and similar mysterious liquids.
-
--Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-
- Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
--string, 3 feet (1 m) of metal wire, and a handful of nails.
-+string, 3 feet (1 m) of metal wire, and a handful of nails.
-
--Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-
- Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
- on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
--assumes the character has already read the book and is looking for relevant information).
-+assumes the character has already read the book and is looking for relevant information).
-
- Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
- covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
- were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
- Speed defense roll or take 2 points of Speed damage (ignores Armor).
-
--Candle: A candle burns for one hour and creates dim light in an immediate area.
-+Candle: A candle burns for one hour and creates dim light in an immediate area.
-
--Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-
--Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-
- Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
--an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-
- Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
--parts are reusable, but the kit runs out after about five uses.
-+parts are reusable, but the kit runs out after about five uses.
-
- Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp
- creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
--hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-
- Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
- lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
- four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-
- Lockpicks: Also known as thieves’ tools, this set provides everything a skilled person needs to pick locks and disarm
--traps.
-+traps.
-
- Manacles: Metal or heavy wooden restraints that hold an enemy’s wrists or ankles in place and are secured with a pin. A
--common set of manacles is level 5.
-+common set of manacles is level 5.
-
- Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
- with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
- surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
- terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
- roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
--of fire damage (ignores Armor) on anyone in or moving through the area.
-+of fire damage (ignores Armor) on anyone in or moving through the area.
-
--Signal horn: This horn can be heard up to a mile away.
-+Signal horn: This horn can be heard up to a mile away.
-
--Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-
--Tent: This has enough room for two humans or three smaller people.
-+Tent: This has enough room for two humans or three smaller people.
-
- Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
- light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
-@@ -16321,35 +16321,35 @@
- Fantasy clothing descriptions
-
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
--shoes, and underclothes.
-+shoes, and underclothes.
-
- Artisan’s outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
--an apron and a belt for holding tools.
-+an apron and a belt for holding tools.
-
- Ascetic’s outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
- styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
--breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-
--Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-
- Entertainer’s costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
- bard, juggler, or acrobat.
-
- Explorer’s outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
--various activities and environments.
-+various activities and environments.
-
- Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
- meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
--times as much.
-+times as much.
-
- Peasant’s outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
--blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-
- Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
--headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-
- Traveler’s outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
--hood.
-+hood.
-
- Wizard’s outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
- interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
-@@ -16369,17 +16369,17 @@
- | Traveler’s outfit | 2 gp |
- | Wizard’s outfit | 5 gp |
-
--ANIMALS AND GEAR DESCRIPTIONS
--Draft horse: A strong horse able to carry or pull heavy loads.
-+ANIMALS AND GEAR DESCRIPTIONS
-+Draft horse: A strong horse able to carry or pull heavy loads.
-
- Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
--intruders than it is for accompanying adventurers into dangerous locations.
-+intruders than it is for accompanying adventurers into dangerous locations.
-
- Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
--as a mount for a smaller-than-human creature such as a dwarf or halfling.
-+as a mount for a smaller-than-human creature such as a dwarf or halfling.
-
- Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
--combat.
-+combat.
-
- Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
- such as a chariot.
-@@ -16793,7 +16793,7 @@
- of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply
- grant the PC an additional action on their turn that same round.
-
--In combat, the easiest and most straightforward
-+In combat, the easiest and most straightforward
- major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for
- combat.
-
-@@ -16847,7 +16847,7 @@
-
- Immediate distance from a character is within reach or within a few steps; if a character stands in a small room,
- everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is
--sometimes referred to as close, or even
-+sometimes referred to as close, or even
- point-blank, particularly when referring to ranges.
-
- (The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within
-@@ -17152,10 +17152,10 @@
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
- hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the
- associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
--purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-+purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-
- Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
--error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-+error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-
- Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
- trajectory on a failed piloting task, the difficulty determined by the situation.
-@@ -17172,7 +17172,7 @@
- Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole’s
- event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
- thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
--fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.
-+fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.
-
- A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
- Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
-@@ -17205,7 +17205,7 @@
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
--fantastic settings, or possibly in solar systems other than Earth’s.
-+fantastic settings, or possibly in solar systems other than Earth’s.
-
- Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
- pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
-@@ -17326,7 +17326,7 @@
-
- If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage
- track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a
--character who is debilitated from a hit with a
-+character who is debilitated from a hit with a
- cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
-
- Special Damage
-@@ -17523,7 +17523,7 @@
- roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
- the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6
- for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is
--higher,
-+higher,
- the attack misses. Damage is resolved normally. The GM mediates all special effects.
-
- SPECIAL SITUATION: AREA ATTACKS
-@@ -17550,7 +17550,7 @@
- SPECIAL SITUATION: ATTACKING OBJECTS
-
- Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
--Attacking inanimate objects with a melee weapon is a Might action. Objects have
-+Attacking inanimate objects with a melee weapon is a Might action. Objects have
- levels and thus target numbers. Objects have a damage track that works like the damage track for PCs.
-
- Intact is the default state for an object.
-@@ -17636,20 +17636,20 @@
-
- Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep
- slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through
--it, and so on. Difficult terrain hinders move rolls and halves movement on a
-+it, and so on. Difficult terrain hinders move rolls and halves movement on a
- round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m).
--Difficult terrain reduces
-+Difficult terrain reduces
- long-term movement to a third of its normal rate.
-
--Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
-+Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls
- and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about
--12 feet(4 m),
-+12 feet(4 m),
- and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water.
-
- Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased.
-
- High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain.
--Characters trained in
-+Characters trained in
- high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate.
-
- Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a
-@@ -18140,14 +18140,14 @@
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-
--CRAFTING CYPHERS
-+CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
- what level of cypher they’re trying to create, which must be in the level range for the cypher as listed in the Cypher
- System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
- could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
- particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
--its level range, and should always be treated as a level 6 cypher when crafted by a PC.
-+its level range, and should always be treated as a level 6 cypher when crafted by a PC.
-
- 2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
- exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
-@@ -18157,25 +18157,25 @@
- |--------------|--------------------------|
- | 1 | One inexpensive item |
- | 2 | Two inexpensive items |
--| 3 | One moderate item |
-+| 3 | One moderate item |
- | 4 | Two moderate items |
--| 5 | Three moderate items |
-+| 5 | Three moderate items |
- | 6 | One expensive item |
- | 7 | Two expensive items |
- | 8 | Three expensive items |
- | 9 | One very expensive item |
--| 10 | Two very expensive items |
-+| 10 | Two very expensive items |
-
- 3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
- crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
- in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
- formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
- activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
--skill) to do this sort of crafting; the character cannot attempt the task at all.
-+skill) to do this sort of crafting; the character cannot attempt the task at all.
-
- 4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
- difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
--they have to spend less time on crafting it. See the table below.
-+they have to spend less time on crafting it. See the table below.
-
- For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
- on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
-@@ -18198,11 +18198,11 @@
-
- 5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
- process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
--crafting task assessed as difficulty 5 requires five subtask successes.
-+crafting task assessed as difficulty 5 requires five subtask successes.
-
- The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
- crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
--intervals over the course of the full time required to craft the item.
-+intervals over the course of the full time required to craft the item.
-
- If at any point the crafter fails on a subtask, the item isn’t ruined. Instead, the character only wasted the time spent
- on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter fails
-@@ -18234,7 +18234,7 @@
-
- Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
- it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
--ritual takes from start to finish, once the preparations (if any) are complete.
-+ritual takes from start to finish, once the preparations (if any) are complete.
-
- DIFFICULTY AND SUBTASKS
-
-@@ -18245,21 +18245,21 @@
- magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
- subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
- a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
--at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-+at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-
- If at any point the PC fails a subtask, the ritual isn’t automatically ruined, but it costs time—a failure means the
- time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
- subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
- the ritual (perhaps equal to half the ritual’s overall level) means the whole thing needs to be started again. Skills,
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
--the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-+the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
- POOL INVESTMENT
-
- Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
- vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
- could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
--necessary to prevent a participating PC from dying during the ritual).
-+necessary to prevent a participating PC from dying during the ritual).
-
- ACCELERATED PERFORMANCE
-
-@@ -18268,7 +18268,7 @@
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
--EXAMPLE RITUALS
-+EXAMPLE RITUALS
-
- The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
- may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
-@@ -18277,18 +18277,18 @@
-
- UNDERSTANDING THE EXAMPLES
-
--Each ritual is described in the following format.
-+Each ritual is described in the following format.
-
- Level: The overall level of the ritual, which determines how many subtasks it has.
-
--Time: The preparation time (if any) and performance time.
-+Time: The preparation time (if any) and performance time.
-
--Roles: Things other characters can do to participate and help.
-+Roles: Things other characters can do to participate and help.
-
--Side Effects: Negative consequences for failed rolls or GM intrusions.
--Reagents: Resources that can help success.
-+Side Effects: Negative consequences for failed rolls or GM intrusions.
-+Reagents: Resources that can help success.
-
--Pool: What kind of Pool points the ritual costs.
-+Pool: What kind of Pool points the ritual costs.
-
- Other Assets: Kinds of abilities that can help success.
-
-@@ -18298,20 +18298,20 @@
- that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
- makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
- for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
--ritual merely gains its attention and gives the characters the opportunity to speak their case.
-+ritual merely gains its attention and gives the characters the opportunity to speak their case.
-
--Level: The level of the entity
-+Level: The level of the entity
-
--Time: Four hours of preparation, one hour of performance
-+Time: Four hours of preparation, one hour of performance
-
--Roles: Chanting, lighting candles, holding gifts/reagents
-+Roles: Chanting, lighting candles, holding gifts/reagents
-
- Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
--entity will consider answering)
-+entity will consider answering)
-
--Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-+Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Knowledge or control of similar entities
-
-@@ -18324,26 +18324,26 @@
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
- them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
- the living or unfulfilled tasks completed). If the characters don’t comply, they must magically threaten or compel the
--spirit to obey.
-+spirit to obey.
-
--Level: The level of the dead spirit
-+Level: The level of the dead spirit
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Chanting, holding hands in a circle, manipulating a spirit device
-+Roles: Chanting, holding hands in a circle, manipulating a spirit device
-
--Side Effects: Haunting, possession
-+Side Effects: Haunting, possession
-
--Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess
-+Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
--Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
-+Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
-
- A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
- accordingly.
-
--CONJURE DEMON
-+CONJURE DEMON
-
- Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-@@ -18351,24 +18351,24 @@
- than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
- are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
- it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
--for the unwanted summoning).
-+for the unwanted summoning).
-
--Level: The level of the demon
-+Level: The level of the demon
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-
--Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
-+Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
-
- Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
--representing anger, destruction, or hatred (according to the desired service)
-+representing anger, destruction, or hatred (according to the desired service)
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Knowledge or control of similar entities, secret name of the demon
-
--CONJURE DEVIL
-+CONJURE DEVIL
-
- Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-@@ -18378,22 +18378,22 @@
- If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
- interruption).
-
--Level: The level of the devil
-+Level: The level of the devil
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-
- Side Effects: Bad smell, curse, infernal mark, possession
-
- Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
--betrayal, deception, or greed (according to the desired service)
-+betrayal, deception, or greed (according to the desired service)
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
--Other Assets: Knowledge or control of similar entities, secret name of the devil
-+Other Assets: Knowledge or control of similar entities, secret name of the devil
-
--CONJURE ELEMENTAL
-+CONJURE ELEMENTAL
-
- Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
- remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-@@ -18401,93 +18401,93 @@
- about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
- its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
- water, and so on. If the summoners can’t come to an agreement with the elemental, it might make one attack before it
--leaves.
-+leaves.
-
--Level: The level of the elemental
-+Level: The level of the elemental
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-+Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-
--Side Effects: Damage, weakness toward one kind of attack
-+Side Effects: Damage, weakness toward one kind of attack
-
- Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
--creatures
-+creatures
-
--Pool: Might, Speed, or Intellect, depending on the kind of elemental
-+Pool: Might, Speed, or Intellect, depending on the kind of elemental
-
- Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
-
- Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
- playing up their strengths are the key to bargaining with them.
-
--CONSECRATION
-+CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
- very long distance across. Evil creatures and magical effects of less than the ritual’s level can’t enter the area or
- use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
- enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
--area are hindered by two steps.
-+area are hindered by two steps.
-
--Level: The level of the effects to protect against
-+Level: The level of the effects to protect against
-
--Time: One hour of preparation, two hours of performance
-+Time: One hour of preparation, two hours of performance
-
- Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
--other suitable markers)
-+other suitable markers)
-
--Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-+Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-
--Reagents: Silver dust, sacred oil, buried blessed gemstones
-+Reagents: Silver dust, sacred oil, buried blessed gemstones
-
--Pool: Intellect
-+Pool: Intellect
-
--Other Assets: Warding magic, religious knowledge
-+Other Assets: Warding magic, religious knowledge
-
--ENCHANT WEAPON
-+ENCHANT WEAPON
-
- Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
--next day.
-+next day.
-
--Level: 3 or 4
-+Level: 3 or 4
-
--Time: Thirty minutes of preparation, one hour of performance
-+Time: Thirty minutes of preparation, one hour of performance
-
--Roles: —
-+Roles: —
-
- Side Effects: Weapon attack hindered, higher GM intrusion rate
-
--Reagents: Rare oils, gem dust
-+Reagents: Rare oils, gem dust
-
--Pool: Speed or Intellect
-+Pool: Speed or Intellect
-
- Other Assets: Battle tactics, weapon crafting
-
- In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
- rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-
--ENTOMBMENT
-+ENTOMBMENT
-
- Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
- the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
- forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
--vessel.
-+vessel.
-
--Level: The level of the creature
-+Level: The level of the creature
-
--Time: Sixteen hours of preparation, one hour of performance
-+Time: Sixteen hours of preparation, one hour of performance
-
--Roles: Chanting, carrying or protecting the vessel
-+Roles: Chanting, carrying or protecting the vessel
-
--Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-+Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-
--Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-+Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-
--Pool: Intellect
-+Pool: Intellect
-
- Other Assets: Control magic, grappling, imprisoning magic, wards
-
--EXORCISM
-+EXORCISM
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-@@ -18497,114 +18497,114 @@
- for a year and a day. As with using the ritual to cleanse a location, this doesn’t prevent other spirits from afflicting
- the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-
--Level: The level of the most powerful hostile presence to be exorcised
-+Level: The level of the most powerful hostile presence to be exorcised
-
--Time: Two hours of preparation, two hours of performance
-+Time: Two hours of preparation, two hours of performance
-
- Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
--incense
-+incense
-
--Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-+Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-
--Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-+Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-
--Pool: Intellect
-+Pool: Intellect
-
--Other Assets: Warding magic, religious knowledge
-+Other Assets: Warding magic, religious knowledge
-
- Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
- possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-
--FLESH FOR KNOWLEDGE
-+FLESH FOR KNOWLEDGE
-
- Sacrifices some of the ritualist’s flesh, inflicting Might and Speed damage equal to the level of the ritual and
- permanently reducing the character’s Pools by 4 points (the character can divide this loss between Might and Speed as
- they see fit). The character experiences painful hallucinations that give them insight and understanding. They
- immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
--advancement).
-+advancement).
-
--Level: Twice the tier of the ability the character wishes to learn
-+Level: Twice the tier of the ability the character wishes to learn
-
--Time: One hour of preparation, one hour of performance
-+Time: One hour of preparation, one hour of performance
-
--Roles: Chanting, restraining the subject of the ritual
-+Roles: Chanting, restraining the subject of the ritual
-
--Side Effects: Lasting damage, permanent damage, scarring
-+Side Effects: Lasting damage, permanent damage, scarring
-
--Reagents: Silver knife, silver vessel
-+Reagents: Silver knife, silver vessel
-
--Pool: See above
-+Pool: See above
-
--Other Assets: Pain tolerance, surgery
-+Other Assets: Pain tolerance, surgery
-
- Instead of permanently reducing a character’s Pools by 4 points, the GM could allow other permanent penalties such as
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
--PURIFICATION
-+PURIFICATION
-
- Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
- or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
- creature or object, which is then discarded or safely destroyed.
-
--Level: The level of the affliction or effect to remove
-+Level: The level of the affliction or effect to remove
-
--Time: One hour of preparation, two hours of performance
-+Time: One hour of preparation, two hours of performance
-
--Roles: Applying reagents, chanting
-+Roles: Applying reagents, chanting
-
--Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
-+Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
-
- Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
--the target, scapegoat, silver dust
-+the target, scapegoat, silver dust
-
--Pool: Might
-+Pool: Might
-
- Other Assets: Healing magic, resistance to the target’s affliction
-
--RESURRECTION
-+RESURRECTION
-
- Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
- completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
--anything that happened after they died.
-+anything that happened after they died.
-
--Level: The level of the deceased (at least tier 6 if a PC)
-+Level: The level of the deceased (at least tier 6 if a PC)
-
--Time: Five hours of preparation, two hours of performance
-+Time: Five hours of preparation, two hours of performance
-
--Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-+Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-
- Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
--damage
-+damage
-
- Reagents: Deceased’s corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
--items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items
-+items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
- spirit knowledge, secret name of the deceased
-
- A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
--impaired state on the damage track instead of hale, requiring further rest or healing.
-+impaired state on the damage track instead of hale, requiring further rest or healing.
-
--SACRIFICIAL RITE
-+SACRIFICIAL RITE
-
- A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
- the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
--the final destination for the soul (such as placing it in a sword to create a magic item).
-+the final destination for the soul (such as placing it in a sword to create a magic item).
-
--Level: The level of the creature (at least tier 6 if a PC)
-+Level: The level of the creature (at least tier 6 if a PC)
-
- Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
--restraining the creature, slaying the creature
-+restraining the creature, slaying the creature
-
--Side Effects: Creature rages or escapes, damage, dying curse, haunting
-+Side Effects: Creature rages or escapes, damage, dying curse, haunting
-
- Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
--high as the creature’s level)
-+high as the creature’s level)
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Death spells, instant-kill abilities, soul manipulation
-
-@@ -18651,11 +18651,11 @@
- interact and cope with it. Technological devices that are not magical but deal with magic could include:
-
- Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
--magical, it does not function again.
-+magical, it does not function again.
-
- Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
- suit. However, all of the wearer’s tasks to resist magical effects are eased. If the wearer takes even 1 point of
--physical damage, the suit rips and no longer functions until it is repaired and resealed.
-+physical damage, the suit rips and no longer functions until it is repaired and resealed.
-
- Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
- signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
-@@ -18666,26 +18666,26 @@
- In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
- blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-
--FINDING PRYING EYES
-+FINDING PRYING EYES
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
- source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
- this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not
--the location of the listener.
-+the location of the listener.
-
--POWER DEVICE
-+POWER DEVICE
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
- powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
--flashlight, the battery is fully charged.
-+flashlight, the battery is fully charged.
-
--SCREEN CONTROL
-+SCREEN CONTROL
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
- whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
-@@ -18700,17 +18700,17 @@
- takes (perhaps limited in that the controlled creature won’t take actions that harm them or go against their nature,
- such as attacking friends). But what’s happening inside the controlled creature’s head—whether during the effect or
- afterward—often isn’t specified. There are several options for the GM to consider, either for all kinds of mind-control
--magic or on a case-by-case basis.
-+magic or on a case-by-case basis.
-
- Confusion: The controlled creature doesn’t understand why they’re doing things they normally wouldn’t do, but they
- aren’t aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
- that they don’t know why they did those things, or come up with an explanation justifying (to themselves and others)
--their reasons for those actions.
-+their reasons for those actions.
-
- Dream: The controlled creature is aware of what’s going on but perceives it in a dreamlike state. They may believe that
- they’re in control of themselves the entire time, or somewhat aware that they’re not fully in control (similar to being
- intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about the
--events but may not realize that someone else was controlling them.
-+events but may not realize that someone else was controlling them.
-
- Trapped: The active thoughts in the controlled creature’s head come from the controller, but the creature still has a
- small voice or awareness in the background, like they’re a prisoner in their own mind. This horrible situation usually
-@@ -18742,19 +18742,19 @@
- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
- and powerful martial arts styles. This doesn’t change anything in the game mechanically—no one gets the ability to use
- weapons that they wouldn’t normally have under the rules. But it does change the flavor, suggesting that no PC is
--entirely ignorant of weapons or close combat.
-+entirely ignorant of weapons or close combat.
-
- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
- attack, perhaps it is “The Three-Flower Fist,” and instead of Fury, a character uses “The Rage of the Sevenfold.” It is
- reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described with a
- magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character, and so
--on.
-+on.
-
- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
- material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
--little effort, and true warriors can shatter stones with their blows.
-+little effort, and true warriors can shatter stones with their blows.
-
--Wounds heal faster. Everyone gains +1 to all recovery rolls.
-+Wounds heal faster. Everyone gains +1 to all recovery rolls.
-
- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document, in
- particular the power shift optional rules. These may derive from almost supernatural levels of training in various
-@@ -18799,7 +18799,7 @@
- defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
- enough to convince it to perform a service without compensation. A creature doesn’t automatically know if someone has
- learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
--informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-+informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-
- Learning a true name is difficult and takes time. A character wanting to discover a creature’s true name might choose
- the Uncover a Secret character arc to do so.
-@@ -18816,23 +18816,23 @@
- shouldn’t be able to grant a boon more powerful than itself. Therefore, it’s reasonable that a level 6 creature could
- create a level 6 effect. The GM could look at the creature’s other abilities (or abilities of other creatures of its
- level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
--result downward until it’s appropriate for the creature’s power.
-+result downward until it’s appropriate for the creature’s power.
-
- Wishing for more wishes doesn’t work because a creature shouldn’t be able to create something more powerful than
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
--FANTASY RULES MODULE
-+FANTASY RULES MODULE
-
- AWARDING TREASURE
-
--It’s best to think of gold and magic as two different kinds of currencies that characters have access to.
-+It’s best to think of gold and magic as two different kinds of currencies that characters have access to.
-
- GOLD
-
- The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
- characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
--a typical fantasy campaign, the characters should become wealthier as they advance.
-+a typical fantasy campaign, the characters should become wealthier as they advance.
-
- MANIFEST CYPHERS
-
-@@ -18854,7 +18854,7 @@
- Artifacts are the high end of magical currency, and in terms of buying and selling them, they’re like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
- artifact of about the same level. Unlike cyphers, the game doesn’t assume that PCs have frequent opportunities to gain
--new artifacts or replace the ones that deplete.
-+new artifacts or replace the ones that deplete.
-
- In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
- what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
-@@ -18870,24 +18870,24 @@
- WALLS
-
- Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
--by a creature). Anything describing walls in this section also applies to ceilings and floors.
-+by a creature). Anything describing walls in this section also applies to ceilings and floors.
-
- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
- blindly (hindered by four steps), but it’s usually easier to break a hole in the wall and attack through the hole. Paper
- walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper
--wall, and a cloth wall is probably level 2.
-+wall, and a cloth wall is probably level 2.
-
- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a partition
- within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might be level 5.
- Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks
--are hindered).
-+are hindered).
-
- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold them
- in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a cave
- wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to suit
- their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or built
- inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but resistant to
--bashing and slashing weapons (attacks are hindered).
-+bashing and slashing weapons (attacks are hindered).
-
- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-
-@@ -18895,29 +18895,29 @@
-
- Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
- their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
--the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
-+the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
-
- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
- keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
- planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire (attacks
--with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
-+with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
-
- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
--shop.
-+shop.
-
- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
--especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
-+especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
-
- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a center
- point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to piercing
--weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-+weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-
- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
--king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-+king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-
- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
- archers to fire at the creatures trapped by it. They’re also useful in closing access to a waterway without impacting
--its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.
-+its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.
-
- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-@@ -18937,7 +18937,7 @@
-
- Most characters won’t notice traps unless actively looking for them; they don’t know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
--dangers are present.
-+dangers are present.
-
- Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
- before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
-@@ -18974,23 +18974,23 @@
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
- standard template that includes the following categories. If an entry doesn’t apply to a particular trap, it is omitted
--from the listing.
-+from the listing.
-
- Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
- reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
--(always three times the trap’s level).
-+(always three times the trap’s level).
-
- Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
- it has a limited number of uses, and so on.
-
- Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
- attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
--if it’s the normal amount for a trap of its level.
-+if it’s the normal amount for a trap of its level.
-
- Modifications: Use these numbers when a trap’s information says to use a different target number. For example, a level 4
- trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of
- 15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap’s attacks, defenses, and
--stealth (how hard or easy it is to notice the trap).
-+stealth (how hard or easy it is to notice the trap).
-
- GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It’s just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-@@ -18998,28 +18998,28 @@
- COMMON TRAP POISONS
-
- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
--and one hour.
-+and one hour.
-
- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
--ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-+ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-
--Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-+Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-
- Debilitating: The poison hinders all of the creature’s actions by one or two steps if they fail a defense roll. (Some
- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
--are ten minutes, one hour, and ten hours.
-+are ten minutes, one hour, and ten hours.
-
--Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.
-+Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.
-
- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
- passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
- ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
- defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
--every round.
-+every round.
-
- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
- leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
--minutes, one hour, and ten hours.
-+minutes, one hour, and ten hours.
-
- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
-@@ -19032,11 +19032,11 @@
- hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
- for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
- triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
--releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-+releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
-+Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
-
- GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
- or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-@@ -19044,17 +19044,17 @@
- CRUSHING WALL 6 (18)
-
- A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
--could be built in its place).
-+could be built in its place).
-
- A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
- falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
- so that triggering the trap makes the area impassible.
-
-- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
-+ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
- Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
- difficult terrain.
-
--Damage Inflicted: 6 points (ignores Armor)
-+Damage Inflicted: 6 points (ignores Armor)
-
- GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
- can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
-@@ -19063,24 +19063,24 @@
- DISINTEGRATION 7 (21)
-
- A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
--any object destroyed by it) turns to dust.
-+any object destroyed by it) turns to dust.
-
--Damage Inflicted: 15 points
-+Damage Inflicted: 15 points
-
- GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
--ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-+ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-
- EXPLOSIVE GLYPH 4 (12)
-
- A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
- acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
- unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
--electrified salt water, or a gout of burning oil.
-+electrified salt water, or a gout of burning oil.
-
- Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
--they make their defense roll.
-+they make their defense roll.
-
--Modifications: Stealth as level 5
-+Modifications: Stealth as level 5
-
- GM Intrusion: The glyph marks the character’s face with a symbol indicating they are a thief. The glyph makes the
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
-@@ -19089,16 +19089,16 @@
- FLOODING ROOM 4 (12)
-
- Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
--creatures in it begin to drown.
-+creatures in it begin to drown.
-
- A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
- or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
- starting to suffocate. (Restoring the air allows the characters to awaken, but doesn’t move them back up the damage
--track.)
-+track.)
-
--Damage Inflicted: None until drowning starts
-+Damage Inflicted: None until drowning starts
-
--Modifications: Defends as level 7
-+Modifications: Defends as level 7
-
- GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
- fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-@@ -19106,20 +19106,20 @@
- MANGLER 3 (9)
-
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
--hindering all actions requiring that hand by one or two steps.
-+hindering all actions requiring that hand by one or two steps.
-
- A floor variant is a small trapdoor over a closed compartment, which mangles the character’s foot when they step on the
- trapdoor, reducing their movement speed by half.
-
-- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
-+ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
- character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
- lasting damage to the character’s eye and partially blinding them. A gentler variant traps the character’s limb in glue
- instead of inflicting damage. The character’s extremity might be glued to the hole, or they may be able to pull free but
--have a glue pot stuck on their hand or foot.
-+have a glue pot stuck on their hand or foot.
-
--Damage Inflicted: 3 points, plus lasting damage
-+Damage Inflicted: 3 points, plus lasting damage
-
--Modifications: Stealth as level 4
-+Modifications: Stealth as level 4
-
- GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
- fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
-@@ -19130,12 +19130,12 @@
- A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
- traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-
--A variant of this trap is a snare made of sturdy cord or wire.
-+A variant of this trap is a snare made of sturdy cord or wire.
-
- Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
--roll to break or escape the net)
-+roll to break or escape the net)
-
--Modifications: Attacks as level 5, defends as level 2
-+Modifications: Attacks as level 5, defends as level 2
-
- GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
- net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
-@@ -19146,12 +19146,12 @@
- A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
- multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
- areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
--debris.
-+debris.
-
- A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
--enough weight reaches the middle section.
-+enough weight reaches the middle section.
-
--Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
-+Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
-
- GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
- closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
-@@ -19163,17 +19163,17 @@
- POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
--harm, it is likely that the character won’t realize at first that they’ve sprung a trap.
-+harm, it is likely that the character won’t realize at first that they’ve sprung a trap.
-
- A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
--torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level.
-+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level.
-
- A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
--creatures.
-+creatures.
-
--Damage Inflicted: As poison
-+Damage Inflicted: As poison
-
--Modifications: Stealth as level 5
-+Modifications: Stealth as level 5
-
- GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
- exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
-@@ -19182,11 +19182,11 @@
- POISON NEEDLE 5 (15)
-
- A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
--mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-+mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-
- Damage Inflicted: 1 point (plus poison)
-
--Modifications: Stealth as level 6
-+Modifications: Stealth as level 6
-
- GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
- releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
-@@ -19196,9 +19196,9 @@
-
- An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
- creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
--hindered. Otherwise, it is even chances what side they end up on.
-+hindered. Otherwise, it is even chances what side they end up on.
-
--A variant of this trap is a solid wall. A magical variant is a force field.
-+A variant of this trap is a solid wall. A magical variant is a force field.
-
- Damage Inflicted: 5 points
-
-@@ -19210,15 +19210,15 @@
- ROLLING BOULDER 6 (12)
-
- A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
--the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-+the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-
- A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
- times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
--becomes an obstacle.
-+becomes an obstacle.
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Modifications: Defends as level 7
-+Modifications: Defends as level 7
-
- GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character’s
- location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
-@@ -19230,11 +19230,11 @@
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
- (such as the width of a corridor) or leave a tiny safe space just beyond the blade’s reach so a creature who knows of
- the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
--nearby that allows a creature to reset it manually.
-+nearby that allows a creature to reset it manually.
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Modifications: Attacks as level 6
-+Modifications: Attacks as level 6
-
- GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
- blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
-@@ -19244,9 +19244,9 @@
-
- A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
- near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
--resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-+resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-
--Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
-+Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
-
- GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
- between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
-@@ -19255,9 +19255,9 @@
- SNAKE PIT 4 (12)
-
- The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
--immediately attack the character and perhaps others in the area.
-+immediately attack the character and perhaps others in the area.
-
--Damage Inflicted: As per the swarm of snakes
-+Damage Inflicted: As per the swarm of snakes
-
- GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
- Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-@@ -19265,11 +19265,11 @@
- SPEAR 4 (12)
-
- The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
--version of an arrow trap, and the same suggestions for that trap apply to this one.)
-+version of an arrow trap, and the same suggestions for that trap apply to this one.)
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
-+Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
-
- GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
- of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
-@@ -19279,9 +19279,9 @@
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
- oubliette, or a very deep pit. It’s more efficient to kill an intruder than to teleport them, so teleportation is
--usually reserved for trapping creatures for interrogation.
-+usually reserved for trapping creatures for interrogation.
-
--Damage Inflicted: None
-+Damage Inflicted: None
-
- GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
- (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
-@@ -19612,7 +19612,7 @@
-
- The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the
- rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might
--decide that XP earned during a game is to be spent on immediate and short- and
-+decide that XP earned during a game is to be spent on immediate and short- and
- medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character
- advancement (long-term uses).
-
-@@ -19636,7 +19636,7 @@
- reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.
-
- Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any
--loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
-+loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
- 1 XP reward.
-
- Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision
-@@ -19780,7 +19780,7 @@
-
- CREATION
-
--You want to make something. This might be a magic item, a painting, a novel, or a machine.
-+You want to make something. This might be a magic item, a painting, a novel, or a machine.
-
- Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.
-
-@@ -20611,7 +20611,7 @@
- training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn’t
- have any modifier for that skill at all.
-
--DESCRIPTORS AS SPECIES
-+DESCRIPTORS AS SPECIES
-
- If a player wants to play a nearly human species without any exceptional or unique special abilities, it’s easy for a GM
- to pick an appropriate descriptor and use it as that species’ descriptor. A greyhound-like species might have the Fast
-@@ -20624,22 +20624,22 @@
- traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your
- society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved
- in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious.
--As long as they leave you alone, what they think is fine with you.
-+As long as they leave you alone, what they think is fine with you.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-+Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-
--Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
-+Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. You were curious as to what the other PCs were up to.
-+1\. You were curious as to what the other PCs were up to.
-
--2\. You needed to get out of town, and the PCs were going in the same direction as you.
-+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-
--3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
-+3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
-
- 4\. It seemed like a lark.
-
-@@ -20648,9 +20648,9 @@
- You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
- transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
- you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some
--people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-+people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
- Sturdy: +2 to your Might Pool. Skill: You are trained in intimidation
-
-@@ -20659,20 +20659,20 @@
- all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works
- differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points
- of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
--Action.
-+Action.
-
--Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-+Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-
--Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
-+Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You believe the other PCs can help you solve a mystery about your heritage.
-+1\. You believe the other PCs can help you solve a mystery about your heritage.
-
--2\. You needed to get out of town, and the PCs were going in the same direction as you.
-+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-
--3\. Your creator, master, or mentor told you to help the PCs.
-+3\. Your creator, master, or mentor told you to help the PCs.
-
- 4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-
-@@ -20753,31 +20753,31 @@
- You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
- smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
- as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a
--passion for life, exploration, and creation.
-+passion for life, exploration, and creation.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Genius: +2 to your Intellect Pool.
-+Genius: +2 to your Intellect Pool.
-
- Skill: You are trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking,
--woodcarving, or pottery.
-+woodcarving, or pottery.
-
--Skill: You are practiced in using hammers.
-+Skill: You are practiced in using hammers.
-
--Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-+Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-
--Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-
- Additional Equipment: You have a bag of light tools or a bag of heavy tools.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. You think an object or material you’ve been looking for can be found where the other PCs are going.
-+1\. You think an object or material you’ve been looking for can be found where the other PCs are going.
-
- 2\. You were recruited because of your knowledge on a particular subject.
-
--3\. You were bored and it sounded like the PCs were going to do something interesting.
-+3\. You were bored and it sounded like the PCs were going to do something interesting.
-
- 4\. You owe one of the PCs a favor for a useful gift in the past.
-
-@@ -20817,30 +20817,30 @@
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
- community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
- your people get things done using deception and criminal activity. You and humans have a lot in common—you’re just more
--compact and efficient about it.
-+compact and efficient about it.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Agile: +2 to your Speed Pool.
-+Agile: +2 to your Speed Pool.
-
--Skill: You are trained in pleasant social interactions.
-+Skill: You are trained in pleasant social interactions.
-
--Skill: You are trained in stealth.
-+Skill: You are trained in stealth.
-
--Skill: You are trained in Intellect defense.
-+Skill: You are trained in Intellect defense.
-
--Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-+Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-
--Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. You were fleeing someone and literally ran into the other PCs.
-+1\. You were fleeing someone and literally ran into the other PCs.
-
--2\. You were invited (or invited yourself) as a good luck charm.
-+2\. You were invited (or invited yourself) as a good luck charm.
-
--3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-+3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-
- 4\. You’re very protective of another PC and want to make sure they get through the upcoming challenges.
-
-@@ -20890,33 +20890,33 @@
- You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
- thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
- call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your
--songs, and reverence in your worship.
-+songs, and reverence in your worship.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Agile: +2 to your Speed Pool.
-+Agile: +2 to your Speed Pool.
-
--Skill: You are trained in balancing, jumping, and swimming.
-+Skill: You are trained in balancing, jumping, and swimming.
-
--Skill: You are trained in hunting and tracking.
-+Skill: You are trained in hunting and tracking.
-
--Skill: You are practiced in using javelins and spears.
-+Skill: You are practiced in using javelins and spears.
-
--Scaly: +1 to Armor.
-+Scaly: +1 to Armor.
-
- Inability: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking
--pockets, and other manual dexterity tasks (but not crafting).
-+pockets, and other manual dexterity tasks (but not crafting).
-
--Additional Equipment: You have a spear and a pair of javelins.
-+Additional Equipment: You have a spear and a pair of javelins.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. The other PCs were lost in your territory and you were sent to escort them out.
-+1\. The other PCs were lost in your territory and you were sent to escort them out.
-
--2\. Something has been attacking your community and you want to find and destroy it.
-+2\. Something has been attacking your community and you want to find and destroy it.
-
--3\. You were exiled from your community and need to prove your worthiness before you can return to it.
-+3\. You were exiled from your community and need to prove your worthiness before you can return to it.
-
- 4\. You or your priest had a vision of you traveling with the other PCs.
-
-@@ -21222,7 +21222,7 @@
-
- Every science fiction setting has an implicit level of advancement, which is the average degree of technological
- sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
--all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
-+all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
-
- A tech rating is a handy way of helping you select what equipment your characters can use, which optional rules you’d
- like to include, and maybe even help guide your creature choice.
-@@ -21243,21 +21243,21 @@
- QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-
- Weightlessness (zero G) feels like, first time: The sensation of falling jerks through the body; instincts scream to
--reach out and catch yourself.
-+reach out and catch yourself.
-
- Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of
--water, if the water were clear air. A little push sends you gliding.
-+water, if the water were clear air. A little push sends you gliding.
-
- High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous
--weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
-+weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
-
- Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises
- soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to
--white, as consciousness lapses.
-+white, as consciousness lapses.
-
- Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be
- accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting
--high-energy photons that glow blue.)
-+high-energy photons that glow blue.)
-
- Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier.
- Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on
-@@ -21272,25 +21272,25 @@
- interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
- real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
- that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren’t exciting, but in
--a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-+a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-
- In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
- situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers
--of space repeatedly, simply demonstrate it with a relevant GM intrusion.
-+of space repeatedly, simply demonstrate it with a relevant GM intrusion.
-
- The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which
- are summarized here for ease of reference.
-
- Long-Term Microgravity Exposure: Long-term penalties (such as inabilities in physical tasks), unless ameliorated with
--advanced drugs such as space-fit serum or space-fit nano-tabs.
-+advanced drugs such as space-fit serum or space-fit nano-tabs.
-
- Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum
- of 1 point) unless user is trained in low-gravity maneuvering. Short-range weapons can reach to long range, and
--long-range weapons can reach to very long range.
-+long-range weapons can reach to very long range.
-
- High Gravity: All physical tasks are hindered. Ranges in high gravity are reduced by one category (very long-range
- weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to
--immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
-+immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
-
- Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
- reach to very-long range.
-@@ -21301,22 +21301,22 @@
- gravity—tends to magnify small issues into much more significant ones. While Murphy’s Law (everything that can go wrong
- will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle’s Law
- reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
--law, GMs can implement Void Rules.
-+law, GMs can implement Void Rules.
-
- The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
- a planet’s surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
- well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
--module, travel, and so on.
-+module, travel, and so on.
-
- But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft’s computer or
- shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC’s spacecraft.
- The spacecraft’s orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
- space, when a situation becomes complicated, it also becomes potentially deadly. That’s when you have the option to
--announce you’ve instituted Void Rules.
-+announce you’ve instituted Void Rules.
-
- While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
- Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
--range doesn’t normally continue to escalate.
-+range doesn’t normally continue to escalate.
-
- While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
- much as possible by the realistic dangers space travel has on the human body and the situation at hand
-@@ -21325,7 +21325,7 @@
- imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
- make the story better and more exciting. The option to roll is really only here if you can’t decide (and are facing
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
--situation.
-+situation.
-
- EFFECTS OF VACUUM
-
-@@ -21385,7 +21385,7 @@
- | 02 | While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track. |
- | 03 | While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought). |
- | 04 | While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received. |
--| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
-+| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
- | 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
-
- LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-@@ -21408,7 +21408,7 @@
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
--MOVING IN MICROGRAVITY
-+MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
- at least a little time in microgravity can move as part of a routine action. It’s only when something else distracting
-@@ -21430,7 +21430,7 @@
-
- When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it’s not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
--Rulebook.
-+Rulebook.
-
- However, if you’d like to provide the PCs with more options designed especially for spacecraft combat, use these
- optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers,
-@@ -21442,14 +21442,14 @@
- theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could
- attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some
- similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
--repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-+repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-
- For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs’ spacecraft as the ones the PCs are
- firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
- spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
- those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
- enemy ship manages to disable a system on the PCs’ ship on an attack, PCs can attempt repair tasks to get those systems
--back online on their turns.
-+back online on their turns.
-
- The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
- relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
-@@ -21477,7 +21477,7 @@
- Compare the levels of the spacecraft involved in the conflict. If the PCs’ vehicle has the higher level, the difference
- in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs’ vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
--modification.
-+modification.
-
- MISMATCHED TECH RATING
-
-@@ -21485,9 +21485,9 @@
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
--VEHICLE COORDINATION
-+VEHICLE COORDINATION
- If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
--coordinate, the attack is eased by two steps.
-+coordinate, the attack is eased by two steps.
-
- SUPERIOR SHIP SYSTEMS
-
-@@ -21499,32 +21499,32 @@
-
- When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it’s a “redline”
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
--with a concomitant risk.
-+with a concomitant risk.
-
- To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
- PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
- then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
--at the enemy craft’s weapons), but increases the GM intrusion range by two points.
-+at the enemy craft’s weapons), but increases the GM intrusion range by two points.
-
- A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
--step increases the GM intrusion range by another two points that round.
-+step increases the GM intrusion range by another two points that round.
-
- Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie’s ship
- is caught in a decaying orbit over Venus, and the ship doesn’t have enough power left to break out. She tells the GM
- that she’s going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
- the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
- easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
--a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-+a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-
- If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
- enough, but still falls within the increased GM intrusion range.
-
- If you’re looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
- intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
--probably crewing.
-+probably crewing.
-
- After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the
--next round beings.
-+next round beings.
-
- Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
- PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
-@@ -21535,7 +21535,7 @@
-
- Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
- wouldn’t be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
--a fairly significant GM intrusion range.
-+a fairly significant GM intrusion range.
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-
-@@ -21543,7 +21543,7 @@
-
- A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
- spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
--actually be fairly easily handled by PCs who fully understand their options.
-+actually be fairly easily handled by PCs who fully understand their options.
-
- But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon
- systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
-@@ -21565,7 +21565,7 @@
-
- The following ship systems might be found on larger spacecraft with room for more than a single pilot.
-
--Shipmind System Control:
-+Shipmind System Control:
-
- Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in
- this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a
-@@ -21578,12 +21578,12 @@
- A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
- crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
- in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as
--weapon systems it possesses, if each station is crewed.
-+weapon systems it possesses, if each station is crewed.
-
- Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--WEAPON SYSTEM GM INTRUSIONS
-+WEAPON SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------|
-@@ -21599,7 +21599,7 @@
- Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
- crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
- piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this
--station pilots the ship from place to place in space.
-+station pilots the ship from place to place in space.
-
- Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-@@ -21608,9 +21608,9 @@
- character’s craft. The PC’s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
- hull or shields, so there’s no significant damage.
-
--PILOTING SYSTEM GM INTRUSIONS
-+PILOTING SYSTEM GM INTRUSIONS
-
--| d6 | GM Intrusions |
-+| d6 | GM Intrusions |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Starcraft drive stutters, off-line next turn, unless quickly repaired. |
- | 02 | Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn. |
-@@ -21623,21 +21623,21 @@
-
- A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
- each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
--each round as stations systems it possesses, if each one is crewed.
-+each round as stations systems it possesses, if each one is crewed.
-
- Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
- options to choose from.
-
--PILOTING SYSTEM GM INTRUSIONS
-+PILOTING SYSTEM GM INTRUSIONS
-
--| d6 | GM Intrusions |
-+| d6 | GM Intrusions |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round. |
- | 02 | Sensors compromised, all spacecraft tasks hindered this round. |
- | 03 | Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed. |
- | 04 | Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again. |
- | 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
--| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-+| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-
- OPTIONAL: COMMAND
-
-@@ -21648,9 +21648,9 @@
-
- BRIDGE COMBAT AT THE TABLE
-
--Running a combat using these extended rules is straightforward.
-+Running a combat using these extended rules is straightforward.
-
--Know your stuff: First, familiarize yourself with the material.
-+Know your stuff: First, familiarize yourself with the material.
-
- Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC
- system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number
-@@ -21660,13 +21660,13 @@
- Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
- so everyone can see. It’ll make a huge difference in how your space combat plays out. The status tracker allows you (and
- the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
--the easing and hindering in your heads, or having to write them out each time.
-+the easing and hindering in your heads, or having to write them out each time.
-
- Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the
- current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to
- redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at
- the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent
--different ships, or separate copies of this status tracker for each additional enemy spacecraft.
-+different ships, or separate copies of this status tracker for each additional enemy spacecraft.
-
- At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
- modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
-@@ -21695,22 +21695,22 @@
-
- PC WEAPON SYSTEM OPTIONS
-
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
- | Targeting Task | Hindrance | Effect on Target Craft |
- |----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
- | Disable weapons | Two steps | One or more of the target’s weapons disabled |
--| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
--| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
-+| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
-+| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
- | Disable maneuverability | Two steps | Target cannot alter its present course |
- | Strike power core or vital spot | Five steps | Target is completely destroyed |
--| Attempt target lock | – | Spend one round aiming, the next attack is eased |
-+| Attempt target lock | – | Spend one round aiming, the next attack is eased |
- | Coordinate fire | – | If PC’s ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn’t make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
--PC PILOTING SYSTEM OPTIONS
-+PC PILOTING SYSTEM OPTIONS
-
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
- | Piloting Task | Hindrance | Effect on Target Craft |
- |---------------------|-------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21723,9 +21723,9 @@
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-
--PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-+PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
- | Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC’s craft) |
- |------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21733,10 +21733,10 @@
- | Tactical scane | One step | Learn the level of identified enemy spacecraft |
- | Deep scan | Two steps | Enemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task) |
- | Jam/Hack | Two steps | Requires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps |
--| Open communications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
--| Reconfigure station | – | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
--| Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
--| Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-+| Open communications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
-+| Reconfigure station | – | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
-+| Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
-+| Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-
- OPTIONAL RULE: PSIONICS
-
-@@ -21754,10 +21754,10 @@
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
--FIRST PSI ABILITY
-+FIRST PSI ABILITY
-
- Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
--how the character unlocked it.
-+how the character unlocked it.
-
- Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
- appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can’t be used
-@@ -21773,11 +21773,11 @@
- deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
- costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-
--MORE PSI ABILITIES
-+MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
- time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s
--mental development has progressed.
-+mental development has progressed.
-
- Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
- have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
-@@ -21790,7 +21790,7 @@
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
- moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
- Pool costs. Extra time or physical effort isn’t required to manifest them. That’s because they’ve trained to use those
--abilities, rather than having stumbled upon them accidentally like a latent character.
-+abilities, rather than having stumbled upon them accidentally like a latent character.
-
- Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
- like other characters, with the same limitations.
-@@ -21800,14 +21800,14 @@
- another character might shoot a laser pistol, they’ve got some flexibility. Such a PC can replace up to three abilities
- granted by their type and/or focus with three other psionic abilities they’ve unlocked as a latent ability of the same
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
--a fresh mind, and must be done soon after a ten-hour recovery.
-+a fresh mind, and must be done soon after a ten-hour recovery.
-
- MORE POWERFUL PSIONICS
-
- As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
- treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
- Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
--lots of time); instead, the user simply pays their Pool costs to use them.
-+lots of time); instead, the user simply pays their Pool costs to use them.
-
- OPTIONAL RULE: POSTHUMAN UPGRADES
-
-@@ -21815,12 +21815,12 @@
- significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
- bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
- go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
--level of characters.
-+level of characters.
-
- INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
--“free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.
-+“free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.
-
- Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
- advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
-@@ -21830,32 +21830,32 @@
- Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
- setting demands it. Narrative options include (but are not limited to):
-
-- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
-+ • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
- G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
-
- • PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
-
-- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
--stars.
-+ • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-+stars.
-
--• PCs are children of a far-future civilization that routinely upgrades its citizens.
-+• PCs are children of a far-future civilization that routinely upgrades its citizens.
-
- Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
- hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
--should have that same advantage. Narrative options include (but are not limited to):
-+should have that same advantage. Narrative options include (but are not limited to):
-
- • PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
--the process of healing them from other injuries.
-+the process of healing them from other injuries.
-
- • PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
- installed—to serve some specific purpose.
-
-- • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
-+ • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
-
- POSTHUMAN PACKAGES
-
- Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones
--your PCs gain.
-+your PCs gain.
-
- Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
- addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
-@@ -21864,44 +21864,44 @@
- adjuvants if they travel in space, such as space-fit serum)
-
- Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
--to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
-+to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
-
- Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
--hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-+hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-
- Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
- addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short
- distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
--touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-+touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-
- Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
- the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-
- POSTHUMAN POWER SHIFTS
-
--A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-+A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
- Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP
- toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don’t
- count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
--into specific categories, which include (but are not necessarily limited to):
-+into specific categories, which include (but are not necessarily limited to):
-
--Accuracy: All attack rolls
-+Accuracy: All attack rolls
-
--Dexterity: Movement, acrobatics, initiative, and Speed defense
-+Dexterity: Movement, acrobatics, initiative, and Speed defense
-
--Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
-+Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
-
--Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
-+Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
-
--Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
-+Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
-
--Resilience: Might defense rolls and Armor (+1 per shift)
-+Resilience: Might defense rolls and Armor (+1 per shift)
-
--Single Attack: Attack rolls and damage (3 additional points per shift)
-+Single Attack: Attack rolls and damage (3 additional points per shift)
-
- Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
--points of damage per shift) but not attack rolls
-+points of damage per shift) but not attack rolls
-
- Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
- shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
-@@ -21929,7 +21929,7 @@
- | 09 | GM-selected robot, advanced tech rating (variable) |
- | 10 | GM-selected armament, advanced tech rating (variable) |
-
--SHIP COLLISION DAMAGE TRACK
-+SHIP COLLISION DAMAGE TRACK
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21956,7 +21956,7 @@
-
- Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some
- completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
--at all and thus continue to move through the abnormal spaces that FTL transit posits.
-+at all and thus continue to move through the abnormal spaces that FTL transit posits.
-
- Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC’s craft while in FTL
- transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
-@@ -21994,7 +21994,7 @@
- tech predominates. They are convenient in circumstances where one’s hands are full or otherwise engaged, when verbal
- direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
- weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
--to performing tasks any better.
-+to performing tasks any better.
-
- Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-
-@@ -22051,12 +22051,12 @@
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
- structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
--function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.
-+function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.
-
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-
--KARDASHEV SCALE
-+KARDASHEV SCALE
- Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
- despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
- accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
-@@ -22064,7 +22064,7 @@
- energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that
- involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in
- its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
--manipulation of the universe (Type IV) and even the multiverse (Type V).
-+manipulation of the universe (Type IV) and even the multiverse (Type V).
-
- SUGGESTED TYPES FOR A SCIENCE FICTION GAME
-
-@@ -22127,43 +22127,43 @@
- ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
- If a supercomputer can think independently, it’s a strong AI (an artificial intelligence). Though not as advanced as
--godminds, AIs can develop inscrutable goals.
-+godminds, AIs can develop inscrutable goals.
-
- AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A
- few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
--act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-+act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-
--Motive: Varies
-+Motive: Varies
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
--Health: 33
-+Health: 33
-
--Damage Inflicted: 10
-+Damage Inflicted: 10
-
--Armor: 2
-+Armor: 2
-
--Movement: Immediate
-+Movement: Immediate
-
--Modifications: Speed defense as level 2, knowledge tasks as level 9
-+Modifications: Speed defense as level 2, knowledge tasks as level 9
-
- Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
- creature to see—can affect all targets within short range of the AI (or the AI’s local terminal), inflicting 10 points
--of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-+of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-
- Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
--and so on), regaining 5 points of health.
-+and so on), regaining 5 points of health.
-
- An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
- made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
--to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-+to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-
- Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI’s
--voice often sounds surprisingly human.
-+voice often sounds surprisingly human.
-
- Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
- moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn’t
--removed from the equation.
-+removed from the equation.
-
- Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-
-@@ -22175,23 +22175,23 @@
- Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
- post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
- conglomerate. The human remnants in each cybrid’s carbon fiber and nested shells of nanotech exist in a red haze of
--pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-+pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-
- From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
--has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-+has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-
--Motive: Kill away the pain
-+Motive: Kill away the pain
-
--Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-+Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-
--Health: 60
-+Health: 60
-
--Damage Inflicted: 10
-+Damage Inflicted: 10
-
--Armor: 3
-+Armor: 3
-
- Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
--extended vehicular combat rules.
-+extended vehicular combat rules.
-
- Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
- with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
-@@ -22199,14 +22199,14 @@
- focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
- a successful Speed defense roll.
-
-- Self-repair mechanisms allow the creature to regain 2 points of health per round.
-+ Self-repair mechanisms allow the creature to regain 2 points of health per round.
-
- Interaction: If communication can be opened up through a cybrid’s haze of pain, it might be possible to temporarily wake
- the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
--it’s become.
-+it’s become.
-
- Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
--dome. If it engages, the death toll will be staggering.
-+dome. If it engages, the death toll will be staggering.
-
- Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers
-
-@@ -22220,34 +22220,34 @@
- ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
- brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
- or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
--with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-+with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-
- Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
- shipped out to fight on faraway fronts, whether that’s on a distant space station, moon, or in another star system
- entirely. Without their drugs, they may devolve.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Groups of three to five, usually in locations where organized security can’t easily reach
-+Environment: Groups of three to five, usually in locations where organized security can’t easily reach
-
--Health: 21 Damage Inflicted: 6 to 12 points
-+Health: 21 Damage Inflicted: 6 to 12 points
-
--Movement: Short
-+Movement: Short
-
--Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
-+Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
-
- Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
- themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
- grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
- and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
- damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
--starts anew.
-+starts anew.
-
- Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
--seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
-+seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
-
- Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
--sheltering bunkers.
-+sheltering bunkers.
-
- Loot: For every three or so devolved, one is likely to carry a cypher
-
-@@ -22260,34 +22260,34 @@
- building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
- individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
- one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
--intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
-+intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
-
- Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
- or wasp mounds, or something without any reference at all in the natural world.
-
--Motive: Hungers for matter, including flesh
-+Motive: Hungers for matter, including flesh
-
- Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
--where everyone carries a smartphone, AR glasses, or something similar
-+where everyone carries a smartphone, AR glasses, or something similar
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Flies a long distance
-+Movement: Flies a long distance
-
- Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
- large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
- touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might
- defense task or take 4 points of damage. If the character doesn’t wear armor of some kind, they take 1 point of damage
--even if they succeed.
-+even if they succeed.
-
- For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it’s an electrical attack),
- but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
--cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-+cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-
- Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
--attempts to influence it are hindered by three steps.
-+attempts to influence it are hindered by three steps.
-
- Use: A promising new nanotech “printing” technology was hacked by radical elements
-
-@@ -22302,29 +22302,29 @@
- minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
- subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
- absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
--they absorb, even a previously eaten living intelligent being.
-+they absorb, even a previously eaten living intelligent being.
-
--Motive: Hungers for information
-+Motive: Hungers for information
-
--Environment: Moist and warm areas
-+Environment: Moist and warm areas
-
--Health: 33
-+Health: 33
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Immediate; immediate when climbing or burrowing
-+Movement: Immediate; immediate when climbing or burrowing
-
--Modifications: Speed defense as level 5 due to size
-+Modifications: Speed defense as level 5 due to size
-
- Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
- succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime’s surface
- and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
- dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
- fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
--with the slime.
-+with the slime.
-
- Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
--translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
-+translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
-
- Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
- materials.
-@@ -22339,17 +22339,17 @@
- its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
- existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
- disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
--planet.
-+planet.
-
--Motive: Ineffable
-+Motive: Ineffable
-
--Environment: Anywhere, usually in space
-+Environment: Anywhere, usually in space
-
--Health: 50 (per instance)
-+Health: 50 (per instance)
-
--Damage Inflicted: 15 points
-+Damage Inflicted: 15 points
-
--Movement: Very long when flying
-+Movement: Very long when flying
-
- Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
- call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
-@@ -22357,18 +22357,18 @@
- temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
- could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
- instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn’t harmed. An aggressor
--would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.
-+would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.
-
- Interaction: To actually get a godmind’s attention and negotiate could require ancient command code, finding an old
- input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it’s likely
--to be in a form that is initially enigmatic, though ultimately extremely powerful.
-+to be in a form that is initially enigmatic, though ultimately extremely powerful.
-
- Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
- the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
-
- Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-
--GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
-+GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
- inconvenienced it.
-
- HUNGRY HAZE
-@@ -22376,35 +22376,35 @@
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
- how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
- advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt
--to feed on next.
-+to feed on next.
-
- Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
- vapor.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
- Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
--vacuum.
-+vacuum.
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Movement: Flies an immediate distance each round
-+Movement: Flies an immediate distance each round
-
--Modifications: Stealth tasks as level 5
-+Modifications: Stealth tasks as level 5
-
- Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
- damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
- successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
- feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
--zero health, a smooth thumb-sized egg of unknown material is left behind.
-+zero health, a smooth thumb-sized egg of unknown material is left behind.
-
- Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
--experiences and figure out creative solutions to problems.
-+experiences and figure out creative solutions to problems.
-
- Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
--pickings. But a strange haze seems to hang over the station.
-+pickings. But a strange haze seems to hang over the station.
-
- Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
- amount equal to the expensive price category.
-@@ -22418,23 +22418,23 @@
- over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
- unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
- But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
--fresh mechanism to begin the rebirth process again.
-+fresh mechanism to begin the rebirth process again.
-
- Infovores have also been called ghost fabricators and aterics
-
--Motive: Hungers for information
-+Motive: Hungers for information
-
--Environment: Anywhere powered devices are found
-+Environment: Anywhere powered devices are found
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 3–10 points
-+Damage Inflicted: 3–10 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short
-+Movement: Short
-
--Modifications: Attacks and defends at an ever-escalating level
-+Modifications: Attacks and defends at an ever-escalating level
-
- Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
- carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
-@@ -22443,13 +22443,13 @@
- the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
- creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
- disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a
--difficulty 6 Intellect-based task.
-+difficulty 6 Intellect-based task.
-
- Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
--from “spinning up” to become a threat and learn something valuable, but only for a short period.
-+from “spinning up” to become a threat and learn something valuable, but only for a short period.
-
- Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
--an inactive infovore, quiescent until plugged in or scanned.
-+an inactive infovore, quiescent until plugged in or scanned.
-
- Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there’s a
- chance that one of those cyphers is actually the infovore seed.
-@@ -22466,19 +22466,19 @@
- wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
- tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
- manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
--level of technology and advancement well above that enjoyed by humans.
-+level of technology and advancement well above that enjoyed by humans.
-
--Motive: Knowledge
-+Motive: Knowledge
-
--Environment: In groups of three to twelve
-+Environment: In groups of three to twelve
-
--Health: 18
-+Health: 18
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Short; short when climbing
-+Movement: Short; short when climbing
-
--Modifications: Knowledge-related tasks as level 8
-+Modifications: Knowledge-related tasks as level 8
-
- Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
- always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
-@@ -22487,12 +22487,12 @@
- manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
- specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
- teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
--transdimensional redoubt).
-+transdimensional redoubt).
-
- Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than
--characters are willing to divulge.
-+characters are willing to divulge.
-
--Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-+Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-
- Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
-
-@@ -22509,29 +22509,29 @@
- objects turn against living people. An instance often has the form of the system it’s infected, but occasionally fatal
- malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a
- server room, shipmind core, or data center, having perverted the original machine’s self-repair functions. Sometimes 4D
--printers are also compromised.
-+printers are also compromised.
-
--Motive: Corruption and destruction
-+Motive: Corruption and destruction
-
--Environment: Any electronic system able to run code can host one or more instances
-+Environment: Any electronic system able to run code can host one or more instances
-
--Health: 18
-+Health: 18
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Movement: As the system it infects
-+Movement: As the system it infects
-
--Modifications: Knowledge tasks related to computers and other electronic systems as level 6
-+Modifications: Knowledge tasks related to computers and other electronic systems as level 6
-
- Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
- level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
- system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn’t have any intrinsic movement,
- the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
- compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
--instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-+instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-
- Interaction: Fatal malware isn’t really sentient and thus can’t really be negotiated with; some instances could mimic
--intelligence to draw humans into a trap.
-+intelligence to draw humans into a trap.
-
- Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
- unexpectedly dangerous ways. The shipmind itself doesn’t know it’s infected.
-@@ -22547,34 +22547,34 @@
- slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn’t
- know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
- That’s the eternal question and one that’s usually answered by those most afraid of potential dangers that might
--accompany the creation of something no one intended.
-+accompany the creation of something no one intended.
-
--Motive: Defense or destruction
-+Motive: Defense or destruction
-
--Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-+Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-
--Health: 18
-+Health: 18
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short
-+Movement: Short
-
- Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism’s
- poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
- coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
--damage.
-+damage.
-
- Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
- in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
--organism might still be calmed, but all such attempts are hindered.
-+organism might still be calmed, but all such attempts are hindered.
-
- Use: A scientist’s ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
--loss of its creator.
-+loss of its creator.
-
- Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
--two and another item that, with a bit of jury-rigging, works as an artifact.
-+two and another item that, with a bit of jury-rigging, works as an artifact.
-
- GM Intrusion: The character hit by the mock organism’s melee attack doesn’t take normal damage. Instead, the mock
- organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
-@@ -22587,41 +22587,41 @@
- oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
- humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
- eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
--and they have webbed extremities with retractable claws.
-+and they have webbed extremities with retractable claws.
-
- Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
- same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what’s been
- done to them. Alternatively, natathim could be discovered in Earth’s deepest oceans, their origin mysterious, but able
--to interbreed with humans as a method for maintaining their line.
-+to interbreed with humans as a method for maintaining their line.
-
--Motive: Just as with humans, natathim have many and varied motivations and drives.
-+Motive: Just as with humans, natathim have many and varied motivations and drives.
-
- Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
--Natathim can act normally in air for up to twenty-four hours before they must return to water.
-+Natathim can act normally in air for up to twenty-four hours before they must return to water.
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short on land; long in the water
-+Movement: Short on land; long in the water
-
--Modifications: Swims as level 6
-+Modifications: Swims as level 6
-
- Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
- magnetoreception ability that allows them to see into frequencies other creatures can’t, or even stranger abilities to
--interact magnetically with their surroundings, though this is little understood.
-+interact magnetically with their surroundings, though this is little understood.
-
- Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
--for having created their species in the first place, depending on the setting.
-+for having created their species in the first place, depending on the setting.
-
- Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
--somewhere in the Opulence of Outer Planets.
-+somewhere in the Opulence of Outer Planets.
-
- Loot: Some natathim carry valuable items and equipment.
-
--GM Intrusion: The natathim spontaneously magnetizes the
-+GM Intrusion: The natathim spontaneously magnetizes the
- character’s possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
- no actions other than attempt to escape.
-
-@@ -22634,40 +22634,40 @@
- have little interest in human spacecraft. (They’re called omworwar after the sound disrupted communication devices make
- in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
- translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
--galaxy all their own.
-+galaxy all their own.
-
- Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
- to these beings as wharn cogitators.
-
--Motive: Unpredictable
-+Motive: Unpredictable
-
--Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-+Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-
--Health: 42
-+Health: 42
-
--Damage Inflicted: 12 points
-+Damage Inflicted: 12 points
-
--Armor: 10
-+Armor: 10
-
- Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
--vehicular combat rules. FTL capable.
-+vehicular combat rules. FTL capable.
-
--Modifications: Speed defense as level 7 due to size
-+Modifications: Speed defense as level 7 due to size
-
- Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
- including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds
- from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
- the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
--deep concentration.
-+deep concentration.
-
- Interaction: Omworwar disregard most other creatures, because from the omworwar’s perspective, they’re like mayflies,
- here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
- an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
--manifest cypher.
-+manifest cypher.
-
- Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
- Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
--going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
-+going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
-
- Loot: Four level 10 manifest cyphers.
-
-@@ -22683,35 +22683,35 @@
- person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
- beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
- glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
--power, may be why many seem slightly mad.
-+power, may be why many seem slightly mad.
-
--Motive: Varies
-+Motive: Varies
-
--Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-+Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-
- Servitor: level 4; flies a long distance each round
-
--Health: 22
-+Health: 22
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-+Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-
--Modifications: Knowledge tasks as level 8
-+Modifications: Knowledge tasks as level 8
-
- Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
- attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
- m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
- that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
--until destroyed).
-+until destroyed).
-
- A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
--source of light is itself or objects it has created.
-+source of light is itself or objects it has created.
-
- Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
--agendas, which often involve elaborate schemes.
-+agendas, which often involve elaborate schemes.
-
- Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
- vessel.
-@@ -22726,40 +22726,40 @@
- radically exceed regular people. They can’t really be considered human any longer; they’ve transcended humanity, which
- is why they’re also sometimes called transhumans. They’re often involved in large-scale projects, such as creating
- bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
--of consciousness or being.
-+of consciousness or being.
-
--Motive: Variable
-+Motive: Variable
-
--Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-+Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-
--Health: 50
-+Health: 50
-
--Damage Inflicted: 9 points
-+Damage Inflicted: 9 points
-
--Armor: 4
-+Armor: 4
-
--Movement: Short; flies a long distance
-+Movement: Short; flies a long distance
-
--Modifications: Knowledge tasks as level 9
-+Modifications: Knowledge tasks as level 9
-
- Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
- points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
- target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
--targets caught in the conflagration succeed on a Speed defense roll.
-+targets caught in the conflagration succeed on a Speed defense roll.
-
- Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
- deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
--action.
-+action.
-
--Posthumans automatically regain 2 points of health per round while its health is above 0.
-+Posthumans automatically regain 2 points of health per round while its health is above 0.
-
- Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
- either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
--motivations are complex and many-layered.
-+motivations are complex and many-layered.
-
- Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy
- underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
--that realm escaping, the posthuman continues their work.
-+that realm escaping, the posthuman continues their work.
-
- Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
- material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
-@@ -22776,28 +22776,28 @@
- strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
- electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
- say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
--finding other redivi, and eventually, finding their “universal seed.”
-+finding other redivi, and eventually, finding their “universal seed.”
-
--Motive: Knowledge
-+Motive: Knowledge
-
--Environment: Almost anywhere, searching
-+Environment: Almost anywhere, searching
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 4
-+Armor: 4
-
--Movement: Flies (magnetically levitates) a short distance each round
-+Movement: Flies (magnetically levitates) a short distance each round
-
- Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal
- within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
- trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
--constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-+constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-
- Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
- through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
--and negotiate, especially if there’s a chance they’ll find out something new.
-+and negotiate, especially if there’s a chance they’ll find out something new.
-
- Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
- action of something truly terrible.
-@@ -22813,29 +22813,29 @@
- knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
- If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
- trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
--roots in the body for feeding and decomposition.
-+roots in the body for feeding and decomposition.
-
--Motive: Feed
-+Motive: Feed
-
--Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-+Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Immediate
-+Movement: Immediate
-
- Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
- points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
- or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
- sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
- Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
--they can break free on their turn.
-+they can break free on their turn.
-
- Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can’t speak, but can understand some
--words and gestures.
-+words and gestures.
-
- Use: A grove of sentinel trees guard a compound that the characters need to break into.
-
-@@ -22850,30 +22850,30 @@
- that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
- learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
- being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
--emergency, silicon parasites thrown into the situation makes everything worse.
-+emergency, silicon parasites thrown into the situation makes everything worse.
-
--Motive: Defense, harvest electronic materials necessary to self-replicate.
-+Motive: Defense, harvest electronic materials necessary to self-replicate.
-
--Environment: Usually on spacecraft and space stations in groups of up to twenty
-+Environment: Usually on spacecraft and space stations in groups of up to twenty
-
--Health: 6
-+Health: 6
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short; climbs a short distance each round
-+Movement: Short; climbs a short distance each round
-
--Modifications: Speed defense as level 4 due to size.
-+Modifications: Speed defense as level 4 due to size.
-
- Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their
- attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
- difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
- target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
--Silicon parasites can operate in complete vacuum without harm.
-+Silicon parasites can operate in complete vacuum without harm.
-
- Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
--have acted with greater intelligence and forethought than mere unthinking insects can manage.
-+have acted with greater intelligence and forethought than mere unthinking insects can manage.
-
- Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
- crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
-@@ -22888,36 +22888,36 @@
- environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
- sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
- can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
--days.
-+days.
-
- Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
- rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They’re
--also vicious when cornered.
-+also vicious when cornered.
-
--Motive: Defense, reproduction
-+Motive: Defense, reproduction
-
--Environment: Anywhere humans live in space
-+Environment: Anywhere humans live in space
-
--Health: 5
-+Health: 5
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Movement: Short; short when climbing or gliding through zero G
-+Movement: Short; short when climbing or gliding through zero G
-
--Modifications: Stealth and perception as level 5
-+Modifications: Stealth and perception as level 5
-
- Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
- more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
- damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
- character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
--roll hindered by two steps.
-+roll hindered by two steps.
-
- Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
--possible. On the other hand, sometimes their behavior seems spookily sapient.
-+possible. On the other hand, sometimes their behavior seems spookily sapient.
-
- Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
- enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
--cargo.
-+cargo.
-
- Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
-
-@@ -22931,36 +22931,36 @@
- the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
- suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
- usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
--that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-+that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-
--Motive: Achieve mission goals
-+Motive: Achieve mission goals
-
- Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
--interest
-+interest
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 4
-+Armor: 4
-
--Movement: Long; flies a long distance each round
-+Movement: Long; flies a long distance each round
-
--Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
-+Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
-
- Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
- attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
--damage.
-+damage.
-
- A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
- away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
- and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
--cradles in the storm marine’s suit for several rounds to recharge.
-+cradles in the storm marine’s suit for several rounds to recharge.
-
--Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-+Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-
- Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
--elements that need to be dealt with.
-+elements that need to be dealt with.
-
- Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
- suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
-@@ -22979,35 +22979,35 @@
- the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
- not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
- convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they’ve
--gleaned.
-+gleaned.
-
--Motive: Knowledge
-+Motive: Knowledge
-
--Environment: Anywhere, usually alone
-+Environment: Anywhere, usually alone
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
- Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
-
--Modifications: All tasks related to knowledge as level 8
-+Modifications: All tasks related to knowledge as level 8
-
- Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
- chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
- a shining one doesn’t fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
- fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
--long range (or the same target twice).
-+long range (or the same target twice).
-
- Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
- this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
- roll, it loses 6 points of Intellect damage (ignores Armor). If the target’s Intellect Pool is emptied, it becomes a
- freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
--back to its original form with an explosive pop.
-+back to its original form with an explosive pop.
-
- Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
- of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
--information with others, seeking to grow their knowledge and that of those they meet.
-+information with others, seeking to grow their knowledge and that of those they meet.
-
- Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
- ability to consolidate power. Something must be done before it’s too late.
-@@ -23022,39 +23022,39 @@
- hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
- is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
- civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
--have a penchant for stealing away other life forms, who are rarely seen again.
-+have a penchant for stealing away other life forms, who are rarely seen again.
-
--Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-+Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
--Health: 23
-+Health: 23
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
- Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
--hours as an action
-+hours as an action
-
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-
- Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
- But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
--of Speed damage (ignores Armor).
-+of Speed damage (ignores Armor).
-
- A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
--serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.
-+serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.
-
- Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
- they’ve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
--hours.
-+hours.
-
--Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-+Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-
- Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
-
- Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
- It’s just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
--location, for unknown reasons.
-+location, for unknown reasons.
-
- Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
- cyphers, and possibly an artifact.
-@@ -23071,35 +23071,35 @@
- effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
- try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
- bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
--synthetic skins to reveal the alloyed mechanisms beneath.
-+synthetic skins to reveal the alloyed mechanisms beneath.
-
--Motive: Varies
-+Motive: Varies
-
--Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-+Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Long
-+Movement: Long
-
--Modifications: Disguise and one knowledge task as level 6
-+Modifications: Disguise and one knowledge task as level 6
-
- Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
- generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
--other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-+other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-
- A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can’t repair itself
- thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
--points of health.
-+points of health.
-
- Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
--enraged one or one that’s been programmed to kill is unreasoning and fights to the end.
-+enraged one or one that’s been programmed to kill is unreasoning and fights to the end.
-
- Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
--any of them harbor programs that require that they kill humans is entirely up to the GM.
-+any of them harbor programs that require that they kill humans is entirely up to the GM.
-
- Loot: One or two manifest cyphers could be salvaged from a synth’s inactive form.
-
-@@ -23116,34 +23116,34 @@
- spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds
- such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-
--In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-+In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-
--Motive: Fresh meat
-+Motive: Fresh meat
-
--Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-+Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-
--Health: 35
-+Health: 35
-
--Damage Inflicted: 9 points
-+Damage Inflicted: 9 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short
-+Movement: Short
-
- Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
--8. Speed defense as level 3 due to size.
-+8. Speed defense as level 3 due to size.
-
- Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
- massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
- on a Might defense task or be caught in the creature’s maw, taking 9 additional points of damage each round until it can
--escape.
-+escape.
-
- A thundering behemoth’s ability to replicate threatening noises is often used deceptively at a distance, but the
- creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
--roll.
-+roll.
-
- Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
--modulation of the thunder they produce. They think of humans and most other creatures as food.
-+modulation of the thunder they produce. They think of humans and most other creatures as food.
-
- Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
- seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
-@@ -23160,29 +23160,29 @@
- zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
- (3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
- they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
--crew quarters, and so on.
-+crew quarters, and so on.
-
- Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
--important to those who find a clump, because they are incredibly toxic to living creatures.
-+important to those who find a clump, because they are incredibly toxic to living creatures.
-
--Motive: Reproduction
-+Motive: Reproduction
-
- Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
--cluster of three to five
-+cluster of three to five
-
--Health: 22
-+Health: 22
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Climbs (adheres) an immediate distance each round
-+Movement: Climbs (adheres) an immediate distance each round
-
- Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
- green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
- damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
- section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
--a detonating pod.
-+a detonating pod.
-
--Interaction: No real interaction with vacuum fungus is possible.
-+Interaction: No real interaction with vacuum fungus is possible.
-
- Use: Scientists are incredibly excited to discover that the strange ooze they’ve noticed staining the exterior of their
- research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
-@@ -23198,39 +23198,39 @@
- (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
- whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
- when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
--to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-+to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-
- Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn
--cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-+cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-
--Motive: Defense
-+Motive: Defense
-
--Environment: Anywhere floating through the void
-+Environment: Anywhere floating through the void
-
--Health: 53
-+Health: 53
-
--Damage Inflicted: 15 points
-+Damage Inflicted: 15 points
-
--Armor: 5
-+Armor: 5
-
- Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
--vehicular combat rules. FTL capable.
-+vehicular combat rules. FTL capable.
-
--Modification: Speed defense as level 3 due to size.
-+Modification: Speed defense as level 3 due to size.
-
- Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
- able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
--body wake it for reasons of its own, it becomes aggressive.
-+body wake it for reasons of its own, it becomes aggressive.
-
- A wharn’s main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
- target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
- inflicted ignores Armor. A wharn’s eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
--than about 200 m (650 feet) thick.
-+than about 200 m (650 feet) thick.
-
- Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
- spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
- communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
--mathematical formulas.
-+mathematical formulas.
-
- Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
- destroy the very same object.
-@@ -23248,29 +23248,29 @@
- scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
- its existence in the dark void of space.
-
--Motive: Varies with individual or setting
-+Motive: Varies with individual or setting
-
- Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
--1 G or higher eventually kill wraiths.
-+1 G or higher eventually kill wraiths.
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Short when flying in zero and low G
-+Movement: Short when flying in zero and low G
-
--Modifications: Perception and stealth tasks as level 7
-+Modifications: Perception and stealth tasks as level 7
-
- Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
- from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
- as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
- attacks using radiation heal a wraith’s lost health by the amount of damage the attack would have otherwise afflicted.
--Gravity of 1 G or greater hinders all wraith actions.
-+Gravity of 1 G or greater hinders all wraith actions.
-
--Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-+Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-
- Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
--aboard, they unravel clues that suggest wraiths may have been responsible.
-+aboard, they unravel clues that suggest wraiths may have been responsible.
-
- Loot: Some wraiths carry valuable items and equipment.
-
-@@ -23285,31 +23285,31 @@
- they’re not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
- not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
- prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
--surfaces, raising a cloud of shadow.
-+surfaces, raising a cloud of shadow.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Anywhere dark
-+Environment: Anywhere dark
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Short; short when climbing
-+Movement: Short; short when climbing
-
--Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
-+Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
-
- Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
- Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
- must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
- the third step on the damage track from a phantom’s poison are not dead. They are paralyzed and can’t move for about a
- minute. If a phantom isn’t otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
--victims phased away in this fashion are never seen again.
-+victims phased away in this fashion are never seen again.
-
- Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
--with full health.
-+with full health.
-
--Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-+Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-
- Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It’s as if everyone just disappeared. There are
- signs of a struggle, though with what isn’t clear,
-@@ -23341,15 +23341,15 @@
- When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
- choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-
--• Characters must choose weapons within, or less than, the average tech rating of the setting.
-+• Characters must choose weapons within, or less than, the average tech rating of the setting.
-
- • Characters may not choose weapons in the exorbitant or priceless price category.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
- price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
--but rather cheaply made objects.
-+but rather cheaply made objects.
-
- EQUIPMENT POWER
-
-@@ -23515,109 +23515,109 @@
-
- Smartphone
-
--Level 2 (6)
-+Level 2 (6)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- A communication device that performs some of the functions of a computer with a touchscreen interface, internet access,
- and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
--bright light within immediate range. Subject to running out of charge or breaking.
-+bright light within immediate range. Subject to running out of charge or breaking.
-
--Computer/Laptop
-+Computer/Laptop
-
--Level 3 (9)
-+Level 3 (9)
-
--Expensive
-+Expensive
-
--A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-+A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-
--Satellite phone
-+Satellite phone
-
--Level 4 (12)
-+Level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
- providing planetary range.
-
- ADVANCED
-
--Communicator, badge/ring
-+Communicator, badge/ring
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- As satellite phone, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in
- a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a
- tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a
--network-connected database), and audibly duplicates most smartphone functions.
-+network-connected database), and audibly duplicates most smartphone functions.
-
- A communicator badge in the form of ring is often referred to as a data-ring.
-
--AR glasses
-+AR glasses
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Sturdy (and sometimes stylish) eyeglasses or goggles provides all the functions of a contemporary smartphone (including
- communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
--functions. Can be worn inside a space suit helmet or incorporated directly into one.
-+functions. Can be worn inside a space suit helmet or incorporated directly into one.
-
--AR contacts
-+AR contacts
-
--level 4 (12)
-+level 4 (12)
-
--Expensive x2
-+Expensive x2
-
--As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-+As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-
--Courier
-+Courier
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if
- radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
--A courier must be launched in a micro-gravity environment.
-+A courier must be launched in a micro-gravity environment.
-
- Laser array
-
--level 5 (15)
-+level 5 (15)
-
- Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
- communication for “tight” beaming information; even highly focused lasers spread out to several miles after only
- traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
--tasks using it are hindered).
-+tasks using it are hindered).
-
- Graser array
-
-- level 5 (15)
-+ level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
- planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
-
- FANTASTIC
-
--Mind’s eye
-+Mind’s eye
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As contemporary AR glasses, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic
- memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
--granting an asset on all tasks the user attempts to control or moderate their own reactions.
-+granting an asset on all tasks the user attempts to control or moderate their own reactions.
-
--Ansible
-+Ansible
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
- allows instantaneous communication between two points even across interstellar distances.
-@@ -23625,49 +23625,49 @@
- SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
--the mind’s eye implant.
-+the mind’s eye implant.
-
- CONTEMPORARY
-
--Binoculars
-+Binoculars
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Provides an asset for perception tasks at range.
-+Provides an asset for perception tasks at range.
-
--Camera, surveillance
-+Camera, surveillance
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
--date; includes microphone and ability to have conversation through camera speakers.
-+date; includes microphone and ability to have conversation through camera speakers.
-
--Microscope
-+Microscope
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Provides an asset to any research task where small-scale perception could provide additional information, though
--analysis requires several hours or more.
-+analysis requires several hours or more.
-
- Nightvision goggles
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-+Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-
--Analysis apparatus
-+Analysis apparatus
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- Any one of a number of pieces of lab equipment that takes a few days to set up and calibrate, including chromatography
- columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
-@@ -23675,47 +23675,47 @@
-
- ADVANCED
-
--Hand scanner
-+Hand scanner
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-+Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-
--White noise generator
-+White noise generator
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
--tasks within short range by five steps.
-+tasks within short range by five steps.
-
--Lab-on-a-chip
-+Lab-on-a-chip
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
--small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-+small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-
--Research drone
-+Research drone
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Autonomous frames about 1 m (3 feet) in rough diameter fitted with all manner of surveillance devices, including visual,
- audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
--Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-+Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-
--Tactile drone
-+Tactile drone
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- As research drone, except without the suite of analysis tools, providing only audible and visual feeds back to
- controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
-@@ -23723,34 +23723,34 @@
-
- FANTASTIC
-
--Multicorder
-+Multicorder
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
- device’s multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
--Analysis requires only one round to complete.
-+Analysis requires only one round to complete.
-
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
- in effect providing one more level of Effort than what was paid for
-
--Probe drone
-+Probe drone
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- More advanced version of a contemporary research drone that can be deployed to other planets and even star systems to
- gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
--has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-+has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-
--Sonic toolgrip
-+Sonic toolgrip
-
- level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of
- circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for
-@@ -23764,61 +23764,61 @@
-
- CONTEMPORARY
-
--Cold weather gear
-+Cold weather gear
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
--for several hours at temperatures down to –90 degrees C (–130 degrees F).
-+for several hours at temperatures down to –90 degrees C (–130 degrees F).
-
--Elegant clothes
-+Elegant clothes
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-+Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-
--SCUBA gear
-+SCUBA gear
-
- level 4 (12)
-
--Expensive
-+Expensive
-
- Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
- normal Earth atmosphere) of up to 40 m (130 feet)
-
- CONTEMPORARY ARMOR
-
--Leather jacket
-+Leather jacket
-
--level 2 (6)
-+level 2 (6)
-
--Moderate Functions as light armor (+1 Armor).
-+Moderate Functions as light armor (+1 Armor).
-
--Kevlar vest
-+Kevlar vest
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Functions as medium armor (+2 Armor).
-+Functions as medium armor (+2 Armor).
-
--Military body armor, light
-+Military body armor, light
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--Functions as medium armor (+2 Armor), encumbers as light armor.
-+Functions as medium armor (+2 Armor), encumbers as light armor.
-
- Military body armor
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Functions as heavy armor (+3 Armor).
-
-@@ -23827,105 +23827,105 @@
-
- ADVANCED
-
--Safesuit, space
-+Safesuit, space
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
- Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer
- suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
- physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
- triggers a GM intrusion, the suit tears.
-
--Breather
-+Breather
-
--level 2 (6)
-+level 2 (6)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive
- breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
--of action before the full effects of vacuum begin dropping them on the damage track.
-+of action before the full effects of vacuum begin dropping them on the damage track.
-
--Exoskin, grav-assist
-+Exoskin, grav-assist
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
--Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-+Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-
--Shipboots
-+Shipboots
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
--by those acting in zero-gravity conditions.
-+by those acting in zero-gravity conditions.
-
--Pressure suit
-+Pressure suit
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
--found on Mars. Some come integrated with breathers (at double the cost).
-+found on Mars. Some come integrated with breathers (at double the cost).
-
--Exoskin, brute
-+Exoskin, brute
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-+As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-
--Exoskin, reactive
-+Exoskin, reactive
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-+As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-
--Space suit
-+Space suit
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal
- (going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited
- maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
--usually built in.
-+usually built in.
-
- “Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.
-
--Stealthsuit
-+Stealthsuit
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--Provides two assets to stealth tasks.
-+Provides two assets to stealth tasks.
-
--Swimsuit, hydrodynamic
-+Swimsuit, hydrodynamic
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Next-generation materials repel water, increase oxygen consumption, and shape swimmer’s body to better swimming ideal;
--provides two free levels of Effort to swimming tasks.
-+provides two free levels of Effort to swimming tasks.
-
--Space suit, deluxe
-+Space suit, deluxe
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive x2
-+Very Expensive x2
-
- As space suit, but deluxe and durable. A deluxe suit features built-in recyclers granting air, water, and nutrition for
- about a week of continuous use. Microthrusters allow for continuous zero-G maneuvering over a period of ten minutes, or
-@@ -23944,52 +23944,52 @@
-
- ADVANCED ARMOR
-
--Armored bodysuit
-+Armored bodysuit
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
-+Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
-
- Body armor, lightweight
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-+Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-
--Paint-on impact armor
-+Paint-on impact armor
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
--minutes; each applicator depletes 1 in 1d10 uses.
-+minutes; each applicator depletes 1 in 1d10 uses.
-
--Battlesuit
-+Battlesuit
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-+Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-
--Holobit
-+Holobit
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-+Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-
--Battlesuit, deluxe
-+Battlesuit, deluxe
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
-@@ -23997,29 +23997,29 @@
-
- FANTASTIC
-
--Breather, vacuum
-+Breather, vacuum
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
--poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-+poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-
--Bounding boots
-+Bounding boots
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
--any height safely if prepared for the descent.
-+any height safely if prepared for the descent.
-
--Cloak, chameleon
-+Cloak, chameleon
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset
- and one free level of Effort to stealth tasks.
-@@ -24029,34 +24029,34 @@
-
- FANTASTIC ARMOR
-
--Force field, quick
-+Force field, quick
-
- level 4 (12)
-
-- Very Expensive
-+ Very Expensive
-
- Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
--Once used, must be recharged for several hours.
-+Once used, must be recharged for several hours.
-
--Cloak, impact
-+Cloak, impact
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
--strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-+strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-
--Cloak, reflective
-+Cloak, reflective
-
--level 6 (18)
-+level 6 (18)
-
- Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
- task.
-
--Battle armor
-+Battle armor
-
--level 6 (18)
-+level 6 (18)
-
- Exorbitant
-
-@@ -24066,9 +24066,9 @@
-
- their Might Pool.
-
--Force field, omni
-+Force field, omni
-
--level 6 (18)
-+level 6 (18)
-
- Exorbitant
-
-@@ -24076,9 +24076,9 @@
- field so that it’s hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
- they can see through the field normally).
-
--Kinetic ring
-+Kinetic ring
-
--level 6 (18)
-+level 6 (18)
-
- Exorbitant
-
-@@ -24088,9 +24088,9 @@
-
- against the attack.
-
--Gun armor
-+Gun armor
-
--level 6 (18)
-+level 6 (18)
-
- Exorbitant x2
-
-@@ -24101,13 +24101,13 @@
-
- triggered, result in friendly fire).
-
--UTILITY GEAR
-+UTILITY GEAR
-
- CONTEMPORARY
-
--Duct tape roll
-+Duct tape roll
-
--level 1 (3)
-+level 1 (3)
-
- Inexpensive
-
-@@ -24115,55 +24115,55 @@
-
- and much more.
-
--Flashlight
-+Flashlight
-
- level 1 (3)
-
-- Inexpensive
-+ Inexpensive
-
--Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-+Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-
--Padlock with keys
-+Padlock with keys
-
--level 3 (9)
-+level 3 (9)
-
--Inexpensive
-+Inexpensive
-
--Padlocks aren’t too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-+Padlocks aren’t too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-
--Backpack
-+Backpack
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-+A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-
--Bolt cutters
-+Bolt cutters
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--Enables and eases tasks to cut through metal bars.
-+Enables and eases tasks to cut through metal bars.
-
--Climbing gear
-+Climbing gear
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-+Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-
--Crowbar
-+Crowbar
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- Enables and eases tasks to force open stuck or barred doors.
-
--Electric lantern
-+Electric lantern
-
- level 3 (9)
-
-@@ -24171,50 +24171,50 @@
-
- Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
-
--Lockpick set
-+Lockpick set
-
--level 3 (9)
-+level 3 (9)
-
- Moderate
-
- Asset to picking mechanical locks.
-
--Restraint
-+Restraint
-
--level 3 (9)
-+level 3 (9)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
- Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
-
--Sleeping bag
-+Sleeping bag
-
--level 3 (9)
-+level 3 (9)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- Moderately priced bags are suitable for temperatures down to –4°C (24°F); expensive down to –29°C (–20°F).
-
--Tent
-+Tent
-
--level 3 (9)
-+level 3 (9)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
-
--Tools, general
-+Tools, general
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
-
--Tools, specialized
-+Tools, specialized
-
--level 3 (9)
-+level 3 (9)
-
- Expensive
-
-@@ -24224,9 +24224,9 @@
-
- suited for.
-
--Disguise kit
-+Disguise kit
-
--level 3 (9)
-+level 3 (9)
-
- Very Expensive
-
-@@ -24236,93 +24236,93 @@
-
- ADVANCED
-
--Everlight
-+Everlight
-
--level 3 (9)
-+level 3 (9)
-
--Inexpensive
-+Inexpensive
-
- As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
--arbitrary lengths of time.
-+arbitrary lengths of time.
-
--Tent, environment
-+Tent, environment
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
--taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-+taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-
--Repair tape roll
-+Repair tape roll
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
--tape and taping things together. Each roll has about ten uses.
-+tape and taping things together. Each roll has about ten uses.
-
--Self-extending rope
-+Self-extending rope
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
-
--Surelock
-+Surelock
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
--pick or otherwise open the lock are hindered by three steps.
-+pick or otherwise open the lock are hindered by three steps.
-
--Lock infiltrator
-+Lock infiltrator
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
--(including a surelock).
-+(including a surelock).
-
--Exo-hand
-+Exo-hand
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user’s nervous system,
- which gives the user an additional gripping appendage useful in a variety of situations where other people would have
- their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
--steps.
-+steps.
-
--Fusion battery
-+Fusion battery
-
- level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates
- power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
- requirements.
-
--Fusion torch
-+Fusion torch
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Cuts through substances of up to level 9 after a few rounds of application.
-+Cuts through substances of up to level 9 after a few rounds of application.
-
--4D printer
-+4D printer
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and
- equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to
-@@ -24332,37 +24332,37 @@
-
- FANTASTIC
-
--Carryall pack
-+Carryall pack
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
--the carryall pack’s 60 cm (2 foot) diameter mouth.
-+the carryall pack’s 60 cm (2 foot) diameter mouth.
-
--Gravity regulator
-+Gravity regulator
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-+Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-
--Molecular joiner
-+Molecular joiner
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
--seamless bond stronger than even the most advanced glue.
-+seamless bond stronger than even the most advanced glue.
-
--Programmable suitcase
-+Programmable suitcase
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any
- object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
-@@ -24376,157 +24376,157 @@
-
- CONTEMPORARY
-
--Trail rations (1 day)
-+Trail rations (1 day)
-
--level 1 (3)
-+level 1 (3)
-
--Inexpensive
-+Inexpensive
-
--First aid kit
-+First aid kit
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-+Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-
--Military-grade field dressing
-+Military-grade field dressing
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
- step of the damage track if damage was due to a wound.
-
- ADVANCED
-
--Cold sober
-+Cold sober
-
--level 2 (6)
-+level 2 (6)
-
--Inexpensive
-+Inexpensive
-
- Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
--alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-+alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-
--Instabulb, coffee
-+Instabulb, coffee
-
--level 3 (9)
-+level 3 (9)
-
--Inexpensive
-+Inexpensive
-
- Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
--beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-+beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-
--Mega bar
-+Mega bar
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-+As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-
--Serum, remedial
-+Serum, remedial
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- “Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
- benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
- in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
--benefit of relieving hangover symptoms.
-+benefit of relieving hangover symptoms.
-
--Serum, space-fit
-+Serum, space-fit
-
--level 4 (12)
-+level 4 (12)
-
--Moderate
-+Moderate
-
- As remedial serum, but protects against the two most common dangers to human physiology from extended trips into space
- and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
- muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
-
--Serum, acceleration
-+Serum, acceleration
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
- maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
- high G, but won’t pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
--to all these outcomes.
-+to all these outcomes.
-
--Serum, antivenom
-+Serum, antivenom
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user’s system and
--provides similar poison resistance for one day.
-+provides similar poison resistance for one day.
-
--Sleep set
-+Sleep set
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state
- for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if
- loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
--rested after each use.
-+rested after each use.
-
--Transplant, organ or limb
-+Transplant, organ or limb
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- If an autodoc or more advanced facility is available, a lost limb or organ can be replaced. Replaced limbs eventually
- become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
--limbs initially hinders all physical tasks attempted using it for several weeks.
-+limbs initially hinders all physical tasks attempted using it for several weeks.
-
--Autodoc, mobile
-+Autodoc, mobile
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum
- types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
--refilled as an expensive cost.)
-+refilled as an expensive cost.)
-
--Hibernation pod
-+Hibernation pod
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state
- of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior.
- Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
--but increases by +1 every few hundred years that pass.
-+but increases by +1 every few hundred years that pass.
-
--Omnichair
-+Omnichair
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all
- environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user
- assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very
- expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
--need.
-+need.
-
--Autodoc
-+Autodoc
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- As mobile autodoc, but fixed in place (suitable for a starcraft or station sickbay), and grants essentially unlimited
- recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
-@@ -24534,53 +24534,53 @@
-
- FANTASTIC
-
--Nano tab, general
-+Nano tab, general
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab
- pills are usually designed for health interventions, though some also provide additional physical benefits. A
--general-use nano tab adds 1 to all recovery rolls made by user for one day.
-+general-use nano tab adds 1 to all recovery rolls made by user for one day.
-
--Nano tab, rejuvenator
-+Nano tab, rejuvenator
-
--level 5 (15)
-+level 5 (15)
-
- Very Expensive
-
--As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-+As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-
--Stasis pod
-+Stasis pod
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-+As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-
--Nano tab, acceleration
-+Nano tab, acceleration
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
--As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-+As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-
--Nano tab, space-fit
-+Nano tab, space-fit
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
--As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-+As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-
--Nano tab, immolating
-+Nano tab, immolating
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As general nano tab, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry,
- effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
-@@ -24588,53 +24588,53 @@
-
- ROBOTS & AI
-
--CONTEMPORARY
--Electronic assistant
-+CONTEMPORARY
-+Electronic assistant
-
--level 2 (6)
-+level 2 (6)
-
--—/Moderate
-+—/Moderate
-
- Anyone with a smartphone has some kind of built-in electronic assistant, though stand-alone versions can be had.
- Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
--door locks, furnaces, music speakers, and more.
-+door locks, furnaces, music speakers, and more.
-
--House robot
-+House robot
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
--embodied electronic assistants with some mobility, such as Jibo.
-+embodied electronic assistants with some mobility, such as Jibo.
-
--PackBot
-+PackBot
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- An autonomous mobile robot that moves on treads, which can also be remote controlled. Useful in situations where humans
- would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
--and operate in all-weather conditions.
-+and operate in all-weather conditions.
-
--Surveillance drone
-+Surveillance drone
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- An autonomous flying robot, which can also be remote controlled. Can record or relay its environment to distant
- controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
--12 points of damage and drop unprotected targets two steps on the damage track.
-+12 points of damage and drop unprotected targets two steps on the damage track.
-
- ADVANCED
-
- Auton
-
-- level 1 (3)
-+ level 1 (3)
-
--Moderate
-+Moderate
-
- The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
- nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
-@@ -24642,56 +24642,56 @@
- also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
- or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or
- microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
--allows the auton modifications in one task.
-+allows the auton modifications in one task.
-
--Auton, aide
-+Auton, aide
-
- level 2 (6)
-
-- Expensive
-+ Expensive
-
--Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-+Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-
--Auton, medical
-+Auton, medical
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
--As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-+As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-
--Auton, defense
-+Auton, defense
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
--attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-+attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-
--Auton, military drone
-+Auton, military drone
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
--As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-+As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-
--Auton, warrior
-+Auton, warrior
-
--level 2 (6)
-+level 2 (6)
-
- Exorbitant
-
-- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
-+ As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
- eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
--melee weapon that inflicts 5 points of damage.
-+melee weapon that inflicts 5 points of damage.
-
--Shipmind
-+Shipmind
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant x2
-+Exorbitant x2
-
- A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of
- vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own
-@@ -24699,10 +24699,10 @@
- installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
- tasks at the level of the ship in which it is installed.
-
--FANTASTIC
--Synth
-+FANTASTIC
-+Synth
-
--level 3 (9)
-+level 3 (9)
-
- Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell
- the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
-@@ -24711,39 +24711,39 @@
- servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago
- migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman. Treat as a level 3
- follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
--synths have 2 Armor and regain 1 point of lost health per round if damaged.
-+synths have 2 Armor and regain 1 point of lost health per round if damaged.
-
--Synth, companion
-+Synth, companion
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
-+As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
-
- Synth, free
-
--level 5 (15)
-+level 5 (15)
-
--Expensive\*
-+Expensive\*
-
- As companion synth, but with modifications for up to five tasks. \*A free synth usually can’t be purchased, by
--definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-+definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-
--Wardroid
-+Wardroid
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
--additional customizations and abilities.
-+additional customizations and abilities.
-
--Synth, infiltrator
-+Synth, infiltrator
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As free synth, but with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded
- locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their
-@@ -24756,33 +24756,33 @@
- happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
- interaction tasks and most Intellect tasks hindered unexpectedly.
-
--CONTEMPORARY
--Book
-+CONTEMPORARY
-+Book
-
--level 2 (6)
-+level 2 (6)
-
--Inexpensive
-+Inexpensive
-
--Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-+Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-
--Card/tabletop/digital game
-+Card/tabletop/digital game
-
- level 2 (6)
-
--Inexpensive/Moderate
-+Inexpensive/Moderate
-
--Suitable for passing the time and building bonds between friends and strangers alike.
-+Suitable for passing the time and building bonds between friends and strangers alike.
-
--Alcohol/drugs
-+Alcohol/drugs
-
--level 2 (6)
-+level 2 (6)
-
--Inexpensive/Moderate/Expensive
-+Inexpensive/Moderate/Expensive
-
- Common intoxicants taken in moderation can raise spirits, easing tasks related to social interaction while at the same
- time hindering tasks related to perception and physical coordination. Excessive amounts cancel out the benefit to social
- interaction and hinder all tasks by two or more steps, making even routine tasks a challenge. Extended excessive use can
--lead to addiction, a long-term disease difficult to recover from.
-+lead to addiction, a long-term disease difficult to recover from.
-
- Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
-@@ -24790,42 +24790,42 @@
-
- ADVANCED
-
--Sidekick sphere
-+Sidekick sphere
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
- Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to
- stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
--conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-+conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-
--Tattoo, programmable
-+Tattoo, programmable
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their
- skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
--any artistry at all is involved, may take a few days to complete.
-+any artistry at all is involved, may take a few days to complete.
-
- FANTASTIC
-
--Tattoo, living
-+Tattoo, living
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
- certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
-
--Pleasure bit
-+Pleasure bit
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Handheld device emits magnetic induction field that activates the reward circuit in the user’s brain, creating sudden
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
-@@ -24839,41 +24839,41 @@
-
- Weapons require ammunition (“ammo”), whether that’s rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
--cost, or not worrying about it.
-+cost, or not worrying about it.
-
- Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a
--fight.
-+fight.
-
- Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
- or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two
--steps less in price category than the weapon in question.
-+steps less in price category than the weapon in question.
-
- Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn’t common.
-
- CONTEMPORARY
-
--Ammo (box of 50 rounds)
-+Ammo (box of 50 rounds)
-
- level 1 (3)
-
--Inexpensive
-+Inexpensive
-
- Caliber varies by specific firearm, used in most contemporary ranged weapons
-
--ADVANCED/FANTASTIC
--Energy pack (50 shots)
-+ADVANCED/FANTASTIC
-+Energy pack (50 shots)
-
- level 1 (3)
-
--Inexpensive
-+Inexpensive
-
--Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-+Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-
--Smart rounds (box of 4 rounds)
-+Smart rounds (box of 4 rounds)
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short
- range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range
-@@ -24890,99 +24890,99 @@
-
- CONTEMPORARY
-
--Knife, simple
-+Knife, simple
-
--level 1 (3)
-+level 1 (3)
-
--Inexpensive
-+Inexpensive
-
--Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
-+Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
-
--Knife, hunting
-+Knife, hunting
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Light weapon (2 damage, difficulty of attack is eased).
-+Light weapon (2 damage, difficulty of attack is eased).
-
--Machete
-+Machete
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon (4 damage).
-+Medium weapon (4 damage).
-
--Nightstick
-+Nightstick
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon (4 damage).
-+Medium weapon (4 damage).
-
--Broad sword, replica
-+Broad sword, replica
-
- level 2 (6)
-
--Expensive
-+Expensive
-
--Heavy weapon (6 damage, requires both hands to wield).
-+Heavy weapon (6 damage, requires both hands to wield).
-
--Stun “gun”
-+Stun “gun”
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
- attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
-
- ADVANCED
-
--Power fist
-+Power fist
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-+Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-
--Stunstick
-+Stunstick
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
--fewer hit points, human-sized target or smaller loses their next turn).
-+fewer hit points, human-sized target or smaller loses their next turn).
-
--Mono-molecular blade
-+Mono-molecular blade
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage,
--difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-+difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-
--Stunring
-+Stunring
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
- to use.
-
- FANTASTIC
-
--Plasma saber
-+Plasma saber
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
-@@ -24991,281 +24991,281 @@
- RANGED WEAPONS
-
- Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
--ranged weapon.
-+ranged weapon.
-
- CONTEMPORARY
-
--Bow
-+Bow
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon (4 damage), long range.
-+Medium weapon (4 damage), long range.
-
--Hand grenade
-+Hand grenade
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
-+Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
-
- In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
- connection.
-
--Rifle, low caliber
-+Rifle, low caliber
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon but requires both hands (4 damage), long range.
-+Medium weapon but requires both hands (4 damage), long range.
-
--Handgun, light
-+Handgun, light
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
--Light weapon (2 damage, difficulty of attack is eased), short range.
-+Light weapon (2 damage, difficulty of attack is eased), short range.
-
--Handgun, medium
-+Handgun, medium
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Medium weapon (4 damage), long range.
-+Medium weapon (4 damage), long range.
-
- Shotgun
-
-- level 3 (9)
-+ level 3 (9)
-
- Expensive
-
--Heavy weapon (6 damage, both hands), immediate range.
-+Heavy weapon (6 damage, both hands), immediate range.
-
--Handgun, heavy
-+Handgun, heavy
-
- level 3 (9)
-
-- Very Expensive
-+ Very Expensive
-
--Heavy weapon (6 damage, both hands), long range.
-+Heavy weapon (6 damage, both hands), long range.
-
--Rifle, assault
-+Rifle, assault
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
--Spray abilities.
-+Spray abilities.
-
--Rifle, heavy
-+Rifle, heavy
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
--Heavy weapon (6 damage, both hands), very long range.
-+Heavy weapon (6 damage, both hands), very long range.
-
--Submachine gun
-+Submachine gun
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
--abilities.
-+abilities.
-
--Taser
-+Taser
-
- level 3 (9)
-
-- Very Expensive
-+ Very Expensive
-
- Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
- and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-
--ADVANCED
--Grenade, sonic
-+ADVANCED
-+Grenade, sonic
-
--level 4 (12)
-+level 4 (12)
-
--Moderate
-+Moderate
-
- Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
--Might defense roll, targets lose their next turn.
-+Might defense roll, targets lose their next turn.
-
--Grenade, thermite
-+Grenade, thermite
-
--level 4 (12)
-+level 4 (12)
-
--Moderate
-+Moderate
-
- Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
- Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
-
- Laser/photon pistol
-
-- level 3 (9)
-+ level 3 (9)
-
--Expensive
-+Expensive
-
--Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-+Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-
--Needler/syringer
-+Needler/syringer
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
--Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-+Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-
--Vacuum handgun, heavy
-+Vacuum handgun, heavy
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
- self-propelling so firing this gun in zero or low gravity doesn’t spin wielder backward.
-
- Vacuum rifle, assault
-
-- level 3 (9)
-+ level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
- self-propelling so firing this assault rifle in zero or law gravity doesn’t spin wielder backward.
-
--Foam restraint rifle
-+Foam restraint rifle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
- lasts for ten minutes. A restrained victim can’t move or take actions that require movement. A target whose level is
--higher than the rifle’s level can usually break free within one or two rounds.
-+higher than the rifle’s level can usually break free within one or two rounds.
-
--Laser/photon rifle
-+Laser/photon rifle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-+Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-
--Grapple gun
-+Grapple gun
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target;
- hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
--object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-+object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-
--Laser/photon pulse rifle
-+Laser/photon pulse rifle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive x2
-+Very Expensive x2
-
- Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
--with Spray or Arc Spray abilities.
-+with Spray or Arc Spray abilities.
-
--Rail gun
-+Rail gun
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
- damage, both hands), range is 3,050 m (10,000 feet).
-
- FANTASTIC
-
--Blaster, light
-+Blaster, light
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
--range. It ignores 1 point of Armor value (except from force fields).
-+range. It ignores 1 point of Armor value (except from force fields).
-
--Blaster, medium
-+Blaster, medium
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
- Armor value (except from force fields).
-
- Plasma grenade
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
--descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-+descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-
--Blaster, goggles
-+Blaster, goggles
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
--long range. It ignores 1 point of Armor value (except from force fields).
-+long range. It ignores 1 point of Armor value (except from force fields).
-
--Blaster, heavy
-+Blaster, heavy
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
--1 point of Armor value (except from force fields).
-+1 point of Armor value (except from force fields).
-
--Blaster, heavy rifle
-+Blaster, heavy rifle
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
--1 point of Armor value (except from force fields).
-+1 point of Armor value (except from force fields).
-
--Blaster, heavy pulse rifle
-+Blaster, heavy pulse rifle
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive x2
-+Very Expensive x2
-
- Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire
- weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
--force fields).
-+force fields).
-
--Blaster, cannon
-+Blaster, cannon
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy
- weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
- Spray abilities. It ignores 2 points of Armor value (except from force fields).
-
--BLASTER WEAPONS
-+BLASTER WEAPONS
- Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
- weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
- the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
-@@ -25274,75 +25274,75 @@
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
--fantastic settings, opportunities to find especially unusual devices are everywhere.
-+fantastic settings, opportunities to find especially unusual devices are everywhere.
-
- Dimensional Modulator
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Marble-sized crisscross shape of unknown material
-+Form: Marble-sized crisscross shape of unknown material
-
- Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
- rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
- upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
- take actions, doesn’t age, and is immune to damage and effects. It remains in stasis for about a day, until the user
--returns the missing dimension or the artifact depletes.
-+returns the missing dimension or the artifact depletes.
-
- Depletion: 1 in 1d10
-
- Metabolic Prod
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: 1 m (4 foot) metallic rod of unknown material
-+Form: 1 m (4 foot) metallic rod of unknown material
-
- Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
- biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
--additional effects, if set before attacking.
-+additional effects, if set before attacking.
-
- Aggression: The target’s aggressive tendencies are increased for one hour, during which time the target attacks almost
--anything it encounters.
-+anything it encounters.
-
- Calm: The target’s aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
--but never initiates them.
-+but never initiates them.
-
- Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
- go months with no additional food or water and with a fraction of the air they’d normally need. Loud sounds, damage,
--persistent prodding, and the like wakes someone in hibernation.
-+persistent prodding, and the like wakes someone in hibernation.
-
- Depletion: 1 in 1d20
-
- Probability Regulator
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Fist-sized mathematically perfect solid of constant width of unknown material
-+Form: Fist-sized mathematically perfect solid of constant width of unknown material
-
- Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
- choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task
- whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely.
- A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is
--difficulty 10. If successful, they achieve the desired result.
-+difficulty 10. If successful, they achieve the desired result.
-
- Depletion: 1 × task difficulty in 1d20
-
- Steorraform
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Badge-sized seven-pointed star of unknown material
-+Form: Badge-sized seven-pointed star of unknown material
-
- Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
- (to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or
- poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the
- poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as
--falling into lava, the sun, a singularity, and so on.
-+falling into lava, the sun, a singularity, and so on.
-
- Depletion: 1 × number of previous uses in 1d20
-
- WEAPONS
-
--Artifacts that can be used as weapons, though some have other uses as well.
-+Artifacts that can be used as weapons, though some have other uses as well.
-
- Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
- are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
-@@ -25351,68 +25351,68 @@
-
- Alpha Beam Projector
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Rifle-like device of unknown material
-+Form: Rifle-like device of unknown material
-
- Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
- unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long
- distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired
- (and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used
- as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor
--from the target.
-+from the target.
-
- Depletion: 1 in 1d20
-
- Carbonizer
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Pistol-like device of unknown material
-+Form: Pistol-like device of unknown material
-
- Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
- damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
--sources.
-+sources.
-
- Depletion: 1 in 1d20
-
- Death Ray
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Pistol-like device of unknown material
-+Form: Pistol-like device of unknown material
-
- Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
- damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
--sources.
-+sources.
-
- Depletion: 1 in 1d20
-
- Disintegration Beamer
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Rifle-like device with two electrodelike protrusions of unknown material
-+Form: Rifle-like device with two electrodelike protrusions of unknown material
-
- Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
- range, inflicting damage equal to twice the artifact’s level. If the attack reduces the target’s health (or combined
- Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
--can spend 1 XP and instead descend one step on the damage track.)
-+can spend 1 XP and instead descend one step on the damage track.)
-
- Depletion: 1 in 1d20
-
- Empathetic Ray
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Rod-like device with very long barrel of unknown material
-+Form: Rod-like device with very long barrel of unknown material
-
- Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
- how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
- adjust the settings to increase the ray’s effectiveness by making one additional depletion roll per increase in the
- maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
- must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
--once every minute for the first few minutes, then once every hour.
-+once every minute for the first few minutes, then once every hour.
-
- Depletion: 1 in 1d20
-
-@@ -25486,7 +25486,7 @@
- VEHICLES & SPACECRAFT
-
- Vehicle: Technically speaking, spacecraft are also vehicles. Unless it’s important to make a distinction, assume all
--guidance here regarding “vehicles” also applies to spacecraft.
-+guidance here regarding “vehicles” also applies to spacecraft.
-
- Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
- or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planet’s atmosphere.
-@@ -25494,12 +25494,12 @@
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
--VARIABLE COST BY TECH RATING
-+VARIABLE COST BY TECH RATING
-
- Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle’s tech rating. However, the
--price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.
-+price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
- possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
-@@ -25517,14 +25517,14 @@
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
- However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
- to the environment through which they can fire weapons (so that it’s not really the characters fighting, but the
--vehicles), use the vehicular combat rules from the CSR.
-+vehicles), use the vehicular combat rules from the CSR.
-
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
- kinds of additional options.
-
- DRIVERLESS VEHICLES
-
-- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
-+ If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
- are automatically completed (or failed) according to the vehicle’s level, though all such self-driving tasks are
- hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
-
-@@ -25534,130 +25534,130 @@
-
- LOOKING FOR MORE VEHICLE OPTIONS
-
-- A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something
-+ A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something
- close and adapt the listing.
-
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
- obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-
--CUSTOMIZING VEHICLES
-+CUSTOMIZING VEHICLES
- Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
- add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
- such an upgrade is very expensive to exorbitant.
-
- PLANETARY VEHICLE LISTING
-
--CYCLES
-+CYCLES
-
--CONTEMPORARY
-+CONTEMPORARY
-
--Motorcycle, dirt bike
-+Motorcycle, dirt bike
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a
- passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
--wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-+wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-
--Motorcycle, cruiser
-+Motorcycle, cruiser
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the
- environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
--mph) during long-distance travel.
-+mph) during long-distance travel.
-
--ADVANCED
-+ADVANCED
-
--Motorcycle, battle
-+Motorcycle, battle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly
- open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun
- that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken
- surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
--long-distance travel.
-+long-distance travel.
-
--Motorcycle, omni-terrain
-+Motorcycle, omni-terrain
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
- supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
- utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization
- eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
--during long-distance travel.
-+during long-distance travel.
-
--Vacuum cycle
-+Vacuum cycle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
- sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it’s likely a breach has occurred).
- Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
--km/h (50 mph) during long-distance travel.
-+km/h (50 mph) during long-distance travel.
-
--FANTASTIC
-+FANTASTIC
-
--Hover speedster
-+Hover speedster
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- A sweptback frame with a seat for one rider (and often a passenger) open to the environment, with anti-gravity repulsors
- allowing it to hover up to 2 m (6 feet) over any terrain (including water and other liquids), ideal for utterly wild
- terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
--distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-+distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-
--Hard-light cycle
-+Hard-light cycle
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame
- with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
- for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
- extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
- maximum gradient shouldn’t exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
--distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-+distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-
- Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
- a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
-
--Hover speedster, battle
-+Hover speedster, battle
-
--level 6 (18)
-+level 6 (18)
-
- Very Expensive
-
- As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
- deployable swivel long-range energy weapons that inflict 9 points of damage.
-
--Instant cycle
-+Instant cycle
-
--Variable
-+Variable
-
--Exorbitant
-+Exorbitant
-
- As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller)
- pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
--CARS
-+CARS
- Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
-@@ -25678,42 +25678,42 @@
-
- CONTEMPORARY
-
--Car, used
-+Car, used
-
--level 3 (9)
-+level 3 (9)
-
--Expensive to Very Expensive
-+Expensive to Very Expensive
-
- Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four
- additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
--round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-+round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-
--Car, sedan
-+Car, sedan
-
--level 4 (12)
-+level 4 (12)
-
--Expensive to Very Expensive
-+Expensive to Very Expensive
-
- As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
- during extended trips.
-
--Car, sports
-+Car, sports
-
--level 6 (18)
-+level 6 (18)
-
--Very Expensive to Exorbitant
-+Very Expensive to Exorbitant
-
- Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the
- expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
- breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
- related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
--extended trips.
-+extended trips.
-
--Car, utility
-+Car, utility
-
--level 4 (12)
-+level 4 (12)
-
--Expensive to Very Expensive
-+Expensive to Very Expensive
-
- Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers
- (though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of
-@@ -25722,42 +25722,42 @@
-
- ADVANCED
-
--Hovercar
-+Hovercar
-
--level 4
-+level 4
-
--Very Expensive
-+Very Expensive
-
- Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have
- retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet)
- over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
--long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-+long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-
--Land ark
-+Land ark
-
- level 5 (15)
-
-- Exorbitant
-+ Exorbitant
-
- Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
- either to house one or more families, support scientific research, exploration, spying, or configured for some other
- purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short
- distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
--paved surfaces, though a land ark rarely finds roads).
-+paved surfaces, though a land ark rarely finds roads).
-
--Land ark, battle
-+Land ark, battle
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant x2
-+Exorbitant x2
-
--As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-+As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-
--Moon buggy
-+Moon buggy
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
- four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it’s likely a breach has
-@@ -25765,22 +25765,22 @@
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-
--FANTASTIC
--Car, flying
-+FANTASTIC
-+Car, flying
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the
- driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
--distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-+distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-
--Car, smart
-+Car, smart
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As flying car, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI
- prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
-@@ -25795,7 +25795,7 @@
- | 01 | Vehicle runs out of fuel or power (but not inflight). |
- | 02 | Extreme turbulence threatens to cause a loss of control inflight |
- | 03 | A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash. |
--| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
-+| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
- | 05 | Landing gear is damaged, making eventual landing problematic. |
- | 06 | Unexpectedly tall terrain feature threatens imminent collision. |
- | 07 | Vehicle takes damage and threatens to detonate its power source |
-@@ -25805,112 +25805,112 @@
-
- CONTEMPORARY
-
--Airplane, basic
-+Airplane, basic
-
--level 2 (6)
-+level 2 (6)
-
--Very Expensive
-+Very Expensive
-
- Enclosed airframe with seats for pilot and one passenger. Operable/easily breakable side glass windows give openness to
- environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
--km/h (140 mph) during extended trips.
-+km/h (140 mph) during extended trips.
-
--Helicopter
-+Helicopter
-
- level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Enclosed cockpit with seats for a pilot and up to six passengers. Operable/easily breakable windows give openness to
- environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
--trips.
-+trips.
-
--Fighter jet
-+Fighter jet
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- Swept-back enclosed airframe with seats for a pilot and one passenger. Built-in weapons include very long-range
- Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
- during extended trips.
-
--ADVANCED
--Cloud surfing board
-+ADVANCED
-+Cloud surfing board
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive
-+Very Expensive
-
- A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must
- succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
--it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-+it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-
--Jetpack
-+Jetpack
-
--level 2 (6)
-+level 2 (6)
-
--Very Expensive
-+Very Expensive
-
- Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment
- (requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
--during long-distance travel, though the pack must be refueled every 1000 miles.
-+during long-distance travel, though the pack must be refueled every 1000 miles.
-
--VTOL hyperjet
-+VTOL hyperjet
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range
- Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible
- maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
- distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
-
-- VTOL stealthjet
-+ VTOL stealthjet
-
--level 3 (9)
-+level 3 (9)
-
- Exorbitant
-
--As VTOL hyperjet, but with superior stealth instead of superior weapons.
-+As VTOL hyperjet, but with superior stealth instead of superior weapons.
-
--VTOL seawing
-+VTOL seawing
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
--a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-+a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-
--Zeppelin, yacht
-+Zeppelin, yacht
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged
- either to house one or more families, support scientific research, exploration, spying, or configured for some other
- purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
- extended travel (half or double that depending on air conditions).
-
--FANTASTIC
--Hoverboard
-+FANTASTIC
-+Hoverboard
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
- Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter.
- Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
--Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
-+Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
-
- Orb, personal
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an
- environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and
-@@ -25918,22 +25918,22 @@
- distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
- hours. Personal orbs are usually single-use transports.
-
--Hard-light jet
-+Hard-light jet
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers.
- Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two
- steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
--(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-+(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-
--Teleportation disc
-+Teleportation disc
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step
- on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
-@@ -25948,7 +25948,7 @@
- | 01 | Vehicle begins taking on water due to minor leak. |
- | 02 | Vehicle capsizes |
- | 03 | Vehicle begins to sink due to major leak caused by structural flaw. |
--| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
-+| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
- | 05 | Power source unexpectedly dies. |
- | 06 | Unmapped underwater terrain feature threatens/causes imminent collision. |
- | 07 | Vehicle takes damage and threatens to detonate its power source. |
-@@ -25958,59 +25958,59 @@
-
- CONTEMPORARY
-
--Jet ski
-+Jet ski
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
--distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-+distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-
--Motorboat
-+Motorboat
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each
- round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
--moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-+moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-
--Motorboat, performance
-+Motorboat, performance
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
--As motorboat, but can reach speeds over 128 km/h (80 mph).
-+As motorboat, but can reach speeds over 128 km/h (80 mph).
-
--Submersible, personal
-+Submersible, personal
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each
- round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
--or manipulating the environment without customization.
-+or manipulating the environment without customization.
-
--Yacht
-+Yacht
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers
- suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose
- to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
--movement rates in choppy water).
-+movement rates in choppy water).
-
--Gunboat, fast attack craft
-+Gunboat, fast attack craft
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship
- missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A
-@@ -26018,21 +26018,21 @@
- operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
- on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
-
--Submarine
-+Submarine
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide
- the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves
- a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
--operate.
-+operate.
-
--Warship, destroyer
--level 4 (12)
-+Warship, destroyer
-+level 4 (12)
-
--Priceless
-+Priceless
-
- Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as
- hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open
-@@ -26040,100 +26040,100 @@
- each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
- central coordination to operate.
-
--ADVANCED
--Sub, waterglide
-+ADVANCED
-+Sub, waterglide
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
--very long distance each round or up to 370 km/h (230 mph) on extended trips.
-+very long distance each round or up to 370 km/h (230 mph) on extended trips.
-
--Yacht, hydroplane
-+Yacht, hydroplane
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
--capsizing.
-+capsizing.
-
- Submarine, supercavitation
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
- distance each round or up to 370 km/h (230 mph) on extended trips.
-
- FANTASTIC
-
--Manta
-+Manta
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
- extended trips.
-
- MECHS AND TANKS
-
--CONTEMPORARY
-+CONTEMPORARY
-
- Tank
-
-- level 4 (12)
-+ level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew;
- treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
--to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-+to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-
--ADVANCED
-+ADVANCED
-
--Mech, loader
-+Mech, loader
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all
- lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
--hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-+hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-
--Mech, infantry
-+Mech, infantry
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3.
- Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased,
- inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
--or up to 72 km/h (45 mph) on extended trips.
-+or up to 72 km/h (45 mph) on extended trips.
-
--Mech, interceptor
-+Mech, interceptor
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- As infantry mech, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular
- combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode
- allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
--superior weapons, defense, or speed, but that doubles the cost.
-+superior weapons, defense, or speed, but that doubles the cost.
-
--FANTASTIC
-+FANTASTIC
-
--Colossal battle mech
-+Colossal battle mech
-
--level 6 (18)
-+level 6 (18)
-
--Priceless
-+Priceless
-
- A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
- vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma
-@@ -26142,13 +26142,13 @@
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-
--SPACECRAFT LISTING
-+SPACECRAFT LISTING
-
- Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
- capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
- suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few
- spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation
--information to plot and fly to their destinations.
-+information to plot and fly to their destinations.
-
- PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in
- spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
-@@ -26172,7 +26172,7 @@
- SPACECRAFT UPKEEP
-
- Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
--of the spacecraft determines upkeep.
-+of the spacecraft determines upkeep.
-
- | Level | Upkeep Cost |
- |-------|----------------|
-@@ -26209,18 +26209,18 @@
- CONTEMPORARY POWER
-
- Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
--systems, including powering ion drives.
-+systems, including powering ion drives.
-
- RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a
- planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power
- sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
--of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-+of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-
--CONTEMPORARY DRIVES
-+CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
- the rocket’s base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
--are the primary constituent of a heavy-lift launch spacecraft.
-+are the primary constituent of a heavy-lift launch spacecraft.
-
- Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
- long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary
-@@ -26233,12 +26233,12 @@
-
- Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
- for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
--system without an atmosphere).
-+system without an atmosphere).
-
--ADVANCED DRIVES
-+ADVANCED DRIVES
-
- Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected”
--version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-+version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-
- Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
- thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
-@@ -26246,21 +26246,21 @@
-
- FANTASTIC
-
--FANTASTIC POWER
-+FANTASTIC POWER
-
- Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
- explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
- include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter
--reaction so it can be harnessed for power.
-+reaction so it can be harnessed for power.
-
- Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate
--energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
-+energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
-
- Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This
- zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
--initial resources required to build the generator.
-+initial resources required to build the generator.
-
--FANTASTIC DRIVES
-+FANTASTIC DRIVES
-
- Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
- starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
-@@ -26270,14 +26270,14 @@
- Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called
- hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to
- greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to
--1000 times the speed of light at maximum power.
-+1000 times the speed of light at maximum power.
-
- Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel
- between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be
- formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that
- while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could
- greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
--time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-+time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-
- Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point
- transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
-@@ -26289,7 +26289,7 @@
-
- Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
- still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
--if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
-+if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
-
- Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
-@@ -26297,35 +26297,35 @@
-
- CONTEMPORARY
-
--Space Capsule
-+Space Capsule
-
--level 1 (3)
-+level 1 (3)
-
--Priceless
-+Priceless
-
- Sealed capsule delivered into space by a launch vehicle or shuttle, carries a crew of up to seven or a payload of up to
- 6,000 kg (13,000 pounds); once delivered into a microgravity environment, becomes a free-flying spacecraft with limited
- maneuverability, though all piloting tasks are hindered and propellant must be renewed every ten hours of use. Capable
- of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
--water for recovery by watercraft.
-+water for recovery by watercraft.
-
--Rocket, heavy-lift launch
-+Rocket, heavy-lift launch
-
--level 2 (6)
-+level 2 (6)
-
--Priceless
-+Priceless
-
- Provides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds) through the coordinated efforts
- of dozens of engineers and controllers operating and monitoring the vehicle from another location. Extremely limited
- maneuverability; a detachable space capsule allows for transfer of crew or cargo to orbiting craft or stations from the
- launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
--pads where they can be refurbished and refueled.
-+pads where they can be refurbished and refueled.
-
--Shuttle, launch
-+Shuttle, launch
-
--level 3 (9)
-+level 3 (9)
-
--Priceless
-+Priceless
-
- As heavy-lift launch vehicle, except the main craft can re-enter an atmosphere after delivering a payload and land
- aerodynamically as a fixed wing craft. Much greater maneuverability than a launch vehicle, both in space and in the air
-@@ -26338,163 +26338,163 @@
- accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
- still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-
--SPACECRAFT
-+SPACECRAFT
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
- advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
--ADVANCED
--Wafercraft, exploration
-+ADVANCED
-+Wafercraft, exploration
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive
-+Very Expensive
-
- Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to
- accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain
- encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
--of months (but decades in objective time).
-+of months (but decades in objective time).
-
--Microcapsule
-+Microcapsule
-
--level 2 (6)
-+level 2 (6)
-
--Very Expensive
-+Very Expensive
-
- As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
- usually doesn’t have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
--construction tasks without exiting the vehicle.
-+construction tasks without exiting the vehicle.
-
--Microcapsule, fighter (dart)
-+Microcapsule, fighter (dart)
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive x2
-+Very Expensive x2
-
--As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-+As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-
--Spacecraft, racer
-+Spacecraft, racer
-
--level 1 (3)
-+level 1 (3)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed only for speed and high-G maneuvers, with space for a single pilot (and maybe one passenger) in
- cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
--interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-+interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-
--Spacecraft, freighter
-+Spacecraft, freighter
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed to haul cargo between planets with a crew up of to 15. Freighter ships may be quite large, or at
- least haul cargo that is quite large, but these craft are bulky and not meant for quick changes in direction or combat;
- all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
--propulsion. Can land and take off from low-gravity moons and dwarf planets.
-+propulsion. Can land and take off from low-gravity moons and dwarf planets.
-
--Spaceplane
-+Spaceplane
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- As launch shuttle (contemporary), but fulfills the promise of launch (without boosters), operations and maneuverability
- in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
- external network of controllers.
-
--Spaceplane, combat (claw)
-+Spaceplane, combat (claw)
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant x2
-+Exorbitant x2
-
- As spaceplane, but smaller (with room for a single pilot), fitted with two weapon systems: a laser cannon and one
- torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
--of transport.
-+of transport.
-
--Spacecraft, solar sail
-+Spacecraft, solar sail
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed for long-haul research expeditions around the solar system with a crew of up to five or six, with
- individual pods designed for induced hibernation during double or triple normal travel times to extend provisions to
- last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
--land or ascend from a planetary surface.
-+land or ascend from a planetary surface.
-
--Spacecraft, dragonfly class
-+Spacecraft, dragonfly class
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant x2
-+Exorbitant x2
-
- Has the planetary launch and reentry capabilities of a spaceplane, but is more expansive, able to house a live-in crew
- of about a dozen people and over 45,350 kg (100,000 pounds) of cargo, with interplanetary (as opposed to merely orbital)
- range. Life-support lasts three months before restocking supplies is required. The ship includes a bridge, crew
- quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
--system.
-+system.
-
--Spacecraft, exploration class
-+Spacecraft, exploration class
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant x3
-+Exorbitant x3
-
- As dragonfly class spacecraft, but larger and able to house a crew of about twenty-five people. Customized for
- exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
--situ analysis.
-+situ analysis.
-
--Spacecraft, corvette class
-+Spacecraft, corvette class
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- A small warship spacecraft designed for high-G maneuvers, including use of high-G chemical amelioration for a crew of up
- to fifteen people. Features four weapon systems, including one laser cannon capable of targeting other craft, one
- torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
--with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-+with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-
--Spacecraft, destroyer class
-+Spacecraft, destroyer class
-
- level 5 (15)
-
-- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
-+ Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
- (including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
- fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
--microcapsule fighters (darts).
-+microcapsule fighters (darts).
-
--Spacecraft, dreadnought
-+Spacecraft, dreadnought
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- As corvette spacecraft, but ten times as large, allowing ten times the crew and twenty weapon systems (including five
- superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them
- against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
--spaceplanes.
-+spaceplanes.
-
- Skyhook
-
--level 6 (18)
-+level 6 (18)
-
--Priceless
-+Priceless
-
- Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
- tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
- the cable as the tether passes, and are then flung into orbit by the station’s massive rotation. The skyhook can
- decelerate and safely de-orbit other payloads in the same way.
-
--Space elevator
-+Space elevator
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting
- access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
-@@ -26511,152 +26511,152 @@
-
- FANTASTIC
-
--Dagger fighter
-+Dagger fighter
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive
-+Very Expensive
-
- A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move
- between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
--as a capital class starship with suitable docking bays.
-+as a capital class starship with suitable docking bays.
-
--Starship, cargo/passenger
-+Starship, cargo/passenger
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed to haul cargo (or passengers, or both) between stars with a crew up of to twenty-five. Cargo
- starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
--and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-+and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-
--Starship, solo fighter
-+Starship, solo fighter
-
- level 2 (6)
-
-- Exorbitant
-+ Exorbitant
-
- A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
--travel.
-+travel.
-
--Starship, general purpose
-+Starship, general purpose
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- A small starship with room for only three to six crew plus an integrated ship AI able to handle many routine ship
- functions including navigation with FTL propulsion system. Designed for exploration of distant locations, salvage
- operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
--as a particle cannon.
-+as a particle cannon.
-
--Starship, discovery class
-+Starship, discovery class
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal
- artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control).
- Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple
- of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
--sufficient resources, granting it superior weapons.
-+sufficient resources, granting it superior weapons.
-
--Starship, warship class
-+Starship, warship class
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people,
- easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
- systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
-
--Starship, capital class
-+Starship, capital class
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations
- include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
--squadrons of fifteen dagger fighter starships.
-+squadrons of fifteen dagger fighter starships.
-
--Starship, omega class
-+Starship, omega class
-
--level 10 (30)
-+level 10 (30)
-
--Priceless
-+Priceless
-
- Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty
- weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
- surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-
--STELLAR GATE
-+STELLAR GATE
- Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
- complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
- dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
- rating, no matter how small.
-
--FANTASTIC
--Gate, planetary
-+FANTASTIC
-+Gate, planetary
-
--level 3 (9)
-+level 3 (9)
-
--Priceless
-+Priceless
-
- A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon
- forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar
- gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate
- is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
--to support each new wormhole opening.
-+to support each new wormhole opening.
-
--Gate, interplanetary
-+Gate, interplanetary
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
--system.
-+system.
-
--Gate, star
-+Gate, star
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
--light-years.
-+light-years.
-
--Gate, galactic
-+Gate, galactic
-
--level 6 (18)
-+level 6 (18)
-
--Priceless
-+Priceless
-
- As planetary gate, but six times as large and connects gate structures that lie between locations within a single
--galaxy.
-+galaxy.
-
--Gate, intergalactic
-+Gate, intergalactic
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
--across the entire breadth of the universe.
-+across the entire breadth of the universe.
-
--Gate, interdimensional
-+Gate, interdimensional
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As planetary gate, but connects gate structures that lie in alternate dimensions.
-
--SPACE-TIME VEHICLES
-+SPACE-TIME VEHICLES
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
- limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely
-@@ -26665,20 +26665,20 @@
-
- FANTASTIC
-
--Car, temporal/dimensional
-+Car, temporal/dimensional
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
--Enormous power requirements require recharge period of several days between each use.
-+Enormous power requirements require recharge period of several days between each use.
-
--Matrix, temporal
-+Matrix, temporal
-
--level 8 (24)
-+level 8 (24)
-
--Priceless
-+Priceless
-
- An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different
- locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
-@@ -26688,35 +26688,35 @@
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
--fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-+fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-
--A couple of examples of such artifacts are presented here.
-+A couple of examples of such artifacts are presented here.
-
--GATE RING
-+GATE RING
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Wearable ring of unknown material
-+Form: Wearable ring of unknown material
-
- Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset
- on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the
- wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading
- to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or
--otherwise gained information about it before using the function).
-+otherwise gained information about it before using the function).
-
- Depletion: Automatic (if gate is formed)
-
--FRACTAL TRAVELER
-+FRACTAL TRAVELER
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Goggle-like device of unknown material
-+Form: Goggle-like device of unknown material
-
- Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
- time the wearer seems to disappear from existence. From the wearer’s perspective, they are falling through an
- ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
- end of that period they return to existence, either in the same location they left or somewhere they’ve previously
--visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-+visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-
- Depletion: 1 in 1d6
-
-@@ -26763,7 +26763,7 @@
-
- High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical
- actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons
--reach only to long range, long-range weapons reach only to short range, and
-+reach only to long range, long-range weapons reach only to short range, and
- short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in
- difficulty but not the range decreases.
-
-@@ -26851,8 +26851,8 @@
- ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine.
-
- Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither
--term describes you very
--well, as you are as free-willed and free-thinking
-+term describes you very
-+well, as you are as free-willed and free-thinking
- as they are.
-
- You gain the following characteristics:
-@@ -27054,7 +27054,7 @@
-
- Form: Vial or syringe of red fluid
-
--Effect: Strips someone of all superpowers (including abilities granted by magic, psionics,
-+Effect: Strips someone of all superpowers (including abilities granted by magic, psionics,
- mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by
- the GM and player.
-
-@@ -27067,7 +27067,7 @@
- Form: Multifaceted purple stone the size of a fist
-
- Effect: Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore
--all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
-+all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after
- twenty-four hours if not used.
-
- Depletion: 1–3 in 1d10
-@@ -27117,9 +27117,9 @@
- two power shifts in resilience.
-
- In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
--them fit your character.
-+them fit your character.
-
--POWER SOURCE
-+POWER SOURCE
- As you’re figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
-@@ -27212,7 +27212,7 @@
-
- | d100 | Power | Example |
- |-------|----------------------|------------------------------------------------|
--| 01-05 | Agility | Power shift in dexterity |
-+| 01-05 | Agility | Power shift in dexterity |
- | 06 | Animal Shapeshifter | Shapechanger |
- | 07-09 | Athletics | Master athlete |
- | 10 | Atlantean | Atlantean |
-@@ -27222,7 +27222,7 @@
- | 18 | Cold immunity | Energy Resistance |
- | 19 | Companion creature | Beastmaster |
- | 20 | Control animals | Mentalist |
--| 21 | Control minds | Mentalist |
-+| 21 | Control minds | Mentalist |
- | 22-23 | Control plants | Nature master |
- | 24 | Control wind | Nature master |
- | 25 | Copy superpower | Power replicator |
-@@ -27240,7 +27240,7 @@
- | 42-43 | Flight | Power shift in flight |
- | 44 | Force field | Force field master |
- | 45 | Growing | Giant hero |
--| 46-47 | Healing | Power shift in healing |
-+| 46-47 | Healing | Power shift in healing |
- | 48 | Human shapechanger | Shapechanger |
- | 49 | Illusion | Illusionist |
- | 50-51 | Intelligence | Power shift in intelligence |
-@@ -27248,7 +27248,7 @@
- | 55 | Invisibility | Invisibility |
- | 56-57 | Leaping | Amazing Leap, Far Step |
- | 58-59 | Lucky | Chaotic, Lucky, Dodge and Resist, Hard to Kill |
--| 60-61 | Magnetism | Telekinetic |
-+| 60-61 | Magnetism | Telekinetic |
- | 62-64 | Martial arts | Master martial artist |
- | 65 | Paragon | Paragon |
- | 66 | Phasing | Phase master |
-@@ -27272,9 +27272,9 @@
- | 98 | Weapon | Bearer of the item |
- | 99-00 | Weapon master | Weapon master, power shift in single attack |
-
--SUPERHERO CHARACTER OPTIONS
-+SUPERHERO CHARACTER OPTIONS
-
--DESCRIPTORS
-+DESCRIPTORS
- This section presents new descriptors meant specifically for a superhero game.
-
- AMAZING
-@@ -27456,7 +27456,7 @@
- If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
- gene (perhaps even multiple copies) and can sense others who have it
-
--POWER SHIFTS
-+POWER SHIFTS
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
- superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
- together interdimensional gateway devices in a few hours.
-@@ -27534,13 +27534,13 @@
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
--GAINING MORE POWER SHIFTS
-+GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
- street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game’s
- start.
-
--POWER STUNTS
-+POWER STUNTS
- A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do.
- Examples:
-
-@@ -27653,7 +27653,7 @@
- | 14 | Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer |
- | 15 | Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank |
-
--| Task Circumstances | Difficulty |
-+| Task Circumstances | Difficulty |
- |------------------------------------------------------------------|-------------|
- | Lifting the object as high as the character can reach | +0 |
- | Lifting the object only partway off the ground | -1 |
-@@ -27674,7 +27674,7 @@
- abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s
- roll to succeed.
-
--FEATS OF SPEED
-+FEATS OF SPEED
- A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
- needed). This is basically a jog or a hustle, faster than a walk
-
-@@ -27686,7 +27686,7 @@
- faster. For a character trying to run more than a long distance as their entire action, use the following table to
- determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-
--| Difficulty | Running Distance | Notes |
-+| Difficulty | Running Distance | Notes |
- |-------------|--------------------|-----------------------------------------|
- | 6 | 200 feet (60 m) | 19 mph (30 kph) |
- | 8 | 250 feet (76 m) | 24 mph (39 kph); bear, Olympic sprinter |
-@@ -27715,7 +27715,7 @@
- (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
- over their head.
-
--POWERFUL CREATURES
-+POWERFUL CREATURES
- Superheroes don’t just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
- or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-
-@@ -27752,11 +27752,11 @@
- change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
- duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
- modification is generally equal to the device’s level minus 1, which also determines how much time it takes to complete
--the modifications.
-+the modifications.
-
- Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
- shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device’s
--level for the difficulty and creation time, but take half as long as the time listed.
-+level for the difficulty and creation time, but take half as long as the time listed.
-
- A character modifying their own device eases the task. This applies whether the character built the device themselves or
- they’ve been repairing and tinkering with it long enough that they fully understand its workings.
-@@ -27779,7 +27779,7 @@
- the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
- extent of the changes.
-
--FASTER CRAFTING IN A HIGH-TECH SETTING
-+FASTER CRAFTING IN A HIGH-TECH SETTING
- In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
- with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
- conditions, the GM should ease
-@@ -27807,7 +27807,7 @@
- shouldn’t cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
--POWER BOOST CYPHERS
-+POWER BOOST CYPHERS
-
- This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
- System Rulebook into one cypher with variable effects based on cypher level.
-@@ -27849,7 +27849,7 @@
- five steps if the cypher is level 7 or higher). It has no effect on power stunts that don’t require a successful power
- stunt task.
-
--ARTIFACTS
-+ARTIFACTS
-
- DARKEST BOOK
-
-@@ -27948,7 +27948,7 @@
- and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word “apple,”
- their skin turns golden). See the Curse table for a list of example curses.
-
--Preventing Curses
-+Preventing Curses
-
- When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
- curse being cast. Being trained in Intellect defense eases
-@@ -27958,7 +27958,7 @@
- Often, part of a curse’s effects is hindering curse resistance; thus, a character who already has one curse on them will
- find defending against a second curse is more difficult (their task is hindered).
-
--Removing Curses
-+Removing Curses
-
- Similar to poison and disease, curses aren’t automatically removed when a character makes a regular recovery roll.
- Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
-@@ -27968,7 +27968,7 @@
- (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
- curse removal to do the deed.
-
--Curse Intrusions and Curse Mode
-+Curse Intrusions and Curse Mode
-
- In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
- happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
-@@ -28004,7 +28004,7 @@
- While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC’s
- situation worse.
-
--Curse Intrusions
-+Curse Intrusions
-
- | d6 | Curse |
- |-----|-------------------------------------------------------------------------|
-@@ -28015,7 +28015,7 @@
- | 5 | The character feels an overwhelming urge to start dancing. |
- | 6 | The character’s clothes are suddenly much too large. |
-
--Curse Table
-+Curse Table
-
- Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
- and the characters.
-@@ -28025,7 +28025,7 @@
- that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
- very high level because the caster wants to make it very hard to get rid of.
-
--| D20 | Effect |
-+| D20 | Effect |
- |------|------------------------------------------------------------------|
- | 1 | Turned into an animal (bear, toad, hedgehog, swan, dog, etc.) |
- | 2 | Becomes invisible |
-@@ -28038,9 +28038,9 @@
- | 9 | Forced to wear iron shoes (hinders all Speed actions) |
- | 10 | Turned into a flower |
- | 11 | Voice taken away |
--| 12 | Unable to remember their true love |
-+| 12 | Unable to remember their true love |
- | 13 | Nose grows every time they tell a lie |
--| 14 | Positive social interactions are hindered |
-+| 14 | Positive social interactions are hindered |
- | 15 | Number of points regained by a recovery roll is decreased by 1 |
- | 16 | Grows weak (Effort on Might tasks cost +1 Might) |
- | 17 | Brain is in a fog (Effort on Intellect tasks costs +1 Intellect) |
-@@ -28048,7 +28048,7 @@
- | 19 | Can no longer say, write, or spell their own name |
- | 20 | No one else remembers or recognizes the character |
-
--Curse Removal Table
-+Curse Removal Table
-
- Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
- table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
-@@ -28118,13 +28118,13 @@
-
-
-
--Blessings
-+Blessings
-
- When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
- roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
- examples of positive GM intrusions that a blessed character might receive.
-
--Blessing Intrusions
-+Blessing Intrusions
-
- | d6 | Blessing |
- |-----|--------------------------------------------------------------------|
-@@ -28135,7 +28135,7 @@
- | 5 | Someone nearby just happens to have the thing the character needs. |
- | 6 | A cypher or artifact works even better than expected. |
-
--Wishes
-+Wishes
-
- Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
- wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
-@@ -28302,7 +28302,7 @@
-
- If a player has no XP to spend, they can’t use a player intrusion.
-
--MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-+MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
-@@ -28310,7 +28310,7 @@
- can be overwhelming to a player trying to decide what their character’s special effect might be. Here are a few special
- effect options for players to use or be inspired by.
-
--Minor Effect Suggestions
-+Minor Effect Suggestions
-
- • A weapon comes alive at the perfect moment and does a bit more damage to a foe.
-
-@@ -28324,7 +28324,7 @@
-
- • A magical attack hits the target and something they were holding, causing damage to both.
-
--Major Effect Suggestions
-+Major Effect Suggestions
-
- • A weapon comes alive at the perfect moment and does a lot more damage to a foe.
-
-@@ -28340,7 +28340,7 @@
- • A shapeshifting or disguise spell or ability works so well that the foe’s familiar or companion runs off, afraid to
- continue the fight.
-
--CREATING YOUR CHARACTER
-+CREATING YOUR CHARACTER
-
- FORM VS. FUNCTION
-
-@@ -28359,7 +28359,7 @@
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
- skilled in anything they like (with the GM’s permission). In addition to the suggested skills in the rulebook, useful
--skills for fairy tale games might include:
-+skills for fairy tale games might include:
-
- • Talking animals\*
-
-@@ -28367,23 +28367,23 @@
-
- • Trickery
-
--• Using magic
-+• Using magic
-
- • Weather
-
- • Baking
-
--• Cobbling
-+• Cobbling
-
- • Curses
-
--• Dancing
-+• Dancing
-
- • Death
-
- • Magic
-
--• Playing an instrument
-+• Playing an instrument
-
- • Puzzles
-
-@@ -28391,7 +28391,7 @@
-
- • Sailing
-
--• Sensing magic
-+• Sensing magic
-
- • Singing
-
-@@ -28406,7 +28406,7 @@
- TYPE
-
- Your character’s type is the core of who they are and how they interact with their environment, their companions, and
--other living creatures they encounter.
-+other living creatures they encounter.
-
- Suggested Types for a Fairy Tale Game
-
-@@ -28416,11 +28416,11 @@
-
- Huntsman, Skills and knowledge, stealth
-
--Knight
-+Knight
-
--Woodcutter
-+Woodcutter
-
--Guard
-+Guard
-
- Archer, Stealth
-
-@@ -28438,13 +28438,13 @@
-
- EXPLORER
-
--Adventurer
-+Adventurer
-
--Dreamer Seeker
-+Dreamer Seeker
-
- Sailor/seafarer, Combat
-
--Wanderer
-+Wanderer
-
- Outlaw, Combat Stealth
-
-@@ -28454,11 +28454,11 @@
-
- SPEAKER
-
--Aristocrat
-+Aristocrat
-
--Princess/prince
-+Princess/prince
-
--Entertainer
-+Entertainer
-
- Helper, Magic
-
-@@ -28475,9 +28475,9 @@
- be appropriate but would require consulting with your GM to determine how such a character might get involved in the
- campaign.
-
--• Appealing
-+• Appealing
-
--• Beneficent
-+• Beneficent
-
- • Brash
-
-@@ -28493,7 +28493,7 @@
-
- • Creative
-
--• Dishonorable
-+• Dishonorable
-
- • Doomed
-
-@@ -28505,13 +28505,13 @@
-
- • Guarded
-
--• Honorable
-+• Honorable
-
--• Impulsive
-+• Impulsive
-
--• Inquisitive
-+• Inquisitive
-
--• Intelligent
-+• Intelligent
-
- • Intuitive
-
-@@ -28535,9 +28535,9 @@
-
- • Strong
-
--• Strong-Willed
-+• Strong-Willed
-
--• Tongue-Tied
-+• Tongue-Tied
-
- • Vicious
-
-@@ -28547,15 +28547,15 @@
-
- Heartwood Descriptors
-
--• Bewitched
-+• Bewitched
-
- • Changeling
-
--• Fragmented
-+• Fragmented
-
- • Frumious
-
--• Haunted
-+• Haunted
-
- • Lost
-
-@@ -28617,15 +28617,15 @@
-
- • Exists Partially Out of Phase
-
--• Explores Dark Places
-+• Explores Dark Places
-
- • Fights Dirty
-
--• Fights With Panache
-+• Fights With Panache
-
- • Focuses Mind Over Matter
-
--• Grows to Towering Heights
-+• Grows to Towering Heights
-
- • Helps Their Friends
-
-@@ -28635,7 +28635,7 @@
-
- • Infiltrates
-
--• Is Wanted by the Law
-+• Is Wanted by the Law
-
- • Keeps a Magic Ally
-
-@@ -28657,9 +28657,9 @@
-
- • Metes Out Justice
-
--• Moves Like a Cat
-+• Moves Like a Cat
-
--• Moves Like the Wind
-+• Moves Like the Wind
-
- • Murders
-
-@@ -28695,7 +28695,7 @@
-
- • Stands Like a Bastion
-
-- • Throws With Deadly Accuracy
-+ • Throws With Deadly Accuracy
-
- • Travels Through Time
-
-@@ -28711,7 +28711,7 @@
-
- Heartwood Foci
-
--• Befriends the Black Dog
-+• Befriends the Black Dog
-
- • Curses the World
-
-@@ -28742,7 +28742,7 @@
- Is Licensed to Carry
-
- With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other
--ranged weapon.
-+ranged weapon.
-
- Sailed Beneath the Jolly Roger
-
-@@ -28759,7 +28759,7 @@
- assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
- setting.
-
--EQUIPMENT
-+EQUIPMENT
-
- Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
- using magic.
-@@ -28800,7 +28800,7 @@
- this clothing is purely for decorative and roleplaying purposes and offers no additional benefits.
-
- However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
--accomplishing tasks.
-+accomplishing tasks.
-
- Optional Rule: I Have That!
-
-@@ -28872,11 +28872,11 @@
-
- • Pot of fat
-
--• Pot of grease
-+• Pot of grease
-
- • Ribbon
-
--• Rice (handful)
-+• Rice (handful)
-
- • Straw
-
-@@ -28888,7 +28888,7 @@
-
- Moderate
-
--• Bird in a cage
-+• Bird in a cage
-
- • Sewing shears
-
-@@ -28912,7 +28912,7 @@
-
- Very Expensive
-
-- Elegant cloak or coat
-+ Elegant cloak or coat
-
- Royal ensemble
-
-@@ -28922,13 +28922,13 @@
-
- Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-
--WEAPONS AND PROTECTIVE GEAR
-+WEAPONS AND PROTECTIVE GEAR
-
--Inexpensive
-+Inexpensive
-
- Ammunition (12 arrows, 12 crossbow bolts, and so on)
-
--Moderately Priced
-+Moderately Priced
-
- Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
-
-@@ -28958,7 +28958,7 @@
-
- BASIC EQUIPMENT
-
--Inexpensive
-+Inexpensive
-
- Candle
-
-@@ -28984,7 +28984,7 @@
-
- Vial
-
--Moderately Priced
-+Moderately Priced
-
- Backpack
-
-@@ -29024,7 +29024,7 @@
-
- Box, medium
-
--Very Expensive
-+Very Expensive
-
- Charon’s obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
- conveying the soul to its proper resting place.
-@@ -29040,7 +29040,7 @@
-
- TRAVEL
-
--Moderately Priced
-+Moderately Priced
-
- Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
-
-@@ -29056,11 +29056,11 @@
-
- Lodging, solo room, decent
-
--Very Expensive
-+Very Expensive
-
- Lodging, whole building or large room
-
--Exorbitant
-+Exorbitant
-
- Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
- on). In most cases, it’s also necessary to hire a guide, driver, or other person who can control and power the vehicle.
-@@ -29082,7 +29082,7 @@
- random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
- specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-
--CYPHER LIMITS
-+CYPHER LIMITS
-
- All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
- ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
-@@ -29095,7 +29095,7 @@
-
- fey is attracted, what their realm is like, and how to play out the character’s disappearance and possible retrieval.
-
--Fey Being Table
-+Fey Being Table
-
- | d6 | Effect |
- |-----|------------|
-@@ -29117,7 +29117,7 @@
- | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
- | 6 | Steals the character away to their fey realm |
-
--CYPHERS
-+CYPHERS
- Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
- ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
- object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
-@@ -29160,7 +29160,7 @@
- | 19 | Spell or hand fan |
- | 20 | Fallen star or playing card |
-
--Fairy Tale Cypher Table
-+Fairy Tale Cypher Table
-
- | d100 | Cypher |
- |------|---------------------------------------------------------|
-@@ -29206,11 +29206,11 @@
- | 40 | Forget-me-knot |
- | 41 | Genie’s handkerchief |
- | 42 | Gilded shell |
--| 43 | Gingerbread man |
-+| 43 | Gingerbread man |
- | 44 | Godfather’s picture book |
--| 45 | Golden Beetle |
-+| 45 | Golden Beetle |
- | 46 | Golden vanity |
--| 47 | Green spectacles |
-+| 47 | Green spectacles |
- | 48 | Hart’s heart |
- | 49 | Heart of a star |
- | 50 | Heart’s tart |
-@@ -29227,7 +29227,7 @@
- | 61 | Memory’s match |
- | 62 | Mermaid tear |
- | 63 | Neverlost |
--| 64 | Nonsensical poem |
-+| 64 | Nonsensical poem |
- | 65 | Omniscient bean |
- | 66 | Pictureless book |
- | 67 | Poison for your daughter |
-@@ -29242,7 +29242,7 @@
- | 76 | Rapunzel leaf |
- | 77 | Rose of red |
- | 78 | Shadow soap |
--| 79 | Shard of the moon |
-+| 79 | Shard of the moon |
- | 80 | Shining life |
- | 81 | Silver slippers |
- | 82 | Singing bone |
-@@ -29259,7 +29259,7 @@
- | 93 | Vase of tears |
- | 94 | White snake |
- | 95 | Wish granting pearl |
--| 96 | Witch bottle |
-+| 96 | Witch bottle |
- | 97 | Witch’s ladder |
- | 98 | Wooden spoon |
- | 99 | Yonder yarn |
-@@ -29324,7 +29324,7 @@
-
- Level: 1d6 + 3
-
--Form: Chalk, pen, pencil, lipstick, or marker
-+Form: Chalk, pen, pencil, lipstick, or marker
-
- Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
- anything that can discern the door can use it. Erasing the drawn line erases the door.
-@@ -29388,7 +29388,7 @@
-
- Level: 1d6 + 3
-
--Form: Beautifully woven bird’s nest
-+Form: Beautifully woven bird’s nest
-
- Effect: When worn like a crown, the bird’s nest creates an illusion over the wearer, making them appear like royalty.
- Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
-@@ -29424,7 +29424,7 @@
-
- Level: 1d6 + 3
-
--Form: Handful of ground bones
-+Form: Handful of ground bones
-
- Effect: When eaten, the bones begin a process of lowering the eater’s apparent age. Over the next three days, the user
- begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
-@@ -29444,7 +29444,7 @@
-
- Level: 1d6 + 2
-
--Form: Medallion in the shape of the white symbol on a cat sidhe’s chest
-+Form: Medallion in the shape of the white symbol on a cat sidhe’s chest
-
- Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
- cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-@@ -29486,7 +29486,7 @@
-
- Level: 1d6 + 2
-
--Form: Shining jewel from a royal crown
-+Form: Shining jewel from a royal crown
-
- Effect: When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of the
- item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
-@@ -29515,7 +29515,7 @@
-
- Level: 1d6 + 3
-
--Form: Vial, pot, or jar of black liquid
-+Form: Vial, pot, or jar of black liquid
-
- Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
- Might Pool.
-@@ -29540,7 +29540,7 @@
-
- Level: 1d6 + 4
-
--Form: Small, half-burnt black candle
-+Form: Small, half-burnt black candle
-
- Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher’s level. During that time, the user
- who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
-@@ -29607,7 +29607,7 @@
-
- Effect: The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the perfect
- size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all tasks involving
--charm, persuasion, and etiquette for one hour. After
-+charm, persuasion, and etiquette for one hour. After
-
- that, the outfit may still be worn, but no longer offers any benefits.
-
-@@ -29617,7 +29617,7 @@
-
- Level: 1d6
-
--Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
-+Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
-
- Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
- another way to change their size (such as with an eat me).
-@@ -29626,7 +29626,7 @@
-
- Level: 1d6
-
--Form: Pouch of very fine, rainbow-hued dust
-+Form: Pouch of very fine, rainbow-hued dust
-
- Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
- action. This does not use up any of their recovery rolls.
-@@ -29644,7 +29644,7 @@
-
- Level: 1d6
-
--Form: Magical thread sewn onto armor
-+Form: Magical thread sewn onto armor
-
- Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
-
-@@ -29677,7 +29677,7 @@
-
- Level: 1d6 + 2
-
--Form: Small stone shaped like a heart
-+Form: Small stone shaped like a heart
-
- ffect: For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m by 9
- m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
-@@ -29687,7 +29687,7 @@
-
- Level: 1d6 + 2
-
--Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
-+Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
-
- Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
- range.
-@@ -29817,7 +29817,7 @@
-
- Level: 1d6
-
--Form: Still-warm piece of a fallen star
-+Form: Still-warm piece of a fallen star
-
- Effect: For the next ten minutes, when the user helps another character while holding the star, that character’s task is
- eased by an additional step. (If the user has an inability in the relevant skill, the other character’s task is still
-@@ -29827,7 +29827,7 @@
-
- Level: 1d6 + 2
-
--Form: Red tart in the shape of a heart
-+Form: Red tart in the shape of a heart
-
- Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
- ten minutes.
-@@ -29875,7 +29875,7 @@
-
- Level: 1d6
-
--Form: Small wooden or metal cricket
-+Form: Small wooden or metal cricket
-
- Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
- modifiers.
-@@ -29907,7 +29907,7 @@
-
- Level: 1d6 + 1
-
--Form: Small medallion with the word “COURAGE” inscribed upon it.
-+Form: Small medallion with the word “COURAGE” inscribed upon it.
-
- Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
- time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
-@@ -29938,7 +29938,7 @@
-
- Level: 1d6
-
--Form: Matchbox with one match inside
-+Form: Matchbox with one match inside
-
- Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
- flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
-@@ -29981,7 +29981,7 @@
-
- Level: 1d6 + 2
-
--Form: Magical bean made into a cake
-+Form: Magical bean made into a cake
-
- Effect: When eaten, the bean allows the
-
-@@ -30010,7 +30010,7 @@
- | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
- | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-
--Poison for Your Daughter
-+Poison for Your Daughter
-
- Level: 1d6 + 2
-
-@@ -30081,7 +30081,7 @@
-
- Level: 1d6 + 2
-
--Form: Apple that is half white and half red
-+Form: Apple that is half white and half red
-
- Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher’s level to their
- Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher’s level. Each half of the
-@@ -30127,7 +30127,7 @@
-
- Level: 1d6 + 2
-
--Form: Small figure carved from wood or stone, with an open mouth
-+Form: Small figure carved from wood or stone, with an open mouth
-
- Effect: Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) connects
- the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
-@@ -30137,7 +30137,7 @@
-
- Level: 1d6 + 3
-
--Form: Bit of powder carried in a pepper box
-+Form: Bit of powder carried in a pepper box
-
- Effect: When sprinkled on an inanimate
-
-@@ -30154,7 +30154,7 @@
-
- Level: 1d6 + 3
-
--Form: Dried pea that was previously slept on
-+Form: Dried pea that was previously slept on
-
- Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
- claims, and other such tricks (for all senses) for what they are.
-@@ -30163,13 +30163,13 @@
-
- Level: 1d6
-
--Form: Pocket watch with an empty face
-+Form: Pocket watch with an empty face
-
- Effect: Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the user
- states. The user must have previously been to the stated place, and must enter the rabbit hole before anyone else,
- ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the user and anyone traveling
- with them. Travel inside the hole is not instantaneous, but it is very fast, taking no more than a minute and feeling
--very much like riding a long, winding slide.
-+very much like riding a long, winding slide.
-
- The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
- jumping in feet-first.
-@@ -30276,7 +30276,7 @@
-
- Level: 1d6 + 4
-
--Form: Small jewel, talisman, or bead
-+Form: Small jewel, talisman, or bead
-
- Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
- additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
-@@ -30304,7 +30304,7 @@
-
- Level: 1d6
-
--Form: Ring, necklace, hairpin, or bracelet
-+Form: Ring, necklace, hairpin, or bracelet
-
- Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
- commands as long as they’re within long range. They can hinder any or all opponents’ tasks, provide information, assist
-@@ -30368,7 +30368,7 @@
-
- Level: 1d6
-
--Form: Vase, vial, or jar filled with tears
-+Form: Vase, vial, or jar filled with tears
-
- Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
- the next time they are physically attacked.
-@@ -30397,7 +30397,7 @@
-
- Level: 1d6 + 1
-
--Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-+Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-
- Effect: Captures a witch (of a level up to the cypher’s level). Upon entering the bottle, the witch takes damage equal
- to the cypher’s level and is trapped until someone whispers their name into the bottle’s mouth and releases them.
-@@ -30594,7 +30594,7 @@
- | 97-98 | Tweedledee’s umbrella |
- | 99-00 | Vicious tankard |
-
--A SELECTION OF FAIRY TALE ARTIFACTS
-+A SELECTION OF FAIRY TALE ARTIFACTS
-
- A Tisket a Tasket
-
-@@ -30614,7 +30614,7 @@
- Form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
-
- Effect: The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
--6 or higher).
-+6 or higher).
-
- Depletion: —
-
-@@ -30670,7 +30670,7 @@
-
- Level: 1d6 + 2
-
--Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-+Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-
- Effect: Playing someone in a game of checkers or draughts eases all of the user’s positive social interactions with
- their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
-@@ -30731,7 +30731,7 @@
- Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
- and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an
- asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie
--cannot grant a wish above its level. The genie can grant only one wish per day.
-+cannot grant a wish above its level. The genie can grant only one wish per day.
-
- Depletion: 1 in 1d6
-
-@@ -30802,7 +30802,7 @@
-
- Level: 1d6 + 3
-
--Form: Iron stove that walks and talks
-+Form: Iron stove that walks and talks
-
- Effect: Once per day, the stove can bake a
-
-@@ -30835,7 +30835,7 @@
-
- Level: 1d6 + 4
-
--Form: Ornate mirror that grows or shrinks in size according to its user’s needs.
-+Form: Ornate mirror that grows or shrinks in size according to its user’s needs.
-
- Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
- determine the mirror’s ability:
-@@ -30912,7 +30912,7 @@
-
- Level: 1d6
-
--Form: Glass bottle filled with glittering light
-+Form: Glass bottle filled with glittering light
-
- Effect: Shake the glittering light on a living
-
-@@ -30925,7 +30925,7 @@
-
- Level: 1d6 + 3
-
--Form: Woolen cap soaked in human blood
-+Form: Woolen cap soaked in human blood
-
- Effect: The wearer gains an extra recovery
-
-@@ -30950,7 +30950,7 @@
-
- Level: 1d6 + 1
-
--Form: Steel sword with an ornate hilt
-+Form: Steel sword with an ornate hilt
-
- Effect: When activated by a special word,
-
-@@ -31007,7 +31007,7 @@
-
- Level: 1d6 + 4
-
--Form: Woven shirt of stinging nettles
-+Form: Woven shirt of stinging nettles
-
- Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
- addition to the 1 Armor that light armor typically provides. Additionally, the wearer can’t be shapeshifted against
-@@ -31032,7 +31032,7 @@
-
- Level: 1d6 + 2
-
--Form: Fiddle made of bone and guts
-+Form: Fiddle made of bone and guts
-
- Effect: This instrument acts like a normal
-
-@@ -31043,13 +31043,13 @@
- The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by
- others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
- Steadfast Tin Soldier
-
- Level: 1d6 + 2
-
--Form: Small tin soldier with one leg
-+Form: Small tin soldier with one leg
-
- Effect: Gives a user who is missing a
-
-@@ -31077,7 +31077,7 @@
-
- Level: 1d6 + 2
-
--Form: Small penknife inscribed with tiny words in hundreds of languages
-+Form: Small penknife inscribed with tiny words in hundreds of languages
-
- Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
- one of two effects, depending on the wielder’s desire (the wielder must decide before they activate the artifact each
-@@ -31098,7 +31098,7 @@
-
- Level: 1d6
-
--Form: Common-looking wooden table
-+Form: Common-looking wooden table
-
- Effect: Putting the table out and saying
-
-@@ -31118,7 +31118,7 @@
-
- Level: 1d6 + 2
-
--Form: Small ornate tinderbox made of metal
-+Form: Small ornate tinderbox made of metal
-
- Effect: Summons three dogs to do the user’s bidding. The dogs can complete any tasks dogs would normally be able to
- accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
-@@ -31141,7 +31141,7 @@
-
- Level: 1d6 + 2
-
--Form: Hefty ale tankard carved of stone
-+Form: Hefty ale tankard carved of stone
-
- Effect: In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
- good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage).
-@@ -31154,7 +31154,7 @@
-
- BEASTS AND BEINGS
-
--The following creatures and characters are provided to help populate your fairy tale game.
-+The following creatures and characters are provided to help populate your fairy tale game.
-
- Generally, the listings in this book work much the same way as they do for all Cypher System creature listings—the
- standard template includes the level, description, motive, environment, and so on.
-@@ -31217,7 +31217,7 @@
-
- • Wizard, mighty
-
--Beasts and Beings by Archetype
-+Beasts and Beings by Archetype
-
- Animals
-
-@@ -31276,7 +31276,7 @@
- | Fairy godmother |
- | Gráinne, the Wayward Daughter |
- | Headless horse |
--| Nightmare |
-+| Nightmare |
- | Nymph |
- | Pixie |
- | Prince(ss) of summer (Cypher System Rulebook) |
-@@ -31308,7 +31308,7 @@
- | Robber/Thief |
- | Scholar |
-
--Named Characters
-+Named Characters
-
- | Happy |
- |-----------------|
-@@ -31317,7 +31317,7 @@
- | Snow White |
- | Toby the turtle |
-
--Royalty
-+Royalty
-
- | Áine, Fairy Queen of Light and Love |
- |---------------------------------------------------|
-@@ -31510,7 +31510,7 @@
-
- Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
- sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
--can pass on to those around them.
-+can pass on to those around them.
-
- Black dogs sometimes serve as familiars for witches and sorcerers.
-
-@@ -31535,7 +31535,7 @@
-
- of action. Dealing with helpful black dogs is often an interesting and unexpected
-
--experience, as they don’t talk and don’t explain who they choose to help or why.
-+experience, as they don’t talk and don’t explain who they choose to help or why.
-
- Use: The characters are fighting an extremely tough foe when a black dog steps in to
-
-@@ -31559,7 +31559,7 @@
-
- When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
- time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
--remaining, their death is final.
-+remaining, their death is final.
-
- While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
- their soul is possibly more important than the game effect. Consider removing something from the character that will
-@@ -31632,7 +31632,7 @@
- Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
-
- Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
--enemies.
-+enemies.
-
- Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
- leaping. Attacks made against affected targets are eased by one step.
-@@ -31670,7 +31670,7 @@
-
- Armor: 2
-
--Movement: Short when moving perpendicular; long when moving sideways
-+Movement: Short when moving perpendicular; long when moving sideways
-
- Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
-
-@@ -31692,7 +31692,7 @@
- immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
- of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
- grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
--contained.
-+contained.
-
- Motive: Hunger
-
-@@ -31778,7 +31778,7 @@
- he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
- original form.
-
--Motive: Revenge, find his original body parts
-+Motive: Revenge, find his original body parts
-
- Environment: Anywhere
-
-@@ -31803,7 +31803,7 @@
- Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
- wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-
--GM intrusion: A character’s weapon gets caught in the Tin Woodman’s metal body, pulling the weapon out of their hands.
-+GM intrusion: A character’s weapon gets caught in the Tin Woodman’s metal body, pulling the weapon out of their hands.
-
- Death 10 (infinite)
-
-@@ -31891,7 +31891,7 @@
- and exiled into the night for crimes unimaginable in their cruelty. An erlking’s victims are found in the cold sunlight,
- pale and bloodless, with their vital organs nibbled out.
-
--Motive: Hungers for flesh and to reclaim stripped titles
-+Motive: Hungers for flesh and to reclaim stripped titles
-
- Environment: Almost anywhere wooded at night Health: 27
-
-@@ -32072,7 +32072,7 @@
-
- It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
- all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
--prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
-+prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
-
- Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
-
-@@ -32111,7 +32111,7 @@
- Loot: Carries a black book
-
- Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting a
--spell from the black book costs 2 Intellect points and is an action.
-+spell from the black book costs 2 Intellect points and is an action.
-
- Depletion: 1 in 1d6
-
-@@ -32285,7 +32285,7 @@
-
- Motive: To be just and true, to protect her realm
-
--Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
-+Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
-
- Health: 99
-
-@@ -32339,7 +32339,7 @@
- Motive: To honor the darkness, to protect her realm
-
- Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
--Sorrows, a belowground realm out of time and space.
-+Sorrows, a belowground realm out of time and space.
-
- Health: 99
-
-@@ -32398,7 +32398,7 @@
-
- Environment: Anywhere, but typically in cities and towns, where there are people to admire
-
--and fear them
-+and fear them
-
- Health: 18
-
-@@ -32442,9 +32442,9 @@
-
- Interaction: Grimhilde is cunning and devious, always hatching plans against those who
-
--harm her, who threaten to overshadow her, or who have caught her eye in some way.
-+harm her, who threaten to overshadow her, or who have caught her eye in some way.
-
--Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
-+Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
-
- Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
-
-@@ -32524,7 +32524,7 @@
- Motive: To be left alone
-
- Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
--magically preserves as part of their bargain.
-+magically preserves as part of their bargain.
-
- Health: 30
-
-@@ -32591,7 +32591,7 @@
-
- Modern settings might find them near public or private swimming pools, koi ponds,
-
--and reservoirs.
-+and reservoirs.
-
- Health: 21
-
-@@ -32625,7 +32625,7 @@
-
- Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-
--Environment: Anywhere she wants to be
-+Environment: Anywhere she wants to be
-
- Health: 40
-
-@@ -32658,7 +32658,7 @@
-
- Motive: See everything, know everything
-
--Environment: Everywhere there is weather, real or magic-made
-+Environment: Everywhere there is weather, real or magic-made
-
- Health: 12
-
-@@ -32694,7 +32694,7 @@
- magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
- or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
-
--forest, in civilization as healers, or having infiltrated royal families
-+forest, in civilization as healers, or having infiltrated royal families
-
- Health: 21
-
-@@ -32812,7 +32812,7 @@
-
- Modifications: Gardening and potions as level 6
-
--Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
-+Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
-
- Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
-
-@@ -32901,7 +32901,7 @@
- Woodcutter,” most player characters are going to ask that person their name. It’s likely to break immersion if you throw
- in a modern name, or if the NPC tries to explain that they don’t have one, they’re just called “the Woodcutter.” And if
- you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
--names ahead of time so that you’re always ready to give players something to call a new walk-on character.
-+names ahead of time so that you’re always ready to give players something to call a new walk-on character.
-
- Aristocrat 4 (12)
-
-@@ -32911,7 +32911,7 @@
- things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
-
- Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
--cities and towns, occasionally off by themselves in large castles and manors
-+cities and towns, occasionally off by themselves in large castles and manors
-
- Health: 12
-
-@@ -32949,7 +32949,7 @@
-
- the employ or care of someone who has found them, stolen them, or otherwise become
-
--their guardians, caretakers, or keepers.
-+their guardians, caretakers, or keepers.
-
- Health: 3
-
-@@ -32960,7 +32960,7 @@
- Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
-
- Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
--weapons, such as their fists, a stick, or a toy.
-+weapons, such as their fists, a stick, or a toy.
-
- Interaction: Children are often smarter, more creative, and more wily than they’re given credit for. They may have a lot
- of knowledge about nearby people, places, and activities that can help the PCs, particularly if there’s an exchange of
-@@ -32986,7 +32986,7 @@
-
- Motive: Defense
-
--Environment: In their workshops or peddling their trade while traveling
-+Environment: In their workshops or peddling their trade while traveling
-
- Health: 8
-
-@@ -33020,7 +33020,7 @@
-
- Motive: Follow orders, support their loved ones, protect the innocent
-
--Environment: Woods, forests, and other wild lands
-+Environment: Woods, forests, and other wild lands
-
- Health: 8
-
-@@ -33100,7 +33100,7 @@
-
- Motive: Find answers, seek knowledge
-
--Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
-+Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
-
- Health: 6
-
-@@ -33157,7 +33157,7 @@
- use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
- twist to the game.
-
-- GENERAL HORROR GM INTRUSIONS
-+ GENERAL HORROR GM INTRUSIONS
-
- The following GM intrusions work for most horror genres.
-
-@@ -33210,7 +33210,7 @@
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
--DEAD ALL ALONG
-+DEAD ALL ALONG
- A handful of people are forced to stick together under unusual circumstances—they’re survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
-@@ -33227,7 +33227,7 @@
- When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
- module.
-
--FRAGILITY
-+FRAGILITY
-
- Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
-@@ -33242,7 +33242,7 @@
- affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
- Pools).
-
--GHOSTLY HELPERS
-+GHOSTLY HELPERS
-
- In a horror story, it’s common for major characters to be killed or incapacitated, but in a horror RPG, that means the
- player of a dead character doesn’t have much to do. The Ghostly Helpers module gives players whose characters are out of
-@@ -33283,7 +33283,7 @@
- the GM doesn’t know exactly how much each character’s Pool changed, allow each PC to make a free recovery roll to
- compensate for it.
-
--If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
-+If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
- close as possible to their previous state, relying on the players’ recollection of which cyphers and XP belonged to each
- character. As it’s unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
- can allow each of them a free recovery roll to make up for it.
-@@ -33436,7 +33436,7 @@
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
--PERILOUS VENTURE
-+PERILOUS VENTURE
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
- make mistakes along the way it’s a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
-@@ -33480,7 +33480,7 @@
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
- could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-
--POOR CHOICES
-+POOR CHOICES
- Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
- friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
- and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
-@@ -33546,7 +33546,7 @@
-
- • A character doesn’t call the local authorities for help when they hear something dangerous.
-
--• A character ignores or rationalizes a weird noise.
-+• A character ignores or rationalizes a weird noise.
-
- • A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
-
-@@ -33568,9 +33568,9 @@
- • A character tries to make peaceful contact with an obviously hostile entity. (“It’s as frightened of us as we are of
- it!”)
-
--• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-+• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-
--• A character doesn’t bother to turn on the lights.
-+• A character doesn’t bother to turn on the lights.
-
- • A character uses an action taunting their foe.
-
-@@ -33586,13 +33586,13 @@
-
- • A character momentarily forgets how to do a simple action, like open or close a door.
-
--• A character forgets to put their phone on silent mode.
-+• A character forgets to put their phone on silent mode.
-
- • A character imitates or makes fun of a creepy doll or statue.
-
- • A character tries to help a child who has no reason for being there.
-
--POSSESSION
-+POSSESSION
-
- Some demons have the ability to possess a living creature, taking over a character’s body as if it were the demon’s own.
- The demon must touch the character to attempt possession (even if the demon’s touch normally inflicts damage, the
-@@ -33670,7 +33670,7 @@
- the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
- appropriate action, perhaps with input from the player).
-
--SHOCK LEVELS
-+SHOCK LEVELS
-
- | Event | Level |
- |---------------------------------------------------------------------------------------------------------|----------------|
-@@ -33738,35 +33738,35 @@
- | 2 | Skeleton\* | Comedy horror, dark magic, demons, zombies |
- | 3 | Cannibal | Comedy horror, cryptids, dark magic, degenerates, zombies |
- | 3 | Nightgaunt | Aliens, cryptids, Lovecraftian |
--| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
--| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
--| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
-+| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
-+| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
-+| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
- | 4 | Deep one\* | Lovecraftian |
- | 4 | Devil\* | Dark magic, demons |
--| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
--| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
--| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
--| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
--| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
--| 5 | Cryptic moth | Cryptids |
-+| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
-+| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
-+| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
-+| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
-+| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
-+| 5 | Cryptic moth | Cryptids |
- | 5 | Demon\* | Dark magic, demons, J-horror/K-horror |
--| 5 | Fallen angel\* | Dark magic, demons |
-+| 5 | Fallen angel\* | Dark magic, demons |
- | 5 | Ichthysian | Comedy horror, cryptids, science gone wrong |
- | 5 | Killer clown\* | Clowns, comedy horror, killer toys, slashers |
- | 5 | Killing white light\* | Aliens, Lovecraftian, science gone wrong |
--| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
--| 5 | Replicant\* | Doppelgangers, simulacra |
--| 5 | Wendigo\* | Cryptids, degenerates |
--| 5 | Witch\* | Dark magic, degenerates, demons |
-+| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
-+| 5 | Replicant\* | Doppelgangers, simulacra |
-+| 5 | Wendigo\* | Cryptids, degenerates |
-+| 5 | Witch\* | Dark magic, degenerates, demons |
- | 6 | Mummy | Aliens, dark magic, mummies |
--| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
--| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
--| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
--| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
--| 7 | Fundamental angel | Demons, science gone wrong |
--| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
--| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
--| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
-+| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
-+| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
-+| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
-+| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
-+| 7 | Fundamental angel | Demons, science gone wrong |
-+| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
-+| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
-+| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
-
- \* Creature found in the Cypher System Rulebook
-
-@@ -33836,7 +33836,7 @@
-
- Movement: Short; long when flying
-
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-
- Combat: Cryptic moths usually enter combat only when they wish, because until they attack
-
-@@ -33845,7 +33845,7 @@
-
- Cryptic moths regain 1 point of health per round while their health is above 0, unless
-
--they’ve been damaged with a silvered or cold iron weapon, or by electrical attacks.
-+they’ve been damaged with a silvered or cold iron weapon, or by electrical attacks.
-
- Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
-
-@@ -33861,7 +33861,7 @@
-
- humans as a source of food or bodies to lay their eggs in.
-
--Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
-+Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
-
- Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
-
-@@ -33899,7 +33899,7 @@
-
- to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
- grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
--until the victim succeeds on a Might defense roll to escape.
-+until the victim succeeds on a Might defense roll to escape.
-
- An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
- the elder thing reads their thoughts while the target remains within long
-@@ -33923,7 +33923,7 @@
-
- GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
- defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
--takes damage, they shake off the temporary madness.
-+takes damage, they shake off the temporary madness.
-
- Fundamental Angel 7 (21)
-
-@@ -34042,7 +34042,7 @@
-
- Loot: Hivemind children may have no useful items or one weird science device they’ve built with their inhuman knowledge.
-
--GM intrusions:
-+GM intrusions:
-
- A group of hivemind children briefly manifest a teleportation or telekinesis ability
-
-@@ -34060,7 +34060,7 @@
-
- Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
-
--Motive: Hunger for flesh, curiosity, solitude
-+Motive: Hunger for flesh, curiosity, solitude
-
- Environment: Anywhere near bodies of fresh water Health: 18
-
-@@ -34103,7 +34103,7 @@
-
- Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
- those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
--former high stations.
-+former high stations.
-
- Motive: Vengeance, love, power
-
-@@ -34115,15 +34115,15 @@
-
- Movement: Short
-
--Modifications: Climb, stealth, ancient history, and ancient religion as level 8
-+Modifications: Climb, stealth, ancient history, and ancient religion as level 8
-
- Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
- attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
--abilities:
-+abilities:
-
- Curse: Anyone who disturbs a mummy’s tomb must make an Intellect defense roll or become cursed, which hinders their
-
--actions by two steps (forever, or until cured).
-+actions by two steps (forever, or until cured).
-
- Disease: The mummy’s attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
- hours or take 5 points of ambient damage.
-@@ -34134,7 +34134,7 @@
- Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
-
- Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
--are preserved), lasting for one day.
-+are preserved), lasting for one day.
-
- Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
-
-@@ -34244,7 +34244,7 @@
-
- GM Intrusion:
-
--The character’s attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-+The character’s attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-
- Shoggoth 7 (21)
-
-@@ -34257,7 +34257,7 @@
- Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
- to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
- Environment: Anywhere
-
-@@ -34265,11 +34265,11 @@
-
- Damage Inflicted: 10 points
-
--Armor: 10 against fire, cold, and electricity
-+Armor: 10 against fire, cold, and electricity
-
- Movement: Long
-
--Modifications: Speed defense as level 6 due to size
-+Modifications: Speed defense as level 6 due to size
-
- Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
- within immediate range. Those struck by a shoggoth’s attack are grabbed and engulfed by the thing’s gelatinous body and
-@@ -34281,7 +34281,7 @@
-
- Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-
--Interaction: A shoggoth can’t be reasoned with.
-+Interaction: A shoggoth can’t be reasoned with.
-
- Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
-
-@@ -34345,13 +34345,13 @@
-
- Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-
--GM intrusion:
-+GM intrusion:
-
- The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
- protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
- character’s.
-
--NPCs
-+NPCs
-
- Cannibal 3 (9)
-
-@@ -34360,11 +34360,11 @@
- hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That’s when a
- cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-
--Motive: Hungers for human flesh
-+Motive: Hungers for human flesh
-
- Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
- Movement: Short
-
-@@ -34386,7 +34386,7 @@
- Mad Scientist 4 (12)
-
- A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
--can be created without asking if it should be.
-+can be created without asking if it should be.
-
- Motive: Understanding and exploiting reality
-
-@@ -34496,29 +34496,29 @@
-
- | 1-2 | Anathema siren (aliens) |
- |-------|------------------------------|
--| 3-4 | Decaptitative longevity |
-+| 3-4 | Decaptitative longevity |
- | 5-6 | Horrific arm |
- | 7-8 | Horrific eye |
--| 9-10 | Horrified integrated weapon |
-+| 9-10 | Horrified integrated weapon |
- | 11-12 | Humanity tester |
- | 13-14 | Invisibility revealers |
- | 15-16 | Mind swapper |
- | 17-18 | Primitive doppelganger |
--| 19-20 | Visage scrutinizer |
-+| 19-20 | Visage scrutinizer |
-
- BODY HORROR CYPHERS
-
- | 1-2 | Ascendant flesh vivisector |
- |-------|----------------------------|
--| 3-4 | Decaptitative longevity |
--| 5-6 | Horrific arm |
-+| 3-4 | Decaptitative longevity |
-+| 5-6 | Horrific arm |
- | 7-8 | Horrific eye |
- | 9-10 | Horrific face |
- | 11-12 | Horrific integrated weapon |
- | 13-14 | Horrific orifice |
- | 15-16 | Insanity suppressor |
- | 17-18 | Primitive doppelganger |
--| 19-20 | Reanimator |
-+| 19-20 | Reanimator |
-
- CLASSIC MONSTER CYPHERS
-
-@@ -34529,12 +34529,12 @@
- | 5-6 | Anathema siren (vampires) |
- | 7-8 | Anathema siren (werewolves) |
- | 9 | Ascendant brain vivisector |
--| 10 | Ascendant flesh vivisector |
-+| 10 | Ascendant flesh vivisector |
- | 11 | Corrupted canopic jar |
--| 12 | Decaptitative longevity |
--| 13 | Ghost detector |
-+| 12 | Decaptitative longevity |
-+| 13 | Ghost detector |
- | 14-16 | Invisibility serum |
--| 17 | Reanimator |
-+| 17 | Reanimator |
- | 18-19 | Silgarho infusion |
- | 20 | Unphantomed limb |
-
-@@ -34542,15 +34542,15 @@
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
--| 5-7 | Decapitative longevity |
-+| 5-7 | Decapitative longevity |
- | 8-11 | Homunculus flask |
- | 12-14 | Mind swapper |
- | 15-17 | Reanimator |
- | 18-20 | Revenant serum |
-
--
-
--DEMON CYPHERS
-+
-+DEMON CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -34560,13 +34560,13 @@
- | 14-16 | Reanimator |
- | 17-20 | Visage scrutinizer |
-
--GHOST CYPHERS
-+GHOST CYPHERS
-
- | 1-8 | Anathema siren (ghost) |
- |------|------------------------|
- | 9-20 | Ghost detector |
-
--LOVECRAFTIAN CYPHERS
-+LOVECRAFTIAN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|---------------------------------------------|
-@@ -34581,15 +34581,15 @@
- | 18-19 | Invisibility revealer |
- | 20 | Mind swapper |
-
--MUMMY CYPHERS
-+MUMMY CYPHERS
-
- | 1-6 | Anathema siren (mummies) |
- |-------|--------------------------|
- | 7-12 | Corrupted canopic jar |
--| 13-16 | Reanimator |
-+| 13-16 | Reanimator |
- | 17-20 | Revenant serum |
-
--SCIENCE GONE WRONG CYPHERS
-+SCIENCE GONE WRONG CYPHERS
-
- | 1 | Anathema siren (simulacra) |
- |-----|----------------------------|
-@@ -34613,7 +34613,7 @@
- | 19 | Revenant serum |
- | 20 | Unphantomed limb |
-
--UNDEAD CYPHERS
-+UNDEAD CYPHERS
-
- | 1-3 | Anathema siren (ghosts) |
- |-------|---------------------------|
-@@ -34627,7 +34627,7 @@
- | 16-18 | Silgarho infusion |
- | 19-20 | Wolfsbane potion |
-
--VAMPIRE CYPHERS
-+VAMPIRE CYPHERS
-
- | 1-6 | Anathema siren (vampire) |
- |-------|--------------------------|
-@@ -34642,7 +34642,7 @@
- | 11-15 | Reanimator |
- | 16-20 | Wolfsbane potion |
-
--
-+
-
- ZOMBIE CYPHERS
-
-@@ -34684,7 +34684,7 @@
-
- Level: 1d6 + 4
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast’s brain so
- it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
-@@ -34703,7 +34703,7 @@
-
- Level: 1d6 + 4
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
- the beast’s shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
-@@ -34720,7 +34720,7 @@
-
- Level: 1d6 + 1
-
--Form: Jar made of clay or carved stone
-+Form: Jar made of clay or carved stone
-
- Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
- assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-@@ -34748,7 +34748,7 @@
-
- Level: 1d6 + 1
-
--Form: Amulet, crystal, or device
-+Form: Amulet, crystal, or device
-
- Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the
- cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can
-@@ -34769,7 +34769,7 @@
- trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to
- one hour per cypher level, after which they automatically break free (and are probably very angry).
-
--Ghosts in a trap can be permanently stored in a ghost vault.
-+Ghosts in a trap can be permanently stored in a ghost vault.
-
- HOMUNCULUS FLASK
-
-@@ -34830,7 +34830,7 @@
-
- Level: 1d6 + 3
-
--Form: Weapon you can hold in one hand
-+Form: Weapon you can hold in one hand
-
- Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user’s hand, physically
- connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
-@@ -34849,7 +34849,7 @@
-
- Level: 1d6 + 3
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: The user’s body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
- enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn’t count toward the user’s
-@@ -34864,7 +34864,7 @@
-
- Level: 1d6 + 4
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
- doppelganger, simulacrum, or vampire) if the cypher’s level is greater than the creature’s disguise level. If the
-@@ -34902,7 +34902,7 @@
-
- Level: 1d6 + 2
-
--Form: Device, flask, or injection
-+Form: Device, flask, or injection
-
- Effect: The user’s body becomes as transparent as air, making them effectively invisible for one minute per cypher
- level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
-@@ -34994,11 +34994,11 @@
- Because a human body can’t dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
--UNPHANTOMED LIMB
-+UNPHANTOMED LIMB
-
- Level: 1d6
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: Gives a user who is missing a
-
-@@ -35014,7 +35014,7 @@
-
- Level: 1d6 + 2
-
--Form: Device, crystal, injection, or pill
-+Form: Device, crystal, injection, or pill
-
- Effect: Grants the user a heightened
-
-@@ -35175,7 +35175,7 @@
- require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an
- Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.
-
--Second, the player must make an Intellect-based
-+Second, the player must make an Intellect-based
- roll with the desired level of relationship as the difficulty (modified as the GM sees fit).
-
- A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time
-@@ -35653,7 +35653,7 @@
- The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
- stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
- tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series
--of
-+of
- far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
- objects that have magical elements.
-
-@@ -35780,7 +35780,7 @@
-
- Merchant: level 2, haggling as level 3
-
--Noble: level 2, pleasant social interaction as
-+Noble: level 2, pleasant social interaction as
- level 4
-
- Rat: level 1
-@@ -35972,13 +35972,13 @@
- | 2 | Wraith |
- | 3 | Bard |
- | 3 | Berserker |
--| 3 | Crime boss\* |
-+| 3 | Crime boss\* |
- | 3 | Deinonychus\* |
- | 3 | Faerie |
- | 3 | Giant rat\* |
- | 3 | Giant spider\* |
- | 3 | Halfling |
--| 3 | Harpy |
-+| 3 | Harpy |
- | 3 | Merfolk |
- | 3 | Sapient tree |
- | 3 | Thug\* |
-@@ -35997,7 +35997,7 @@
- | 4 | Ghoul\* |
- | 4 | Giant snake\* |
- | 4 | Hollow knight |
--| 4 | Minotour |
-+| 4 | Minotour |
- | 4 | Ogre\* |
- | 4 | Paladin |
- | 4 | Shadow elf\* |
-@@ -36026,7 +36026,7 @@
- | 4 | Ghoul\* |
- | 4 | Giant snake\* |
- | 4 | Hollow knight |
--| 4 | Minotour |
-+| 4 | Minotour |
- | 4 | Ogre\* |
- | 4 | Paladin |
- | 4 | Shadow elf\* |
-@@ -36048,9 +36048,9 @@
- | 5 | Witch\* |
- | 6 | Assassin\* |
- | 6 | Blackguard |
--| 6 | Chimera\*I |
-+| 6 | Chimera\*I |
- | 6 | Elemental, thorn |
--| 6 | Golem\* |
-+| 6 | Golem\* |
- | 6 | Hag |
- | 6 | Jotunn, fire |
- | 6 | Jotunn, frost |
-@@ -36063,7 +36063,7 @@
- | 7 | Cyclops |
- | 7 | Djinni\* |
- | 7 | Dragon\* |
--| 7 | Evil priest |
-+| 7 | Evil priest |
- | 7 | Giant\* |
- | 7 | Hydra |
- | 7 | Noble knight |
-@@ -36240,47 +36240,47 @@
- A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
- crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
- on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake
--hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-+hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-
--Motive: Hunger
-+Motive: Hunger
-
--Environment: Forests and plains
-+Environment: Forests and plains
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Perception and stealth as level 6
-+Modifications: Perception and stealth as level 6
-
- Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one
--step down the damage track if they fail a Might defense roll.
-+step down the damage track if they fail a Might defense roll.
-
- The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
--damage track if they fail a Might defense roll.
-+damage track if they fail a Might defense roll.
-
- The basilisk’s venom affects its breath, and on its turn, anything within immediate range of it must make a Might
- defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk’s lair is
--surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-+surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-
- Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
- Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to
--the venom.)
-+the venom.)
-
- Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat,
- when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which
- hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5
- points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned
--to stone.
-+to stone.
-
- Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a
--basilisk avoids conflict and hides in its lair.
-+basilisk avoids conflict and hides in its lair.
-
- Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes
--enter a village, fleeing an approaching basilisk.
-+enter a village, fleeing an approaching basilisk.
-
- Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
- poison. Its blood has alchemical properties relating to transmuting metals.
-@@ -36291,55 +36291,55 @@
-
- Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
- fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
--never known anything but hatred and conflict.
-+never known anything but hatred and conflict.
-
--Motive: Power, domination of others, slaughter
-+Motive: Power, domination of others, slaughter
-
--Environment: Almost anywhere, either alone or as part of a cult or evil organization
-+Environment: Almost anywhere, either alone or as part of a cult or evil organization
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 2 or 3
-+Armor: 2 or 3
-
--Movement: Short; long when mounted
-+Movement: Short; long when mounted
-
--Modifications: Perception and Intellect defense as level 7
-+Modifications: Perception and Intellect defense as level 7
-
- Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil
- gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and
--act more like assassins than knights. A blackguard typically has two or three of the following abilities:
-+act more like assassins than knights. A blackguard typically has two or three of the following abilities:
-
- Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
- the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
- actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
- that can understand the blackguard’s commands, and may even be able to speak. If the beast is a horse or similar
--creature, the blackguard might ride it as a mount.
-+creature, the blackguard might ride it as a mount.
-
- Fiendish beast: level 4, stealth as level 5, Might and Intellect defense as level 5
-
- Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
--zombie becomes a corpse again after a day.
-+zombie becomes a corpse again after a day.
-
- Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step
--down the damage track.
-+down the damage track.
-
- Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear
- for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and
--magical attacks for an hour.
-+magical attacks for an hour.
-
- Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in
--combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-+combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-
--Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-+Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-
--Unholy Blessing: The blackguard’s defense rolls are eased.
-+Unholy Blessing: The blackguard’s defense rolls are eased.
-
--Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-+Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-
- Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant
--to kill the people interfering with her plans.
-+to kill the people interfering with her plans.
-
- Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
- an artifact weapon or armor.
-@@ -36485,58 +36485,58 @@
- Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
- cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
- turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers,
--or make pacts with such creatures for knowledge and magical ingredients.
-+or make pacts with such creatures for knowledge and magical ingredients.
-
--Motive: Magical knowledge at all costs
-+Motive: Magical knowledge at all costs
-
--Environment: Almost anywhere, usually with fleshbeast minions
-+Environment: Almost anywhere, usually with fleshbeast minions
-
- Fleshbeast: level 4, attacks as level 5; health 15; Armor 1
-
--Health: 35
-+Health: 35
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
-+Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
-
- Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three
- creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three
--melee attacks per action.
-+melee attacks per action.
-
- A corrupt mage knows many spells, such as the following:
-
-- • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-+ • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-
- • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic state
- in which they can’t recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
--force at what it perceives as its tormentors.
-+force at what it perceives as its tormentors.
-
- • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one step
--down the damage track if it fails a Might defense roll.
-+down the damage track if it fails a Might defense roll.
-
- • Polymorph: Transforms one foe within short range into a tiny, helpless creature such as a cockroach, fish, or snail
--for one hour.
-+for one hour.
-
--• Summon Demon: Summons a demon to serve the mage for one hour.
-+• Summon Demon: Summons a demon to serve the mage for one hour.
-
--• Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
-+• Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
-
- • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one hour.
- The transformed creature’s actions are hindered, but its physical attacks inflict +3 points of damage. The mage’s
--control over the creature is limited to indicating which target it should attack.
-+control over the creature is limited to indicating which target it should attack.
-
--A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-+A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-
- Interaction: Corrupt mages generally can’t be trusted and see other creatures as things to experiment on and vivisect.
- They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
--research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-+research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-
- Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage
--in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
-+in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
-
- Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
-
-@@ -36553,37 +36553,37 @@
- edges of civilized areas or on remote islands. For all their power and stature, they aren’t especially brave, and most
- have a dim idea that puny humans have an advantage when they have numbers on their side.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
- Health: 32
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
- Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to
--size; Intellect defense as level 4
-+size; Intellect defense as level 4
-
- Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large
- hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height,
--a cyclops can make a melee attack against creatures within short range.
-+a cyclops can make a melee attack against creatures within short range.
-
- Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8
--points of damage to all targets in an immediate area.
-+points of damage to all targets in an immediate area.
-
- Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any
- creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7
--points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-+points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-
- Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
--cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.
-+cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.
-
- Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
--who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-+who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-
- Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
- typical sack contains 1d100 coins of the realm and a couple of cyphers.
-@@ -36745,7 +36745,7 @@
- whereupon the demon’s immaterial form disappears into the target.
-
- The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
--possessing demon can control the actions of the host, but the
-+possessing demon can control the actions of the host, but the
- character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the
- character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s
- actions are limited to attempts to control its host and leaving the host.
-@@ -36775,48 +36775,48 @@
- mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
- to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or
- evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with
--mortals to produce cambion offspring.
-+mortals to produce cambion offspring.
-
--Motive: Power, conquest, souls
-+Motive: Power, conquest, souls
-
--Environment: Any hell dimension, sometimes called by mortal magic
-+Environment: Any hell dimension, sometimes called by mortal magic
-
- Health: 100
-
--Damage Inflicted: 12 points
-+Damage Inflicted: 12 points
-
--Armor: 5
-+Armor: 5
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
- Modifications: History and magical knowledge as level 10
-
- Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of
- damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in
- the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks
--on all targets within immediate range as an action.
-+on all targets within immediate range as an action.
-
- They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
- lower—usually destructive, painful, and transformative effects.
-
-- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-+ A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-
- • Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
- shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
--level 7 creature.
-+level 7 creature.
-
--• Possession: The demon lord can possess a creature and still use its own abilities.
-+• Possession: The demon lord can possess a creature and still use its own abilities.
-
--• Summon Demon: Summon a demon or devil to serve it for one day.
-+• Summon Demon: Summon a demon or devil to serve it for one day.
-
- • Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
--the wish is often twisted or has hidden consequences.
-+the wish is often twisted or has hidden consequences.
-
- Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal’s corruption or advances the
--demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-+demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-
- Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
--a favor to be named later.
-+a favor to be named later.
-
- Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
- armor, as well as 1d6 cyphers.
-@@ -36853,7 +36853,7 @@
-
- Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within
- an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points
--of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull
-+of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull
- themselves free.
-
- Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and
-@@ -36958,7 +36958,7 @@
- grace.
-
- Use: A dragon confronts the PCs, challenging them to a riddle game. If the characters win, they get a cypher. If the
--dragon wins, the PCs owe it a favor to be specified later . . . unless the dragon is hungry now.
-+dragon wins, the PCs owe it a favor to be specified later . . . unless the dragon is hungry now.
-
- Loot: A dragon’s hoard might contain 2d6 cyphers, hard currency equivalent to 1d6 exorbitant items, and possibly a few
- artifacts (but a hoard is usually well guarded).
-@@ -37046,36 +37046,36 @@
- ELEMENTAL, AIR 4 (12)
-
- Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
--and often resemble an area of mist or a cloudlike humanoid shape.
-+and often resemble an area of mist or a cloudlike humanoid shape.
-
--Motive: Mischief and destruction
-+Motive: Mischief and destruction
-
--Environment: Anywhere the wind blows
-+Environment: Anywhere the wind blows
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Long when flying
-+Movement: Long when flying
-
--Modifications: Stealth as level 6
-+Modifications: Stealth as level 6
- Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
- small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
- damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
- Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the
--start of its next turn.
-+start of its next turn.
-
- An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
- can’t be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
--to return to its normal form.
-+to return to its normal form.
-
- Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
- percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
--cause trouble elsewhere.
-+cause trouble elsewhere.
-
- Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn’t
- important or relevant. They can be summoned with magic but don’t like being controlled, and there is a 10 percent chance
--that they free themselves and strike out on their own.
-+that they free themselves and strike out on their own.
-
- Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
- old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
-@@ -37088,35 +37088,35 @@
-
- The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
- dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
--threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-+threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-
--Motive: Defense of forests
-+Motive: Defense of forests
-
--Environment: Anywhere trees grow
-+Environment: Anywhere trees grow
-
--Health: 36
-+Health: 36
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Immediate
-+Movement: Immediate
-
- Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
- Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn’s prick. Worse, the
--poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-+poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-
- As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
--trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
-+trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
-
- Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the
- animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also
- usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their
--summoner.
-+summoner.
-
- Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other
- humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it
--might break off hostilities and instead ask the characters to help.
-+might break off hostilities and instead ask the characters to help.
-
- Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
- former possessions. One or two might have a cypher and other tools and treasure.
-@@ -37132,21 +37132,21 @@
-
- Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
- but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
--They can spontaneously appear in locations with pristine salt or fresh water.
-+They can spontaneously appear in locations with pristine salt or fresh water.
-
--Motive: Flood, drown, and wash away
-+Motive: Flood, drown, and wash away
-
--Environment: Anywhere there is flowing water
-+Environment: Anywhere there is flowing water
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Short; long if swimming
-+Movement: Short; long if swimming
-
--Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-+Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-
--Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
-+Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
-
- Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
- opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
-@@ -37154,13 +37154,13 @@
- every round or move one step down the damage track from drowning as the elemental forces itself into the creature’s
- lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
- short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
--its previous position to fight other opponents.
-+its previous position to fight other opponents.
-
- Any attack that inflicts 6 or more points of cold damage hinders a water elemental’s actions on its next turn.
-
- Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
- distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
--they break free of the spell and lash out against their summoner.
-+they break free of the spell and lash out against their summoner.
-
- Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
- have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
-@@ -37196,14 +37196,14 @@
-
- Modifications: Speed defense as level 4; perception and ability to detect falsehoods as level 8
-
--Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
-+Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
- make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the
- enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time
- within a minute, the enthraller’s mental control lasts for one minute.
-
- Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short
- range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable
--to
-+to
- take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by
- two steps.
-
-@@ -37230,55 +37230,55 @@
- Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
- even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
- patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in
--order to tear them down from the inside.
-+order to tear them down from the inside.
-
--Motive: Domination of others, divine rule
-+Motive: Domination of others, divine rule
-
--Environment: Almost anywhere that people live
-+Environment: Almost anywhere that people live
-
--Health: 28
-+Health: 28
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Deception, persuasion, and religious lore as level 8
-+Modifications: Deception, persuasion, and religious lore as level 8
-
- Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the
- god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They
--often rely on zealous minions to protect them from melee opponents.
-+often rely on zealous minions to protect them from melee opponents.
-
- Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of
- darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
--a ward against energy damage. They also have the following magical abilities:
-+a ward against energy damage. They also have the following magical abilities:
-
--• Curse: The priest curses a foe within short range, hindering all of the foe’s actions by two steps.
-+• Curse: The priest curses a foe within short range, hindering all of the foe’s actions by two steps.
-
--• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-+• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-
- • Necromancy: The priest uses a ten-minute ritual to animate up to four human-sized corpses as skeletons or zombies
--under their control. The undead revert to corpses after a day.
-+under their control. The undead revert to corpses after a day.
-
- • Sacrifice: The priest uses a ten-minute ritual to kill a helpless, restrained, or unconscious creature of level 4 or
--higher, using its soul to grant one ally an asset on all actions and defenses for one day.
-+higher, using its soul to grant one ally an asset on all actions and defenses for one day.
-
- • Summon: Once per hour the priest can summon a demon or one level 3 or 4 creature (such as a giant snake, giant spider,
--or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
-+or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
-
- Swarm of bugs: level 3
-
- • An evil priest usually has one or two combat-useful manifest cyphers and often has an artifact appropriate to their
--religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
-+religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
-
- Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival
- faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later
--on.
-+on.
-
- Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A
- new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning
--up dead.
-+up dead.
-
- Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
- cyphers, and an artifact.
-@@ -37293,41 +37293,41 @@
- Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
- for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
- stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful
--guide or a pretty light in the distance, lure lost travelers to various dooms.
-+guide or a pretty light in the distance, lure lost travelers to various dooms.
-
--Motive: Unpredictable
-+Motive: Unpredictable
-
--Environment: Alone or in a flutter of three to twelve
-+Environment: Alone or in a flutter of three to twelve
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Immediate; long when flying
-+Movement: Immediate; long when flying
-
- Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and
--quickness
-+quickness
-
- Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons
--such as bows, spears, or swords.
-+such as bows, spears, or swords.
-
- If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker,
--who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
-+who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
-
- A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated
--sphere.
-+sphere.
-
--Faeries regenerate 1 point of health per round while their health is above 0.
-+Faeries regenerate 1 point of health per round while their health is above 0.
-
- Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on
- an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by
- the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are
- heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per
--minute.
-+minute.
-
- Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
- if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could
--end up leaving the PCs in the lurch at just the wrong moment.
-+end up leaving the PCs in the lurch at just the wrong moment.
-
- Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the
- destination could be a wicked witch or other unpleasant location.
-@@ -37336,7 +37336,7 @@
- larger on the inside and might hold a handful of shiny coins or a cypher.
-
- GM intrusion: Another faerie appears, and if the character fails a Speed defense roll, it flies off with their weapon or
--another
-+another
- important possession.
-
- FALLEN ANGEL 5 (15)
-@@ -37369,7 +37369,7 @@
- On the rare occasion that a fallen angel is within immediate range of another of its kind, both regain 1 point of health
- per round.
-
--By day, a fallen angel cannot project
-+By day, a fallen angel cannot project
- long-range attacks and has no visible wings with which to make melee attacks, though it may carry a melee weapon.
-
- Interaction: By day, fallen angels are not automatically hostile, and they can be negotiated and reasoned with. They can
-@@ -37383,7 +37383,7 @@
- Loot: Fallen angels collect cyphers and usually have a few.
-
- GM intrusion: A fallen angel’s successful attack causes the character’s cypher to detonate (if a grenade) or otherwise
--activate in a
-+activate in a
- less-than-ideal fashion.
-
- FUSION HOUND 3 (9)
-@@ -37462,10 +37462,10 @@
- are marked by expressions of horror and hair that has turned white.
-
- A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate
--objects if it focuses on them. Ghosts can also go into a state of apparent
-+objects if it focuses on them. Ghosts can also go into a state of apparent
- non-existence for hours or days at a time.
-
--Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task
-+Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task
- they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into
- the same colorless existence they endure.
-
-@@ -37760,37 +37760,37 @@
- upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
- One who dares look at a gorgon’s face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
- Instead of hair, serpents crown a gorgon’s head, snapping and hissing at anyone who draws near. Yet the most terrible
--aspect of a gorgon is its gaze, which can turn any creature to stone.
-+aspect of a gorgon is its gaze, which can turn any creature to stone.
-
--Motive: Isolation, defense
-+Motive: Isolation, defense
-
--Environment: Alone, sequestered in the isolated ruins of old cities and castles
-+Environment: Alone, sequestered in the isolated ruins of old cities and castles
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Movement: Short
-+Movement: Short
-
- Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down
- its prey at long range so it can get fresh meat. In close combat, a gorgon lashes out with a long dagger or, rarely, a
- sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within
- immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must
- immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores
--Armor).
-+Armor).
-
- Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when
- a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps)
- or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
- the character is killed by this damage, they are turned to stone.
-
-- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-+ Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-
- Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
--with one would be something of a feat.
-+with one would be something of a feat.
-
- Use: A gorgon’s head retains its power to petrify for several days after being cut from the creature. The PCs might
--brave the gorgon so they can use its head to defeat an even more powerful foe.
-+brave the gorgon so they can use its head to defeat an even more powerful foe.
-
- Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-
-@@ -37843,8 +37843,8 @@
- return, usually in odd places, and always bearing physical markings that suggest they were subjected to invasive
- procedures. To protect others from a similar fate, the PCs must catch the abductors in the act.
-
--Loot: A grey has one or two cyphers and might have a memory
--eraser that works as described under Combat (depletion roll
-+Loot: A grey has one or two cyphers and might have a memory
-+eraser that works as described under Combat (depletion roll
- of 1–2 on a 1d10).
-
- GM intrusion: A grey’s ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its
-@@ -37855,61 +37855,61 @@
-
- Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
- features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
--love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-+love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-
--Motive: Power, treachery
-+Motive: Power, treachery
-
--Environment: Forests, swamps, mountains, and unpleasant natural locations
-+Environment: Forests, swamps, mountains, and unpleasant natural locations
-
--Health: 25
-+Health: 25
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
-+Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
-
- Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags
--can breathe water, and usually have three or more of the following abilities:
-+can breathe water, and usually have three or more of the following abilities:
-
- • Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points of damage, or divide this
- energy (and damage) among several foes as the hag sees fit (each foe makes their own Speed defense roll against this
--attack).
-+attack).
-
--• Change shape: Transform into a humanoid or common animal, or return to their own form.
-+• Change shape: Transform into a humanoid or common animal, or return to their own form.
-
--• Curse: Curse a creature within long range, hindering all physical actions by two steps.
-+• Curse: Curse a creature within long range, hindering all physical actions by two steps.
-
- • Fear: Terrify all creatures within short range who look upon them, causing the creatures to flee for one minute if
--they fail an Intellect defense roll.
-+they fail an Intellect defense roll.
-
- • Illusion: Create an illusion affecting a small area that includes light, sound, and smell. They can use this to
- disguise themselves as any humanoid creature (such as a human, dwarf, or elf). Changing or maintaining the illusion is
--not an action.
-+not an action.
-
- • Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth and Speed defense
--tasks.
-+tasks.
-
- • Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of damage if the creature is
--within short range (3 points if within long range).
-+within short range (3 points if within long range).
-
--• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-+• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-
--• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-+• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-
--• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-+• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-
- Three or more allied hags form a coven, which allows them to use each other’s magical abilities, and usually grants the
--coven (when working together) one or two additional abilities.
-+coven (when working together) one or two additional abilities.
-
- Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
- way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown
--proper respect and bribed or paid, a hag can be a valuable source of lore.
-+proper respect and bribed or paid, a hag can be a valuable source of lore.
-
- Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who
--enters their territory without carrying a specific gift.
-+enters their territory without carrying a specific gift.
-
- Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
-
-@@ -37920,21 +37920,21 @@
-
- A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
- breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
--torment people and lure them to their deaths.
-+torment people and lure them to their deaths.
-
--Motive: Hungers for flesh, causing anguish
-+Motive: Hungers for flesh, causing anguish
-
--Environment: Coastline, forest, and mountains
-+Environment: Coastline, forest, and mountains
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
--Modifications: Perception and Speed defense as level 4
-+Modifications: Perception and Speed defense as level 4
-
--Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
-+Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
-
- Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is
- enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists
-@@ -37949,14 +37949,14 @@
- creature can make another attempt to break free each round on its turn, and taking damage from anything other than a
- singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat
- as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or
--over the railing of a ship.
-+over the railing of a ship.
-
- Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer
--and screech at people like an angry bird than try to communicate.
-+and screech at people like an angry bird than try to communicate.
-
- Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set
- aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul
--any food set out for him.
-+any food set out for him.
-
- Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
- washed.
-@@ -37973,35 +37973,35 @@
- much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
- battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
- any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs
--of skeletal steeds and wield lances.
-+of skeletal steeds and wield lances.
-
--Motive: Obedience to its master
-+Motive: Obedience to its master
-
--Environment: Anywhere
-+Environment: Anywhere
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short; long while mounted on a skeletal steed
-+Movement: Short; long while mounted on a skeletal steed
-
- Skeletal steed: level 4
-
--Modifications: Resists fear and intimidation as level 10
-+Modifications: Resists fear and intimidation as level 10
-
--Combat: A hollow knight usually fights with a sword or mace.
-+Combat: A hollow knight usually fights with a sword or mace.
-
- When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short
- distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way,
--the knight inflicts 7 points of damage.
-+the knight inflicts 7 points of damage.
-
- A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to
- fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the
--suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-+suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-
--Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
-+Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
-
- Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
- commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
-@@ -38016,44 +38016,44 @@
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
- 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast’s most discomfiting feature
- is its magical ability to sprout new heads when it’s wounded. Some hydras dwell on land, others in water. Most seem to
--have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.
-+have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.
-
--Motive: Hungers for flesh, defend a location
-+Motive: Hungers for flesh, defend a location
-
--Environment: Swamps, coasts, and forests
-+Environment: Swamps, coasts, and forests
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short when walking or swimming
-+Movement: Short when walking or swimming
-
--Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
-+Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
-
- Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a
- creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
--(ignores Armor).
-+(ignores Armor).
-
- All five of a hydra’s heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
- attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
- venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
--Armor).
-+Armor).
-
- Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
- round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
- additional heads that sprout from the creature. (The same thing happens if one of the creature’s snakelike heads is
- decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
--energy attacks do not trigger the healing pulse and head genesis.
-+energy attacks do not trigger the healing pulse and head genesis.
-
--Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.
-+Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.
-
- Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
- through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
- distracted before attacking.
-
-- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-+ Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-
- GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
- round if they fail a Might defense task.
-@@ -38069,41 +38069,41 @@
-
- Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
- or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
--that glow with the natural heat of their bodies.
-+that glow with the natural heat of their bodies.
-
--Motive: Destruction, hungers for flesh, honor
-+Motive: Destruction, hungers for flesh, honor
-
--Environment: Hot mountains, volcanic areas, supernatural fires
-+Environment: Hot mountains, volcanic areas, supernatural fires
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 6 points plus 3 points from fire
-+Damage Inflicted: 6 points plus 3 points from fire
-
--Armor: 3 (immune to fire)
-+Armor: 3 (immune to fire)
-
--Movement: Short
-+Movement: Short
-
--Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-
- Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
- jotunn’s body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
--damage.
-+damage.
-
- A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
- damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
--minutes.
-+minutes.
-
- Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack’s normal damage, up to
--a maximum of 5 additional points of cold damage).
-+a maximum of 5 additional points of cold damage).
-
--Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-+Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-
- Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass
--through their land or join them for a feast.
-+through their land or join them for a feast.
-
- Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a
--fortified village or town, hurling boulders, starting fires, and stealing livestock.
-+fortified village or town, hurling boulders, starting fires, and stealing livestock.
-
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-@@ -38114,42 +38114,42 @@
-
- Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
- usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
--axes that channel powerful cold from their bodies.
-+axes that channel powerful cold from their bodies.
-
--Motive: Destruction, hungers for flesh, honor
-+Motive: Destruction, hungers for flesh, honor
-
--Environment: Cold mountains and plains
-+Environment: Cold mountains and plains
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 6 points plus 3 points from cold
-+Damage Inflicted: 6 points plus 3 points from cold
-
--Armor: 2 (immune to cold)
-+Armor: 2 (immune to cold)
-
--Movement: Short; long when skiing
-+Movement: Short; long when skiing
-
--Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-
- Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
- jotunn’s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
--points of cold damage.
-+points of cold damage.
-
- A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
- damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
--several minutes.
-+several minutes.
-
- Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack’s normal damage, up
--to a maximum of 5 additional points of fire damage).
-+to a maximum of 5 additional points of fire damage).
-
--Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-+Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-
- Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or
- rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed,
--or tricked.
-+or tricked.
-
- Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for
--food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
-+food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
-
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-@@ -38212,7 +38212,7 @@
- Use: After seeing the devastation caused by a kaiju, the PCs might decide (or be asked) to find a way to stop a
- projected future appearance by the same creature.
-
--GM intrusion:
-+GM intrusion:
- The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1
- of which they have to give to a friend.
-
-@@ -38350,52 +38350,52 @@
- its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
- wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes
- less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work
--with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-+with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-
--Motive: Magic, immortality, power
-+Motive: Magic, immortality, power
-
--Environment: Wherever they can remain hidden and work undisturbed
-+Environment: Wherever they can remain hidden and work undisturbed
-
--Health: 45
-+Health: 45
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Intellect defense and magical lore as level 10
-+Modifications: Intellect defense and magical lore as level 10
-
- Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
- creature within immediate range of the target. A lich knows many spells, such as the following:
-
-- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
-+ • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
- into corpses.
-
-- • Armor: Gain +5 Armor for one hour.
-+ • Armor: Gain +5 Armor for one hour.
-
- • Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
--also moves two steps down the damage track.
-+also moves two steps down the damage track.
-
--• Fly: For one hour, move through the air as effortlessly as walking.
-+• Fly: For one hour, move through the air as effortlessly as walking.
-
--• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-+• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-
--• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-+• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-
--• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
-+• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
-
- • Teleport: Move instantly up to 1 mile. A lich also likely carries several cyphers useful in combat. Liches are undead,
- and therefore immune to anything that affects only living creatures, such as disease and poison. Unless its well-hidden
- phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so,
--returning at full health and with all of its abilities and memories.
-+returning at full health and with all of its abilities and memories.
-
- Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal
- weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in
--trade.
-+trade.
-
- Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact
--with a demon to unleash a plague in exchange for obscure magical knowledge.
-+with a demon to unleash a plague in exchange for obscure magical knowledge.
-
- Loot: A lich has 1d6 cyphers and usually an artifact.
-
-@@ -38407,38 +38407,38 @@
- A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion’s tail. The head is
- bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
- barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
--the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-+the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-
--Motive: Hungers for flesh (especially human flesh)
-+Motive: Hungers for flesh (especially human flesh)
-
--Environment: Mountains and plains
-+Environment: Mountains and plains
-
--Health: 22
-+Health: 22
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Long
-+Movement: Long
-
--Modifications: Ranged attacks as level 5
-+Modifications: Ranged attacks as level 5
-
- Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can
- eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or
- three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any
--direction, and often surprises its prey by leaping from concealment.
-+direction, and often surprises its prey by leaping from concealment.
-
- Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster
- of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense
- roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more
- creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense
--roll or take 1 additional point of Speed damage.
-+roll or take 1 additional point of Speed damage.
-
- Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey.
--Most of them are not intelligent enough to know how to speak human languages.
-+Most of them are not intelligent enough to know how to speak human languages.
-
- Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
--on the road, with only bloodstains on the ground suggesting that they were harmed.
-+on the road, with only bloodstains on the ground suggesting that they were harmed.
-
- Loot: A manticore’s stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
- or two small objects it was unable to digest.
-@@ -38476,8 +38476,8 @@
- defense rolls are eased.
-
- In addition, one in four soldiers carries a back-mounted device that hurls bombs at long range with deadly accuracy.
--They explode in immediate range for
--4 points of damage. Each device holds 1d6
-+They explode in immediate range for
-+4 points of damage. Each device holds 1d6
- such bombs.
-
- A mechanical soldier that has lost its original weaponry scavenges whatever is available.
-@@ -38485,7 +38485,7 @@
- Certain frequencies of sound confuse these clockwork soldiers, hindering all their actions by two steps, and other
- frequencies prevent them from acting at all for 1d6 + 1 rounds.
-
--Interaction: On their own, mechanical
-+Interaction: On their own, mechanical
- soldiers act on prior orders. Otherwise, they listen to and obey their creator—and only their creator.
-
- Use: An enterprising bandit has captured and repurposed a number of mechanical soldiers, probably using sound. These
-@@ -38504,46 +38504,46 @@
- underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier
- merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their
- inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water
--magic and other skills.
-+magic and other skills.
-
- Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or
- webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones,
- and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other
- aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about
--protecting their waters against outsiders.
-+protecting their waters against outsiders.
-
--Motive: Defense, entertainment
-+Motive: Defense, entertainment
-
- Environment: Oceans, seas, and coasts
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Immediate; short when swimming
-+Movement: Immediate; short when swimming
-
--Modifications: Perception as level 4 while in water
-+Modifications: Perception as level 4 while in water
-
- Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create
- traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light
--crossbows designed to fire underwater up to a short distance away.
-+crossbows designed to fire underwater up to a short distance away.
-
- About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or
--swim up to a long distance as their action.
-+swim up to a long distance as their action.
-
- About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking
- about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range
- bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind
--and clouds in a very long area) by concentrating for several minutes.
-+and clouds in a very long area) by concentrating for several minutes.
-
- Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so
- on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most
--merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
-+merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
-
- Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained
--large fish have been harassing boats and ships that stray too far from the shallows and shores.
-+large fish have been harassing boats and ships that stray too far from the shallows and shores.
-
- Trained large fish: level 2, attacks as level 3; swims a long distance each round
-
-@@ -38557,7 +38557,7 @@
-
- These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam
- of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work
--for them in strange factories, mines, or other
-+for them in strange factories, mines, or other
- labor-intensive capacities.
-
- Motive: Knowledge and power
-@@ -38607,38 +38607,38 @@
- curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
- little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.
- Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or
--younger individuals claiming their own territory.
-+younger individuals claiming their own territory.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Caves, plains, and labyrinths
-+Environment: Caves, plains, and labyrinths
-
--Health: 19
-+Health: 19
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Hunting and tracking as level 5
-+Modifications: Hunting and tracking as level 5
-
- Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then
--make an attack, which inflicts an additional 3 points of damage.
-+make an attack, which inflicts an additional 3 points of damage.
-
- Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding
- good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure
- people into the maze and give the minotaur time to corner their prey. S
-
- ometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an
--area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
-+area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
-
- Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they
--typically choose not to speak to weaker creatures (such as humans).
-+typically choose not to speak to weaker creatures (such as humans).
-
- Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting
- humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
--in a corn maze, leaving nothing but bones and bloodstains.
-+in a corn maze, leaving nothing but bones and bloodstains.
-
- Loot: Minotaurs don’t have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
- jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
-@@ -38701,33 +38701,33 @@
- the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks
- build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple
- drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home
--in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-+in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-
--Motive: Hungers for flesh, defense
-+Motive: Hungers for flesh, defense
-
--Environment: Caves, forests, hills, and underground
-+Environment: Caves, forests, hills, and underground
-
--Health: 6
-+Health: 6
-
--Damage Inflicted: 2 points
-+Damage Inflicted: 2 points
-
--Movement: Short; short when climbing
-+Movement: Short; short when climbing
-
--Modifications: Stealth and tracking as level 4
-+Modifications: Stealth and tracking as level 4
-
- Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives,
- spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey
--into them.
-+into them.
-
- Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
--“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-+“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-
- Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
- fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
--creature’s language.
-+creature’s language.
-
- Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who’ll steal away foolish
--children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-+children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-
- Loot: Morlocks don’t value what they can’t eat, but their lair may have a cypher or two from a recent victim.
-
-@@ -38737,45 +38737,45 @@
-
- The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
- living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
--of dead always rises.
-+of dead always rises.
-
--Motive: Magical power, mastery over death
-+Motive: Magical power, mastery over death
-
--Environment: In places where dead are interred, usually with some number of undead servitors
-+Environment: In places where dead are interred, usually with some number of undead servitors
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-+Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-
--Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
-+Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
-
- A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
--defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-+defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-
- A necromancer who isn’t already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
- can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
--below) at a time.
-+below) at a time.
-
- A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
- against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
- PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer’s will for one
--minute.
-+minute.
-
- Spirit: level 3; flesh-decaying touch inflicts 3 points of damage
-
- Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
- (such as peasants and city folk). They will negotiate but usually don’t have the capacity to care about another person’s
--well-being; they’re sociopathic.
-+well-being; they’re sociopathic.
-
- Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
- necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
--dead character is imprisoned within.
-+dead character is imprisoned within.
-
- Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
-
-@@ -38787,44 +38787,44 @@
-
- Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
- lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
--territories where they encounter and defeat various magical creatures.
-+territories where they encounter and defeat various magical creatures.
-
--Motive: Accomplish noble (or ignoble) deeds
-+Motive: Accomplish noble (or ignoble) deeds
-
--Environment: Almost anywhere, often alone, sometimes with followers
-+Environment: Almost anywhere, often alone, sometimes with followers
-
--Health: 50
-+Health: 50
-
--Damage Inflicted: 10 points
-+Damage Inflicted: 10 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short
-+Movement: Short
-
- Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding
--shield
-+shield
-
- Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a
- shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a
--hit.
-+hit.
-
- Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed (Noble steed: level 5;
- moves a long distance each round). The artifact might be the very weapon a knight wields in combat and could grant them
--one or more of the following additional abilities:
-+one or more of the following additional abilities:
-
- Legendary Strength. The noble knight can call upon the artifact to grant them great strength or fortitude to accomplish
- a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars holding up a
--structure), which they attempt as if they were level 10.
-+structure), which they attempt as if they were level 10.
-
--Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
-+Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
-
--Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-+Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-
- Interaction: Flowery language and impeccable manners show a knight’s noble background. Those who negotiate with one in
- good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
--trusts.
-+trusts.
-
--Use: A noble knight has decided that they must guard a bridge against any who would cross it.
-+Use: A noble knight has decided that they must guard a bridge against any who would cross it.
-
- Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
-
-@@ -39062,8 +39062,8 @@
- Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act
- in a lifelike manner) as level 7
-
--Combat: Some of the red reeds surrounding a puppet tree end in a hard,
--sharp crystal spike. When a living creature comes within short
-+Combat: Some of the red reeds surrounding a puppet tree end in a hard,
-+sharp crystal spike. When a living creature comes within short
- range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a
- target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans.
- Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees
-@@ -39174,36 +39174,36 @@
- true nature, with limb-like branches and faces in the bark of their trunk. They don’t always move, but with effort, they
- can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
- temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
--or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-+or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-
--Motive: Defense
-+Motive: Defense
-
--Environment: Found in groves or copses of five to twenty
-+Environment: Found in groves or copses of five to twenty
-
--Health: 16
-+Health: 16
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short
-+Movement: Short
-
--Modifications: Initiative as level 4; Speed defense as level 2 due to size
-+Modifications: Initiative as level 4; Speed defense as level 2 due to size
-
- Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
- character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree’s
--attack is eased.
-+attack is eased.
-
- If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage) and
- toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another solid
- object. If they are tossed at another creature, that second creature must make a successful Speed defense roll or also
--take this damage.
-+take this damage.
-
--Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
-+Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
-
- Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that
- any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they
--can speak eloquently, if sometimes slowly.
-+can speak eloquently, if sometimes slowly.
-
- Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
- direction.
-@@ -39215,36 +39215,36 @@
-
- These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
- creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
--relying on tricks and lies, or alluring music they play on pipes.
-+relying on tricks and lies, or alluring music they play on pipes.
-
--Motive: Play tricks, gather treasure, fulfill desires
-+Motive: Play tricks, gather treasure, fulfill desires
-
--Environment: Woodlands, hills, and plains
-+Environment: Woodlands, hills, and plains
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
-+Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
-
- Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create
--magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
-+magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
-
- Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing
--and leaping. Attacks made against affected targets are eased.
-+and leaping. Attacks made against affected targets are eased.
-
- Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased; if
--it hits, it inflicts +3 damage.
-+it hits, it inflicts +3 damage.
- Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
--one of its allies.
-+one of its allies.
-
- Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally
- with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone
- to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr
--remains honest, and then for only a short period.
-+remains honest, and then for only a short period.
-
- Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a
--charismatic cult leader has set up in the woods and clouds the minds of all who come near.
-+charismatic cult leader has set up in the woods and clouds the minds of all who come near.
-
- Loot: A satyr is likely to carry one or two cyphers.
-
-@@ -39255,37 +39255,37 @@
-
- Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature’s silhouette. They creep
- along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they’re ready to
--clutch at a victim with their cold claws.
-+clutch at a victim with their cold claws.
-
--Motive: Hunger for life energy
-+Motive: Hunger for life energy
-
--Environment: Anywhere that shadows can occur
-+Environment: Anywhere that shadows can occur
-
--Health: 3
-+Health: 3
-
--Damage Inflicted: 2 points
-+Damage Inflicted: 2 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Stealth as level 3
-+Modifications: Stealth as level 3
-
- Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target
- with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an
--immediate distance or knocking over a candle takes intense concentration.
-+immediate distance or knocking over a candle takes intense concentration.
-
- A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
- inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
- powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
--menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.
-+menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.
-
- Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
- effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
--cell, but cannot move through solid objects.
-+cell, but cannot move through solid objects.
-
- Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or
--prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
-+prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
-
- Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
- appears to have two shadows just before they feel icy coldness slide along their flesh.
-@@ -39405,44 +39405,44 @@
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
- without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
- occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread
--skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.
-+skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.
-
--Motive: Hungers for souls
-+Motive: Hungers for souls
-
--Environment: Usually at the center of tombs
-+Environment: Usually at the center of tombs
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Long when flying
-+Movement: Long when flying
-
- Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness;
--knowledge of arcane methodologies and rituals as level 8
-+knowledge of arcane methodologies and rituals as level 8
-
- Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold
- against all targets within immediate range of each other, the ability to read the mind of a victim within short range on
- a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
--a time.
-+a time.
-
- In addition, a dread skull can draw out a victim’s consciousness and absorb it in a blaze of supernatural fire. To do
- so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
--defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-+defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-
- If a dread skull drains a character’s Intellect Pool to 0 through repeated bites, the character’s soul is sucked into
- the skull, and the body falls limp. Once absorbed into the skull, a victim’s essence is trapped and slowly consumed over
--the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-+the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-
- If a dread skull isn’t destroyed within twenty-four hours of eating a soul, the victim’s essence is fully consumed. If
--the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-+the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-
- Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
--what they want.
-+what they want.
-
- Use: Soul eaters remember a little bit of the knowledge of every creature’s essence they consume. The PCs need to learn
--the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.
-+the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.
-
- Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
- artifact.
-@@ -39457,47 +39457,47 @@
- some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
- found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the
- individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a
--lion.
-+lion.
-
--Motive: Defense, riddles
-+Motive: Defense, riddles
-
--Environment: Deserts, plains, and mountains
-+Environment: Deserts, plains, and mountains
-
--Health: 25
-+Health: 25
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
--Modifications: Intellect defense and magical lore as level 8
-+Modifications: Intellect defense and magical lore as level 8
-
- Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical
--abilities:
-+abilities:
-
- • Curse: Curse a creature within long range, hindering all their physical actions by two steps until some other magic
--lifts the curse.
-+lifts the curse.
-
- • Heal: Restore 10 health to an NPC, or allow a PC to use their next action to make a recovery roll that does not count
--toward their normal allotment. Can be used three times per day.
-+toward their normal allotment. Can be used three times per day.
-
- • Riddle: A creature within long range must make an Intellect defense roll to answer a difficult riddle; failure means
--the creature stands confused for one minute even if they are attacked.
-+the creature stands confused for one minute even if they are attacked.
-
- • Spellbreaker: End an ongoing magical effect within short range, such as a curse or protective spell. If there are
- multiple effects, the sphinx chooses which one to end. It can target an immediate area instead of a specific effect
--(such as an area where it suspects an invisible enemy is hiding).
-+(such as an area where it suspects an invisible enemy is hiding).
-
--• Teleport: Instantaneously move a very long distance. Can be used once per day.
-+• Teleport: Instantaneously move a very long distance. Can be used once per day.
-
- Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure
- language). If their demands are met (such as by answering a riddle or performing a service), they can be quite
--talkative, if arrogant.
-+talkative, if arrogant.
-
- Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches,
- offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and
--guard.
-+guard.
-
- Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
-
-@@ -39550,33 +39550,33 @@
-
- A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
- dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
--meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-+meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Nearly anywhere, hunting alone or in pairs
-+Environment: Nearly anywhere, hunting alone or in pairs
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Long
-+Movement: Long
-
--Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
-+Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
-
- Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim
- is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they
--take 10 points of damage.
-+take 10 points of damage.
-
- Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of
- damage in one round), rather than regain health in that round (and instead of taking any other action), the troll
- divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to
--food grow into full-power trolls within a few weeks.
-+food grow into full-power trolls within a few weeks.
-
- Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer
--to attack and eat other creatures, but might be bargained with after a successful show of force.
-+to attack and eat other creatures, but might be bargained with after a successful show of force.
-
- Spawned troll: level 4, Might defense as level 5; health 15; Armor 1; claws inflict 5 points of damage; grabbed victim
- suffers 5 points of damage each round held by troll
-@@ -39743,7 +39743,7 @@
-
- VAT REJECT 3 (9)
-
--Vat rejects come into being when clone vats meant to produce clone soldiers or similar
-+Vat rejects come into being when clone vats meant to produce clone soldiers or similar
- mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities
- include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters.
- Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects.
-@@ -39988,7 +39988,7 @@
- take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an
- Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step.
-
--*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic
-+*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic
- bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor).
-
- *Shrivel:* A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or
-@@ -39998,8 +39998,8 @@
- *Vitality:* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don’t further
- improve Armor.
-
--Interaction: Most witches are deceptive and conniving,
--though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do
-+Interaction: Most witches are deceptive and conniving,
-+though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do
- so in bad faith.
-
- Use: The PCs need an old book to continue their investigation. Word is that the old woman who lives on the edge of the
-@@ -40018,21 +40018,21 @@
- that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
- vermin, but together they’re a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
- The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
--adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-+adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-
--Motive: Domination of other creatures, hunger
-+Motive: Domination of other creatures, hunger
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
--Health: 30
-+Health: 30
-
- Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Immediate; short when flying
-+Movement: Immediate; short when flying
-
--Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-+Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-
- Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action.
- When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it’s
-@@ -40042,19 +40042,19 @@
- If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
- wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
- During the frenzy, the worm that walks regenerates 2 points of health per round. A victim’s equipment is retained for
--later study.
-+later study.
-
- A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
- failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take
--actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
-+actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
-
- Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only
- with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks
--makes a deal, it eventually reneges if it senses any advantage for doing so.
-+makes a deal, it eventually reneges if it senses any advantage for doing so.
-
- Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
- calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much
--larger region.
-+larger region.
-
- Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
- in the fight.
-@@ -40072,35 +40072,35 @@
- distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
- too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
- may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit’s mind erodes
--without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-+without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-
--Motive: Destruction
-+Motive: Destruction
-
--Environment: Almost anywhere, singly or in groups of six to ten
-+Environment: Almost anywhere, singly or in groups of six to ten
-
--Health: 6
-+Health: 6
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short while flying
-+Movement: Short while flying
-
--Modifications: Stealth as level 5
-+Modifications: Stealth as level 5
-
--Combat: A wraith attacks with its touch, which rots flesh and drains life.
-+Combat: A wraith attacks with its touch, which rots flesh and drains life.
-
- A wraith can become fully insubstantial. After it does so, the creature can’t change state again until its next turn.
- While insubstantial, it can’t affect or be affected by anything (except for weapons and attacks that specifically affect
- undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
--keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-+keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-
- A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature
--dealing 5 points of damage.
-+dealing 5 points of damage.
-
- Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and
- they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself
--and descends fully into rage and the desire to spread destruction.
-+and descends fully into rage and the desire to spread destruction.
-
- Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another
- swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
-@@ -40113,39 +40113,39 @@
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
- makes them seem much larger. Lacking a dragon’s fiery breath or other magical abilities, wyverns rely on their strong
- flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
--two legs used for clumsy walking and two arm-wings used for flight and balance.
-+two legs used for clumsy walking and two arm-wings used for flight and balance.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Mountains, hills, and plains where large prey is plentiful
-+Environment: Mountains, hills, and plains where large prey is plentiful
-
--Health: 35
-+Health: 35
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
--Modifications: Perception as level 7; Speed defense as level 5 due to size
-+Modifications: Perception as level 7; Speed defense as level 5 due to size
-
- Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous
- stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on
--its turn.
-+its turn.
-
- The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might
- defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature,
--weakening the prey so the wyvern can carry it away and eat in peace.
-+weakening the prey so the wyvern can carry it away and eat in peace.
-
- Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large
- reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can
--give characters enough time to get safely away.
-+give characters enough time to get safely away.
-
- Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang
- of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
- the ground.
-
-- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
-+ Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
- extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
- an expensive item).
-
-@@ -40188,7 +40188,7 @@
- Once every other round, an adult can fly at least a short distance to build terrifying velocity and then make a flying
- attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered.
-
--An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
-+An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
- Intellect-based roll) to sterilize all the eggs in the victim’s blood before they hatch twenty or more hours after being
- deposited, which kills the host and releases 1d6 juvenile xenoparasites. Juveniles are level 2 creatures, but they
- attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full
-@@ -40198,7 +40198,7 @@
- abandoned spacecraft and desolate moons for millennia in extended hibernation, only to become active again when
- vibrations alert them to potential new food sources.
-
--Interaction: These creatures are built to consume,
-+Interaction: These creatures are built to consume,
- not negotiate.
-
- Use: Xenoparasites are tough aliens. A colony of them would be a challenge even for PCs normally accustomed to stiff
-@@ -40231,7 +40231,7 @@
-
- Modifications: Speed defense as level 2
-
--Combat: Zombies never turn away from a conflict.
-+Combat: Zombies never turn away from a conflict.
- They fight on, no matter the odds, usually attacking by biting, but sometimes by tearing with hands made into claws by
- the erosion of skin over their finger bones.
-
-@@ -40240,15 +40240,15 @@
-
- Zombies are hard to finish off. If an attack would reduce a zombie’s health to 0, it does so only if the number rolled
- in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a
--dismembered, gruesomely damaged zombie
--that is still moving. Zombies can see in the dark
-+dismembered, gruesomely damaged zombie
-+that is still moving. Zombies can see in the dark
- at short range.
-
- “Fresh” zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an
- electrical attack, it falls limp and unmoving. Assuming nothing interferes with the process, the zombie arises minutes
- or hours later without the vulnerability.
-
--Some zombies are infectious. Their bites spread a
-+Some zombies are infectious. Their bites spread a
- level 8 disease that moves a victim down one step on the damage track each day a Might defense roll is failed. Victims
- killed by the disease later animate as zombies.
-
-@@ -40354,7 +40354,7 @@
- Combat: Doctor Dread’s armor allows her to exist without outside air (or air pressure), food, or water for up to ten
- days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
-
--*Barricade:* Establish an immobile, two-dimensional field
-+*Barricade:* Establish an immobile, two-dimensional field
- of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
-
- *Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
-@@ -40413,7 +40413,7 @@
- it can see within its area of influence. When it throws such a large object as part of an attack, the target and
- everything within short range of the target takes 10 points of damage.
-
--Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
-+Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
- old-fashioned beating could release an uncontrolled neutron star chunk on the Earth’s surface.
-
- Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
-@@ -40465,7 +40465,7 @@
-
- Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
- as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
--helpless as they cough and gag. The inhalant poison does not continue to inflict damage
-+helpless as they cough and gag. The inhalant poison does not continue to inflict damage
- each round.
-
- Mister Genocide is immune to most venoms, toxins, and poisons.
-@@ -40614,32 +40614,32 @@
-
- A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
- musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
--creating fascinating tales and dramatic speeches.
-+creating fascinating tales and dramatic speeches.
-
--Motive: Entertainment, interaction, and novel experiences
-+Motive: Entertainment, interaction, and novel experiences
-
--Health: 10
-+Health: 10
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Movement: Short
-+Movement: Short
-
--Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
-+Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
-
- Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
- bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
--range.
-+range.
-
- A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
- friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
--two steps, turning invisible for a minute, or negating sound for a minute.
-+two steps, turning invisible for a minute, or negating sound for a minute.
-
- Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
--critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
-+critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
-
- Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
- they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
--the will of a crowd against them.
-+the will of a crowd against them.
-
- Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
- moderately priced item and one or two cyphers.
-@@ -40648,34 +40648,34 @@
-
- A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
- choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
--wild beasts.
-+wild beasts.
-
--Motive: Glory in battle
-+Motive: Glory in battle
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1 (or 3 when berserk)
-+Armor: 1 (or 3 when berserk)
-
--Movement: Short
-+Movement: Short
-
--Modifications: Climbing, jumping, running, and Speed defense as level 4
-+Modifications: Climbing, jumping, running, and Speed defense as level 4
-
- Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
--can’t easily get close to their foes.
-+can’t easily get close to their foes.
-
- A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
- fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
- relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
- raging berserker fights only with melee weapons and won’t retreat from battle.
-
-- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
-+ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
- throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
--or honor.
-+or honor.
-
- Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
--and picks fights with the local toughs.
-+and picks fights with the local toughs.
-
- Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
- group might have a cypher that enhances strength or toughness.
-@@ -40733,7 +40733,7 @@
- occur in a place and time of the detective’s choosing, preferably in the presence of their allies. A detective can
- deduce weaknesses of their enemies (if any) and exploit them in combat.
-
--Interaction: Some detectives are insufferable
-+Interaction: Some detectives are insufferable
- know-it-alls. Others have learned that humility is also a useful tool for getting answers from people.
-
- Use: To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble
-@@ -40749,34 +40749,34 @@
-
- A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
- plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
--society-hating hermits in others.
-+society-hating hermits in others.
-
--Motive: Protecting nature
-+Motive: Protecting nature
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Nature lore, perception, and stealth as level 5
-+Modifications: Nature lore, perception, and stealth as level 5
-
- Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
--tools such as daggers and sickles.
-+tools such as daggers and sickles.
-
- A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
- 4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
- into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
--black bear, hawk, viper, or wolf.
-+black bear, hawk, viper, or wolf.
-
- Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
- exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
--sapient trees, satyrs, and so on).
-+sapient trees, satyrs, and so on).
-
- Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
--and hunters who stray too far from civilization.
-+and hunters who stray too far from civilization.
-
- Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
- cyphers or perhaps an artifact.
-@@ -40784,32 +40784,32 @@
- DWARF 4(12)
-
- A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
--to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-+to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-
--Motive: Defense, loyalty, honor
-+Motive: Defense, loyalty, honor
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short
-+Movement: Short
-
--Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-+Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-
- Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re used to working together to defend
- their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
--damage.
-+damage.
-
- Dwarf leaders are usually officers or priests.
-
- Dwarf officer: level 5; health 16; damage inflicted 7 points Dwarf priest: level 5; health 16; can heal one creature for
- 10 points or all within immediate range for 5 points
-
-- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
-+ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
- them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
--sturdy hammer.
-+sturdy hammer.
-
- Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
- with a human city leader—or redress for an old insult.
-@@ -40821,29 +40821,29 @@
-
- An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
- Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
--the most beautiful sunset, or the perfect love song.
-+the most beautiful sunset, or the perfect love song.
-
--Motive: Curiosity
-+Motive: Curiosity
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Perception, Speed defense, and any two noncombat skills as level 5
-+Modifications: Perception, Speed defense, and any two noncombat skills as level 5
-
- Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
--fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
-+fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
-
- A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
- or repairing clothing.
-
- Interaction: Elves appreciate beauty, grace, and skill, and they don’t respond well to crudeness or bluster, especially
- from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
--humor.
-+humor.
-
- Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
- said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
-@@ -40889,29 +40889,29 @@
-
- A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
- or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
--folk as scouts, burglars, and loyal companions.
-+folk as scouts, burglars, and loyal companions.
-
--Motive: Defense, comfort
-+Motive: Defense, comfort
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 0 or 1
-+Armor: 0 or 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
-+Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
-
- Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
- creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
- ally so they can attack a foe’s back and legs.
-
- Interaction: Halflings enjoy the company of larger folks as long as they aren’t mocked for their size. They’re brave and
--determined when they need to be, though some might complain about wanting to go home.
-+determined when they need to be, though some might complain about wanting to go home.
-
- Use: A young halfling wants to have some adventures before settling down. The local thieves’ guild is said to employ
--halflings as lookouts and cutpurses, sometimes disguised as human children.
-+halflings as lookouts and cutpurses, sometimes disguised as human children.
-
- Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
- or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
-@@ -40953,35 +40953,35 @@
- PALADIN 4 (12)
-
- Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
--and most of them expect to die in battle against an evil foe.
-+and most of them expect to die in battle against an evil foe.
-
--Motive: Protecting the innocent, destroying evil
-+Motive: Protecting the innocent, destroying evil
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 2 or 3
-+Armor: 2 or 3
-
--Movement: Short
-+Movement: Short
-
--Modifications: Attacks and Might defense as level 5
-+Modifications: Attacks and Might defense as level 5
-
- Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
- draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
- (defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
--defense).
-+defense).
-
- Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
- presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
--creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-+creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-
- Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
- evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey
--area.” However, they are not fools and won’t throw away their lives for nothing.
-+area.” However, they are not fools and won’t throw away their lives for nothing.
-
- Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
--villain to smite.
-+villain to smite.
-
- Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
- lucky enough to have an artifact (usually a weapon or armor).
-@@ -41021,30 +41021,30 @@
-
- A thief takes things that don’t belong to them—preferably with their victim remaining unaware of the crime until the
- thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
--elaborate heists to steal priceless items from prominent targets.
-+elaborate heists to steal priceless items from prominent targets.
-
--Motive: Greed, curiosity, risk
-+Motive: Greed, curiosity, risk
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
-+Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
-
- Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
- an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
- smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren’t above using poison,
- typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
-
-- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
--like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.
-+ Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
-+like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.
-
- Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
--pickpockets targets a character’s jewelry or cyphers.
-+pickpockets targets a character’s jewelry or cyphers.
-
- Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
- cypher they plan to use or sell.
-@@ -41171,9 +41171,9 @@
- existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you
- go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.
-
--2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
-+2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
- to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far
--away might be a secret adventure seed placed by a
-+away might be a secret adventure seed placed by a
- forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the
- path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more
- proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without
-@@ -41268,12 +41268,12 @@
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
- The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
- opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
--or rewards for their adventures and exploits.
-+or rewards for their adventures and exploits.
-
--MIXING SUBTLE AND MANIFEST CYPHERS
-+MIXING SUBTLE AND MANIFEST CYPHERS
- There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
--and other coincidences that benefit the characters.
-+and other coincidences that benefit the characters.
-
- CYPHER FORMS
-
-@@ -41307,7 +41307,7 @@
- | 63-66 | Papyrus scroll |
- | 67-71 | Parchment scroll |
- | 72-74 | Pouch of powder |
--| 75-76 | Skin drawing |
-+| 75-76 | Skin drawing |
- | 77-80 | Stone |
- | 81-82 | Tattoo |
- | 83-85 | Thick potion |
-@@ -41346,42 +41346,42 @@
-
- ACID RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
-
--ANIMAL CONTROL
-+ANIMAL CONTROL
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
- the cypher’s level. If successful, the beast immediately becomes calm. The beast awaits the user’s commands and carries
- out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher’s
- level minus the target’s level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
--or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-
- The cypher doesn’t give the user any special ability to understand the target or perceive through its senses. For
- example, the user can command an eagle to fly above a group of enemies, but the eagle can’t describe what it sees and
--the user can’t look through its eyes.
-+the user can’t look through its eyes.
-
- “Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
--BEAST SHAPE
-+BEAST SHAPE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
- determined by the cypher’s creator). The user gains the animal’s type of movement (swimming for a fish, flying for a
- bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
- appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
--table.
-+table.
-
- The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can’t make them more
- than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn’t
- affect the animal’s abilities. The user can still use all of their abilities that don’t rely specifically on their
- normal form. For example, an Adept in wolf form can’t wield a dagger because wolves don’t have hands, but could still
--use a healing power or mind blast ability.
-+use a healing power or mind blast ability.
-
- After about an hour, the user returns to their normal form.
-
-@@ -41389,154 +41389,154 @@
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
--COLD RESISTANCE
-+COLD RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
-
--DEMON WARD
-+DEMON WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from demons, devils, and similar
- malevolent creatures.
-
--DRAGON WARD
-+DRAGON WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from dragons, wyverns, and similar
- magical reptilian creatures.
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
--ELECTRICITY RESISTANCE
-+ELECTRICITY RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
-
--ELEMENTAL CONJURATION
-+ELEMENTAL CONJURATION
-
--Level: 1d6
-+Level: 1d6
-
- Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
- Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
--best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-
- The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
--does only as commanded.
-+does only as commanded.
-
- The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
--back to its native realm.
-+back to its native realm.
-
--FIRE RESISTANCE
-+FIRE RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: The user gains Armor against fire damage equal to the cypher’s level for one hour.
-
--GIANT SIZE
-+GIANT SIZE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
--their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-
- They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
- penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
--the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-
- If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
--defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-+defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-
--INSTANT BOAT
-+INSTANT BOAT
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
- row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
- its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
- boat lasts for a day, after which it vanishes.
-
--INSTANT TOWER
-+INSTANT TOWER
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
- tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
- story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn’t sufficient room for the
- tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
--pressure against the confining surfaces.
-+pressure against the confining surfaces.
-
--The tower is permanent and immobile once created.
-+The tower is permanent and immobile once created.
-
--LYCANTHROPE WARD
-+LYCANTHROPE WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werewolves and other
--lycanthropes.
-+lycanthropes.
-
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
- as a bear, rat, tiger, or wolf
-
--PENULTIMATE KEY
-+PENULTIMATE KEY
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher’s level or lower. The
--targeted item must have a keyhole for the cypher to work.
-+targeted item must have a keyhole for the cypher to work.
-
- Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
- POISON RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.
-
--RESTORATIVE AURA
-+RESTORATIVE AURA
-
--Level: 1d6
-+Level: 1d6
-
- Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
- sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
- level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
--cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-+cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-
--THOUGHT LISTENING
-+THOUGHT LISTENING
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
- doesn’t want them to. Once the user has established contact, they can read the target’s thoughts for up to one minute
- per cypher level.
-
--TINY SIZE
-+TINY SIZE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
- Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
- normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
- actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
--first from their Intellect Pool and then, if necessary, from their Might Pool).
-+first from their Intellect Pool and then, if necessary, from their Might Pool).
-
- If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
--ends, they lose all of the advantages and penalties from the cypher.
-+ends, they lose all of the advantages and penalties from the cypher.
-
--UNDEAD WARD
-+UNDEAD WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from skeletons, zombies, ghosts,
--vampires, and other undead creatures.
-+vampires, and other undead creatures.
-
--WALKING CORPSE
-+WALKING CORPSE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
- on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
-@@ -41899,7 +41899,7 @@
-
- Effect: Begins a process of rejuvenation that removes years from the wearer’s physiological age. Over the course of the
- next seven days, the wearer sheds a number of years equal to three times the cypher’s level. The cypher doesn’t regress
--physiological age past the age of
-+physiological age past the age of
- twenty-three.
-
- ANALEPTIC
-@@ -42159,7 +42159,7 @@
-
- Level: 1d6 + 2
-
--Effect: Projects a small physical explosive up to a long distance away that explodes in a
-+Effect: Projects a small physical explosive up to a long distance away that explodes in a
- short-range radius, inflicting damage equal to the cypher’s level. Roll a d100 to determine the type of damage.
-
- | | |
-@@ -42337,9 +42337,9 @@
-
- Level: 1d6
-
--Effect: For the next day, the user is surrounded
--by a powerful force field, granting them +1
--to Armor (+2 to Armor if the cypher level is
-+Effect: For the next day, the user is surrounded
-+by a powerful force field, granting them +1
-+to Armor (+2 to Armor if the cypher level is
- 5 or higher).
-
- (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
-@@ -42423,7 +42423,7 @@
-
- Effect: With long-range movement, this intelligent missile tracks and attacks a specified target (target must be within
- sight when selected). If it misses, it continues to attack one additional time per cypher level until it hits. For
--example, a level 4
-+example, a level 4
- hunter/seeker will attack a maximum of five times. Roll a d100 to determine the type of attack.
-
- | | |
-@@ -42887,7 +42887,7 @@
-
- Level: 1d6 + 2
-
--Effect: Allows the user to project a one-time,
-+Effect: Allows the user to project a one-time,
- one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
-
- RADIATION SPIKE
-@@ -43216,7 +43216,7 @@
-
- Level: 1d6 + 2
-
--Effect: For one hour, the device enables
-+Effect: For one hour, the device enables
- long-range mental communication with anyone the user can see.
-
- TELEPORTER (BOUNDER)
-@@ -43302,13 +43302,13 @@
-
- Level: 1d6 + 4
-
--Effect: Provides power to another device for
--up to a day. The device to be powered
--can be as simple as a light source or as
--complex as a small starcraft, assuming the
--cypher’s level is equal to the item’s power
--requirements. A desk lamp is a level 1
--power requirement, a car engine is a level
-+Effect: Provides power to another device for
-+up to a day. The device to be powered
-+can be as simple as a light source or as
-+complex as a small starcraft, assuming the
-+cypher’s level is equal to the item’s power
-+requirements. A desk lamp is a level 1
-+power requirement, a car engine is a level
- 5 power requirement, and a starship is a level 10 power requirement.
-
- VANISHER
-@@ -43324,7 +43324,7 @@
-
- Level: 1d6
-
--Effect: Changes the appearance of one
-+Effect: Changes the appearance of one
- human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
- higher). The change takes ten minutes to apply and lasts for twenty-four hours.
-
-@@ -43591,7 +43591,7 @@
- of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training
- and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically
- impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but
--perhaps once per game session. You have to be ready for that. A well-prepared, motivated
-+perhaps once per game session. You have to be ready for that. A well-prepared, motivated
- sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six
- levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re
- specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized
-@@ -43691,7 +43691,7 @@
- roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both,
- but the difficulty is reduced for the gymnast. There’s no chance of failure.
-
--4\. This is how everything in the game works, whether it’s climbing a wall,
-+4\. This is how everything in the game works, whether it’s climbing a wall,
- sweet-talking a guard, or fighting a bioengineered horror.
-
- 5\. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t
-@@ -44094,7 +44094,7 @@
- | 25-26 | Coil of endless rope |
- | 27-28 | Crown of the mind |
- | 34 | Crystal ball |
--| 35-37 | Deflecting shield |
-+| 35-37 | Deflecting shield |
- | 38-40 | Elfblade |
- | 41-43 | Enchanted armor |
- | 44-49 | Exploding arrow |
-@@ -44115,7 +44115,7 @@
- | 99 | Vorpal sword |
- | 00 | Whisperer in the ether |
-
--MAJOR FANTASY ARTIFACTS TABLE
-+MAJOR FANTASY ARTIFACTS TABLE
-
- | 01-03 | Angelic ward\* |
- |-------|-------------------------------------------------|
-@@ -44134,22 +44134,22 @@
- | 28-30 | Guardian idol |
- | 31-33 | Hand of glory |
- | 34-36 | Horn of thunder |
--| 37-39 | Instant ladder |
-+| 37-39 | Instant ladder |
- | 40-43 | Lightening hammer |
- | 44-47 | Necromantic wand |
- | 48-50 | Ring of dragon’s flight\* |
--| 51-53 | Ring of fall flourishing |
--| 54-56 | Ring of invisibility |
--| 57 | Ring of wishes |
-+| 51-53 | Ring of fall flourishing |
-+| 54-56 | Ring of invisibility |
-+| 57 | Ring of wishes |
- | 58-60 | Smooth stepping boots |
- | 61-62 | Soul-stealing knife |
- | 63-65 | Spellbook of elemental summoning |
- | 66 | Spellbook of the amber mage\* |
--| 67-69 | Staff of black iron |
-+| 67-69 | Staff of black iron |
- | 70-74 | Staff of healing |
- | 75-77 | Staff of the prophet |
- | 78-79 | Storm shack |
--| 80-83 | Trap runestone |
-+| 80-83 | Trap runestone |
- | 84-88 | Wand of firebolts\* |
- | 89-93 | Wand of spider’s webbing |
- | 94-97 | Witch’s broom |
-@@ -44204,17 +44204,17 @@
-
- Depletion: —
-
--BOOK OF ALL SPELLS
-+BOOK OF ALL SPELLS
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Weighty tome filled with pages of spell runes
-+Form: Weighty tome filled with pages of spell runes
-
- Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
--of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
-+of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
-
- When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
--following table, then rolling on the indicated table in the Cypher System Reference Document:
-+following table, then rolling on the indicated table in the Cypher System Reference Document:
-
- | d6 | Cypher Type |
- |-----|------------------------------------|
-@@ -44223,119 +44223,119 @@
- | 6 | Roll on the Subtle Cypher table |
-
- The bearer can cast the spell on the page as if it were a cypher with a level equal to the book’s level. This doesn’t
--remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-+remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-
- As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
--said that turning to the last page makes the book vanish and appear somewhere else in the world.
-+said that turning to the last page makes the book vanish and appear somewhere else in the world.
-
- The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
--copy, remove, or destroy a page only makes the book turn to a later page on its own.
-+copy, remove, or destroy a page only makes the book turn to a later page on its own.
-
- Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
- 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
- later page, or disappear and reappear somewhere else in the world.)
-
--BOUNDING BOOTS
-+BOUNDING BOOTS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Sturdy but flexible boots
-+Form: Sturdy but flexible boots
-
- Effect: The boots assist the wearer’s every step to make jumping and running easier. The boots are an asset for jumping
--and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-+and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-
--Depletion: —
-+Depletion: —
-
--CAT’S EYE SPECTACLES
-+CAT’S EYE SPECTACLES
-
--Level: 1d6
-+Level: 1d6
-
--Form: Pair of dark crystalline spectacles in a dull wooden frame
-+Form: Pair of dark crystalline spectacles in a dull wooden frame
-
- Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
--short range (or to long range if the artifact is level 5 or higher).
-+short range (or to long range if the artifact is level 5 or higher).
-
--Depletion: —
-+Depletion: —
-
--CLOAK OF BALAKAR
-+CLOAK OF BALAKAR
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Blue cloak with elaborate designs suggesting blowing wind
-+Form: Blue cloak with elaborate designs suggesting blowing wind
-
- Effect: The wearer can calm winds of the artifact’s level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
- wearer can create a destructive windstorm up to that size, lasting one minute; this storm’s level is equal to half the
--artifact’s level.
-+artifact’s level.
-
--Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-+Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
--CLOAK OF ELFKIND
-+CLOAK OF ELFKIND
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Thin greyish-green cloak with a cowl and clasp
-+Form: Thin greyish-green cloak with a cowl and clasp
-
- Effect: When activated (by drawing the hood over the wearer’s head), the cloak takes on the colors and textures of
- everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
--sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-+sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-
- Depletion: 1 in 1d100
-
--CLOAK OF FINERY
-+CLOAK OF FINERY
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Multilayered cloak of glittering material
-+Form: Multilayered cloak of glittering material
-
- Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
- in the most flattering way. When activated, it enhances the wearer’s appearance, voice, tone, and even their grammar,
--granting an asset to all interaction tasks for the next minute.
-+granting an asset to all interaction tasks for the next minute.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--COIL OF ENDLESS ROPE
-+COIL OF ENDLESS ROPE
-
--Level: 1d6
-+Level: 1d6
-
--Form: Coil of rope
-+Form: Coil of rope
-
- Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
- no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
--depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
-+depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
-
--Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-+Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
--CROWN OF EYES
-+CROWN OF EYES
-
--Level: 1d6
-+Level: 1d6
-
--Form: Metallic circlet set with several crystal spheres
-+Form: Metallic circlet set with several crystal spheres
-
- Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
- around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
- the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
--perception tasks.
-+perception tasks.
-
- Depletion: 1 in 1d100
-
--CROWN OF THE MIND
-+CROWN OF THE MIND
-
--Level: 1d6
-+Level: 1d6
-
--Form: Crown, circlet, headband, diadem, or amulet
-+Form: Crown, circlet, headband, diadem, or amulet
-
- Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer’s maximum Intellect Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
- normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
--be restored with recovery rolls, healing magic, or similar effects).
-+be restored with recovery rolls, healing magic, or similar effects).
-
--Depletion: —
-+Depletion: —
-
--CRYSTAL BALL
-+CRYSTAL BALL
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Melon-sized crystalline or glass orb, with or without a support stand
-+Form: Melon-sized crystalline or glass orb, with or without a support stand
-
- Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
- task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
-@@ -44343,14 +44343,14 @@
- misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
- viewed, and how far away they are.
-
--| Familiarity | |
-+| Familiarity | |
- |----------------------------------|----------|
- | Only have name or description | Hindered |
--| Target has been visited | Eased |
-+| Target has been visited | Eased |
- | Target is well known to the user | Eased |
- | Availability | |
- | Target is willing | Eased |
--| Target is unwilling | Hindered |
-+| Target is unwilling | Hindered |
- | Distance | |
- | More than 1 mile | Hindered |
- | More than 10 miles | Hindered |
-@@ -44359,39 +44359,39 @@
- These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
- unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
-
-- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
--activated again.
-+ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-+activated again.
-
- In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
- communication with the viewed area. All creatures in the area can sense the user’s presence and hear their voice, and
--the creatures can speak to and be heard by the user.
-+the creatures can speak to and be heard by the user.
-
- Depletion: 1 in 1d20
-
- An unwilling creature’s defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--DEATH’S SCYTHE
-+DEATH’S SCYTHE
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Double-handed scythe
-+Form: Double-handed scythe
-
- Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
- In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
- higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
- scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
--levels of Effort.
-+levels of Effort.
-
- Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
-
- Death manifestation: level 7
-
--DEMONFLESH
-+DEMONFLESH
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Ball of black leather with vein-like red streaks
-+Form: Ball of black leather with vein-like red streaks
-
- Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
- leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
-@@ -44399,94 +44399,94 @@
- their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
- occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
- wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
--most Armor, but Armor made to ward against evil or demonic attacks should work against it.
-+most Armor, but Armor made to ward against evil or demonic attacks should work against it.
-
- Depletion: 1 in 1d20
-
- To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--DEMONIC RUNE BLADE
-+DEMONIC RUNE BLADE
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Sword inscribed with demonic runes
-+Form: Sword inscribed with demonic runes
-
- Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
- sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
- dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
--and it inflicts 4 additional points of damage (for a total of 8 points).
-+and it inflicts 4 additional points of damage (for a total of 8 points).
-
- If the wielder kills a creature with the sword, the sword eats the creature’s spirit and transfers some of its energy to
- the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
- the wielder to exceed their normal Might Pool and Might Edge stats.
-
- If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
--attack roll of 1).
-+attack roll of 1).
-
- Depletion: 1 in 1d10 (check each time a killed creature’s life force is absorbed; if depleted, the sword’s magical
--abilities can be recharged if it kills an “innocent” creature)
-+abilities can be recharged if it kills an “innocent” creature)
-
--DRAGONTONGUE WEAPON
-+DRAGONTONGUE WEAPON
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
-
- Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
- hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
- inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
--activation.
-+activation.
-
- Depletion: 1 in 1d100
-
--DRAGONTOOTH SOLDIERS
-+DRAGONTOOTH SOLDIERS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Form: Burlap bag containing a handful of large reptilian teeth
-
-- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
-+ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
- user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
--tooth drawn requires a separate depletion roll.
-+tooth drawn requires a separate depletion roll.
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
- Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
- spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-
--ELFBLADE
-+ELFBLADE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Form: Medium sword
-
- Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
- points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
- sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
--are within 300 feet (90 m). Depletion: —
-+are within 300 feet (90 m). Depletion: —
-
- ENCHANTED ARMOR L
-
--evel: 1d6 + 3
-+evel: 1d6 + 3
-
--Form: Full suit of light, medium, or heavy armor
-+Form: Full suit of light, medium, or heavy armor
-
- Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
- It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
- is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
- enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
--higher).
-+higher).
-
- The additional Armor provided by the magic also applies to damage that often isn’t reduced by typical armor, such as
--heat or cold damage (but not Intellect damage).
-+heat or cold damage (but not Intellect damage).
-
- Depletion: —
-
--EXPLODING ARROW
-+EXPLODING ARROW
-
--Level: 1d6
-+Level: 1d6
-
--Form: Arrow with runes carved on the shaft and head
-+Form: Arrow with runes carved on the shaft and head
-
- Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
- d100 to determine the type of damage.
-@@ -44498,31 +44498,31 @@
- | 61-90 | Fire |
- | 91-00 | Necromantic (harms only flesh) |
-
--Depletion: Automatic
-+Depletion: Automatic
-
--One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.
-+One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--EXPLORER’S GLOVES
-+EXPLORER’S GLOVES
-
--Level: 1d6
-+Level: 1d6
-
--Form: Thick but flexible-fingered leather gloves
-+Form: Thick but flexible-fingered leather gloves
-
- Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
--while the gloves are activated, but taking any other action while climbing requires a new activation.
-+while the gloves are activated, but taking any other action while climbing requires a new activation.
-
- Depletion: 1 in 1d20
-
- FALCON CLOAK
-
--Level: 1d6
-+Level: 1d6
-
--Form: Cloak made of feathers
-+Form: Cloak made of feathers
-
- Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
--distance each round, or up to 60 miles (97 km) per hour when traveling overland.
-+distance each round, or up to 60 miles (97 km) per hour when traveling overland.
-
- Depletion: 1 in 1d100
-
-@@ -44533,216 +44533,216 @@
-
- Level: 1d6 + 1
-
--Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
-+Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
-
- Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
--activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--GHOSTLY ARMOR
-+GHOSTLY ARMOR
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Full suit of light, medium, or heavy armor
-+Form: Full suit of light, medium, or heavy armor
-
- Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
- It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
--normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
-+normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
-
- When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
- artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
- character’s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
--defense.
-+defense.
-
- Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
- provides its full Armor value)
-
--To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-+To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--GLOVES OF AGILITY
-+GLOVES OF AGILITY
-
--Level: 1d6
-+Level: 1d6
-
--Form: Supple leather or cloth gloves
-+Form: Supple leather or cloth gloves
-
- Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer’s maximum Speed Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
- normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
--restored with recovery rolls, healing magic, or similar effects).
-+restored with recovery rolls, healing magic, or similar effects).
-
--Depletion: —
-+Depletion: —
-
--GRUELMAKER
-+GRUELMAKER
-
--Level: 1d6
-+Level: 1d6
-
--Form: Clay bowl stamped with symbols of fish and birds
-+Form: Clay bowl stamped with symbols of fish and birds
-
- Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
--person for one day (or two people if the artifact is level 5 or higher).
-+person for one day (or two people if the artifact is level 5 or higher).
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
--GUARDIAN IDOL
-+GUARDIAN IDOL
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
-+Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
-
- Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
- activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
- shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it
- spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
- to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
--twenty-four hours or until it has made one hundred attacks, whichever comes first.
-+twenty-four hours or until it has made one hundred attacks, whichever comes first.
- Depletion: Automatic
-
--HAND OF GLORY
-+HAND OF GLORY
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Dried humanoid hand with candle-tip fingers
-+Form: Dried humanoid hand with candle-tip fingers
-
- Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
- hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
- unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
- snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
- invisible, the user is specialized in stealth and Speed defense tasks. Thief ’s Passage: A locked or barred door or a
--container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
-+container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--HELM OF WATER BREATHING
-+HELM OF WATER BREATHING
-
--Level: 1d6
-+Level: 1d6
-
- Form: Green metal helm with a scaly or fishy motif Effect: The wearer’s head is enveloped in a tight bubble of air that
--constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-+constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-
--Depletion: 1–2 in 1d100 (check each day)
-+Depletion: 1–2 in 1d100 (check each day)
-
--HORN OF THUNDER
-+HORN OF THUNDER
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Large signal horn banded with metal and carved with runes
-+Form: Large signal horn banded with metal and carved with runes
-
- Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
- m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
- round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
--Larger objects might also be toppled.
-+Larger objects might also be toppled.
-
- Depletion: 1 in 1d10
-
--INSTANT LADDER
-+INSTANT LADDER
-
--Level: 1d6
-+Level: 1d6
-
--Form: Small lightweight metal rod with gem buttons
-+Form: Small lightweight metal rod with gem buttons
-
- Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
--The ladder can be transformed back into its rod form from either end.
-+The ladder can be transformed back into its rod form from either end.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
- A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
- sequence to expand or collapse it.
-
--LIGHTNING HAMMER
-+LIGHTNING HAMMER
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Massive silver hammer that crackles with electricity
-+Form: Massive silver hammer that crackles with electricity
-
- Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
- weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
- points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
--outward that deal 5 points of damage to everyone within short range.
-+outward that deal 5 points of damage to everyone within short range.
-
- Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-
--MASTERCRAFT ARMOR
-+MASTERCRAFT ARMOR
-
--Level: 1d6
-+Level: 1d6
-
--Form: Armor of exceptional quality
-+Form: Armor of exceptional quality
-
--Effect: This armor grants its wearer an asset for Speed defense rolls.
-+Effect: This armor grants its wearer an asset for Speed defense rolls.
-
--Depletion: —
-+Depletion: —
-
--MASTERCRAFT WEAPON
-+MASTERCRAFT WEAPON
-
--Level: 1d6
-+Level: 1d6
-
--Form: Weapon of exceptional quality
-+Form: Weapon of exceptional quality
-
--Effect: This weapon grants its wielder an asset for attack rolls made with it.
-+Effect: This weapon grants its wielder an asset for attack rolls made with it.
-
--Depletion: —
-+Depletion: —
-
- Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
- or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
- Equipment, page 34.
-
--MINDSHIELD HELMET
-+MINDSHIELD HELMET
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Lightweight cloth, leather, or metal helmet
-+Form: Lightweight cloth, leather, or metal helmet
-
- Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s
--mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-+mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-
--Depletion: —
-+Depletion: —
-
--NECROMANTIC WAND
-+NECROMANTIC WAND
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Bone wand carved with runes
-+Form: Bone wand carved with runes
-
- Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
- materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
--destroyed.
-+destroyed.
-
- This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
--but each “round of ammo” used or each additional target selected requires an additional depletion roll.
-+but each “round of ammo” used or each additional target selected requires an additional depletion roll.
-
- Depletion: 1 in 1d10
-
--PACK OF STORAGE
-+PACK OF STORAGE
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Form: Leather backpack or haversack with multiple pockets
-
- Effect: This pack’s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
- on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
--as much as it is holding.
-+as much as it is holding.
-
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
--pack)
-+pack)
-
--POISONER’S TOUCH
-+POISONER’S TOUCH
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Form: Very thin transparent glove with faint markings
-
- Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
- on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
- damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
--damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-+damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
--PROTECTION AMULET
-+PROTECTION AMULET
-
--Level: 1d6
-+Level: 1d6
-
--Form: Stylized amulet worn on a chain
-+Form: Stylized amulet worn on a chain
-
- Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
- of damage the amulet protects against.
-@@ -44756,247 +44756,247 @@
-
- Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-
--RING OF FALL FLOURISHING
-+RING OF FALL FLOURISHING
-
--Level: 1d6
-+Level: 1d6
-
--Form: Gold band inscribed with feather wreath
-+Form: Gold band inscribed with feather wreath
-
--Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-+Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
--RING OF INVISIBILITY
-+RING OF INVISIBILITY
-
--Level: 1d6
-+Level: 1d6
-
--Form: Gold band inscribed with characters that are revealed only if ring is heated
-+Form: Gold band inscribed with characters that are revealed only if ring is heated
-
- Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
--and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-+and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--RING OF WISHES
-+RING OF WISHES
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Plain gold band
-+Form: Plain gold band
-
- Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
- level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
--likely the GM will limit its effect.)
-+likely the GM will limit its effect.)
-
--Depletion: 1–3 in 1d6
-+Depletion: 1–3 in 1d6
-
--SHIELD OF TWO SKIES
-+SHIELD OF TWO SKIES
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Small hexagonal amulet
-+Form: Small hexagonal amulet
-
- Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
--cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
-+cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
-
- Depletion: 1 in 1d100
-
- SKILL RING
-
--Level: 1d6
-+Level: 1d6
-
--Form: Ring carved with sigils appropriate to its granted skill
-+Form: Ring carved with sigils appropriate to its granted skill
-
- Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
--This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-+This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-
--Depletion: —
-+Depletion: —
-
--SMOOTH-STEPPING BOOTS
-+SMOOTH-STEPPING BOOTS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Pair of boots
-+Form: Pair of boots
-
- Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
- speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
--surfaces (even vertically or upside down) as if under normal gravity.
-+surfaces (even vertically or upside down) as if under normal gravity.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
--SOUL-STEALING KNIFE
-+SOUL-STEALING KNIFE
-
--Level: 1d6
-+Level: 1d6
-
--Form: Night-black blade in which distant stars are sometimes visible
-+Form: Night-black blade in which distant stars are sometimes visible
-
- Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
- inflicts additional damage (ignores Armor) equal to the artifact’s level. If damage from the dagger reduces a target to
- 0 health, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which
--time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-+time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-
- As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
--yet consumed. After answering the third question, the soul is consumed.
-+yet consumed. After answering the third question, the soul is consumed.
-
- Depletion: 1 in 1d20 (check each activation)
-
--SOVEREIGN KEY
-+SOVEREIGN KEY
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Slender golden key
-+Form: Slender golden key
-
- Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
- glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
--than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-+than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
--SPELLBOOK OF ELEMENTAL SUMMONING
-+SPELLBOOK OF ELEMENTAL SUMMONING
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Weighty tome filled with pages of spell runes
-+Form: Weighty tome filled with pages of spell runes
-
- Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
- of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
--summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
-+summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
-
- Depletion: 1–3 in 1d20
-
--STAFF OF BLACK IRON
-+STAFF OF BLACK IRON
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Staff of black iron set with an eye-shaped crystal headpiece
-+Form: Staff of black iron set with an eye-shaped crystal headpiece
-
--Effect: The wielder can use an action to gain one of the following effects.
-+Effect: The wielder can use an action to gain one of the following effects.
-
- Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
--target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
-+target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
-
- Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
--inflicting damage equal to the artifact level.
-+inflicting damage equal to the artifact level.
-
- Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
--rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
-+rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
-
- The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
- lightning), but each requires a separate activation and depletion roll.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
- STAFF OF HEALING
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Wooden staff capped with a golden icon
-+Form: Wooden staff capped with a golden icon
-
- Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
- the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
--free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
-+free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
-
- Depletion: 1 in 1d10
-
--STAFF OF THE PROPHET
-+STAFF OF THE PROPHET
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Short wooden staff
-+Form: Short wooden staff
-
--Effect: The staff has three abilities, each of which requires an action to activate.
-+Effect: The staff has three abilities, each of which requires an action to activate.
-
- Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
- feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
--can collapse it as an action.
-+can collapse it as an action.
-
- Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
- attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
- failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake
--couldn’t do.
-+couldn’t do.
- Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
--natural spring in the ground.
-+natural spring in the ground.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--STORM SHACK
-+STORM SHACK
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Miniature model of a simple wooden shack
-+Form: Miniature model of a simple wooden shack
-
- Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
- feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
- inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
- duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
- artifact’s level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
--model, which can be taken and reused.
-+model, which can be taken and reused.
-
- Depletion: 1 in 1d100
-
--TRAP RUNESTONE
-+TRAP RUNESTONE
-
--Level: 1d6
-+Level: 1d6
-
--Form: Pouch with chalk, sealing wax, and an engraved runestone
-+Form: Pouch with chalk, sealing wax, and an engraved runestone
-
- Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
- First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
- to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
- position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
--explosive spell scroll, a poisonous potion, and so on.
-+explosive spell scroll, a poisonous potion, and so on.
-
- The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
- runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
- artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific
--type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-+type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-
--Depletion: Automatic
-+Depletion: Automatic
-
--TUNNELING GAUNTLETS
-+TUNNELING GAUNTLETS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Oversized pair of metallic gauntlets with broad nails
-+Form: Oversized pair of metallic gauntlets with broad nails
-
- Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
- can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
- level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
--that, the tunnel is subject to collapse.
-+that, the tunnel is subject to collapse.
-
- Depletion: 1 in 1d20
-
--VORPAL SWORD
-+VORPAL SWORD
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Long sword that sometimes whispers and snickers aloud
-+Form: Long sword that sometimes whispers and snickers aloud
-
- Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
- Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
- decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
--different effect).
-+different effect).
-
--Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-+Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--WAND OF SPIDER’S WEBBING
-+WAND OF SPIDER’S WEBBING
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: White oak wand
-+Form: White oak wand
-
- Effect: This wand produces a long-range stream of grey spider’s webbing that entangles a target and holds it stuck to
- nearby surfaces. Entangled victims can’t move or take actions that require movement. Targets whose level is higher than
- the wand’s level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
- it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
--was caught within it.
-+was caught within it.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--WHISPERER IN THE ETHER
-+WHISPERER IN THE ETHER
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Small crystal
-+Form: Small crystal
-
- Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
- (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
-@@ -45005,27 +45005,27 @@
- right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
- door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
- the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
--guarding.
-+guarding.
-
- The whisperer’s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
- Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
- reasons it will not explain. The whisperer’s knowledge base is broad but not omniscient. It cannot see the future, but
--it can often predict outcomes based on logic.
-+it can often predict outcomes based on logic.
-
- Depletion: 1 in 1d20 (check each day)
-
- WITCH’S BROOM
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: A 6-foot (2 m) long wooden broom
-+Form: A 6-foot (2 m) long wooden broom
-
- Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
--(160 km) per hour.
-+(160 km) per hour.
-
- The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
- time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten
--minutes.
-+minutes.
-
- Depletion: 1 in 1d20
-
-@@ -45182,7 +45182,7 @@
-
- All characters start with 1 XP.
-
--DESCRIPTORS
-+DESCRIPTORS
-
- A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
- descriptor.
-@@ -45232,14 +45232,14 @@
-
- • Add +2 to recovery rolls
-
--Searching And Discovering
-+Searching And Discovering
-
- This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
- depending on the situation. Choose two of the following abilities:
-
- • Trained in perception and Intellect defense rolls
-
--• Trained in Might and Speed defense rolls
-+• Trained in Might and Speed defense rolls
-
- • Trained in two of the following: climbing, jumping, running, swimming
-
-@@ -45252,13 +45252,13 @@
-
- • Trained in perception and deception
-
--• Trained in intimidation and interaction
-+• Trained in intimidation and interaction
-
--• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
-+• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
-
- • Add +2 to recovery rolls
-
--Wielding Supernatural Powers
-+Wielding Supernatural Powers
-
- This type isn’t suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
- Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
-@@ -45345,7 +45345,7 @@
- what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don’t worry
- too much about what happens next. It’s a one-shot scenario.
-
--TRAPPED IN FLAMES
-+TRAPPED IN FLAMES
-
- The Premise: The characters work in a tall skyscraper. Suddenly, there’s an explosion, and the fire alarms start
- ringing!
-@@ -45512,7 +45512,7 @@
-
- OPTIONAL RULES FOR THE WEIRD WEST
-
--PLAYING POKER
-+PLAYING POKER
- The most obvious way you’d use physical cards in a Cypher System game is by actually playing a few rounds of poker (like
- Texas hold ’em, five‑card draw, and so on), blackjack, faro, or some other card game when the characters have gotten
- themselves into an especially important in‑world card game.
-@@ -47934,7 +47934,7 @@
-
- Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-
--EXPOSURE
-+EXPOSURE
- The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
- degrading.
-
-@@ -50159,7 +50159,7 @@
- details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
- granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-
--D100 HARMFUL MUTATIONS
-+D100 HARMFUL MUTATIONS
- Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
-
- 01–10 Deformed leg: All movement tasks are hindered.
-@@ -50305,7 +50305,7 @@
- subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
- creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-
--D100 DISTINCTIVE MUTATIONS
-+D100 DISTINCTIVE MUTATIONS
- The following mutations involve dramatic physical changes to the character’s appearance. People who have these mutations
- are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
-
-@@ -51157,7 +51157,7 @@
-
- OPTIONAL RULES FOR SUPERHEROs
-
--Power Shifts
-+Power Shifts
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
- superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
- together interdimensional gateway devices in a few hours.
-@@ -51235,13 +51235,13 @@
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
--GAINING MORE POWER SHIFTS
-+GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
- street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game’s
- start.
-
--POWER STUNTS
-+POWER STUNTS
- A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do.
- Examples:
-
-@@ -51354,7 +51354,7 @@
- | 14 | Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer |
- | 15 | Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank |
-
--| Task Circumstances | Difficulty |
-+| Task Circumstances | Difficulty |
- |------------------------------------------------------------------|-------------|
- | Lifting the object as high as the character can reach | +0 |
- | Lifting the object only partway off the ground | -1 |
-@@ -51375,7 +51375,7 @@
- abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s
- roll to succeed.
-
--FEATS OF SPEED
-+FEATS OF SPEED
- A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
- needed). This is basically a jog or a hustle, faster than a walk
-
-@@ -51387,7 +51387,7 @@
- faster. For a character trying to run more than a long distance as their entire action, use the following table to
- determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-
--| Difficulty | Running Distance | Notes |
-+| Difficulty | Running Distance | Notes |
- |-------------|--------------------|-----------------------------------------|
- | 6 | 200 feet (60 m) | 19 mph (30 kph) |
- | 8 | 250 feet (76 m) | 24 mph (39 kph); bear, Olympic sprinter |
-@@ -51431,11 +51431,11 @@
- change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
- duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
- modification is generally equal to the device’s level minus 1, which also determines how much time it takes to complete
--the modifications.
-+the modifications.
-
- Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
- shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device’s
--level for the difficulty and creation time, but take half as long as the time listed.
-+level for the difficulty and creation time, but take half as long as the time listed.
-
- A character modifying their own device eases the task. This applies whether the character built the device themselves or
- they’ve been repairing and tinkering with it long enough that they fully understand its workings.
-@@ -51458,7 +51458,7 @@
- the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
- extent of the changes.
-
--FASTER CRAFTING IN A HIGH-TECH SETTING
-+FASTER CRAFTING IN A HIGH-TECH SETTING
- In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
- with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
- conditions, the GM should ease
-@@ -51485,7 +51485,7 @@
- use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
- twist to the game.
-
-- GENERAL HORROR GM INTRUSIONS
-+ GENERAL HORROR GM INTRUSIONS
-
- The following GM intrusions work for most horror genres.
-
-@@ -51538,7 +51538,7 @@
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
--DEAD ALL ALONG
-+DEAD ALL ALONG
- A handful of people are forced to stick together under unusual circumstances—they’re survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
-@@ -51555,7 +51555,7 @@
- When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
- module.
-
--FRAGILITY
-+FRAGILITY
-
- Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
-@@ -51570,7 +51570,7 @@
- affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
- Pools).
-
--GHOSTLY HELPERS
-+GHOSTLY HELPERS
-
- In a horror story, it’s common for major characters to be killed or incapacitated, but in a horror RPG, that means the
- player of a dead character doesn’t have much to do. The Ghostly Helpers module gives players whose characters are out of
-@@ -51611,7 +51611,7 @@
- the GM doesn’t know exactly how much each character’s Pool changed, allow each PC to make a free recovery roll to
- compensate for it.
-
--If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
-+If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
- close as possible to their previous state, relying on the players’ recollection of which cyphers and XP belonged to each
- character. As it’s unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
- can allow each of them a free recovery roll to make up for it.
-@@ -51764,7 +51764,7 @@
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
--PERILOUS VENTURE
-+PERILOUS VENTURE
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
- make mistakes along the way it’s a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
-@@ -51808,7 +51808,7 @@
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
- could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-
--POOR CHOICES
-+POOR CHOICES
- Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
- friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
- and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
-@@ -51874,7 +51874,7 @@
-
- • A character doesn’t call the local authorities for help when they hear something dangerous.
-
--• A character ignores or rationalizes a weird noise.
-+• A character ignores or rationalizes a weird noise.
-
- • A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
-
-@@ -51896,9 +51896,9 @@
- • A character tries to make peaceful contact with an obviously hostile entity. (“It’s as frightened of us as we are of
- it!”)
-
--• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-+• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-
--• A character doesn’t bother to turn on the lights.
-+• A character doesn’t bother to turn on the lights.
-
- • A character uses an action taunting their foe.
-
-@@ -51914,13 +51914,13 @@
-
- • A character momentarily forgets how to do a simple action, like open or close a door.
-
--• A character forgets to put their phone on silent mode.
-+• A character forgets to put their phone on silent mode.
-
- • A character imitates or makes fun of a creepy doll or statue.
-
- • A character tries to help a child who has no reason for being there.
-
--POSSESSION
-+POSSESSION
-
- Some demons have the ability to possess a living creature, taking over a character’s body as if it were the demon’s own.
- The demon must touch the character to attempt possession (even if the demon’s touch normally inflicts damage, the
-@@ -51998,7 +51998,7 @@
- the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
- appropriate action, perhaps with input from the player).
-
--SHOCK LEVELS
-+SHOCK LEVELS
-
- | Event | Level |
- |---------------------------------------------------------------------------------------------------------|----------------|
-@@ -52073,7 +52073,7 @@
- and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word “apple,”
- their skin turns golden). See the Curse table for a list of example curses.
-
--Preventing Curses
-+Preventing Curses
-
- When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
- curse being cast. Being trained in Intellect defense eases
-@@ -52083,7 +52083,7 @@
- Often, part of a curse’s effects is hindering curse resistance; thus, a character who already has one curse on them will
- find defending against a second curse is more difficult (their task is hindered).
-
--Removing Curses
-+Removing Curses
-
- Similar to poison and disease, curses aren’t automatically removed when a character makes a regular recovery roll.
- Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
-@@ -52093,7 +52093,7 @@
- (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
- curse removal to do the deed.
-
--Curse Intrusions and Curse Mode
-+Curse Intrusions and Curse Mode
-
- In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
- happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
-@@ -52129,7 +52129,7 @@
- While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC’s
- situation worse.
-
--Curse Intrusions
-+Curse Intrusions
-
- | d6 | Curse |
- |-----|-------------------------------------------------------------------------|
-@@ -52140,7 +52140,7 @@
- | 5 | The character feels an overwhelming urge to start dancing. |
- | 6 | The character’s clothes are suddenly much too large. |
-
--Curse Table
-+Curse Table
-
- Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
- and the characters.
-@@ -52150,7 +52150,7 @@
- that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
- very high level because the caster wants to make it very hard to get rid of.
-
--| D20 | Effect |
-+| D20 | Effect |
- |------|------------------------------------------------------------------|
- | 1 | Turned into an animal (bear, toad, hedgehog, swan, dog, etc.) |
- | 2 | Becomes invisible |
-@@ -52163,9 +52163,9 @@
- | 9 | Forced to wear iron shoes (hinders all Speed actions) |
- | 10 | Turned into a flower |
- | 11 | Voice taken away |
--| 12 | Unable to remember their true love |
-+| 12 | Unable to remember their true love |
- | 13 | Nose grows every time they tell a lie |
--| 14 | Positive social interactions are hindered |
-+| 14 | Positive social interactions are hindered |
- | 15 | Number of points regained by a recovery roll is decreased by 1 |
- | 16 | Grows weak (Effort on Might tasks cost +1 Might) |
- | 17 | Brain is in a fog (Effort on Intellect tasks costs +1 Intellect) |
-@@ -52173,7 +52173,7 @@
- | 19 | Can no longer say, write, or spell their own name |
- | 20 | No one else remembers or recognizes the character |
-
--Curse Removal Table
-+Curse Removal Table
-
- Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
- table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
-@@ -52243,13 +52243,13 @@
-
-
-
--Blessings
-+Blessings
-
- When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
- roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
- examples of positive GM intrusions that a blessed character might receive.
-
--Blessing Intrusions
-+Blessing Intrusions
-
- | d6 | Blessing |
- |-----|--------------------------------------------------------------------|
-@@ -52260,7 +52260,7 @@
- | 5 | Someone nearby just happens to have the thing the character needs. |
- | 6 | A cypher or artifact works even better than expected. |
-
--Wishes
-+Wishes
-
- Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
- wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
-@@ -52343,11 +52343,11 @@
-
- • Pot of fat
-
--• Pot of grease
-+• Pot of grease
-
- • Ribbon
-
--• Rice (handful)
-+• Rice (handful)
-
- • Straw
-
-@@ -52359,7 +52359,7 @@
-
- Moderate
-
--• Bird in a cage
-+• Bird in a cage
-
- • Sewing shears
-
-@@ -52517,7 +52517,7 @@
-
- If a player has no XP to spend, they can’t use a player intrusion.
-
--MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-+MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
-@@ -52525,7 +52525,7 @@
- can be overwhelming to a player trying to decide what their character’s special effect might be. Here are a few special
- effect options for players to use or be inspired by.
-
--Minor Effect Suggestions
-+Minor Effect Suggestions
-
- • A weapon comes alive at the perfect moment and does a bit more damage to a foe.
-
-@@ -52539,7 +52539,7 @@
-
- • A magical attack hits the target and something they were holding, causing damage to both.
-
--Major Effect Suggestions
-+Major Effect Suggestions
-
- • A weapon comes alive at the perfect moment and does a lot more damage to a foe.
-
-@@ -52555,7 +52555,7 @@
- • A shapeshifting or disguise spell or ability works so well that the foe’s familiar or companion runs off, afraid to
- continue the fight.
-
--EQUIPMENT
-+EQUIPMENT
-
- Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
- using magic.
-@@ -52604,11 +52604,11 @@
-
- Every science fiction setting has an implicit level of advancement, which is the average degree of technological
- sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
--all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
-+all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
-
- A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8,
- which optional rules you’d like to include from chapter 6, and maybe even help guide your creature choice from chapter
--9.
-+9.
-
- On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
- cite you if you don’t stick inside a previously declared lane. The setting is your background for telling a compelling
-@@ -52626,21 +52626,21 @@
- QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-
- Weightlessness (zero G) feels like, first time:The sensation of falling jerks through the body; instincts scream to
--reach out and catch yourself.
-+reach out and catch yourself.
-
- Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of
--water, if the water were clear air. A little push sends you gliding.
-+water, if the water were clear air. A little push sends you gliding.
-
- High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous
--weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
-+weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
-
- Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises
- soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to
--white, as consciousness lapses.
-+white, as consciousness lapses.
-
- Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be
- accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting
--high-energy photons that glow blue.)
-+high-energy photons that glow blue.)
-
- Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier.
- Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on
-@@ -52655,25 +52655,25 @@
- interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
- real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
- that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren’t exciting, but in
--a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-+a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-
- In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
- situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers
--of space repeatedly, simply demonstrate it with a relevant GM intrusion.
-+of space repeatedly, simply demonstrate it with a relevant GM intrusion.
-
- The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which
- are summarized here for ease of reference.
-
- Long-Term Microgravity Exposure: Long-term penalties (such as inabilities in physical tasks), unless ameliorated with
--advanced drugs such as space-fit serum or space-fit nano-tabs.
-+advanced drugs such as space-fit serum or space-fit nano-tabs.
-
- Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum
- of 1 point) unless user is trained in low-gravity maneuvering. Short-range weapons can reach to long range, and
--long-range weapons can reach to very long range.
-+long-range weapons can reach to very long range.
-
- High Gravity: All physical tasks are hindered. Ranges in high gravity are reduced by one category (very long-range
- weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to
--immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
-+immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
-
- Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
- reach to very-long range.
-@@ -52684,22 +52684,22 @@
- gravity—tends to magnify small issues into much more significant ones. While Murphy’s Law (everything that can go wrong
- will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle’s Law
- reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
--law, GMs can implement Void Rules.
-+law, GMs can implement Void Rules.
-
- The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
- a planet’s surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
- well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
--module, travel, and so on.
-+module, travel, and so on.
-
- But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft’s computer or
- shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC’s spacecraft.
- The spacecraft’s orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
- space, when a situation becomes complicated, it also becomes potentially deadly. That’s when you have the option to
--announce you’ve instituted Void Rules.
-+announce you’ve instituted Void Rules.
-
- While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
- Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
--range doesn’t normally continue to escalate.
-+range doesn’t normally continue to escalate.
-
- While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
- much as possible by the realistic dangers space travel has on the human body and the situation at hand
-@@ -52708,7 +52708,7 @@
- imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
- make the story better and more exciting. The option to roll is really only here if you can’t decide (and are facing
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
--situation.
-+situation.
-
- EFFECTS OF VACUUM
-
-@@ -52768,7 +52768,7 @@
- | 02 | While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track. |
- | 03 | While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought). |
- | 04 | While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received. |
--| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
-+| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
- | 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
-
- LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-@@ -52791,7 +52791,7 @@
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
--MOVING IN MICROGRAVITY
-+MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
- at least a little time in microgravity can move as part of a routine action. It’s only when something else distracting
-@@ -52813,7 +52813,7 @@
-
- When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it’s not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
--Rulebook.
-+Rulebook.
-
- However, if you’d like to provide the PCs with more options designed especially for spacecraft combat, use these
- optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers,
-@@ -52825,14 +52825,14 @@
- theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could
- attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some
- similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
--repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-+repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-
- For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs’ spacecraft as the ones the PCs are
- firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
- spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
- those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
- enemy ship manages to disable a system on the PCs’ ship on an attack, PCs can attempt repair tasks to get those systems
--back online on their turns.
-+back online on their turns.
-
- The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
- relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
-@@ -52860,7 +52860,7 @@
- Compare the levels of the spacecraft involved in the conflict. If the PCs’ vehicle has the higher level, the difference
- in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs’ vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
--modification.
-+modification.
-
- MISMATCHED TECH RATING
-
-@@ -52868,9 +52868,9 @@
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
--VEHICLE COORDINATION
-+VEHICLE COORDINATION
- If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
--coordinate, the attack is eased by two steps.
-+coordinate, the attack is eased by two steps.
-
- SUPERIOR SHIP SYSTEMS
-
-@@ -52882,32 +52882,32 @@
-
- When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it’s a “redline”
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
--with a concomitant risk.
-+with a concomitant risk.
-
- To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
- PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
- then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
--at the enemy craft’s weapons), but increases the GM intrusion range by two points.
-+at the enemy craft’s weapons), but increases the GM intrusion range by two points.
-
- A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
--step increases the GM intrusion range by another two points that round.
-+step increases the GM intrusion range by another two points that round.
-
- Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie’s ship
- is caught in a decaying orbit over Venus, and the ship doesn’t have enough power left to break out. She tells the GM
- that she’s going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
- the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
- easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
--a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-+a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-
- If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
- enough, but still falls within the increased GM intrusion range.
-
- If you’re looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
- intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
--probably crewing.
-+probably crewing.
-
- After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the
--next round beings.
-+next round beings.
-
- Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
- PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
-@@ -52918,7 +52918,7 @@
-
- Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
- wouldn’t be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
--a fairly significant GM intrusion range.
-+a fairly significant GM intrusion range.
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-
-@@ -52926,7 +52926,7 @@
-
- A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
- spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
--actually be fairly easily handled by PCs who fully understand their options.
-+actually be fairly easily handled by PCs who fully understand their options.
-
- But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon
- systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
-@@ -52948,7 +52948,7 @@
-
- The following ship systems might be found on larger spacecraft with room for more than a single pilot.
-
--Shipmind System Control:
-+Shipmind System Control:
-
- Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in
- this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a
-@@ -52961,12 +52961,12 @@
- A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
- crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
- in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as
--weapon systems it possesses, if each station is crewed.
-+weapon systems it possesses, if each station is crewed.
-
- Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--WEAPON SYSTEM GM INTRUSIONS
-+WEAPON SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------|
-@@ -52982,7 +52982,7 @@
- Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
- crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
- piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this
--station pilots the ship from place to place in space.
-+station pilots the ship from place to place in space.
-
- Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-@@ -52991,9 +52991,9 @@
- character’s craft. The PC’s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
- hull or shields, so there’s no significant damage.
-
--PILOTING SYSTEM GM INTRUSIONS
-+PILOTING SYSTEM GM INTRUSIONS
-
--| d6 | GM Intrusions |
-+| d6 | GM Intrusions |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Starcraft drive stutters, off-line next turn, unless quickly repaired. |
- | 02 | Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn. |
-@@ -53006,21 +53006,21 @@
-
- A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
- each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
--each round as stations systems it possesses, if each one is crewed.
-+each round as stations systems it possesses, if each one is crewed.
-
- Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
- options to choose from.
-
--PILOTING SYSTEM GM INTRUSIONS
-+PILOTING SYSTEM GM INTRUSIONS
-
--| d6 | GM Intrusions |
-+| d6 | GM Intrusions |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round. |
- | 02 | Sensors compromised, all spacecraft tasks hindered this round. |
- | 03 | Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed. |
- | 04 | Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again. |
- | 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
--| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-+| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-
- OPTIONAL: COMMAND
-
-@@ -53031,9 +53031,9 @@
-
- BRIDGE COMBAT AT THE TABLE
-
--Running a combat using these extended rules is straightforward.
-+Running a combat using these extended rules is straightforward.
-
--Know your stuff: First, familiarize yourself with the material.
-+Know your stuff: First, familiarize yourself with the material.
-
- Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC
- system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number
-@@ -53043,13 +53043,13 @@
- Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
- so everyone can see. It’ll make a huge difference in how your space combat plays out. The status tracker allows you (and
- the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
--the easing and hindering in your heads, or having to write them out each time.
-+the easing and hindering in your heads, or having to write them out each time.
-
- Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the
- current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to
- redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at
- the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent
--different ships, or separate copies of this status tracker for each additional enemy spacecraft.
-+different ships, or separate copies of this status tracker for each additional enemy spacecraft.
-
- At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
- modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
-@@ -53078,22 +53078,22 @@
-
- PC WEAPON SYSTEM OPTIONS
-
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
- | Targeting Task | Hindrance | Effect on Target Craft |
- |----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
- | Disable weapons | Two steps | One or more of the target’s weapons disabled |
--| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
--| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
-+| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
-+| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
- | Disable maneuverability | Two steps | Target cannot alter its present course |
- | Strike power core or vital spot | Five steps | Target is completely destroyed |
--| Attempt target lock | – | Spend one round aiming, the next attack is eased |
-+| Attempt target lock | – | Spend one round aiming, the next attack is eased |
- | Coordinate fire | – | If PC’s ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn’t make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
--PC PILOTING SYSTEM OPTIONS
-+PC PILOTING SYSTEM OPTIONS
-
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
- | Piloting Task | Hindrance | Effect on Target Craft |
- |---------------------|-------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -53106,9 +53106,9 @@
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-
--PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-+PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-+All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
- | Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC’s craft) |
- |------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -53116,10 +53116,10 @@
- | Tactical scane | One step | Learn the level of identified enemy spacecraft |
- | Deep scan | Two steps | Enemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task) |
- | Jam/Hack | Two steps | Requires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps |
--| Open comunications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
--| Reconfigure station | – | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
--| Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
--| Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-+| Open comunications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
-+| Reconfigure station | – | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
-+| Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
-+| Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-
- OPTIONAL RULE: PSIONICS
-
-@@ -53137,10 +53137,10 @@
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
--FIRST PSI ABILITY
-+FIRST PSI ABILITY
-
- Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
--how the character unlocked it.
-+how the character unlocked it.
-
- Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
- appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can’t be used
-@@ -53156,11 +53156,11 @@
- deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
- costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-
--MORE PSI ABILITIES
-+MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
- time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s
--mental development has progressed.
-+mental development has progressed.
-
- Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
- have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
-@@ -53173,7 +53173,7 @@
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
- moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
- Pool costs. Extra time or physical effort isn’t required to manifest them. That’s because they’ve trained to use those
--abilities, rather than having stumbled upon them accidentally like a latent character.
-+abilities, rather than having stumbled upon them accidentally like a latent character.
-
- Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
- like other characters, with the same limitations.
-@@ -53183,14 +53183,14 @@
- another character might shoot a laser pistol, they’ve got some flexibility. Such a PC can replace up to three abilities
- granted by their type and/or focus with three other psionic abilities they’ve unlocked as a latent ability of the same
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
--a fresh mind, and must be done soon after a ten-hour recovery.
-+a fresh mind, and must be done soon after a ten-hour recovery.
-
- MORE POWERFUL PSIONICS
-
- As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
- treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
- Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
--lots of time); instead, the user simply pays their Pool costs to use them.
-+lots of time); instead, the user simply pays their Pool costs to use them.
-
- OPTIONAL RULE: POSTHUMAN UPGRADES
-
-@@ -53198,12 +53198,12 @@
- significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
- bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
- go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
--level of characters.
-+level of characters.
-
- INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
--“free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.
-+“free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.
-
- Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
- advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
-@@ -53213,32 +53213,32 @@
- Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
- setting demands it. Narrative options include (but are not limited to):
-
-- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
-+ • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
- G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
-
- • PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
-
-- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
--stars.
-+ • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-+stars.
-
--• PCs are children of a far-future civilization that routinely upgrades its citizens.
-+• PCs are children of a far-future civilization that routinely upgrades its citizens.
-
- Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
- hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
--should have that same advantage. Narrative options include (but are not limited to):
-+should have that same advantage. Narrative options include (but are not limited to):
-
- • PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
--the process of healing them from other injuries.
-+the process of healing them from other injuries.
-
- • PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
- installed—to serve some specific purpose.
-
-- • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
-+ • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
-
- POSTHUMAN PACKAGES
-
- Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones
--your PCs gain.
-+your PCs gain.
-
- Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
- addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
-@@ -53247,44 +53247,44 @@
- adjuvants if they travel in space, such as space-fit serum)
-
- Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
--to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
-+to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
-
- Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
--hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-+hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-
- Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
- addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short
- distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
--touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-+touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-
- Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
- the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-
- POSTHUMAN POWER SHIFTS
-
--A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-+A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
- Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP
- toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don’t
- count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
--into specific categories, which include (but are not necessarily limited to):
-+into specific categories, which include (but are not necessarily limited to):
-
--> Accuracy: All attack rolls
-+> Accuracy: All attack rolls
- >
--> Dexterity: Movement, acrobatics, initiative, and Speed defense
-+> Dexterity: Movement, acrobatics, initiative, and Speed defense
- >
--> Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
-+> Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
- >
--> Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
-+> Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
- >
--> Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
-+> Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
- >
--> Resilience: Might defense rolls and Armor (+1 per shift)
-+> Resilience: Might defense rolls and Armor (+1 per shift)
- >
--> Single Attack: Attack rolls and damage (3 additional points per shift)
-+> Single Attack: Attack rolls and damage (3 additional points per shift)
- >
- > Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
--> points of damage per shift) but not attack rolls
-+> points of damage per shift) but not attack rolls
-
- Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
- shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
-@@ -53322,10 +53322,10 @@
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
- hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the
- associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
--purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-+purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-
- Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
--error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-+error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-
- Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
- trajectory on a failed piloting task, the difficulty determined by the situation.
-@@ -53342,7 +53342,7 @@
- Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole’s
- event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
- thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
--fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.
-+fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.
-
- A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
- Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
-@@ -53375,7 +53375,7 @@
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
--fantastic settings, or possibly in solar systems other than Earth’s.
-+fantastic settings, or possibly in solar systems other than Earth’s.
-
- Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
- pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
-@@ -53388,7 +53388,7 @@
- spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid’s
- spin, then slide into the cramped space.
-
--SHIP COLLISION DAMAGE TRACK
-+SHIP COLLISION DAMAGE TRACK
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -53415,7 +53415,7 @@
-
- Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some
- completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
--at all and thus continue to move through the abnormal spaces that FTL transit posits.
-+at all and thus continue to move through the abnormal spaces that FTL transit posits.
-
- Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC’s craft while in FTL
- transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
-@@ -53453,7 +53453,7 @@
- tech predominates. They are convenient in circumstances where one’s hands are full or otherwise engaged, when verbal
- direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
- weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
--to performing tasks any better.
-+to performing tasks any better.
-
- Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-
-@@ -53510,12 +53510,12 @@
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
- structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
--function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.
-+function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.
-
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-
--KARDASHEV SCALE
-+KARDASHEV SCALE
- Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
- despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
- accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
-@@ -53523,12 +53523,12 @@
- energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that
- involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in
- its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
--manipulation of the universe (Type IV) and even the multiverse (Type V).
-+manipulation of the universe (Type IV) and even the multiverse (Type V).
-
- OPTIONAL RULES FOR VEHICLES & SPACECRAFT
-
- Vehicle: Technically speaking, spacecraft are also vehicles. Unless it’s important to make a distinction, assume all
--guidance here regarding “vehicles” also applies to spacecraft.
-+guidance here regarding “vehicles” also applies to spacecraft.
-
- Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
- or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planet’s atmosphere.
-@@ -53536,12 +53536,12 @@
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
--VARIABLE COST BY TECH RATING
-+VARIABLE COST BY TECH RATING
-
- Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle’s tech rating. However, the
--price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.
-+price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
- possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
-@@ -53559,14 +53559,14 @@
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
- However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
- to the environment through which they can fire weapons (so that it’s not really the characters fighting, but the
--vehicles), use the vehicular combat rules from the CSR.
-+vehicles), use the vehicular combat rules from the CSR.
-
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
- kinds of additional options.
-
- DRIVERLESS VEHICLES
-
-- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
-+ If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
- are automatically completed (or failed) according to the vehicle’s level, though all such self-driving tasks are
- hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
-
-@@ -53576,130 +53576,130 @@
-
- LOOKING FOR MORE VEHICLE OPTIONS
-
-- A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something
-+ A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something
- close and adapt the listing.
-
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
- obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-
--CUSTOMIZING VEHICLES
-+CUSTOMIZING VEHICLES
- Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
- add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
- such an upgrade is very expensive to exorbitant.
-
- PLANETARY VEHICLE LISTING
-
--CYCLES
-+CYCLES
-
--CONTEMPORARY
-+CONTEMPORARY
-
--Motorcycle, dirt bike
-+Motorcycle, dirt bike
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a
- passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
--wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-+wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-
--Motorcycle, cruiser
-+Motorcycle, cruiser
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the
- environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
--mph) during long-distance travel.
-+mph) during long-distance travel.
-
--ADVANCED
-+ADVANCED
-
--Motorcycle, battle
-+Motorcycle, battle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly
- open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun
- that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken
- surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
--long-distance travel.
-+long-distance travel.
-
--Motorcycle, omni-terrain
-+Motorcycle, omni-terrain
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
- supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
- utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization
- eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
--during long-distance travel.
-+during long-distance travel.
-
--Vacuum cycle
-+Vacuum cycle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
- sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it’s likely a breach has occurred).
- Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
--km/h (50 mph) during long-distance travel.
-+km/h (50 mph) during long-distance travel.
-
--FANTASTIC
-+FANTASTIC
-
--Hover speedster
-+Hover speedster
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- A sweptback frame with a seat for one rider (and often a passenger) open to the environment, with anti-gravity repulsors
- allowing it to hover up to 2 m (6 feet) over any terrain (including water and other liquids), ideal for utterly wild
- terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
--distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-+distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-
--Hard-light cycle
-+Hard-light cycle
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame
- with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
- for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
- extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
- maximum gradient shouldn’t exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
--distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-+distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-
- Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
- a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
-
--Hover speedster, battle
-+Hover speedster, battle
-
--level 6 (18)
-+level 6 (18)
-
- Very Expensive
-
- As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
- deployable swivel long-range energy weapons that inflict 9 points of damage.
-
--Instant cycle
-+Instant cycle
-
--Variable
-+Variable
-
--Exorbitant
-+Exorbitant
-
- As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller)
- pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
--CARS
-+CARS
- Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
-@@ -53720,42 +53720,42 @@
-
- CONTEMPORARY
-
--Car, used
-+Car, used
-
--level 3 (9)
-+level 3 (9)
-
--Expensive to Very Expensive
-+Expensive to Very Expensive
-
- Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four
- additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
--round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-+round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-
--Car, sedan
-+Car, sedan
-
--level 4 (12)
-+level 4 (12)
-
--Expensive to Very Expensive
-+Expensive to Very Expensive
-
- As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
- during extended trips.
-
--Car, sports
-+Car, sports
-
--level 6 (18)
-+level 6 (18)
-
--Very Expensive to Exorbitant
-+Very Expensive to Exorbitant
-
- Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the
- expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
- breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
- related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
--extended trips.
-+extended trips.
-
--Car, utility
-+Car, utility
-
--level 4 (12)
-+level 4 (12)
-
--Expensive to Very Expensive
-+Expensive to Very Expensive
-
- Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers
- (though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of
-@@ -53764,42 +53764,42 @@
-
- ADVANCED
-
--Hovercar
-+Hovercar
-
--level 4
-+level 4
-
--Very Expensive
-+Very Expensive
-
- Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have
- retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet)
- over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
--long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-+long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-
--Land ark
-+Land ark
-
- level 5 (15)
-
-- Exorbitant
-+ Exorbitant
-
- Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
- either to house one or more families, support scientific research, exploration, spying, or configured for some other
- purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short
- distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
--paved surfaces, though a land ark rarely finds roads).
-+paved surfaces, though a land ark rarely finds roads).
-
--Land ark, battle
-+Land ark, battle
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant x2
-+Exorbitant x2
-
--As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-+As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-
--Moon buggy
-+Moon buggy
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
- four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it’s likely a breach has
-@@ -53807,22 +53807,22 @@
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-
--FANTASTIC
--Car, flying
-+FANTASTIC
-+Car, flying
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the
- driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
--distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-+distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-
--Car, smart
-+Car, smart
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As flying car, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI
- prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
-@@ -53837,7 +53837,7 @@
- | 01 | Vehicle runs out of fuel or power (but not inflight). |
- | 02 | Extreme turbulence threatens to cause a loss of control inflight |
- | 03 | A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash. |
--| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
-+| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
- | 05 | Landing gear is damaged, making eventual landing problematic. |
- | 06 | Unexpectedly tall terrain feature threatens imminent collision. |
- | 07 | Vehicle takes damage and threatens to detonate its power source |
-@@ -53847,112 +53847,112 @@
-
- CONTEMPORARY
-
--Airplane, basic
-+Airplane, basic
-
--level 2 (6)
-+level 2 (6)
-
--Very Expensive
-+Very Expensive
-
- Enclosed airframe with seats for pilot and one passenger. Operable/easily breakable side glass windows give openness to
- environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
--km/h (140 mph) during extended trips.
-+km/h (140 mph) during extended trips.
-
--Helicopter
-+Helicopter
-
- level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Enclosed cockpit with seats for a pilot and up to six passengers. Operable/easily breakable windows give openness to
- environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
--trips.
-+trips.
-
--Fighter jet
-+Fighter jet
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- Swept-back enclosed airframe with seats for a pilot and one passenger. Built-in weapons include very long-range
- Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
- during extended trips.
-
--ADVANCED
--Cloud surfing board
-+ADVANCED
-+Cloud surfing board
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive
-+Very Expensive
-
- A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must
- succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
--it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-+it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-
--Jetpack
-+Jetpack
-
--level 2 (6)
-+level 2 (6)
-
--Very Expensive
-+Very Expensive
-
- Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment
- (requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
--during long-distance travel, though the pack must be refueled every 1000 miles.
-+during long-distance travel, though the pack must be refueled every 1000 miles.
-
--VTOL hyperjet
-+VTOL hyperjet
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range
- Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible
- maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
- distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
-
-- VTOL stealthjet
-+ VTOL stealthjet
-
--level 3 (9)
-+level 3 (9)
-
- Exorbitant
-
--As VTOL hyperjet, but with superior stealth instead of superior weapons.
-+As VTOL hyperjet, but with superior stealth instead of superior weapons.
-
--VTOL seawing
-+VTOL seawing
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
--a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-+a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-
--Zeppelin, yacht
-+Zeppelin, yacht
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged
- either to house one or more families, support scientific research, exploration, spying, or configured for some other
- purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
- extended travel (half or double that depending on air conditions).
-
--FANTASTIC
--Hoverboard
-+FANTASTIC
-+Hoverboard
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
- Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter.
- Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
--Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
-+Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
-
- Orb, personal
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an
- environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and
-@@ -53960,22 +53960,22 @@
- distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
- hours. Personal orbs are usually single-use transports.
-
--Hard-light jet
-+Hard-light jet
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers.
- Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two
- steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
--(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-+(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-
--Teleportation disc
-+Teleportation disc
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step
- on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
-@@ -53990,7 +53990,7 @@
- | 01 | Vehicle begins taking on water due to minor leak. |
- | 02 | Vehicle capsizes |
- | 03 | Vehicle begins to sink due to major leak caused by structural flaw. |
--| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
-+| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
- | 05 | Power source unexpectedly dies. |
- | 06 | Unmapped underwater terrain feature threatens/causes imminent collision. |
- | 07 | Vehicle takes damage and threatens to detonate its power source. |
-@@ -54000,59 +54000,59 @@
-
- CONTEMPORARY
-
--Jet ski
-+Jet ski
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
--distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-+distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-
--Motorboat
-+Motorboat
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
- Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each
- round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
--moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-+moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-
--Motorboat, performance
-+Motorboat, performance
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
--As motorboat, but can reach speeds over 128 km/h (80 mph).
-+As motorboat, but can reach speeds over 128 km/h (80 mph).
-
--Submersible, personal
-+Submersible, personal
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each
- round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
--or manipulating the environment without customization.
-+or manipulating the environment without customization.
-
--Yacht
-+Yacht
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers
- suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose
- to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
--movement rates in choppy water).
-+movement rates in choppy water).
-
--Gunboat, fast attack craft
-+Gunboat, fast attack craft
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship
- missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A
-@@ -54060,21 +54060,21 @@
- operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
- on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
-
--Submarine
-+Submarine
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide
- the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves
- a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
--operate.
-+operate.
-
--Warship, destroyer
--level 4 (12)
-+Warship, destroyer
-+level 4 (12)
-
--Priceless
-+Priceless
-
- Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as
- hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open
-@@ -54082,100 +54082,100 @@
- each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
- central coordination to operate.
-
--ADVANCED
--Sub, waterglide
-+ADVANCED
-+Sub, waterglide
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
--very long distance each round or up to 370 km/h (230 mph) on extended trips.
-+very long distance each round or up to 370 km/h (230 mph) on extended trips.
-
--Yacht, hydroplane
-+Yacht, hydroplane
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
--capsizing.
-+capsizing.
-
- Submarine, supercavitation
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
- distance each round or up to 370 km/h (230 mph) on extended trips.
-
- FANTASTIC
-
--Manta
-+Manta
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
- extended trips.
-
- MECHS AND TANKS
-
--CONTEMPORARY
-+CONTEMPORARY
-
- Tank
-
-- level 4 (12)
-+ level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew;
- treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
--to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-+to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-
--ADVANCED
-+ADVANCED
-
--Mech, loader
-+Mech, loader
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all
- lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
--hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-+hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-
--Mech, infantry
-+Mech, infantry
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3.
- Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased,
- inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
--or up to 72 km/h (45 mph) on extended trips.
-+or up to 72 km/h (45 mph) on extended trips.
-
--Mech, interceptor
-+Mech, interceptor
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- As infantry mech, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular
- combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode
- allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
--superior weapons, defense, or speed, but that doubles the cost.
-+superior weapons, defense, or speed, but that doubles the cost.
-
--FANTASTIC
-+FANTASTIC
-
--Colossal battle mech
-+Colossal battle mech
-
--level 6 (18)
-+level 6 (18)
-
--Priceless
-+Priceless
-
- A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
- vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma
-@@ -54184,13 +54184,13 @@
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-
--SPACECRAFT LISTING
-+SPACECRAFT LISTING
-
- Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
- capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
- suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few
- spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation
--information to plot and fly to their destinations.
-+information to plot and fly to their destinations.
-
- PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in
- spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
-@@ -54214,7 +54214,7 @@
- SPACECRAFT UPKEEP
-
- Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
--of the spacecraft determines upkeep.
-+of the spacecraft determines upkeep.
-
- | Level | Upkeep Cost |
- |-------|----------------|
-@@ -54251,18 +54251,18 @@
- CONTEMPORARY POWER
-
- Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
--systems, including powering ion drives.
-+systems, including powering ion drives.
-
- RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a
- planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power
- sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
--of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-+of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-
--CONTEMPORARY DRIVES
-+CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
- the rocket’s base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
--are the primary constituent of a heavy-lift launch spacecraft.
-+are the primary constituent of a heavy-lift launch spacecraft.
-
- Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
- long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary
-@@ -54275,12 +54275,12 @@
-
- Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
- for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
--system without an atmosphere).
-+system without an atmosphere).
-
--ADVANCED DRIVES
-+ADVANCED DRIVES
-
- Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected”
--version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-+version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-
- Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
- thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
-@@ -54288,21 +54288,21 @@
-
- FANTASTIC
-
--FANTASTIC POWER
-+FANTASTIC POWER
-
- Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
- explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
- include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter
--reaction so it can be harnessed for power.
-+reaction so it can be harnessed for power.
-
- Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate
--energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
-+energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
-
- Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This
- zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
--initial resources required to build the generator.
-+initial resources required to build the generator.
-
--FANTASTIC DRIVES
-+FANTASTIC DRIVES
-
- Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
- starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
-@@ -54312,14 +54312,14 @@
- Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called
- hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to
- greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to
--1000 times the speed of light at maximum power.
-+1000 times the speed of light at maximum power.
-
- Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel
- between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be
- formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that
- while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could
- greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
--time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-+time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-
- Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point
- transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
-@@ -54331,7 +54331,7 @@
-
- Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
- still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
--if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
-+if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
-
- Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
-@@ -54339,35 +54339,35 @@
-
- CONTEMPORARY
-
--Space Capsule
-+Space Capsule
-
--level 1 (3)
-+level 1 (3)
-
--Priceless
-+Priceless
-
- Sealed capsule delivered into space by a launch vehicle or shuttle, carries a crew of up to seven or a payload of up to
- 6,000 kg (13,000 pounds); once delivered into a microgravity environment, becomes a free-flying spacecraft with limited
- maneuverability, though all piloting tasks are hindered and propellant must be renewed every ten hours of use. Capable
- of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
--water for recovery by watercraft.
-+water for recovery by watercraft.
-
--Rocket, heavy-lift launch
-+Rocket, heavy-lift launch
-
--level 2 (6)
-+level 2 (6)
-
--Priceless
-+Priceless
-
- Provides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds) through the coordinated efforts
- of dozens of engineers and controllers operating and monitoring the vehicle from another location. Extremely limited
- maneuverability; a detachable space capsule allows for transfer of crew or cargo to orbiting craft or stations from the
- launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
--pads where they can be refurbished and refueled.
-+pads where they can be refurbished and refueled.
-
--Shuttle, launch
-+Shuttle, launch
-
--level 3 (9)
-+level 3 (9)
-
--Priceless
-+Priceless
-
- As heavy-lift launch vehicle, except the main craft can re-enter an atmosphere after delivering a payload and land
- aerodynamically as a fixed wing craft. Much greater maneuverability than a launch vehicle, both in space and in the air
-@@ -54380,163 +54380,163 @@
- accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
- still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-
--SPACECRAFT
-+SPACECRAFT
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
- advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
--ADVANCED
--Wafercraft, exploration
-+ADVANCED
-+Wafercraft, exploration
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive
-+Very Expensive
-
- Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to
- accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain
- encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
--of months (but decades in objective time).
-+of months (but decades in objective time).
-
--Microcapsule
-+Microcapsule
-
--level 2 (6)
-+level 2 (6)
-
--Very Expensive
-+Very Expensive
-
- As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
- usually doesn’t have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
--construction tasks without exiting the vehicle.
-+construction tasks without exiting the vehicle.
-
--Microcapsule, fighter (dart)
-+Microcapsule, fighter (dart)
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive x2
-+Very Expensive x2
-
--As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-+As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-
--Spacecraft, racer
-+Spacecraft, racer
-
--level 1 (3)
-+level 1 (3)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed only for speed and high-G maneuvers, with space for a single pilot (and maybe one passenger) in
- cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
--interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-+interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-
--Spacecraft, freighter
-+Spacecraft, freighter
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed to haul cargo between planets with a crew up of to 15. Freighter ships may be quite large, or at
- least haul cargo that is quite large, but these craft are bulky and not meant for quick changes in direction or combat;
- all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
--propulsion. Can land and take off from low-gravity moons and dwarf planets.
-+propulsion. Can land and take off from low-gravity moons and dwarf planets.
-
--Spaceplane
-+Spaceplane
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- As launch shuttle (contemporary), but fulfills the promise of launch (without boosters), operations and maneuverability
- in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
- external network of controllers.
-
--Spaceplane, combat (claw)
-+Spaceplane, combat (claw)
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant x2
-+Exorbitant x2
-
- As spaceplane, but smaller (with room for a single pilot), fitted with two weapon systems: a laser cannon and one
- torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
--of transport.
-+of transport.
-
--Spacecraft, solar sail
-+Spacecraft, solar sail
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed for long-haul research expeditions around the solar system with a crew of up to five or six, with
- individual pods designed for induced hibernation during double or triple normal travel times to extend provisions to
- last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
--land or ascend from a planetary surface.
-+land or ascend from a planetary surface.
-
--Spacecraft, dragonfly class
-+Spacecraft, dragonfly class
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant x2
-+Exorbitant x2
-
- Has the planetary launch and reentry capabilities of a spaceplane, but is more expansive, able to house a live-in crew
- of about a dozen people and over 45,350 kg (100,000 pounds) of cargo, with interplanetary (as opposed to merely orbital)
- range. Life-support lasts three months before restocking supplies is required. The ship includes a bridge, crew
- quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
--system.
-+system.
-
--Spacecraft, exploration class
-+Spacecraft, exploration class
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant x3
-+Exorbitant x3
-
- As dragonfly class spacecraft, but larger and able to house a crew of about twenty-five people. Customized for
- exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
--situ analysis.
-+situ analysis.
-
--Spacecraft, corvette class
-+Spacecraft, corvette class
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- A small warship spacecraft designed for high-G maneuvers, including use of high-G chemical amelioration for a crew of up
- to fifteen people. Features four weapon systems, including one laser cannon capable of targeting other craft, one
- torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
--with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-+with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-
--Spacecraft, destroyer class
-+Spacecraft, destroyer class
-
- level 5 (15)
-
-- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
-+ Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
- (including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
- fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
--microcapsule fighters (darts).
-+microcapsule fighters (darts).
-
--Spacecraft, dreadnought
-+Spacecraft, dreadnought
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- As corvette spacecraft, but ten times as large, allowing ten times the crew and twenty weapon systems (including five
- superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them
- against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
--spaceplanes.
-+spaceplanes.
-
- Skyhook
-
--level 6 (18)
-+level 6 (18)
-
--Priceless
-+Priceless
-
- Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
- tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
- the cable as the tether passes, and are then flung into orbit by the station’s massive rotation. The skyhook can
- decelerate and safely de-orbit other payloads in the same way.
-
--Space elevator
-+Space elevator
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting
- access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
-@@ -54553,152 +54553,152 @@
-
- FANTASTIC
-
--Dagger fighter
-+Dagger fighter
-
--level 1 (3)
-+level 1 (3)
-
--Very Expensive
-+Very Expensive
-
- A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move
- between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
--as a capital class starship with suitable docking bays.
-+as a capital class starship with suitable docking bays.
-
--Starship, cargo/passenger
-+Starship, cargo/passenger
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- A spacecraft designed to haul cargo (or passengers, or both) between stars with a crew up of to twenty-five. Cargo
- starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
--and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-+and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-
--Starship, solo fighter
-+Starship, solo fighter
-
- level 2 (6)
-
-- Exorbitant
-+ Exorbitant
-
- A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
--travel.
-+travel.
-
--Starship, general purpose
-+Starship, general purpose
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- A small starship with room for only three to six crew plus an integrated ship AI able to handle many routine ship
- functions including navigation with FTL propulsion system. Designed for exploration of distant locations, salvage
- operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
--as a particle cannon.
-+as a particle cannon.
-
--Starship, discovery class
-+Starship, discovery class
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal
- artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control).
- Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple
- of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
--sufficient resources, granting it superior weapons.
-+sufficient resources, granting it superior weapons.
-
--Starship, warship class
-+Starship, warship class
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people,
- easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
- systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
-
--Starship, capital class
-+Starship, capital class
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations
- include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
--squadrons of fifteen dagger fighter starships.
-+squadrons of fifteen dagger fighter starships.
-
--Starship, omega class
-+Starship, omega class
-
--level 10 (30)
-+level 10 (30)
-
--Priceless
-+Priceless
-
- Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty
- weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
- surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-
--STELLAR GATE
-+STELLAR GATE
- Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
- complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
- dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
- rating, no matter how small.
-
--FANTASTIC
--Gate, planetary
-+FANTASTIC
-+Gate, planetary
-
--level 3 (9)
-+level 3 (9)
-
--Priceless
-+Priceless
-
- A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon
- forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar
- gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate
- is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
--to support each new wormhole opening.
-+to support each new wormhole opening.
-
--Gate, interplanetary
-+Gate, interplanetary
-
--level 4 (12)
-+level 4 (12)
-
--Priceless
-+Priceless
-
- As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
--system.
-+system.
-
--Gate, star
-+Gate, star
-
--level 5 (15)
-+level 5 (15)
-
--Priceless
-+Priceless
-
- As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
--light-years.
-+light-years.
-
--Gate, galactic
-+Gate, galactic
-
--level 6 (18)
-+level 6 (18)
-
--Priceless
-+Priceless
-
- As planetary gate, but six times as large and connects gate structures that lie between locations within a single
--galaxy.
-+galaxy.
-
--Gate, intergalactic
-+Gate, intergalactic
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
--across the entire breadth of the universe.
-+across the entire breadth of the universe.
-
--Gate, interdimensional
-+Gate, interdimensional
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As planetary gate, but connects gate structures that lie in alternate dimensions.
-
--SPACE-TIME VEHICLES
-+SPACE-TIME VEHICLES
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
- limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely
-@@ -54707,20 +54707,20 @@
-
- FANTASTIC
-
--Car, temporal/dimensional
-+Car, temporal/dimensional
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
--Enormous power requirements require recharge period of several days between each use.
-+Enormous power requirements require recharge period of several days between each use.
-
--Matrix, temporal
-+Matrix, temporal
-
--level 8 (24)
-+level 8 (24)
-
--Priceless
-+Priceless
-
- An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different
- locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
-@@ -54730,35 +54730,35 @@
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
--fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-+fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
-
--A couple of examples of such artifacts are presented here.
-+A couple of examples of such artifacts are presented here.
-
--GATE RING
-+GATE RING
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Wearable ring of unknown material
-+Form: Wearable ring of unknown material
-
- Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset
- on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the
- wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading
- to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or
--otherwise gained information about it before using the function).
-+otherwise gained information about it before using the function).
-
- Depletion: Automatic (if gate is formed)
-
--FRACTAL TRAVELER
-+FRACTAL TRAVELER
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Goggle-like device of unknown material
-+Form: Goggle-like device of unknown material
-
- Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
- time the wearer seems to disappear from existence. From the wearer’s perspective, they are falling through an
- ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
- end of that period they return to existence, either in the same location they left or somewhere they’ve previously
--visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-+visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-
- Depletion: 1 in 1d6
-
-@@ -54770,14 +54770,14 @@
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-
--CRAFTING CYPHERS
-+CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
- what level of cypher they’re trying to create, which must be in the level range for the cypher as listed in the Cypher
- System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
- could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
- particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
--its level range, and should always be treated as a level 6 cypher when crafted by a PC.
-+its level range, and should always be treated as a level 6 cypher when crafted by a PC.
-
- 2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
- exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
-@@ -54787,25 +54787,25 @@
- |--------------|--------------------------|
- | 1 | One inexpensive item |
- | 2 | Two inexpensive items |
--| 3 | One moderate item |
-+| 3 | One moderate item |
- | 4 | Two moderate items |
--| 5 | Three moderate items |
-+| 5 | Three moderate items |
- | 6 | One expensive item |
- | 7 | Two expensive items |
- | 8 | Three expensive items |
- | 9 | One very expensive item |
--| 10 | Two very expensive items |
-+| 10 | Two very expensive items |
-
- 3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
- crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
- in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
- formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
- activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
--skill) to do this sort of crafting; the character cannot attempt the task at all.
-+skill) to do this sort of crafting; the character cannot attempt the task at all.
-
- 4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
- difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
--they have to spend less time on crafting it. See the table below.
-+they have to spend less time on crafting it. See the table below.
-
- For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
- on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
-@@ -54828,11 +54828,11 @@
-
- 5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
- process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
--crafting task assessed as difficulty 5 requires five subtask successes.
-+crafting task assessed as difficulty 5 requires five subtask successes.
-
- The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
- crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
--intervals over the course of the full time required to craft the item.
-+intervals over the course of the full time required to craft the item.
-
- > If at any point the crafter fails on a subtask, the item isn’t ruined. Instead, the character only wasted the time
- > spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
-@@ -54864,7 +54864,7 @@
-
- Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
- it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
--ritual takes from start to finish, once the preparations (if any) are complete.
-+ritual takes from start to finish, once the preparations (if any) are complete.
-
- DIFFICULTY AND SUBTASKS
-
-@@ -54875,21 +54875,21 @@
- magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
- subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
- a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
--at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-+at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-
- If at any point the PC fails a subtask, the ritual isn’t automatically ruined, but it costs time—a failure means the
- time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
- subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
- the ritual (perhaps equal to half the ritual’s overall level) means the whole thing needs to be started again. Skills,
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
--the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-+the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
- POOL INVESTMENT
-
- Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
- vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
- could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
--necessary to prevent a participating PC from dying during the ritual).
-+necessary to prevent a participating PC from dying during the ritual).
-
- ACCELERATED PERFORMANCE
-
-@@ -54898,7 +54898,7 @@
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
--EXAMPLE RITUALS
-+EXAMPLE RITUALS
-
- The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
- may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
-@@ -54907,18 +54907,18 @@
-
- UNDERSTANDING THE EXAMPLES
-
--Each ritual is described in the following format.
-+Each ritual is described in the following format.
-
- Level: The overall level of the ritual, which determines how many subtasks it has.
-
--Time: The preparation time (if any) and performance time.
-+Time: The preparation time (if any) and performance time.
-
--Roles: Things other characters can do to participate and help.
-+Roles: Things other characters can do to participate and help.
-
--Side Effects: Negative consequences for failed rolls or GM intrusions.
--Reagents: Resources that can help success.
-+Side Effects: Negative consequences for failed rolls or GM intrusions.
-+Reagents: Resources that can help success.
-
--Pool: What kind of Pool points the ritual costs.
-+Pool: What kind of Pool points the ritual costs.
-
- Other Assets: Kinds of abilities that can help success.
-
-@@ -54928,20 +54928,20 @@
- that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
- makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
- for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
--ritual merely gains its attention and gives the characters the opportunity to speak their case.
-+ritual merely gains its attention and gives the characters the opportunity to speak their case.
-
--Level: The level of the entity
-+Level: The level of the entity
-
--Time: Four hours of preparation, one hour of performance
-+Time: Four hours of preparation, one hour of performance
-
--Roles: Chanting, lighting candles, holding gifts/reagents
-+Roles: Chanting, lighting candles, holding gifts/reagents
-
- Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
--entity will consider answering)
-+entity will consider answering)
-
--Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-+Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Knowledge or control of similar entities
-
-@@ -54954,26 +54954,26 @@
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
- them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
- the living or unfulfilled tasks completed). If the characters don’t comply, they must magically threaten or compel the
--spirit to obey.
-+spirit to obey.
-
--Level: The level of the dead spirit
-+Level: The level of the dead spirit
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Chanting, holding hands in a circle, manipulating a spirit device
-+Roles: Chanting, holding hands in a circle, manipulating a spirit device
-
--Side Effects: Haunting, possession
-+Side Effects: Haunting, possession
-
--Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess
-+Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
--Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
-+Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
-
- A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
- accordingly.
-
--CONJURE DEMON
-+CONJURE DEMON
-
- Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-@@ -54981,24 +54981,24 @@
- than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
- are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
- it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
--for the unwanted summoning).
-+for the unwanted summoning).
-
--Level: The level of the demon
-+Level: The level of the demon
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-
--Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
-+Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
-
- Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
--representing anger, destruction, or hatred (according to the desired service)
-+representing anger, destruction, or hatred (according to the desired service)
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Knowledge or control of similar entities, secret name of the demon
-
--CONJURE DEVIL
-+CONJURE DEVIL
-
- Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-@@ -55008,22 +55008,22 @@
- If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
- interruption).
-
--Level: The level of the devil
-+Level: The level of the devil
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-
- Side Effects: Bad smell, curse, infernal mark, possession
-
- Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
--betrayal, deception, or greed (according to the desired service)
-+betrayal, deception, or greed (according to the desired service)
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
--Other Assets: Knowledge or control of similar entities, secret name of the devil
-+Other Assets: Knowledge or control of similar entities, secret name of the devil
-
--CONJURE ELEMENTAL
-+CONJURE ELEMENTAL
-
- Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
- remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-@@ -55031,93 +55031,93 @@
- about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
- its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
- water, and so on. If the summoners can’t come to an agreement with the elemental, it might make one attack before it
--leaves.
-+leaves.
-
--Level: The level of the elemental
-+Level: The level of the elemental
-
--Time: Three hours of preparation, one hour of performance
-+Time: Three hours of preparation, one hour of performance
-
--Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-+Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-
--Side Effects: Damage, weakness toward one kind of attack
-+Side Effects: Damage, weakness toward one kind of attack
-
- Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
--creatures
-+creatures
-
--Pool: Might, Speed, or Intellect, depending on the kind of elemental
-+Pool: Might, Speed, or Intellect, depending on the kind of elemental
-
- Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
-
- Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
- playing up their strengths are the key to bargaining with them.
-
--CONSECRATION
-+CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
- very long distance across. Evil creatures and magical effects of less than the ritual’s level can’t enter the area or
- use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
- enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
--area are hindered by two steps.
-+area are hindered by two steps.
-
--Level: The level of the effects to protect against
-+Level: The level of the effects to protect against
-
--Time: One hour of preparation, two hours of performance
-+Time: One hour of preparation, two hours of performance
-
- Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
--other suitable markers)
-+other suitable markers)
-
--Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-+Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-
--Reagents: Silver dust, sacred oil, buried blessed gemstones
-+Reagents: Silver dust, sacred oil, buried blessed gemstones
-
--Pool: Intellect
-+Pool: Intellect
-
--Other Assets: Warding magic, religious knowledge
-+Other Assets: Warding magic, religious knowledge
-
--ENCHANT WEAPON
-+ENCHANT WEAPON
-
- Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
--next day.
-+next day.
-
--Level: 3 or 4
-+Level: 3 or 4
-
--Time: Thirty minutes of preparation, one hour of performance
-+Time: Thirty minutes of preparation, one hour of performance
-
--Roles: —
-+Roles: —
-
- Side Effects: Weapon attack hindered, higher GM intrusion rate
-
--Reagents: Rare oils, gem dust
-+Reagents: Rare oils, gem dust
-
--Pool: Speed or Intellect
-+Pool: Speed or Intellect
-
- Other Assets: Battle tactics, weapon crafting
-
- In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
- rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-
--ENTOMBMENT
-+ENTOMBMENT
-
- Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
- the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
- forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
--vessel.
-+vessel.
-
--Level: The level of the creature
-+Level: The level of the creature
-
--Time: Sixteen hours of preparation, one hour of performance
-+Time: Sixteen hours of preparation, one hour of performance
-
--Roles: Chanting, carrying or protecting the vessel
-+Roles: Chanting, carrying or protecting the vessel
-
--Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-+Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-
--Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-+Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-
--Pool: Intellect
-+Pool: Intellect
-
- Other Assets: Control magic, grappling, imprisoning magic, wards
-
--EXORCISM
-+EXORCISM
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-@@ -55127,114 +55127,114 @@
- for a year and a day. As with using the ritual to cleanse a location, this doesn’t prevent other spirits from afflicting
- the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-
--Level: The level of the most powerful hostile presence to be exorcised
-+Level: The level of the most powerful hostile presence to be exorcised
-
--Time: Two hours of preparation, two hours of performance
-+Time: Two hours of preparation, two hours of performance
-
- Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
--incense
-+incense
-
--Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-+Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-
--Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-+Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-
--Pool: Intellect
-+Pool: Intellect
-
--Other Assets: Warding magic, religious knowledge
-+Other Assets: Warding magic, religious knowledge
-
- Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
- possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-
--FLESH FOR KNOWLEDGE
-+FLESH FOR KNOWLEDGE
-
- Sacrifices some of the ritualist’s flesh, inflicting Might and Speed damage equal to the level of the ritual and
- permanently reducing the character’s Pools by 4 points (the character can divide this loss between Might and Speed as
- they see fit). The character experiences painful hallucinations that give them insight and understanding. They
- immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
--advancement).
-+advancement).
-
--Level: Twice the tier of the ability the character wishes to learn
-+Level: Twice the tier of the ability the character wishes to learn
-
--Time: One hour of preparation, one hour of performance
-+Time: One hour of preparation, one hour of performance
-
--Roles: Chanting, restraining the subject of the ritual
-+Roles: Chanting, restraining the subject of the ritual
-
--Side Effects: Lasting damage, permanent damage, scarring
-+Side Effects: Lasting damage, permanent damage, scarring
-
--Reagents: Silver knife, silver vessel
-+Reagents: Silver knife, silver vessel
-
--Pool: See above
-+Pool: See above
-
--Other Assets: Pain tolerance, surgery
-+Other Assets: Pain tolerance, surgery
-
- Instead of permanently reducing a character’s Pools by 4 points, the GM could allow other permanent penalties such as
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
--PURIFICATION
-+PURIFICATION
-
- Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
- or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
- creature or object, which is then discarded or safely destroyed.
-
--Level: The level of the affliction or effect to remove
-+Level: The level of the affliction or effect to remove
-
--Time: One hour of preparation, two hours of performance
-+Time: One hour of preparation, two hours of performance
-
--Roles: Applying reagents, chanting
-+Roles: Applying reagents, chanting
-
--Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
-+Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
-
- Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
--the target, scapegoat, silver dust
-+the target, scapegoat, silver dust
-
--Pool: Might
-+Pool: Might
-
- Other Assets: Healing magic, resistance to the target’s affliction
-
--RESURRECTION
-+RESURRECTION
-
- Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
- completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
--anything that happened after they died.
-+anything that happened after they died.
-
--Level: The level of the deceased (at least tier 6 if a PC)
-+Level: The level of the deceased (at least tier 6 if a PC)
-
--Time: Five hours of preparation, two hours of performance
-+Time: Five hours of preparation, two hours of performance
-
--Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-+Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-
- Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
--damage
-+damage
-
- Reagents: Deceased’s corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
--items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items
-+items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
- spirit knowledge, secret name of the deceased
-
- A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
--impaired state on the damage track instead of hale, requiring further rest or healing.
-+impaired state on the damage track instead of hale, requiring further rest or healing.
-
--SACRIFICIAL RITE
-+SACRIFICIAL RITE
-
- A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
- the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
--the final destination for the soul (such as placing it in a sword to create a magic item).
-+the final destination for the soul (such as placing it in a sword to create a magic item).
-
--Level: The level of the creature (at least tier 6 if a PC)
-+Level: The level of the creature (at least tier 6 if a PC)
-
- Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
--restraining the creature, slaying the creature
-+restraining the creature, slaying the creature
-
--Side Effects: Creature rages or escapes, damage, dying curse, haunting
-+Side Effects: Creature rages or escapes, damage, dying curse, haunting
-
- Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
--high as the creature’s level)
-+high as the creature’s level)
-
--Pool: Might or Intellect
-+Pool: Might or Intellect
-
- Other Assets: Death spells, instant-kill abilities, soul manipulation
-
-@@ -55281,11 +55281,11 @@
- interact and cope with it. Technological devices that are not magical but deal with magic could include:
-
- Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
--magical, it does not function again.
-+magical, it does not function again.
-
- Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
- suit. However, all of the wearer’s tasks to resist magical effects are eased. If the wearer takes even 1 point of
--physical damage, the suit rips and no longer functions until it is repaired and resealed.
-+physical damage, the suit rips and no longer functions until it is repaired and resealed.
-
- Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
- signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
-@@ -55296,26 +55296,26 @@
- In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
- blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-
--FINDING PRYING EYES
-+FINDING PRYING EYES
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
- source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
- this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not
--the location of the listener.
-+the location of the listener.
-
--POWER DEVICE
-+POWER DEVICE
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
- powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
--flashlight, the battery is fully charged.
-+flashlight, the battery is fully charged.
-
--SCREEN CONTROL
-+SCREEN CONTROL
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
- whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
-@@ -55330,17 +55330,17 @@
- takes (perhaps limited in that the controlled creature won’t take actions that harm them or go against their nature,
- such as attacking friends). But what’s happening inside the controlled creature’s head—whether during the effect or
- afterward—often isn’t specified. There are several options for the GM to consider, either for all kinds of mind-control
--magic or on a case-by-case basis.
-+magic or on a case-by-case basis.
-
- - Confusion: The controlled creature doesn’t understand why they’re doing things they normally wouldn’t do, but they
- aren’t aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
- that they don’t know why they did those things, or come up with an explanation justifying (to themselves and others)
-- their reasons for those actions.
-+ their reasons for those actions.
-
- - Dream: The controlled creature is aware of what’s going on but perceives it in a dreamlike state. They may believe
- that they’re in control of themselves the entire time, or somewhat aware that they’re not fully in control (similar to
- being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
-- the events but may not realize that someone else was controlling them.
-+ the events but may not realize that someone else was controlling them.
-
- - Trapped: The active thoughts in the controlled creature’s head come from the controller, but the creature still has a
- small voice or awareness in the background, like they’re a prisoner in their own mind. This horrible situation usually
-@@ -55372,19 +55372,19 @@
- - Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
- and powerful martial arts styles. This doesn’t change anything in the game mechanically—no one gets the ability to use
- weapons that they wouldn’t normally have under the rules. But it does change the flavor, suggesting that no PC is
-- entirely ignorant of weapons or close combat.
-+ entirely ignorant of weapons or close combat.
-
- - Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
- attack, perhaps it is “The Three-Flower Fist,” and instead of Fury, a character uses “The Rage of the Sevenfold.” It
- is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
- with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
-- and so on.
-+ and so on.
-
- - Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
- material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
-- little effort, and true warriors can shatter stones with their blows.
-+ little effort, and true warriors can shatter stones with their blows.
-
--- Wounds heal faster. Everyone gains +1 to all recovery rolls.
-+- Wounds heal faster. Everyone gains +1 to all recovery rolls.
-
- - Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
- in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
-@@ -55429,7 +55429,7 @@
- defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
- enough to convince it to perform a service without compensation. A creature doesn’t automatically know if someone has
- learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
--informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-+informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-
- Learning a true name is difficult and takes time. A character wanting to discover a creature’s true name might choose
- the Uncover a Secret character arc to do so.
-@@ -55446,23 +55446,23 @@
- shouldn’t be able to grant a boon more powerful than itself. Therefore, it’s reasonable that a level 6 creature could
- create a level 6 effect. The GM could look at the creature’s other abilities (or abilities of other creatures of its
- level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
--result downward until it’s appropriate for the creature’s power.
-+result downward until it’s appropriate for the creature’s power.
-
- Wishing for more wishes doesn’t work because a creature shouldn’t be able to create something more powerful than
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
--FANTASY RULES MODULES
-+FANTASY RULES MODULES
-
- AWARDING TREASURE
-
--It’s best to think of gold and magic as two different kinds of currencies that characters have access to.
-+It’s best to think of gold and magic as two different kinds of currencies that characters have access to.
-
- GOLD
-
- The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
- characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
--a typical fantasy campaign, the characters should become wealthier as they advance.
-+a typical fantasy campaign, the characters should become wealthier as they advance.
-
- MANIFEST CYPHERS
-
-@@ -55484,7 +55484,7 @@
- Artifacts are the high end of magical currency, and in terms of buying and selling them, they’re like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
- artifact of about the same level. Unlike cyphers, the game doesn’t assume that PCs have frequent opportunities to gain
--new artifacts or replace the ones that deplete.
-+new artifacts or replace the ones that deplete.
-
- In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
- what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
-@@ -55500,24 +55500,24 @@
- WALLS
-
- Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
--by a creature). Anything describing walls in this section also applies to ceilings and floors.
-+by a creature). Anything describing walls in this section also applies to ceilings and floors.
-
- - Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
- blindly (hindered by four steps), but it’s usually easier to break a hole in the wall and attack through the hole.
- Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
-- paper wall, and a cloth wall is probably level 2.
-+ paper wall, and a cloth wall is probably level 2.
-
- - Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
- partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
- be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
-- weapons (attacks are hindered).
-+ weapons (attacks are hindered).
-
- - Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
- them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
- cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
- suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
- built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
-- resistant to bashing and slashing weapons (attacks are hindered).
-+ resistant to bashing and slashing weapons (attacks are hindered).
-
- - Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-
-@@ -55525,29 +55525,29 @@
-
- Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
- their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
--the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
-+the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
-
- - Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
- keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
- planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
-- (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
-+ (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
-
- - Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
-- shop.
-+ shop.
-
- - Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
-- especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
-+ especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
-
- - Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
- center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
-- piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-+ piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-
- - Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
-- king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-+ king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-
- - Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
- archers to fire at the creatures trapped by it. They’re also useful in closing access to a waterway without impacting
-- its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.
-+ its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.
-
- - Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-@@ -55567,7 +55567,7 @@
-
- Most characters won’t notice traps unless actively looking for them; they don’t know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
--dangers are present.
-+dangers are present.
-
- Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
- before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
-@@ -55604,23 +55604,23 @@
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
- standard template that includes the following categories. If an entry doesn’t apply to a particular trap, it is omitted
--from the listing.
-+from the listing.
-
- Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
- reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
--(always three times the trap’s level).
-+(always three times the trap’s level).
-
- Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
- it has a limited number of uses, and so on.
-
- Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
- attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
--if it’s the normal amount for a trap of its level.
-+if it’s the normal amount for a trap of its level.
-
- Modifications: Use these numbers when a trap’s information says to use a different target number. For example, a level 4
- trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of
- 15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap’s attacks, defenses, and
--stealth (how hard or easy it is to notice the trap).
-+stealth (how hard or easy it is to notice the trap).
-
- GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It’s just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-@@ -55628,29 +55628,29 @@
- COMMON TRAP POISONS
-
- - Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
-- and one hour.
-+ and one hour.
-
- - Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
-- ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-+ ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-
--- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-+- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-
- - Debilitating: The poison hinders all of the creature’s actions by one or two steps if they fail a defense roll. (Some
- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
-- are ten minutes, one hour, and ten hours.
-+ are ten minutes, one hour, and ten hours.
-
- - Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
-- roll.
-+ roll.
-
- - Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
- passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
- ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
- defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
-- every round.
-+ every round.
-
- - Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
- leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
-- minutes, one hour, and ten hours.
-+ minutes, one hour, and ten hours.
-
- - Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
-@@ -55663,11 +55663,11 @@
- hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
- for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
- triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
--releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-+releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
-+Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
-
- GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
- or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-@@ -55675,17 +55675,17 @@
- CRUSHING WALL 6 (18)
-
- A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
--could be built in its place).
-+could be built in its place).
-
- A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
- falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
- so that triggering the trap makes the area impassible.
-
-- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
-+ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
- Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
- difficult terrain.
-
--Damage Inflicted: 6 points (ignores Armor)
-+Damage Inflicted: 6 points (ignores Armor)
-
- GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
- can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
-@@ -55694,24 +55694,24 @@
- DISINTEGRATION 7 (21)
-
- A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
--any object destroyed by it) turns to dust.
-+any object destroyed by it) turns to dust.
-
--Damage Inflicted: 15 points
-+Damage Inflicted: 15 points
-
- GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
--ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-+ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-
- EXPLOSIVE GLYPH 4 (12)
-
- A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
- acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
- unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
--electrified salt water, or a gout of burning oil.
-+electrified salt water, or a gout of burning oil.
-
- Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
--they make their defense roll.
-+they make their defense roll.
-
--Modifications: Stealth as level 5
-+Modifications: Stealth as level 5
-
- GM Intrusion: The glyph marks the character’s face with a symbol indicating they are a thief. The glyph makes the
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
-@@ -55720,16 +55720,16 @@
- FLOODING ROOM 4 (12)
-
- Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
--creatures in it begin to drown.
-+creatures in it begin to drown.
-
- A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
- or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
- starting to suffocate. (Restoring the air allows the characters to awaken, but doesn’t move them back up the damage
--track.)
-+track.)
-
--Damage Inflicted: None until drowning starts
-+Damage Inflicted: None until drowning starts
-
--Modifications: Defends as level 7
-+Modifications: Defends as level 7
-
- GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
- fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-@@ -55737,20 +55737,20 @@
- MANGLER 3 (9)
-
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
--hindering all actions requiring that hand by one or two steps.
-+hindering all actions requiring that hand by one or two steps.
-
- A floor variant is a small trapdoor over a closed compartment, which mangles the character’s foot when they step on the
- trapdoor, reducing their movement speed by half.
-
-- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
-+ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
- character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
- lasting damage to the character’s eye and partially blinding them. A gentler variant traps the character’s limb in glue
- instead of inflicting damage. The character’s extremity might be glued to the hole, or they may be able to pull free but
--have a glue pot stuck on their hand or foot.
-+have a glue pot stuck on their hand or foot.
-
--Damage Inflicted: 3 points, plus lasting damage
-+Damage Inflicted: 3 points, plus lasting damage
-
--Modifications: Stealth as level 4
-+Modifications: Stealth as level 4
-
- GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
- fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
-@@ -55761,12 +55761,12 @@
- A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
- traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-
--A variant of this trap is a snare made of sturdy cord or wire.
-+A variant of this trap is a snare made of sturdy cord or wire.
-
- Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
--roll to break or escape the net)
-+roll to break or escape the net)
-
--Modifications: Attacks as level 5, defends as level 2
-+Modifications: Attacks as level 5, defends as level 2
-
- GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
- net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
-@@ -55777,12 +55777,12 @@
- A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
- multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
- areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
--debris.
-+debris.
-
- A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
--enough weight reaches the middle section.
-+enough weight reaches the middle section.
-
--Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
-+Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
-
- GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
- closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
-@@ -55794,17 +55794,17 @@
- POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
--harm, it is likely that the character won’t realize at first that they’ve sprung a trap.
-+harm, it is likely that the character won’t realize at first that they’ve sprung a trap.
-
- A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
--torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level.
-+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level.
-
- A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
--creatures.
-+creatures.
-
--Damage Inflicted: As poison
-+Damage Inflicted: As poison
-
--Modifications: Stealth as level 5
-+Modifications: Stealth as level 5
-
- GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
- exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
-@@ -55813,11 +55813,11 @@
- POISON NEEDLE 5 (15)
-
- A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
--mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-+mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-
- Damage Inflicted: 1 point (plus poison)
-
--Modifications: Stealth as level 6
-+Modifications: Stealth as level 6
-
- GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
- releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
-@@ -55827,9 +55827,9 @@
-
- An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
- creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
--hindered. Otherwise, it is even chances what side they end up on.
-+hindered. Otherwise, it is even chances what side they end up on.
-
--A variant of this trap is a solid wall. A magical variant is a force field.
-+A variant of this trap is a solid wall. A magical variant is a force field.
-
- Damage Inflicted: 5 points
-
-@@ -55841,15 +55841,15 @@
- ROLLING BOULDER 6 (12)
-
- A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
--the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-+the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-
- A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
- times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
--becomes an obstacle.
-+becomes an obstacle.
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Modifications: Defends as level 7
-+Modifications: Defends as level 7
-
- GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character’s
- location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
-@@ -55861,11 +55861,11 @@
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
- (such as the width of a corridor) or leave a tiny safe space just beyond the blade’s reach so a creature who knows of
- the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
--nearby that allows a creature to reset it manually.
-+nearby that allows a creature to reset it manually.
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Modifications: Attacks as level 6
-+Modifications: Attacks as level 6
-
- GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
- blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
-@@ -55875,9 +55875,9 @@
-
- A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
- near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
--resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-+resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-
--Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
-+Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
-
- GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
- between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
-@@ -55886,9 +55886,9 @@
- SNAKE PIT 4 (12)
-
- The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
--immediately attack the character and perhaps others in the area.
-+immediately attack the character and perhaps others in the area.
-
--Damage Inflicted: As per the swarm of snakes
-+Damage Inflicted: As per the swarm of snakes
-
- GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
- Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-@@ -55896,11 +55896,11 @@
- SPEAR 4 (12)
-
- The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
--version of an arrow trap, and the same suggestions for that trap apply to this one.)
-+version of an arrow trap, and the same suggestions for that trap apply to this one.)
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
-+Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
-
- GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
- of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
-@@ -55910,9 +55910,9 @@
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
- oubliette, or a very deep pit. It’s more efficient to kill an intruder than to teleport them, so teleportation is
--usually reserved for trapping creatures for interrogation.
-+usually reserved for trapping creatures for interrogation.
-
--Damage Inflicted: None
-+Damage Inflicted: None
-
- GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
- (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
-@@ -56412,7 +56412,7 @@
- normal options for using Effort, you can choose to use Effort to bring other people within immediate range with you;
- each level of Effort used in this way affects up to three additional targets. Action.
-
--Tier 5
-+Tier 5
- Blaze Recovery: You gain an additional one-action recovery roll if you take it within long range of a blaze symbol
- you’ve made. Once you’ve used this ability, you can’t use it again until after your next ten‑hour recovery roll.
- Enabler.
-@@ -56802,7 +56802,7 @@
- short range of the tornado’s eye. Each round, creatures in the area take 3 points of damage due to debris on the wind.
- Attempts to damage objects or structures with your tornado are eased by two steps. Action to initiate.
-
--1.
-+1.
-
- Spits Fire and Lead
-
-@@ -58341,9 +58341,9 @@
- forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
- the stasis effect immediately ends. Action.
-
--SUPERHERO CHARACTER OPTIONS
-+SUPERHERO CHARACTER OPTIONS
-
--DESCRIPTORS
-+DESCRIPTORS
- This section presents new descriptors meant specifically for a superhero game.
-
- AMAZING
-@@ -58558,9 +58558,9 @@
-
- You can copy others’ skills, abilities, and superpowers.
-
--Tier 1: Flex Skill
-+Tier 1: Flex Skill
-
--Tier 1: Flex Skill
-+Tier 1: Flex Skill
-
- Tier 2: Copy Power
-
-@@ -58582,7 +58582,7 @@
-
- Tier 1: Face Morph
-
--Tier 1: Interaction Skills
-+Tier 1: Interaction Skills
-
- Tier 2: Body Morph
-
-@@ -58592,11 +58592,11 @@
-
- Tier 4: Ageless
-
--Tier 4: Think Your Way Out
-+Tier 4: Think Your Way Out
-
--Tier 5: Memory Becomes Action
-+Tier 5: Memory Becomes Action
-
--Tier 6: Divide Your Mind or Infer Thoughts
-+Tier 6: Divide Your Mind or Infer Thoughts
-
- GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-
-@@ -58606,7 +58606,7 @@
-
- Tier 1: Dimensional Squeeze
-
--Tier 2: Opportunist
-+Tier 2: Opportunist
-
- Tier 3: Defensive Blinking or Teleportation Burst
-
-@@ -58627,21 +58627,21 @@
-
- Tier 1: Temporary Light
-
--Tier 2: Entangling Force
-+Tier 2: Entangling Force
-
--Tier 3: Harder Light or Sculpt Light
-+Tier 3: Harder Light or Sculpt Light
-
--Tier 4: Greater Enhanced Intellect
-+Tier 4: Greater Enhanced Intellect
-
--Tier 5: Improved Sculpt Light
-+Tier 5: Improved Sculpt Light
-
--Tier 6: Defensive Field or Flight
-+Tier 6: Defensive Field or Flight
-
- GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-
- SHRINKS TO MINUTE SIZE
-
--You can shrink down to the size of a bug and, with enough experience, even smaller.
-+You can shrink down to the size of a bug and, with enough experience, even smaller.
-
- Tier 1: Shrink
-
-@@ -58677,9 +58677,9 @@
-
- Tier 3: Acrobatic Attack or Flying Companion
-
--Tier 4: Hard to Hit
-+Tier 4: Hard to Hit
-
--Tier 5: Up to Speed
-+Tier 5: Up to Speed
-
- Tier 6: Hard Target or Defense Master
-
-@@ -58698,11 +58698,11 @@
-
- Tier 2: Safe Fall
-
--Tier 3: Bypass Barrier or Misdirect
-+Tier 3: Bypass Barrier or Misdirect
-
--Tier 4: Resilience
-+Tier 4: Resilience
-
--Tier 5: Free to Move
-+Tier 5: Free to Move
-
- Tier 6:Break the Ranks or Not Dead Yet
-
-@@ -58711,11 +58711,11 @@
-
- TAKES ANIMAL SHAPE
-
--You can transform yourself into an animal.
-+You can transform yourself into an animal.
-
- Tier 1: Animal Shape
-
--Tier 2: Communication
-+Tier 2: Communication
-
- Tier 2: Soothe the Savage
-
-@@ -58736,17 +58736,17 @@
-
- You can summon storms or break them apart.
-
--Tier 1: Hover
-+Tier 1: Hover
-
--Tier 2: Wind Armor
-+Tier 2: Wind Armor
-
- Tier 3: Bolts of Power or Storm Seed
-
--Tier 4: Windrider
-+Tier 4: Windrider
-
--Tier 5: Cold Burst
-+Tier 5: Cold Burst
-
--Tier 6: Control Weather or Wind Chariot
-+Tier 6: Control Weather or Wind Chariot
-
- GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
- The weather is seeded by a much smaller effect, and a storm grows out of control.
-@@ -58770,7 +58770,7 @@
-
- Tier 5: Enchanted Movement
-
--Tier 6: Deadly Strike or Spin Attack
-+Tier 6: Deadly Strike or Spin Attack
-
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
- action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.
-@@ -58779,24 +58779,24 @@
-
- You bend light and manipulate beams of force for offense and defense.
-
--Tier 1: Vanish
-+Tier 1: Vanish
-
--Tier 2: Entangling Force
-+Tier 2: Entangling Force
-
- Tier 2: Sharp Senses
-
--Tier 3: Force Field Barrier or Multi-Vanish
-+Tier 3: Force Field Barrier or Multi-Vanish
-
--Tier 4: Invisibility
-+Tier 4: Invisibility
-
- Tier 5: Defensive Field
-
--Tier 6: Concussion or Generate Force Field
-+Tier 6: Concussion or Generate Force Field
-
- GM Intrusions: Invisibility partially fades, revealing the character’s presence. A force field is pierced by an unusual
- or unexpected attack.
-
--NEW ABILITIES
-+NEW ABILITIES
-
- The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
-
-@@ -58881,7 +58881,7 @@
- | Leopard | Climbing or stealth | Fast |
- | Lizard | Climbing or stealth | Small |
- | Octopus | Stealth | Aquatic |
--| Shark | Swimming | Aquatic |
-+| Shark | Swimming | Aquatic |
- | Turtle | Might defense | Armor |
- | Venomous snake | Climbing | Venom |
- | Wolf | Perception | Scent |
-@@ -58930,7 +58930,7 @@
- Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
- morphing into a humanoid alien). Action.
-
-- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
-+ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
- can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
- example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
- to open a door, and the illusion of a fireplace hot to the touch.
-@@ -59045,7 +59045,7 @@
- aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
- familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
- 9 health, and it inflicts 3 points of damage. If it’s killed or destroyed, it takes you one month to find or create a
--suitable replacement. Enabler.
-+suitable replacement. Enabler.
-
- Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
-
-@@ -59266,9 +59266,9 @@
- two power shifts in resilience.
-
- > In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to
--> make them fit your character.
-+> make them fit your character.
-
--POWER SOURCE
-+POWER SOURCE
- As you’re figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
-@@ -59361,7 +59361,7 @@
-
- | d100 | Power | Example |
- |-------|----------------------|------------------------------------------------|
--| 01-05 | Agility | Power shift in dexterity |
-+| 01-05 | Agility | Power shift in dexterity |
- | 06 | Animal Shapeshifter | Shapechanger |
- | 07-09 | Athletics | Master athlete |
- | 10 | Atlantean | Atlantean |
-@@ -59371,7 +59371,7 @@
- | 18 | Cold immunity | Energy Resistance |
- | 19 | Companion creature | Beastmaster |
- | 20 | Control animals | Mentalist |
--| 21 | Control minds | Mentalist |
-+| 21 | Control minds | Mentalist |
- | 22-23 | Control plants | Nature master |
- | 24 | Control wind | Nature master |
- | 25 | Copy superpower | Power replicator |
-@@ -59389,7 +59389,7 @@
- | 42-43 | Flight | Power shift in flight |
- | 44 | Force field | Force field master |
- | 45 | Growing | Giant hero |
--| 46-47 | Healing | Power shift in healing |
-+| 46-47 | Healing | Power shift in healing |
- | 48 | Human shapechanger | Shapechanger |
- | 49 | Illusion | Illusionist |
- | 50-51 | Intelligence | Power shift in intelligence |
-@@ -59397,7 +59397,7 @@
- | 55 | Invisibility | Invisibility |
- | 56-57 | Leaping | Amazing Leap, Far Step |
- | 58-59 | Lucky | Chaotic, Lucky, Dodge and Resist, Hard to Kill |
--| 60-61 | Magnetism | Telekinetic |
-+| 60-61 | Magnetism | Telekinetic |
- | 62-64 | Martial arts | Master martial artist |
- | 65 | Paragon | Paragon |
- | 66 | Phasing | Phase master |
-@@ -59903,7 +59903,7 @@
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
- skilled in anything they like (with the GM’s permission). In addition to the suggested skills in the rulebook, useful
--skills for fairy tale games might include:
-+skills for fairy tale games might include:
-
- • Talking animals\*
-
-@@ -59911,23 +59911,23 @@
-
- • Trickery
-
--• Using magic
-+• Using magic
-
- • Weather
-
- • Baking
-
--• Cobbling
-+• Cobbling
-
- • Curses
-
--• Dancing
-+• Dancing
-
- • Death
-
- • Magic
-
--• Playing an instrument
-+• Playing an instrument
-
- • Puzzles
-
-@@ -59935,7 +59935,7 @@
-
- • Sailing
-
--• Sensing magic
-+• Sensing magic
-
- • Singing
-
-@@ -59950,7 +59950,7 @@
- TYPE
-
- Your character’s type is the core of who they are and how they interact with their environment, their companions, and
--other living creatures they encounter.
-+other living creatures they encounter.
-
- Suggested Types for a Fairy Tale Game
-
-@@ -59960,11 +59960,11 @@
-
- Huntsman, Skills and knowledge, stealth
-
--Knight
-+Knight
-
--Woodcutter
-+Woodcutter
-
--Guard
-+Guard
-
- Archer, Stealth
-
-@@ -59982,13 +59982,13 @@
-
- EXPLORER
-
--Adventurer
-+Adventurer
-
--Dreamer Seeker
-+Dreamer Seeker
-
- Sailor/seafarer, Combat
-
--Wanderer
-+Wanderer
-
- Outlaw, Combat Stealth
-
-@@ -59998,11 +59998,11 @@
-
- SPEAKER
-
--Aristocrat
-+Aristocrat
-
--Princess/prince
-+Princess/prince
-
--Entertainer
-+Entertainer
-
- Helper, Magic
-
-@@ -60019,9 +60019,9 @@
- be appropriate but would require consulting with your GM to determine how such a character might get involved in the
- campaign.
-
--• Appealing
-+• Appealing
-
--• Beneficent
-+• Beneficent
-
- • Brash
-
-@@ -60037,7 +60037,7 @@
-
- • Creative
-
--• Dishonorable
-+• Dishonorable
-
- • Doomed
-
-@@ -60049,13 +60049,13 @@
-
- • Guarded
-
--• Honorable
-+• Honorable
-
--• Impulsive
-+• Impulsive
-
--• Inquisitive
-+• Inquisitive
-
--• Intelligent
-+• Intelligent
-
- • Intuitive
-
-@@ -60079,9 +60079,9 @@
-
- • Strong
-
--• Strong-Willed
-+• Strong-Willed
-
--• Tongue-Tied
-+• Tongue-Tied
-
- • Vicious
-
-@@ -60091,15 +60091,15 @@
-
- Heartwood Descriptors
-
--• Bewitched
-+• Bewitched
-
- • Changeling
-
--• Fragmented
-+• Fragmented
-
- • Frumious
-
--• Haunted
-+• Haunted
-
- • Lost
-
-@@ -60161,15 +60161,15 @@
-
- • Exists Partially Out of Phase
-
--• Explores Dark Places
-+• Explores Dark Places
-
- • Fights Dirty
-
--• Fights With Panache
-+• Fights With Panache
-
- • Focuses Mind Over Matter
-
--• Grows to Towering Heights
-+• Grows to Towering Heights
-
- • Helps Their Friends
-
-@@ -60179,7 +60179,7 @@
-
- • Infiltrates
-
--• Is Wanted by the Law
-+• Is Wanted by the Law
-
- • Keeps a Magic Ally
-
-@@ -60201,9 +60201,9 @@
-
- • Metes Out Justice
-
--• Moves Like a Cat
-+• Moves Like a Cat
-
--• Moves Like the Wind
-+• Moves Like the Wind
-
- • Murders
-
-@@ -60239,7 +60239,7 @@
-
- • Stands Like a Bastion
-
-- • Throws With Deadly Accuracy
-+ • Throws With Deadly Accuracy
-
- • Travels Through Time
-
-@@ -60255,7 +60255,7 @@
-
- Heartwood Foci
-
--• Befriends the Black Dog
-+• Befriends the Black Dog
-
- • Curses the World
-
-@@ -60286,7 +60286,7 @@
- Is Licensed to Carry
-
- With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other
--ranged weapon.
-+ranged weapon.
-
- Sailed Beneath the Jolly Roger
-
-@@ -60458,11 +60458,11 @@
- down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
- “humans” who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
- ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
--way. Humans may have created you, but they’re gone, and you can decide what you think you owe them, if anything.
-+way. Humans may have created you, but they’re gone, and you can decide what you think you owe them, if anything.
-
- As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
- and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
--animal still roaming the world.
-+animal still roaming the world.
-
- You gain the following characteristics:
-
-@@ -60475,7 +60475,7 @@
-
- Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
-
--Inability: You are confused by bright light. Perception tasks are hindered in bright light.
-+Inability: You are confused by bright light. Perception tasks are hindered in bright light.
-
- Erratic Flyer: You can select Hover as if it were on your type’s list of tier 1 abilities. Your ability to move as
- described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
-@@ -60515,7 +60515,7 @@
- Skill: Mental malaise doesn’t affect you like it does others. You are trained in Intellect defense tasks.
-
- Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
--free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
-+free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
- level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
-
- Inability: You have a lightness of being, but you really feel it when you’re physically challenged. Might defense tasks
-@@ -60599,7 +60599,7 @@
- Inability: You’ve learned to do everything again and, in truth, better than most people ever could. But your injury is
- real; it’s why you sometimes joke that you’re “rusted.” If you’ve lost an eye, your perception tasks involving sight are
- hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
--involving using both hands are hindered.
-+involving using both hands are hindered.
-
- Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
- missing eye.
-@@ -60734,7 +60734,7 @@
-
- Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
-
--Master Machine
-+Master Machine
- See the Future
-
- Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
-@@ -61083,7 +61083,7 @@
- In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
- with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
- Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
--a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-
- Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
- Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
-@@ -61092,69 +61092,69 @@
- Fire. For a healer, choose Works Miracles.
-
- Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
--Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-
- Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
- Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
--of Strength, and Rages.
-+of Strength, and Rages.
-
- Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
- element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
--Masters Spells.
-+Masters Spells.
-
- Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
--magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-
--- Cleric (death): Consorts With the Dead, Shepherds Spirits
-+- Cleric (death): Consorts With the Dead, Shepherds Spirits
-
--- Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-+- Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-
- - Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-
--- Cleric (light): Blazes With Radiance, Channels Divine Blessings
-+- Cleric (light): Blazes With Radiance, Channels Divine Blessings
-
--- Cleric (storm): Rides the Lightning, Thunders
-+- Cleric (storm): Rides the Lightning, Thunders
-
- - Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
-
--- Cleric (war): Masters Weaponry (also see options for fighters)
-+- Cleric (war): Masters Weaponry (also see options for fighters)
-
- Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
- probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
--focus, but for more specific options, see the following foci:
-+focus, but for more specific options, see the following foci:
-
--- Druid (animal companion): Controls Beasts, Masters the Swarm
-+- Druid (animal companion): Controls Beasts, Masters the Swarm
-
- - Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
-- Ice
-+ Ice
-
--- Druid (nature affinity): Speaks for the Land
-+- Druid (nature affinity): Speaks for the Land
-
- - Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
-
- Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
- focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
--fighting role, see the following:
-+fighting role, see the following:
-
- - Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
-- Bastion.
-+ Bastion.
-
--- Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-+- Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-
- - Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
-
- Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
--are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-
- Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
- having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
--Justice, and Operates Undercover.
-+Justice, and Operates Undercover.
-
- Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
- merchant character, but the more obvious choice would be a Speaker.
-
- Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
--flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-
- Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
- Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
-@@ -61162,45 +61162,45 @@
-
- Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
- (perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
--Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-
- Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
- (perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
--Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-
- Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
- study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
- Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
--spells. For sorcerers of various magical bloodlines, see the following:
-+spells. For sorcerers of various magical bloodlines, see the following:
-
--- Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-+- Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-
- - Sorcerer (destiny): Descends From Nobility, Was Foretold
-
- - Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
-
- - Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
-- Lightning, Wears a Sheen of Ice
-+ Lightning, Wears a Sheen of Ice
-
--- Sorcerer (fey): Takes Animal Shape\*
-+- Sorcerer (fey): Takes Animal Shape\*
-
--- Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-+- Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-
- - Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-
- Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
- magical (or Explorers if they aren’t magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
--Entertains.
-+Entertains.
-
- War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
- an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
--Enchanted Weapon\*.
-+Enchanted Weapon\*.
-
- Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
- make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
- interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
- Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
--just as well.
-+just as well.
-
- Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
- flavor. The best focus that suits this theme is Uses Wild Magic\*.
-@@ -61208,20 +61208,20 @@
- Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
- opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
- (perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
--For more specific kinds of wizards, see the following:
-+For more specific kinds of wizards, see the following:
-
--- Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-+- Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-
--- Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-+- Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-
- - Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
-- Mental Powers, Leads
-+ Mental Powers, Leads
-
--- Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-+- Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-
--- Wizard (illusionist): Awakens Dreams, Crafts Illusions
-+- Wizard (illusionist): Awakens Dreams, Crafts Illusions
-
--- Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-+- Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-
- - Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
-@@ -61235,15 +61235,15 @@
-
- NEW FOCI
-
--Takes Animal Shape: A shapechanger who can take the form of various animals.
-+Takes Animal Shape: A shapechanger who can take the form of various animals.
-
- Tier 1: Animal Shape
-
--Tier 2: Communication
-+Tier 2: Communication
-
--Tier 2: Soothe the Savage
-+Tier 2: Soothe the Savage
-
--Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
-+Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
-
- Tier 4: Animal Scrying
-
-@@ -61251,7 +61251,7 @@
-
- Tier 6: Blurring Speed or Lend Animal Shape
-
--Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-+Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-
- Tier 1: Magical Repertoire
-
-@@ -61267,15 +61267,15 @@
-
- Tier 6: Maximize Cypher or Wild Insight
-
--Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
-+Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
-
--Tier 1: Wilderness Life
-+Tier 1: Wilderness Life
-
- Tier 1: Patient Recovery
-
- Tier 2: Wooden Body
-
--Tier 3: Tree Companion or Wilderness Awareness
-+Tier 3: Tree Companion or Wilderness Awareness
-
- Tier 4: Tree Travel
-
-@@ -61299,14 +61299,14 @@
-
- Tier 5: Enchanted Movement
-
--Tier 6: Deadly Strike or Spin Attack
-+Tier 6: Deadly Strike or Spin Attack
-
- NEW ABILITIES
-
- Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
- within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
- animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
--establish.
-+establish.
-
- Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large
- dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment
-@@ -61322,7 +61322,7 @@
- speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much
- smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like
- an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would
--never mistake you for a mere animal. Action to change or revert.
-+never mistake you for a mere animal. Action to change or revert.
-
- “Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
- similar to wolves and foxes, and so on.
-@@ -61338,25 +61338,25 @@
- your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
- your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are
- hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
--intimidating, wading rivers, and so on. Enabler.
-+intimidating, wading rivers, and so on. Enabler.
-
- Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
- power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
--whether to spend the cost for this ability before you make each attack. Enabler.
-+whether to spend the cost for this ability before you make each attack. Enabler.
-
- Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
--creature to affect it. Enabler.
-+creature to affect it. Enabler.
-
- Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
- of the second cypher’s normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-
--Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-
- Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
- woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
- make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
- source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
--or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-+or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-
- Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
- distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
-@@ -61364,23 +61364,23 @@
- pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
- use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
- feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
--that ability and this one increases to very long. Action.
-+that ability and this one increases to very long. Action.
-
- Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
- know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
- farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
- only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
--initiate, ten minutes to complete. Enabler.
-+initiate, ten minutes to complete. Enabler.
-
- If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
- chose this new weapon
-
--Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-+Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-
- Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
- cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
- are awake for the entire time). You can’t use this ability again until after you’ve taken a ten-hour recovery action.
--You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-+You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-
- Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
- points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
-@@ -61475,14 +61475,14 @@
-
- ANIMAL FORM MINOR ABILITIES TABLE
-
--| Animal | Skill Training | Other Abilities |
-+| Animal | Skill Training | Other Abilities |
- |-------------------|------------------------|------------------|
- | Ape | Climbing | Hands |
- | Badger | Climbing | Scent |
--| Bat | Perception | Flying |
-+| Bat | Perception | Flying |
- | Bear | Climbing | Scent |
- | Bird | Perception | Flying |
--| Boar | Might defense | Scent |
-+| Boar | Might defense | Scent |
- | Cat | Climbing or stealth | Small |
- | Constrictor snake | Climbing | Constrict |
- | Crocodile | Stealth or swimming | Constrict |
-@@ -61497,7 +61497,7 @@
- | Shark | Swimming | Aquatic |
- | Turtle | Might defense | Armor |
- | Venomous snake | Climbing | Venom |
--| Wolf | Perception | Scent |
-+| Wolf | Perception | Scent |
-
- Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
-
-@@ -61521,7 +61521,7 @@
-
- Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
--FANTASY SPECIES
-+FANTASY SPECIES
-
- For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
- additional options, which a player can choose for their character in place of their descriptor
-@@ -61537,7 +61537,7 @@
- training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn’t
- have any modifier for that skill at all.
-
--DESCRIPTORS AS SPECIES
-+DESCRIPTORS AS SPECIES
-
- If a player wants to play a nearly human species without any exceptional or unique special abilities, it’s easy for a GM
- to pick an appropriate descriptor and use it as that species’ descriptor. A greyhound-like species might have the Fast
-@@ -61550,22 +61550,22 @@
- traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your
- society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved
- in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious.
--As long as they leave you alone, what they think is fine with you.
-+As long as they leave you alone, what they think is fine with you.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-+Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
-
--Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
-+Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. You were curious as to what the other PCs were up to.
-+1\. You were curious as to what the other PCs were up to.
-
--2\. You needed to get out of town, and the PCs were going in the same direction as you.
-+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-
--3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
-+3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
-
- 4\. It seemed like a lark.
-
-@@ -61574,9 +61574,9 @@
- You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
- transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
- you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some
--people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-+people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
- Sturdy: +2 to your Might Pool. Skill: You are trained in intimidation
-
-@@ -61585,20 +61585,20 @@
- all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works
- differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points
- of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
--Action.
-+Action.
-
--Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-+Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
-
--Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
-+Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You believe the other PCs can help you solve a mystery about your heritage.
-+1\. You believe the other PCs can help you solve a mystery about your heritage.
-
--2\. You needed to get out of town, and the PCs were going in the same direction as you.
-+2\. You needed to get out of town, and the PCs were going in the same direction as you.
-
--3\. Your creator, master, or mentor told you to help the PCs.
-+3\. Your creator, master, or mentor told you to help the PCs.
-
- 4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-
-@@ -61607,31 +61607,31 @@
- You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
- smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
- as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a
--passion for life, exploration, and creation.
-+passion for life, exploration, and creation.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Genius: +2 to your Intellect Pool.
-+Genius: +2 to your Intellect Pool.
-
- Skill: You are trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking,
--woodcarving, or pottery.
-+woodcarving, or pottery.
-
--Skill: You are practiced in using hammers.
-+Skill: You are practiced in using hammers.
-
--Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-+Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
-
--Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-
- Additional Equipment: You have a bag of light tools or a bag of heavy tools.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. You think an object or material you’ve been looking for can be found where the other PCs are going.
-+1\. You think an object or material you’ve been looking for can be found where the other PCs are going.
-
- 2\. You were recruited because of your knowledge on a particular subject.
-
--3\. You were bored and it sounded like the PCs were going to do something interesting.
-+3\. You were bored and it sounded like the PCs were going to do something interesting.
-
- 4\. You owe one of the PCs a favor for a useful gift in the past.
-
-@@ -61641,30 +61641,30 @@
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
- community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
- your people get things done using deception and criminal activity. You and humans have a lot in common—you’re just more
--compact and efficient about it.
-+compact and efficient about it.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Agile: +2 to your Speed Pool.
-+Agile: +2 to your Speed Pool.
-
--Skill: You are trained in pleasant social interactions.
-+Skill: You are trained in pleasant social interactions.
-
--Skill: You are trained in stealth.
-+Skill: You are trained in stealth.
-
--Skill: You are trained in Intellect defense.
-+Skill: You are trained in Intellect defense.
-
--Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-+Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
-
--Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-+Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. You were fleeing someone and literally ran into the other PCs.
-+1\. You were fleeing someone and literally ran into the other PCs.
-
--2\. You were invited (or invited yourself) as a good luck charm.
-+2\. You were invited (or invited yourself) as a good luck charm.
-
--3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-+3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-
- 4\. You’re very protective of another PC and want to make sure they get through the upcoming challenges.
-
-@@ -61673,33 +61673,33 @@
- You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
- thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
- call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your
--songs, and reverence in your worship.
-+songs, and reverence in your worship.
-
--You gain the following characteristics:
-+You gain the following characteristics:
-
--Agile: +2 to your Speed Pool.
-+Agile: +2 to your Speed Pool.
-
--Skill: You are trained in balancing, jumping, and swimming.
-+Skill: You are trained in balancing, jumping, and swimming.
-
--Skill: You are trained in hunting and tracking.
-+Skill: You are trained in hunting and tracking.
-
--Skill: You are practiced in using javelins and spears.
-+Skill: You are practiced in using javelins and spears.
-
--Scaly: +1 to Armor.
-+Scaly: +1 to Armor.
-
- Inability: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking
--pockets, and other manual dexterity tasks (but not crafting).
-+pockets, and other manual dexterity tasks (but not crafting).
-
--Additional Equipment: You have a spear and a pair of javelins.
-+Additional Equipment: You have a spear and a pair of javelins.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
-+adventure.
-
--1\. The other PCs were lost in your territory and you were sent to escort them out.
-+1\. The other PCs were lost in your territory and you were sent to escort them out.
-
--2\. Something has been attacking your community and you want to find and destroy it.
-+2\. Something has been attacking your community and you want to find and destroy it.
-
--3\. You were exiled from your community and need to prove your worthiness before you can return to it.
-+3\. You were exiled from your community and need to prove your worthiness before you can return to it.
-
- 4\. You or your priest had a vision of you traveling with the other PCs.
-
-@@ -61935,7 +61935,7 @@
- dangerous coyotes. However, if they wish, dire coyotes can speak with the voice and memories of any ghost they have
- personally destroyed.
-
--Use: A sheriff who posted a bounty on dire coyotes has gone missing, and their spouse needs someone to go find them.
-+Use: A sheriff who posted a bounty on dire coyotes has gone missing, and their spouse needs someone to go find them.
- GM intrusion: The dire coyote takes on the likeness of a ghost of someone the character knew—the ghost is someone the
- dire coyote has recently destroyed
-
-@@ -62023,7 +62023,7 @@
- damage from the steed’s Fires of the Underworld and gains +2 Armor against fire from other sources while riding.
-
- - From Hell: Once per year, a hellfire steed can emerge from or enter Hell through a transitory portal, bearing riders
-- if it chooses.
-+ if it chooses.
- Death Gallop: If killed, a hellfire steed’s body animates one last time, galloping a long distance before turning to
- ash. Everyone along its final route takes 5 points of fire damage on a failed Speed defense roll.
-
-@@ -62033,7 +62033,7 @@
-
- Use: Stuck in Hell or a similarly hellish place, characters may have to ask a hellfire steed for a ride out.
-
--Loot: A hellfire steed’s horn is a sought‑after alchemist ingredient; a full horn is a very expensive item.
-+Loot: A hellfire steed’s horn is a sought‑after alchemist ingredient; a full horn is a very expensive item.
- GM intrusion: The steed decides it no longer wants the character as a rider and takes back their immunity to fire.
-
- SULFUR STALKER 5 (15)
-@@ -62085,7 +62085,7 @@
-
- Loot: Because sulfur stalkers tend to capture people to feed their young, cast‑off belongings can sometimes be found in
- their nests—which are well‑hidden locations near hot springs, but not under them. In addition, a nest might contain an
--egg or two, each equal in value to an expensive item.
-+egg or two, each equal in value to an expensive item.
- GM intrusion: A severed segment of a sulfur stalker animates as a half‑size, level 3 sulfur stalker that attacks the
- character. The stalker might have to bite off its tail to start this process
-
-@@ -62128,7 +62128,7 @@
- ANGALITH 5 (15)
-
- An angalith—a forgeborn fabricated from prismatic stained glass windows taken from cathedrals and churches—is a 15‑foot
--(4.5 m) tall figure.
-+(4.5 m) tall figure.
- Motive: Follow the will of their creator (but actually, break the control of their creator or whoever has control over
- them; see Temperamental)
-
-@@ -62329,7 +62329,7 @@
- Ghost Rider: Harbingers of chaos and catastrophe, ghost riders spread havoc long past their deaths.
-
- Level 6; health 20; Armor 1; rides a skeletal mount a long distance each round; long‑range pistol attack deals 6 damage;
--short‑range curse causes target who fails an Intellect defense roll to lose their next turn as they freeze in terror
-+short‑range curse causes target who fails an Intellect defense roll to lose their next turn as they freeze in terror
- Wraith Lord: A malign artifact or especially powerful curse may form an exceptional wraith.
-
- Level 5, stealth as level 6; health 22; Armor 1; flies a short distance each round (or is mounted on a quetzalsaur);
-@@ -62404,8 +62404,8 @@
- Loot: The deathbinder’s pistols have uniquely powerful rounds loaded in them; roll once on the Alchemical Rounds and
- Slugs table.
-
--GM intrusion: The deathbinder makes an extra pistol attack even if it’s not their turn.
--
-+GM intrusion: The deathbinder makes an extra pistol attack even if it’s not their turn.
-+
- HOLLOWED RANGER 4 (12)
-
- Cloaked in a tattered duster and riding nothing but a memory, the necrovore known as a hollowed ranger is a traveling
-@@ -64195,7 +64195,7 @@
-
- A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or
- incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a
--creature of its level.
-+creature of its level.
-
- CREATURES AND NPCs BY LEVEL
-
-@@ -64210,13 +64210,13 @@
- | 2 | Wraith |
- | 3 | Bard |
- | 3 | Berserker |
--| 3 | Crime boss\* |
-+| 3 | Crime boss\* |
- | 3 | Deinonychus\* |
- | 3 | Faerie |
- | 3 | Giant rat\* |
- | 3 | Giant spider\* |
- | 3 | Halfling |
--| 3 | Harpy |
-+| 3 | Harpy |
- | 3 | Merfolk |
- | 3 | Sapient tree |
- | 3 | Thug\* |
-@@ -64235,7 +64235,7 @@
- | 4 | Ghoul\* |
- | 4 | Giant snake\* |
- | 4 | Hollow knight |
--| 4 | Minotour |
-+| 4 | Minotour |
- | 4 | Ogre\* |
- | 4 | Paladin |
- | 4 | Shadow elf\* |
-@@ -64264,7 +64264,7 @@
- | 4 | Ghoul\* |
- | 4 | Giant snake\* |
- | 4 | Hollow knight |
--| 4 | Minotour |
-+| 4 | Minotour |
- | 4 | Ogre\* |
- | 4 | Paladin |
- | 4 | Shadow elf\* |
-@@ -64286,9 +64286,9 @@
- | 5 | Witch\* |
- | 6 | Assassin\* |
- | 6 | Blackguard |
--| 6 | Chimera\*I |
-+| 6 | Chimera\*I |
- | 6 | Elemental, thorn |
--| 6 | Golem\* |
-+| 6 | Golem\* |
- | 6 | Hag |
- | 6 | Jotunn, fire |
- | 6 | Jotunn, frost |
-@@ -64301,7 +64301,7 @@
- | 7 | Cyclops |
- | 7 | Djinni\* |
- | 7 | Dragon\* |
--| 7 | Evil priest |
-+| 7 | Evil priest |
- | 7 | Giant\* |
- | 7 | Hydra |
- | 7 | Noble knight |
-@@ -64439,47 +64439,47 @@
- A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
- crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
- on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake
--hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-+hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
-
--Motive: Hunger
-+Motive: Hunger
-
--Environment: Forests and plains
-+Environment: Forests and plains
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Perception and stealth as level 6
-+Modifications: Perception and stealth as level 6
-
- Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one
--step down the damage track if they fail a Might defense roll.
-+step down the damage track if they fail a Might defense roll.
-
- The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
--damage track if they fail a Might defense roll.
-+damage track if they fail a Might defense roll.
-
- The basilisk’s venom affects its breath, and on its turn, anything within immediate range of it must make a Might
- defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk’s lair is
--surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-+surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-
- Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
- Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to
--the venom.)
-+the venom.)
-
- Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat,
- when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which
- hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5
- points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned
--to stone.
-+to stone.
-
- Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a
--basilisk avoids conflict and hides in its lair.
-+basilisk avoids conflict and hides in its lair.
-
- Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes
--enter a village, fleeing an approaching basilisk.
-+enter a village, fleeing an approaching basilisk.
-
- Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
- poison. Its blood has alchemical properties relating to transmuting metals.
-@@ -64488,53 +64488,53 @@
-
- Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
- fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
--never known anything but hatred and conflict.
-+never known anything but hatred and conflict.
-
--Motive: Power, domination of others, slaughter
-+Motive: Power, domination of others, slaughter
-
--Environment: Almost anywhere, either alone or as part of a cult or evil organization
-+Environment: Almost anywhere, either alone or as part of a cult or evil organization
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 2 or 3
-+Armor: 2 or 3
-
--Movement: Short; long when mounted
-+Movement: Short; long when mounted
-
--Modifications: Perception and Intellect defense as level 7
-+Modifications: Perception and Intellect defense as level 7
-
- Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil
- gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and
--act more like assassins than knights. A blackguard typically has two or three of the following abilities:
-+act more like assassins than knights. A blackguard typically has two or three of the following abilities:
-
- Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
- the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
- actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
- that can understand the blackguard’s commands, and may even be able to speak. If the beast is a horse or similar
--creature, the blackguard might ride it as a mount.
-+creature, the blackguard might ride it as a mount.
-
- Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
--zombie becomes a corpse again after a day.
-+zombie becomes a corpse again after a day.
-
- Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step
--down the damage track.
-+down the damage track.
-
- Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear
- for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and
--magical attacks for an hour.
-+magical attacks for an hour.
-
- Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in
--combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-+combat, they get an asset on the attack and inflict +4 points of damage. Unholy
-
--Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-+Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-
--Unholy Blessing: The blackguard’s defense rolls are eased.
-+Unholy Blessing: The blackguard’s defense rolls are eased.
-
--Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-+Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-
- Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant
--to kill the people interfering with her plans.
-+to kill the people interfering with her plans.
-
- Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
- an artifact weapon or armor.
-@@ -64589,56 +64589,56 @@
- Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
- cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
- turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers,
--or make pacts with such creatures for knowledge and magical ingredients.
-+or make pacts with such creatures for knowledge and magical ingredients.
-
--Motive: Magical knowledge at all costs
-+Motive: Magical knowledge at all costs
-
--Environment: Almost anywhere, usually with fleshbeast minions
-+Environment: Almost anywhere, usually with fleshbeast minions
-
--Health: 35
-+Health: 35
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
-+Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
-
- Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three
- creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three
--melee attacks per action.
-+melee attacks per action.
-
- A corrupt mage knows many spells, such as the following:
-
--> • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-+> • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
- >
- > • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic
- > state in which they can’t recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with
--> lethal force at what it perceives as its tormentors.
-+> lethal force at what it perceives as its tormentors.
- >
- > • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one
--> step down the damage track if it fails a Might defense roll.
-+> step down the damage track if it fails a Might defense roll.
- >
- > • Polymorph: Transforms one foe within short range into a tiny, helpless creature such as a cockroach, fish, or snail
--> for one hour.
-+> for one hour.
- >
--> • Summon Demon: Summons a demon to serve the mage for one hour.
-+> • Summon Demon: Summons a demon to serve the mage for one hour.
- >
--> • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
-+> • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
- >
- > • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one
- > hour. The transformed creature’s actions are hindered, but its physical attacks inflict +3 points of damage. The
--> mage’s control over the creature is limited to indicating which target it should attack.
-+> mage’s control over the creature is limited to indicating which target it should attack.
- >
--> A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-+> A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-
- Interaction: Corrupt mages generally can’t be trusted and see other creatures as things to experiment on and vivisect.
- They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
--research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-+research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-
- Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage
--in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
-+in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
-
- > Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
-
-@@ -64651,37 +64651,37 @@
- edges of civilized areas or on remote islands. For all their power and stature, they aren’t especially brave, and most
- have a dim idea that puny humans have an advantage when they have numbers on their side.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
- Health: 32
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
- Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to
--size; Intellect defense as level 4
-+size; Intellect defense as level 4
-
- Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large
- hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height,
--a cyclops can make a melee attack against creatures within short range.
-+a cyclops can make a melee attack against creatures within short range.
-
- > Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8
--> points of damage to all targets in an immediate area.
-+> points of damage to all targets in an immediate area.
- >
- > Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any
- > creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7
--> points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-+> points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-
- Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
--cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.
-+cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.
-
- Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
--who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-+who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-
- Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
- typical sack contains 1d100 coins of the realm and a couple of cyphers.
-@@ -64692,48 +64692,48 @@
- mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
- to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or
- evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with
--mortals to produce cambion offspring.
-+mortals to produce cambion offspring.
-
--Motive: Power, conquest, souls
-+Motive: Power, conquest, souls
-
--Environment: Any hell dimension, sometimes called by mortal magic
-+Environment: Any hell dimension, sometimes called by mortal magic
-
- Health: 100
-
--Damage Inflicted: 12 points
-+Damage Inflicted: 12 points
-
--Armor: 5
-+Armor: 5
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
- Modifications: History and magical knowledge as level 10
-
- Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of
- damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in
- the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks
--on all targets within immediate range as an action.
-+on all targets within immediate range as an action.
-
- They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
- lower—usually destructive, painful, and transformative effects.
-
-- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-+ A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-
- • Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
- shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
--level 7 creature.
-+level 7 creature.
-
--• Possession: The demon lord can possess a creature and still use its own abilities.
-+• Possession: The demon lord can possess a creature and still use its own abilities.
-
--• Summon Demon: Summon a demon or devil to serve it for one day.
-+• Summon Demon: Summon a demon or devil to serve it for one day.
-
- • Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
--the wish is often twisted or has hidden consequences.
-+the wish is often twisted or has hidden consequences.
-
- Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal’s corruption or advances the
--demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-+demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-
- Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
--a favor to be named later.
-+a favor to be named later.
-
- Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
- armor, as well as 1d6 cyphers.
-@@ -64741,36 +64741,36 @@
- ELEMENTAL, AIR 4 (12)
-
- Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
--and often resemble an area of mist or a cloudlike humanoid shape.
-+and often resemble an area of mist or a cloudlike humanoid shape.
-
--Motive: Mischief and destruction
-+Motive: Mischief and destruction
-
--Environment: Anywhere the wind blows
-+Environment: Anywhere the wind blows
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Long when flying
-+Movement: Long when flying
-
--Modifications: Stealth as level 6
-+Modifications: Stealth as level 6
- Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
- small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
- damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
- Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the
--start of its next turn.
-+start of its next turn.
-
- An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
- can’t be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
--to return to its normal form.
-+to return to its normal form.
-
- Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
- percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
--cause trouble elsewhere.
-+cause trouble elsewhere.
-
- Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn’t
- important or relevant. They can be summoned with magic but don’t like being controlled, and there is a 10 percent chance
--that they free themselves and strike out on their own.
-+that they free themselves and strike out on their own.
-
- Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
- old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
-@@ -64780,35 +64780,35 @@
-
- The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
- dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
--threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-+threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
-
--Motive: Defense of forests
-+Motive: Defense of forests
-
--Environment: Anywhere trees grow
-+Environment: Anywhere trees grow
-
--Health: 36
-+Health: 36
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Immediate
-+Movement: Immediate
-
- Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
- Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn’s prick. Worse, the
--poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-+poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-
- As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
--trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
-+trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
-
- Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the
- animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also
- usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their
--summoner.
-+summoner.
-
- Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other
- humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it
--might break off hostilities and instead ask the characters to help.
-+might break off hostilities and instead ask the characters to help.
-
- Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
- former possessions. One or two might have a cypher and other tools and treasure.
-@@ -64817,21 +64817,21 @@
-
- Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
- but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
--They can spontaneously appear in locations with pristine salt or fresh water.
-+They can spontaneously appear in locations with pristine salt or fresh water.
-
--Motive: Flood, drown, and wash away
-+Motive: Flood, drown, and wash away
-
--Environment: Anywhere there is flowing water
-+Environment: Anywhere there is flowing water
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Short; long if swimming
-+Movement: Short; long if swimming
-
--Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-+Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
-
--Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
-+Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
-
- Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
- opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
-@@ -64839,13 +64839,13 @@
- every round or move one step down the damage track from drowning as the elemental forces itself into the creature’s
- lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
- short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
--its previous position to fight other opponents.
-+its previous position to fight other opponents.
-
- Any attack that inflicts 6 or more points of cold damage hinders a water elemental’s actions on its next turn.
-
- Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
- distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
--they break free of the spell and lash out against their summoner.
-+they break free of the spell and lash out against their summoner.
-
- Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
- have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
-@@ -64855,53 +64855,53 @@
- Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
- even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
- patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in
--order to tear them down from the inside.
-+order to tear them down from the inside.
-
--Motive: Domination of others, divine rule
-+Motive: Domination of others, divine rule
-
--Environment: Almost anywhere that people live
-+Environment: Almost anywhere that people live
-
--Health: 28
-+Health: 28
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Deception, persuasion, and religious lore as level 8
-+Modifications: Deception, persuasion, and religious lore as level 8
-
- Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the
- god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They
--often rely on zealous minions to protect them from melee opponents.
-+often rely on zealous minions to protect them from melee opponents.
-
- Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of
- darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
--a ward against energy damage. They also have the following magical abilities:
-+a ward against energy damage. They also have the following magical abilities:
-
--• Curse: The priest curses a foe within short range, hindering all of the foe’s actions by two steps.
-+• Curse: The priest curses a foe within short range, hindering all of the foe’s actions by two steps.
-
--• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-+• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-
- • Necromancy: The priest uses a ten-minute ritual to animate up to four human-sized corpses as skeletons or zombies
--under their control. The undead revert to corpses after a day.
-+under their control. The undead revert to corpses after a day.
-
- • Sacrifice: The priest uses a ten-minute ritual to kill a helpless, restrained, or unconscious creature of level 4 or
--higher, using its soul to grant one ally an asset on all actions and defenses for one day.
-+higher, using its soul to grant one ally an asset on all actions and defenses for one day.
-
- • Summon: Once per hour the priest can summon a demon or one level 3 or 4 creature (such as a giant snake, giant spider,
--or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
-+or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
-
- • An evil priest usually has one or two combat-useful manifest cyphers and often has an artifact appropriate to their
--religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
-+religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
-
- Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival
- faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later
--on.
-+on.
-
- Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A
- new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning
--up dead.
-+up dead.
-
- Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
- cyphers, and an artifact.
-@@ -64911,41 +64911,41 @@
- Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
- for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
- stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful
--guide or a pretty light in the distance, lure lost travelers to various dooms.
-+guide or a pretty light in the distance, lure lost travelers to various dooms.
-
--Motive: Unpredictable
-+Motive: Unpredictable
-
--Environment: Alone or in a flutter of three to twelve
-+Environment: Alone or in a flutter of three to twelve
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Immediate; long when flying
-+Movement: Immediate; long when flying
-
- Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and
--quickness
-+quickness
-
- Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons
--such as bows, spears, or swords.
-+such as bows, spears, or swords.
-
- If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker,
--who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
-+who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
-
- A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated
--sphere.
-+sphere.
-
--Faeries regenerate 1 point of health per round while their health is above 0.
-+Faeries regenerate 1 point of health per round while their health is above 0.
-
- Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on
- an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by
- the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are
- heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per
--minute.
-+minute.
-
- Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
- if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could
--end up leaving the PCs in the lurch at just the wrong moment.
-+end up leaving the PCs in the lurch at just the wrong moment.
-
- Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the
- destination could be a wicked witch or other unpleasant location.
-@@ -64962,37 +64962,37 @@
- upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
- One who dares look at a gorgon’s face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
- Instead of hair, serpents crown a gorgon’s head, snapping and hissing at anyone who draws near. Yet the most terrible
--aspect of a gorgon is its gaze, which can turn any creature to stone.
-+aspect of a gorgon is its gaze, which can turn any creature to stone.
-
--Motive: Isolation, defense
-+Motive: Isolation, defense
-
--Environment: Alone, sequestered in the isolated ruins of old cities and castles
-+Environment: Alone, sequestered in the isolated ruins of old cities and castles
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Movement: Short
-+Movement: Short
-
- Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down
- its prey at long range so it can get fresh meat. In close combat, a gorgon lashes out with a long dagger or, rarely, a
- sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within
- immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must
- immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores
--Armor).
-+Armor).
-
- Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when
- a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps)
- or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
- the character is killed by this damage, they are turned to stone.
-
-- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-+ Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-
- Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
--with one would be something of a feat.
-+with one would be something of a feat.
-
- Use: A gorgon’s head retains its power to petrify for several days after being cut from the creature. The PCs might
--brave the gorgon so they can use its head to defeat an even more powerful foe.
-+brave the gorgon so they can use its head to defeat an even more powerful foe.
-
- Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-
-@@ -65000,61 +65000,61 @@
-
- Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
- features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
--love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-+love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
-
--Motive: Power, treachery
-+Motive: Power, treachery
-
--Environment: Forests, swamps, mountains, and unpleasant natural locations
-+Environment: Forests, swamps, mountains, and unpleasant natural locations
-
--Health: 25
-+Health: 25
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
-+Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
-
- Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags
--can breathe water, and usually have three or more of the following abilities:
-+can breathe water, and usually have three or more of the following abilities:
-
- • Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points of damage, or divide this
- energy (and damage) among several foes as the hag sees fit (each foe makes their own Speed defense roll against this
--attack).
-+attack).
-
--• Change shape: Transform into a humanoid or common animal, or return to their own form.
-+• Change shape: Transform into a humanoid or common animal, or return to their own form.
-
--• Curse: Curse a creature within long range, hindering all physical actions by two steps.
-+• Curse: Curse a creature within long range, hindering all physical actions by two steps.
-
- • Fear: Terrify all creatures within short range who look upon them, causing the creatures to flee for one minute if
--they fail an Intellect defense roll.
-+they fail an Intellect defense roll.
-
- • Illusion: Create an illusion affecting a small area that includes light, sound, and smell. They can use this to
- disguise themselves as any humanoid creature (such as a human, dwarf, or elf). Changing or maintaining the illusion is
--not an action.
-+not an action.
-
- • Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth and Speed defense
--tasks.
-+tasks.
-
- • Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of damage if the creature is
--within short range (3 points if within long range).
-+within short range (3 points if within long range).
-
--• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-+• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
-
--• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-+• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
-
--• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-+• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-
- Three or more allied hags form a coven, which allows them to use each other’s magical abilities, and usually grants the
--coven (when working together) one or two additional abilities.
-+coven (when working together) one or two additional abilities.
-
- Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
- way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown
--proper respect and bribed or paid, a hag can be a valuable source of lore.
-+proper respect and bribed or paid, a hag can be a valuable source of lore.
-
- Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who
--enters their territory without carrying a specific gift.
-+enters their territory without carrying a specific gift.
-
- Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
-
-@@ -65062,21 +65062,21 @@
-
- A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
- breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
--torment people and lure them to their deaths.
-+torment people and lure them to their deaths.
-
--Motive: Hungers for flesh, causing anguish
-+Motive: Hungers for flesh, causing anguish
-
--Environment: Coastline, forest, and mountains
-+Environment: Coastline, forest, and mountains
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
--Modifications: Perception and Speed defense as level 4
-+Modifications: Perception and Speed defense as level 4
-
--Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
-+Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
-
- Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is
- enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists
-@@ -65091,14 +65091,14 @@
- creature can make another attempt to break free each round on its turn, and taking damage from anything other than a
- singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat
- as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or
--over the railing of a ship.
-+over the railing of a ship.
-
- Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer
--and screech at people like an angry bird than try to communicate.
-+and screech at people like an angry bird than try to communicate.
-
- Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set
- aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul
--any food set out for him.
-+any food set out for him.
-
- Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
- washed.
-@@ -65112,33 +65112,33 @@
- much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
- battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
- any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs
--of skeletal steeds and wield lances.
-+of skeletal steeds and wield lances.
-
--Motive: Obedience to its master
-+Motive: Obedience to its master
-
--Environment: Anywhere
-+Environment: Anywhere
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short; long while mounted on a skeletal steed
-+Movement: Short; long while mounted on a skeletal steed
-
--Modifications: Resists fear and intimidation as level 10
-+Modifications: Resists fear and intimidation as level 10
-
--Combat: A hollow knight usually fights with a sword or mace.
-+Combat: A hollow knight usually fights with a sword or mace.
-
- When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short
- distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way,
--the knight inflicts 7 points of damage.
-+the knight inflicts 7 points of damage.
-
- A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to
- fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the
--suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-+suit of armor falls apart, and wisps of grey smoke curl up from the remains.
-
--Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
-+Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
-
- Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
- commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
-@@ -65150,44 +65150,44 @@
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
- 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast’s most discomfiting feature
- is its magical ability to sprout new heads when it’s wounded. Some hydras dwell on land, others in water. Most seem to
--have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.
-+have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.
-
--Motive: Hungers for flesh, defend a location
-+Motive: Hungers for flesh, defend a location
-
--Environment: Swamps, coasts, and forests
-+Environment: Swamps, coasts, and forests
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short when walking or swimming
-+Movement: Short when walking or swimming
-
--Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
-+Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
-
- Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a
- creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
--(ignores Armor).
-+(ignores Armor).
-
- All five of a hydra’s heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
- attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
- venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
--Armor).
-+Armor).
-
- Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
- round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
- additional heads that sprout from the creature. (The same thing happens if one of the creature’s snakelike heads is
- decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
--energy attacks do not trigger the healing pulse and head genesis.
-+energy attacks do not trigger the healing pulse and head genesis.
-
--Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.
-+Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.
-
- Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
- through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
- distracted before attacking.
-
-- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-+ Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-
- JOTUNN (NORSE GIANT)
-
-@@ -65200,41 +65200,41 @@
-
- Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
- or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
--that glow with the natural heat of their bodies.
-+that glow with the natural heat of their bodies.
-
--Motive: Destruction, hungers for flesh, honor
-+Motive: Destruction, hungers for flesh, honor
-
--Environment: Hot mountains, volcanic areas, supernatural fires
-+Environment: Hot mountains, volcanic areas, supernatural fires
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 6 points plus 3 points from fire
-+Damage Inflicted: 6 points plus 3 points from fire
-
--Armor: 3 (immune to fire)
-+Armor: 3 (immune to fire)
-
--Movement: Short
-+Movement: Short
-
--Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-
- Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
- jotunn’s body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
--damage.
-+damage.
-
- A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
- damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
--minutes.
-+minutes.
-
- Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack’s normal damage, up to
--a maximum of 5 additional points of cold damage).
-+a maximum of 5 additional points of cold damage).
-
--Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-+Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-
- Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass
--through their land or join them for a feast.
-+through their land or join them for a feast.
-
- Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a
--fortified village or town, hurling boulders, starting fires, and stealing livestock.
-+fortified village or town, hurling boulders, starting fires, and stealing livestock.
-
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-@@ -65243,42 +65243,42 @@
-
- Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
- usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
--axes that channel powerful cold from their bodies.
-+axes that channel powerful cold from their bodies.
-
--Motive: Destruction, hungers for flesh, honor
-+Motive: Destruction, hungers for flesh, honor
-
--Environment: Cold mountains and plains
-+Environment: Cold mountains and plains
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 6 points plus 3 points from cold
-+Damage Inflicted: 6 points plus 3 points from cold
-
--Armor: 2 (immune to cold)
-+Armor: 2 (immune to cold)
-
--Movement: Short; long when skiing
-+Movement: Short; long when skiing
-
--Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-+Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
-
- Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
- jotunn’s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
--points of cold damage.
-+points of cold damage.
-
- A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
- damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
--several minutes.
-+several minutes.
-
- Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack’s normal damage, up
--to a maximum of 5 additional points of fire damage).
-+to a maximum of 5 additional points of fire damage).
-
--Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-+Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-
- Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or
- rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed,
--or tricked.
-+or tricked.
-
- Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for
--food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
-+food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
-
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-@@ -65290,52 +65290,52 @@
- its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
- wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes
- less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work
--with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-+with or command other undead, such as wraiths, skeletons, vampires, and zombies.
-
--Motive: Magic, immortality, power
-+Motive: Magic, immortality, power
-
--Environment: Wherever they can remain hidden and work undisturbed
-+Environment: Wherever they can remain hidden and work undisturbed
-
--Health: 45
-+Health: 45
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Intellect defense and magical lore as level 10
-+Modifications: Intellect defense and magical lore as level 10
-
- Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
- creature within immediate range of the target. A lich knows many spells, such as the following:
-
-- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
-+ • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
- into corpses.
-
-- • Armor: Gain +5 Armor for one hour.
-+ • Armor: Gain +5 Armor for one hour.
-
- • Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
--also moves two steps down the damage track.
-+also moves two steps down the damage track.
-
--• Fly: For one hour, move through the air as effortlessly as walking.
-+• Fly: For one hour, move through the air as effortlessly as walking.
-
--• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-+• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
-
--• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-+• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
-
--• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
-+• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
-
- • Teleport: Move instantly up to 1 mile. A lich also likely carries several cyphers useful in combat. Liches are undead,
- and therefore immune to anything that affects only living creatures, such as disease and poison. Unless its well-hidden
- phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so,
--returning at full health and with all of its abilities and memories.
-+returning at full health and with all of its abilities and memories.
-
- Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal
- weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in
--trade.
-+trade.
-
- Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact
--with a demon to unleash a plague in exchange for obscure magical knowledge.
-+with a demon to unleash a plague in exchange for obscure magical knowledge.
-
- Loot: A lich has 1d6 cyphers and usually an artifact.
-
-@@ -65344,38 +65344,38 @@
- A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion’s tail. The head is
- bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
- barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
--the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-+the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-
--Motive: Hungers for flesh (especially human flesh)
-+Motive: Hungers for flesh (especially human flesh)
-
--Environment: Mountains and plains
-+Environment: Mountains and plains
-
--Health: 22
-+Health: 22
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Long
-+Movement: Long
-
--Modifications: Ranged attacks as level 5
-+Modifications: Ranged attacks as level 5
-
- Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can
- eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or
- three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any
--direction, and often surprises its prey by leaping from concealment.
-+direction, and often surprises its prey by leaping from concealment.
-
- Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster
- of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense
- roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more
- creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense
--roll or take 1 additional point of Speed damage.
-+roll or take 1 additional point of Speed damage.
-
- Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey.
--Most of them are not intelligent enough to know how to speak human languages.
-+Most of them are not intelligent enough to know how to speak human languages.
-
- Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
--on the road, with only bloodstains on the ground suggesting that they were harmed.
-+on the road, with only bloodstains on the ground suggesting that they were harmed.
-
- Loot: A manticore’s stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
- or two small objects it was unable to digest.
-@@ -65387,46 +65387,46 @@
- underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier
- merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their
- inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water
--magic and other skills.
-+magic and other skills.
-
- Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or
- webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones,
- and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other
- aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about
--protecting their waters against outsiders.
-+protecting their waters against outsiders.
-
--Motive: Defense, entertainment
-+Motive: Defense, entertainment
-
- Environment: Oceans, seas, and coasts
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Immediate; short when swimming
-+Movement: Immediate; short when swimming
-
--Modifications: Perception as level 4 while in water
-+Modifications: Perception as level 4 while in water
-
- Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create
- traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light
--crossbows designed to fire underwater up to a short distance away.
-+crossbows designed to fire underwater up to a short distance away.
-
- About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or
--swim up to a long distance as their action.
-+swim up to a long distance as their action.
-
- About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking
- about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range
- bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind
--and clouds in a very long area) by concentrating for several minutes.
-+and clouds in a very long area) by concentrating for several minutes.
-
- Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so
- on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most
--merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
-+merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
-
- Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained
--large fish have been harassing boats and ships that stray too far from the shallows and shores.
-+large fish have been harassing boats and ships that stray too far from the shallows and shores.
-
- Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal
- merperson usually has a cypher and might have an artifact.
-@@ -65437,38 +65437,38 @@
- curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
- little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.
- Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or
--younger individuals claiming their own territory.
-+younger individuals claiming their own territory.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Caves, plains, and labyrinths
-+Environment: Caves, plains, and labyrinths
-
--Health: 19
-+Health: 19
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Hunting and tracking as level 5
-+Modifications: Hunting and tracking as level 5
-
- Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then
--make an attack, which inflicts an additional 3 points of damage.
-+make an attack, which inflicts an additional 3 points of damage.
-
- Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding
- good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure
- people into the maze and give the minotaur time to corner their prey. S
-
- ometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an
--area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
-+area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
-
- Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they
--typically choose not to speak to weaker creatures (such as humans).
-+typically choose not to speak to weaker creatures (such as humans).
-
- Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting
- humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
--in a corn maze, leaving nothing but bones and bloodstains.
-+in a corn maze, leaving nothing but bones and bloodstains.
-
- Loot: Minotaurs don’t have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
- jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
-@@ -65480,33 +65480,33 @@
- the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks
- build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple
- drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home
--in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-+in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
-
--Motive: Hungers for flesh, defense
-+Motive: Hungers for flesh, defense
-
--Environment: Caves, forests, hills, and underground
-+Environment: Caves, forests, hills, and underground
-
--Health: 6
-+Health: 6
-
--Damage Inflicted: 2 points
-+Damage Inflicted: 2 points
-
--Movement: Short; short when climbing
-+Movement: Short; short when climbing
-
--Modifications: Stealth and tracking as level 4
-+Modifications: Stealth and tracking as level 4
-
- Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives,
- spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey
--into them.
-+into them.
-
- Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
--“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-+“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-
- Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
- fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
--creature’s language.
-+creature’s language.
-
- Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who’ll steal away foolish
--children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-+children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-
- Loot: Morlocks don’t value what they can’t eat, but their lair may have a cypher or two from a recent victim.
-
-@@ -65514,43 +65514,43 @@
-
- The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
- living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
--of dead always rises.
-+of dead always rises.
-
--Motive: Magical power, mastery over death
-+Motive: Magical power, mastery over death
-
--Environment: In places where dead are interred, usually with some number of undead servitors
-+Environment: In places where dead are interred, usually with some number of undead servitors
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-+Modifications: Speed defense as level 6 due to shroud of undead protective spirits
-
--Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
-+Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
-
- A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
--defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-+defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-
- A necromancer who isn’t already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
- can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
--below) at a time.
-+below) at a time.
-
- A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
- against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
- PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer’s will for one
--minute.
-+minute.
-
- Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
- (such as peasants and city folk). They will negotiate but usually don’t have the capacity to care about another person’s
--well-being; they’re sociopathic.
-+well-being; they’re sociopathic.
-
- Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
- necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
--dead character is imprisoned within.
-+dead character is imprisoned within.
-
- Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
-
-@@ -65558,43 +65558,43 @@
-
- Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
- lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
--territories where they encounter and defeat various magical creatures.
-+territories where they encounter and defeat various magical creatures.
-
--Motive: Accomplish noble (or ignoble) deeds
-+Motive: Accomplish noble (or ignoble) deeds
-
--Environment: Almost anywhere, often alone, sometimes with followers
-+Environment: Almost anywhere, often alone, sometimes with followers
-
--Health: 50
-+Health: 50
-
--Damage Inflicted: 10 points
-+Damage Inflicted: 10 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short
-+Movement: Short
-
- Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding
--shield
-+shield
-
- Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a
- shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a
--hit.
-+hit.
-
- Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed. The artifact might be
--the very weapon a knight wields in combat and could grant them one or more of the following additional abilities:
-+the very weapon a knight wields in combat and could grant them one or more of the following additional abilities:
-
- > Legendary Strength. The noble knight can call upon the artifact to grant them great strength or fortitude to
- > accomplish a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars
--> holding up a structure), which they attempt as if they were level 10.
-+> holding up a structure), which they attempt as if they were level 10.
- >
--> Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
-+> Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
- >
--> Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-+> Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-
- Interaction: Flowery language and impeccable manners show a knight’s noble background. Those who negotiate with one in
- good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
--trusts.
-+trusts.
-
--Use: A noble knight has decided that they must guard a bridge against any who would cross it.
-+Use: A noble knight has decided that they must guard a bridge against any who would cross it.
-
- Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
-
-@@ -65605,36 +65605,36 @@
- true nature, with limb-like branches and faces in the bark of their trunk. They don’t always move, but with effort, they
- can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
- temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
--or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-+or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-
--Motive: Defense
-+Motive: Defense
-
--Environment: Found in groves or copses of five to twenty
-+Environment: Found in groves or copses of five to twenty
-
--Health: 16
-+Health: 16
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short
-+Movement: Short
-
--Modifications: Initiative as level 4; Speed defense as level 2 due to size
-+Modifications: Initiative as level 4; Speed defense as level 2 due to size
-
- Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
- character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree’s
--attack is eased.
-+attack is eased.
-
- > If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage)
- > and toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another
- > solid object. If they are tossed at another creature, that second creature must make a successful Speed defense roll
--> or also take this damage.
-+> or also take this damage.
- >
--> Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
-+> Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
- >
- > Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that
- > any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they
--> can speak eloquently, if sometimes slowly.
-+> can speak eloquently, if sometimes slowly.
- >
- > Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
- > direction.
-@@ -65643,36 +65643,36 @@
-
- These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
- creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
--relying on tricks and lies, or alluring music they play on pipes.
-+relying on tricks and lies, or alluring music they play on pipes.
-
--Motive: Play tricks, gather treasure, fulfill desires
-+Motive: Play tricks, gather treasure, fulfill desires
-
--Environment: Woodlands, hills, and plains
-+Environment: Woodlands, hills, and plains
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
-+Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
-
- Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create
--magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
-+magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
-
- > Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing
--> and leaping. Attacks made against affected targets are eased.
-+> and leaping. Attacks made against affected targets are eased.
- >
- > Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased;
--> if it hits, it inflicts +3 damage.
-+> if it hits, it inflicts +3 damage.
- > Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
--> one of its allies.
-+> one of its allies.
-
- Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally
- with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone
- to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr
--remains honest, and then for only a short period.
-+remains honest, and then for only a short period.
-
- Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a
--charismatic cult leader has set up in the woods and clouds the minds of all who come near.
-+charismatic cult leader has set up in the woods and clouds the minds of all who come near.
-
- Loot: A satyr is likely to carry one or two cyphers.
-
-@@ -65680,37 +65680,37 @@
-
- Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature’s silhouette. They creep
- along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they’re ready to
--clutch at a victim with their cold claws.
-+clutch at a victim with their cold claws.
-
--Motive: Hunger for life energy
-+Motive: Hunger for life energy
-
--Environment: Anywhere that shadows can occur
-+Environment: Anywhere that shadows can occur
-
--Health: 3
-+Health: 3
-
--Damage Inflicted: 2 points
-+Damage Inflicted: 2 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Stealth as level 3
-+Modifications: Stealth as level 3
-
- Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target
- with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an
--immediate distance or knocking over a candle takes intense concentration.
-+immediate distance or knocking over a candle takes intense concentration.
-
- A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
- inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
- powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
--menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.
-+menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.
-
- Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
- effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
--cell, but cannot move through solid objects.
-+cell, but cannot move through solid objects.
-
- Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or
--prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
-+prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
-
- Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
- appears to have two shadows just before they feel icy coldness slide along their flesh.
-@@ -65720,44 +65720,44 @@
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
- without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
- occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread
--skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.
-+skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.
-
--Motive: Hungers for souls
-+Motive: Hungers for souls
-
--Environment: Usually at the center of tombs
-+Environment: Usually at the center of tombs
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Long when flying
-+Movement: Long when flying
-
- Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness;
--knowledge of arcane methodologies and rituals as level 8
-+knowledge of arcane methodologies and rituals as level 8
-
- Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold
- against all targets within immediate range of each other, the ability to read the mind of a victim within short range on
- a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
--a time.
-+a time.
-
- In addition, a dread skull can draw out a victim’s consciousness and absorb it in a blaze of supernatural fire. To do
- so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
--defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-+defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-
- If a dread skull drains a character’s Intellect Pool to 0 through repeated bites, the character’s soul is sucked into
- the skull, and the body falls limp. Once absorbed into the skull, a victim’s essence is trapped and slowly consumed over
--the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-+the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-
- If a dread skull isn’t destroyed within twenty-four hours of eating a soul, the victim’s essence is fully consumed. If
--the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-+the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-
- Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
--what they want.
-+what they want.
-
- Use: Soul eaters remember a little bit of the knowledge of every creature’s essence they consume. The PCs need to learn
--the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.
-+the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.
-
- Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
- artifact.
-@@ -65768,47 +65768,47 @@
- some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
- found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the
- individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a
--lion.
-+lion.
-
--Motive: Defense, riddles
-+Motive: Defense, riddles
-
--Environment: Deserts, plains, and mountains
-+Environment: Deserts, plains, and mountains
-
--Health: 25
-+Health: 25
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
--Modifications: Intellect defense and magical lore as level 8
-+Modifications: Intellect defense and magical lore as level 8
-
- Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical
--abilities:
-+abilities:
-
- • Curse: Curse a creature within long range, hindering all their physical actions by two steps until some other magic
--lifts the curse.
-+lifts the curse.
-
- • Heal: Restore 10 health to an NPC, or allow a PC to use their next action to make a recovery roll that does not count
--toward their normal allotment. Can be used three times per day.
-+toward their normal allotment. Can be used three times per day.
-
- • Riddle: A creature within long range must make an Intellect defense roll to answer a difficult riddle; failure means
--the creature stands confused for one minute even if they are attacked.
-+the creature stands confused for one minute even if they are attacked.
-
- • Spellbreaker: End an ongoing magical effect within short range, such as a curse or protective spell. If there are
- multiple effects, the sphinx chooses which one to end. It can target an immediate area instead of a specific effect
--(such as an area where it suspects an invisible enemy is hiding).
-+(such as an area where it suspects an invisible enemy is hiding).
-
--• Teleport: Instantaneously move a very long distance. Can be used once per day.
-+• Teleport: Instantaneously move a very long distance. Can be used once per day.
-
- Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure
- language). If their demands are met (such as by answering a riddle or performing a service), they can be quite
--talkative, if arrogant.
-+talkative, if arrogant.
-
- Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches,
- offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and
--guard.
-+guard.
-
- Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
-
-@@ -65816,33 +65816,33 @@
-
- A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
- dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
--meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-+meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Nearly anywhere, hunting alone or in pairs
-+Environment: Nearly anywhere, hunting alone or in pairs
-
--Health: 30
-+Health: 30
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Long
-+Movement: Long
-
--Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
-+Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
-
- Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim
- is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they
--take 10 points of damage.
-+take 10 points of damage.
-
- Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of
- damage in one round), rather than regain health in that round (and instead of taking any other action), the troll
- divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to
--food grow into full-power trolls within a few weeks.
-+food grow into full-power trolls within a few weeks.
-
- Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer
--to attack and eat other creatures, but might be bargained with after a successful show of force.
-+to attack and eat other creatures, but might be bargained with after a successful show of force.
-
- Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by
- slavers, armies, and powerful wizards as guards and warriors.
-@@ -65854,21 +65854,21 @@
- that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
- vermin, but together they’re a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
- The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
--adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-+adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-
--Motive: Domination of other creatures, hunger
-+Motive: Domination of other creatures, hunger
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
--Health: 30
-+Health: 30
-
- Damage Inflicted: 7 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Immediate; short when flying
-+Movement: Immediate; short when flying
-
--Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-+Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-
- Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action.
- When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it’s
-@@ -65878,19 +65878,19 @@
- If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
- wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
- During the frenzy, the worm that walks regenerates 2 points of health per round. A victim’s equipment is retained for
--later study.
-+later study.
-
- A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
- failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take
--actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
-+actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
-
- Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only
- with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks
--makes a deal, it eventually reneges if it senses any advantage for doing so.
-+makes a deal, it eventually reneges if it senses any advantage for doing so.
-
- Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
- calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much
--larger region.
-+larger region.
-
- Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
- in the fight.
-@@ -65903,35 +65903,35 @@
- distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
- too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
- may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit’s mind erodes
--without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-+without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-
--Motive: Destruction
-+Motive: Destruction
-
--Environment: Almost anywhere, singly or in groups of six to ten
-+Environment: Almost anywhere, singly or in groups of six to ten
-
--Health: 6
-+Health: 6
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short while flying
-+Movement: Short while flying
-
--Modifications: Stealth as level 5
-+Modifications: Stealth as level 5
-
--Combat: A wraith attacks with its touch, which rots flesh and drains life.
-+Combat: A wraith attacks with its touch, which rots flesh and drains life.
-
- A wraith can become fully insubstantial. After it does so, the creature can’t change state again until its next turn.
- While insubstantial, it can’t affect or be affected by anything (except for weapons and attacks that specifically affect
- undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
--keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-+keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-
- A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature
--dealing 5 points of damage.
-+dealing 5 points of damage.
-
- Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and
- they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself
--and descends fully into rage and the desire to spread destruction.
-+and descends fully into rage and the desire to spread destruction.
-
- Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another
- swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
-@@ -65942,39 +65942,39 @@
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
- makes them seem much larger. Lacking a dragon’s fiery breath or other magical abilities, wyverns rely on their strong
- flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
--two legs used for clumsy walking and two arm-wings used for flight and balance.
-+two legs used for clumsy walking and two arm-wings used for flight and balance.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Mountains, hills, and plains where large prey is plentiful
-+Environment: Mountains, hills, and plains where large prey is plentiful
-
--Health: 35
-+Health: 35
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short; long when flying
-+Movement: Short; long when flying
-
--Modifications: Perception as level 7; Speed defense as level 5 due to size
-+Modifications: Perception as level 7; Speed defense as level 5 due to size
-
- Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous
- stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on
--its turn.
-+its turn.
-
- The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might
- defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature,
--weakening the prey so the wyvern can carry it away and eat in peace.
-+weakening the prey so the wyvern can carry it away and eat in peace.
-
- Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large
- reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can
--give characters enough time to get safely away.
-+give characters enough time to get safely away.
-
- Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang
- of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
- the ground.
-
-- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
-+ Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
- extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
- an expensive item).
-
-@@ -65982,7 +65982,7 @@
-
- The most important element of each creature is its level. You use the level to determine the target number a PC must
- reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
--parentheses after its level. The target number is three times the level.
-+parentheses after its level. The target number is three times the level.
-
- A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or
- incapacitated.
-@@ -66023,43 +66023,43 @@
- ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
- If a supercomputer can think independently, it’s a strong AI (an artificial intelligence). Though not as advanced as
--godminds, AIs can develop inscrutable goals.
-+godminds, AIs can develop inscrutable goals.
-
- AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A
- few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
--act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-+act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-
--Motive: Varies
-+Motive: Varies
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
--Health: 33
-+Health: 33
-
--Damage Inflicted: 10
-+Damage Inflicted: 10
-
--Armor: 2
-+Armor: 2
-
--Movement: Immediate
-+Movement: Immediate
-
--Modifications: Speed defense as level 2, knowledge tasks as level 9
-+Modifications: Speed defense as level 2, knowledge tasks as level 9
-
- Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
- creature to see—can affect all targets within short range of the AI (or the AI’s local terminal), inflicting 10 points
--of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-+of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-
- Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
--and so on), regaining 5 points of health.
-+and so on), regaining 5 points of health.
-
- An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
- made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
--to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-+to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-
- Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI’s
--voice often sounds surprisingly human.
-+voice often sounds surprisingly human.
-
- Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
- moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn’t
--removed from the equation.
-+removed from the equation.
-
- Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-
-@@ -66068,23 +66068,23 @@
- Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
- post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
- conglomerate. The human remnants in each cybrid’s carbon fiber and nested shells of nanotech exist in a red haze of
--pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-+pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-
- From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
--has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-+has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-
--Motive: Kill away the pain
-+Motive: Kill away the pain
-
--Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-+Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-
--Health: 60
-+Health: 60
-
--Damage Inflicted: 10
-+Damage Inflicted: 10
-
--Armor: 3
-+Armor: 3
-
- Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
--extended vehicular combat rules.
-+extended vehicular combat rules.
-
- Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
- with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
-@@ -66092,14 +66092,14 @@
- focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
- a successful Speed defense roll.
-
-- Self-repair mechanisms allow the creature to regain 2 points of health per round.
-+ Self-repair mechanisms allow the creature to regain 2 points of health per round.
-
- Interaction: If communication can be opened up through a cybrid’s haze of pain, it might be possible to temporarily wake
- the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
--it’s become.
-+it’s become.
-
- Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
--dome. If it engages, the death toll will be staggering.
-+dome. If it engages, the death toll will be staggering.
-
- Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers.
-
-@@ -66110,34 +66110,34 @@
- ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
- brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
- or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
--with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-+with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-
- Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
- shipped out to fight on faraway fronts, whether that’s on a distant space station, moon, or in another star system
- entirely. Without their drugs, they may devolve.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Groups of three to five, usually in locations where organized security can’t easily reach
-+Environment: Groups of three to five, usually in locations where organized security can’t easily reach
-
--Health: 21 Damage Inflicted: 6 to 12 points
-+Health: 21 Damage Inflicted: 6 to 12 points
-
--Movement: Short
-+Movement: Short
-
--Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
-+Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
-
- Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
- themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
- grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
- and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
- damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
--starts anew.
-+starts anew.
-
- Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
--seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
-+seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
-
- Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
--sheltering bunkers.
-+sheltering bunkers.
-
- Loot: For every three or so devolved, one is likely to carry a cypher.
-
-@@ -66148,34 +66148,34 @@
- building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
- individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
- one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
--intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
-+intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
-
- Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
- or wasp mounds, or something without any reference at all in the natural world.
-
--Motive: Hungers for matter, including flesh
-+Motive: Hungers for matter, including flesh
-
- Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
--where everyone carries a smartphone, AR glasses, or something similar
-+where everyone carries a smartphone, AR glasses, or something similar
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Flies a long distance
-+Movement: Flies a long distance
-
- Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
- large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
- touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might
- defense task or take 4 points of damage. If the character doesn’t wear armor of some kind, they take 1 point of damage
--even if they succeed.
-+even if they succeed.
-
- For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it’s an electrical attack),
- but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
--cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-+cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-
- Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
--attempts to influence it are hindered by three steps.
-+attempts to influence it are hindered by three steps.
-
- Use: A promising new nanotech “printing” technology was hacked by radical elements.
-
-@@ -66187,29 +66187,29 @@
- minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
- subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
- absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
--they absorb, even a previously eaten living intelligent being.
-+they absorb, even a previously eaten living intelligent being.
-
--Motive: Hungers for information
-+Motive: Hungers for information
-
--Environment: Moist and warm areas
-+Environment: Moist and warm areas
-
--Health: 33
-+Health: 33
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Immediate; immediate when climbing or burrowing
-+Movement: Immediate; immediate when climbing or burrowing
-
--Modifications: Speed defense as level 5 due to size
-+Modifications: Speed defense as level 5 due to size
-
- Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
- succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime’s surface
- and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
- dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
- fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
--with the slime.
-+with the slime.
-
- Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
--translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
-+translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
-
- Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
- materials.
-@@ -66220,17 +66220,17 @@
- its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
- existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
- disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
--planet.
-+planet.
-
--Motive: Ineffable
-+Motive: Ineffable
-
--Environment: Anywhere, usually in space
-+Environment: Anywhere, usually in space
-
--Health: 50 (per instance)
-+Health: 50 (per instance)
-
--Damage Inflicted: 15 points
-+Damage Inflicted: 15 points
-
--Movement: Very long when flying
-+Movement: Very long when flying
-
- Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
- call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
-@@ -66238,11 +66238,11 @@
- temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
- could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
- instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn’t harmed. An aggressor
--would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.
-+would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.
-
- Interaction: To actually get a godmind’s attention and negotiate could require ancient command code, finding an old
- input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it’s likely
--to be in a form that is initially enigmatic, though ultimately extremely powerful.
-+to be in a form that is initially enigmatic, though ultimately extremely powerful.
-
- Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
- the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
-@@ -66254,35 +66254,35 @@
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
- how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
- advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt
--to feed on next.
-+to feed on next.
-
- Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
- vapor.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
- Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
--vacuum.
-+vacuum.
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Movement: Flies an immediate distance each round
-+Movement: Flies an immediate distance each round
-
--Modifications: Stealth tasks as level 5
-+Modifications: Stealth tasks as level 5
-
- Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
- damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
- successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
- feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
--zero health, a smooth thumb-sized egg of unknown material is left behind.
-+zero health, a smooth thumb-sized egg of unknown material is left behind.
-
- Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
--experiences and figure out creative solutions to problems.
-+experiences and figure out creative solutions to problems.
-
- Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
--pickings. But a strange haze seems to hang over the station.
-+pickings. But a strange haze seems to hang over the station.
-
- Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
- amount equal to the expensive price category.
-@@ -66294,23 +66294,23 @@
- over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
- unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
- But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
--fresh mechanism to begin the rebirth process again.
-+fresh mechanism to begin the rebirth process again.
-
- Infovores have also been called ghost fabricators and aterics
-
--Motive: Hungers for information
-+Motive: Hungers for information
-
--Environment: Anywhere powered devices are found
-+Environment: Anywhere powered devices are found
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 3–10 points
-+Damage Inflicted: 3–10 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Short
-+Movement: Short
-
--Modifications: Attacks and defends at an ever-escalating level
-+Modifications: Attacks and defends at an ever-escalating level
-
- Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
- carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
-@@ -66319,13 +66319,13 @@
- the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
- creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
- disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a
--difficulty 6 Intellect-based task.
-+difficulty 6 Intellect-based task.
-
- Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
--from “spinning up” to become a threat and learn something valuable, but only for a short period.
-+from “spinning up” to become a threat and learn something valuable, but only for a short period.
-
- Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
--an inactive infovore, quiescent until plugged in or scanned.
-+an inactive infovore, quiescent until plugged in or scanned.
-
- Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there’s a
- chance that one of those cyphers is actually the infovore seed.
-@@ -66339,19 +66339,19 @@
- wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
- tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
- manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
--level of technology and advancement well above that enjoyed by humans.
-+level of technology and advancement well above that enjoyed by humans.
-
--Motive: Knowledge
-+Motive: Knowledge
-
--Environment: In groups of three to twelve
-+Environment: In groups of three to twelve
-
--Health: 18
-+Health: 18
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Short; short when climbing
-+Movement: Short; short when climbing
-
--Modifications: Knowledge-related tasks as level 8
-+Modifications: Knowledge-related tasks as level 8
-
- Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
- always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
-@@ -66360,12 +66360,12 @@
- manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
- specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
- teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
--transdimensional redoubt).
-+transdimensional redoubt).
-
- Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than
--characters are willing to divulge.
-+characters are willing to divulge.
-
--Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-+Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-
- Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
-
-@@ -66378,29 +66378,29 @@
- objects turn against living people. An instance often has the form of the system it’s infected, but occasionally fatal
- malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a
- server room, shipmind core, or data center, having perverted the original machine’s self-repair functions. Sometimes 4D
--printers are also compromised.
-+printers are also compromised.
-
--Motive: Corruption and destruction
-+Motive: Corruption and destruction
-
--Environment: Any electronic system able to run code can host one or more instances
-+Environment: Any electronic system able to run code can host one or more instances
-
--Health: 18
-+Health: 18
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Movement: As the system it infects
-+Movement: As the system it infects
-
--Modifications: Knowledge tasks related to computers and other electronic systems as level 6
-+Modifications: Knowledge tasks related to computers and other electronic systems as level 6
-
- Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
- level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
- system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn’t have any intrinsic movement,
- the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
- compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
--instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-+instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-
- Interaction: Fatal malware isn’t really sentient and thus can’t really be negotiated with; some instances could mimic
--intelligence to draw humans into a trap.
-+intelligence to draw humans into a trap.
-
- Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
- unexpectedly dangerous ways. The shipmind itself doesn’t know it’s infected.
-@@ -66413,34 +66413,34 @@
- slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn’t
- know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
- That’s the eternal question and one that’s usually answered by those most afraid of potential dangers that might
--accompany the creation of something no one intended.
-+accompany the creation of something no one intended.
-
--Motive: Defense or destruction
-+Motive: Defense or destruction
-
--Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-+Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-
--Health: 18
-+Health: 18
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short
-+Movement: Short
-
- Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism’s
- poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
- coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
--damage.
-+damage.
-
- Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
- in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
--organism might still be calmed, but all such attempts are hindered.
-+organism might still be calmed, but all such attempts are hindered.
-
- Use: A scientist’s ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
--loss of its creator.
-+loss of its creator.
-
- Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
--two and another item that, with a bit of jury-rigging, works as an artifact.
-+two and another item that, with a bit of jury-rigging, works as an artifact.
-
- NATATHIM 3 (9)
-
-@@ -66449,37 +66449,37 @@
- oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
- humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
- eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
--and they have webbed extremities with retractable claws.
-+and they have webbed extremities with retractable claws.
-
- Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
- same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what’s been
- done to them. Alternatively, natathim could be discovered in Earth’s deepest oceans, their origin mysterious, but able
--to interbreed with humans as a method for maintaining their line.
-+to interbreed with humans as a method for maintaining their line.
-
--Motive: Just as with humans, natathim have many and varied motivations and drives.
-+Motive: Just as with humans, natathim have many and varied motivations and drives.
-
- Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
--Natathim can act normally in air for up to twenty-four hours before they must return to water.
-+Natathim can act normally in air for up to twenty-four hours before they must return to water.
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short on land; long in the water
-+Movement: Short on land; long in the water
-
--Modifications: Swims as level 6
-+Modifications: Swims as level 6
-
- Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
- magnetoreception ability that allows them to see into frequencies other creatures can’t, or even stranger abilities to
--interact magnetically with their surroundings, though this is little understood.
-+interact magnetically with their surroundings, though this is little understood.
-
- Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
--for having created their species in the first place, depending on the setting.
-+for having created their species in the first place, depending on the setting.
-
- Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
--somewhere in the Opulence of Outer Planets.
-+somewhere in the Opulence of Outer Planets.
-
- Loot: Some natathim carry valuable items and equipment.
-
-@@ -66492,40 +66492,40 @@
- have little interest in human spacecraft. (They’re called omworwar after the sound disrupted communication devices make
- in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
- translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
--galaxy all their own.
-+galaxy all their own.
-
- Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
- to these beings as wharn cogitators.
-
--Motive: Unpredictable
-+Motive: Unpredictable
-
--Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-+Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-
--Health: 42
-+Health: 42
-
--Damage Inflicted: 12 points
-+Damage Inflicted: 12 points
-
--Armor: 10
-+Armor: 10
-
- Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
--vehicular combat rules. FTL capable.
-+vehicular combat rules. FTL capable.
-
--Modifications: Speed defense as level 7 due to size
-+Modifications: Speed defense as level 7 due to size
-
- Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
- including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds
- from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
- the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
--deep concentration.
-+deep concentration.
-
- Interaction: Omworwar disregard most other creatures, because from the omworwar’s perspective, they’re like mayflies,
- here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
- an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
--manifest cypher.
-+manifest cypher.
-
- Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
- Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
--going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
-+going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
-
- Loot: Four level 10 manifest cyphers.
-
-@@ -66537,33 +66537,33 @@
- person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
- beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
- glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
--power, may be why many seem slightly mad.
-+power, may be why many seem slightly mad.
-
--Motive: Varies
-+Motive: Varies
-
--Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-+Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-
--Health: 22
-+Health: 22
-
--Damage Inflicted: 8 points
-+Damage Inflicted: 8 points
-
--Armor: 3
-+Armor: 3
-
--Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-+Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-
--Modifications: Knowledge tasks as level 8
-+Modifications: Knowledge tasks as level 8
-
- Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
- attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
- m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
- that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
--until destroyed).
-+until destroyed).
-
- A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
--source of light is itself or objects it has created.
-+source of light is itself or objects it has created.
-
- Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
--agendas, which often involve elaborate schemes.
-+agendas, which often involve elaborate schemes.
-
- Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
- vessel.
-@@ -66575,40 +66575,40 @@
- radically exceed regular people. They can’t really be considered human any longer; they’ve transcended humanity, which
- is why they’re also sometimes called transhumans. They’re often involved in large-scale projects, such as creating
- bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
--of consciousness or being.
-+of consciousness or being.
-
--Motive: Variable
-+Motive: Variable
-
--Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-+Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-
--Health: 50
-+Health: 50
-
--Damage Inflicted: 9 points
-+Damage Inflicted: 9 points
-
--Armor: 4
-+Armor: 4
-
--Movement: Short; flies a long distance
-+Movement: Short; flies a long distance
-
--Modifications: Knowledge tasks as level 9
-+Modifications: Knowledge tasks as level 9
-
- Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
- points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
- target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
--targets caught in the conflagration succeed on a Speed defense roll.
-+targets caught in the conflagration succeed on a Speed defense roll.
-
- Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
- deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
--action.
-+action.
-
--Posthumans automatically regain 2 points of health per round while its health is above 0.
-+Posthumans automatically regain 2 points of health per round while its health is above 0.
-
- Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
- either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
--motivations are complex and many-layered.
-+motivations are complex and many-layered.
-
- Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy
- underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
--that realm escaping, the posthuman continues their work.
-+that realm escaping, the posthuman continues their work.
-
- Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
- material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
-@@ -66622,28 +66622,28 @@
- strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
- electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
- say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
--finding other redivi, and eventually, finding their “universal seed.”
-+finding other redivi, and eventually, finding their “universal seed.”
-
--Motive: Knowledge
-+Motive: Knowledge
-
--Environment: Almost anywhere, searching
-+Environment: Almost anywhere, searching
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 4
-+Armor: 4
-
--Movement: Flies (magnetically levitates) a short distance each round
-+Movement: Flies (magnetically levitates) a short distance each round
-
- Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal
- within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
- trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
--constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-+constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-
- Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
- through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
--and negotiate, especially if there’s a chance they’ll find out something new.
-+and negotiate, especially if there’s a chance they’ll find out something new.
-
- Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
- action of something truly terrible.
-@@ -66656,29 +66656,29 @@
- knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
- If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
- trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
--roots in the body for feeding and decomposition.
-+roots in the body for feeding and decomposition.
-
--Motive: Feed
-+Motive: Feed
-
--Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-+Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Immediate
-+Movement: Immediate
-
- Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
- points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
- or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
- sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
- Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
--they can break free on their turn.
-+they can break free on their turn.
-
- Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can’t speak, but can understand some
--words and gestures.
-+words and gestures.
-
- Use: A grove of sentinel trees guard a compound that the characters need to break into.
-
-@@ -66690,30 +66690,30 @@
- that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
- learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
- being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
--emergency, silicon parasites thrown into the situation makes everything worse.
-+emergency, silicon parasites thrown into the situation makes everything worse.
-
--Motive: Defense, harvest electronic materials necessary to self-replicate.
-+Motive: Defense, harvest electronic materials necessary to self-replicate.
-
--Environment: Usually on spacecraft and space stations in groups of up to twenty
-+Environment: Usually on spacecraft and space stations in groups of up to twenty
-
--Health: 6
-+Health: 6
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short; climbs a short distance each round
-+Movement: Short; climbs a short distance each round
-
--Modifications: Speed defense as level 4 due to size.
-+Modifications: Speed defense as level 4 due to size.
-
- Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their
- attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
- difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
- target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
--Silicon parasites can operate in complete vacuum without harm.
-+Silicon parasites can operate in complete vacuum without harm.
-
- Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
--have acted with greater intelligence and forethought than mere unthinking insects can manage.
-+have acted with greater intelligence and forethought than mere unthinking insects can manage.
-
- Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
- crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
-@@ -66725,36 +66725,36 @@
- environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
- sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
- can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
--days.
-+days.
-
- Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
- rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They’re
--also vicious when cornered.
-+also vicious when cornered.
-
--Motive: Defense, reproduction
-+Motive: Defense, reproduction
-
--Environment: Anywhere humans live in space
-+Environment: Anywhere humans live in space
-
--Health: 5
-+Health: 5
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Movement: Short; short when climbing or gliding through zero G
-+Movement: Short; short when climbing or gliding through zero G
-
--Modifications: Stealth and perception as level 5
-+Modifications: Stealth and perception as level 5
-
- Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
- more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
- damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
- character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
--roll hindered by two steps.
-+roll hindered by two steps.
-
- Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
--possible. On the other hand, sometimes their behavior seems spookily sapient.
-+possible. On the other hand, sometimes their behavior seems spookily sapient.
-
- Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
- enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
--cargo.
-+cargo.
-
- Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
-
-@@ -66764,36 +66764,36 @@
- the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
- suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
- usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
--that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-+that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-
--Motive: Achieve mission goals
-+Motive: Achieve mission goals
-
- Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
--interest
-+interest
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Armor: 4
-+Armor: 4
-
--Movement: Long; flies a long distance each round
-+Movement: Long; flies a long distance each round
-
--Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
-+Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
-
- Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
- attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
--damage.
-+damage.
-
- A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
- away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
- and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
--cradles in the storm marine’s suit for several rounds to recharge.
-+cradles in the storm marine’s suit for several rounds to recharge.
-
--Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-+Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-
- Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
--elements that need to be dealt with.
-+elements that need to be dealt with.
-
- Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
- suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
-@@ -66808,35 +66808,35 @@
- the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
- not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
- convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they’ve
--gleaned.
-+gleaned.
-
--Motive: Knowledge
-+Motive: Knowledge
-
--Environment: Anywhere, usually alone
-+Environment: Anywhere, usually alone
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
- Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
-
--Modifications: All tasks related to knowledge as level 8
-+Modifications: All tasks related to knowledge as level 8
-
- Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
- chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
- a shining one doesn’t fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
- fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
--long range (or the same target twice).
-+long range (or the same target twice).
-
- Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
- this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
- roll, it loses 6 points of Intellect damage (ignores Armor). If the target’s Intellect Pool is emptied, it becomes a
- freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
--back to its original form with an explosive pop.
-+back to its original form with an explosive pop.
-
- Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
- of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
--information with others, seeking to grow their knowledge and that of those they meet.
-+information with others, seeking to grow their knowledge and that of those they meet.
-
- Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
- ability to consolidate power. Something must be done before it’s too late.
-@@ -66848,39 +66848,39 @@
- hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
- is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
- civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
--have a penchant for stealing away other life forms, who are rarely seen again.
-+have a penchant for stealing away other life forms, who are rarely seen again.
-
--Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-+Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-
--Environment: Almost anywhere
-+Environment: Almost anywhere
-
--Health: 23
-+Health: 23
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
- Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
--hours as an action
-+hours as an action
-
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-
- Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
- But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
--of Speed damage (ignores Armor).
-+of Speed damage (ignores Armor).
-
- A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
--serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.
-+serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.
-
- Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
- they’ve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
--hours.
-+hours.
-
--Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-+Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-
- Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
-
- Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
- It’s just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
--location, for unknown reasons.
-+location, for unknown reasons.
-
- Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
- cyphers, and possibly an artifact.
-@@ -66895,35 +66895,35 @@
- effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
- try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
- bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
--synthetic skins to reveal the alloyed mechanisms beneath.
-+synthetic skins to reveal the alloyed mechanisms beneath.
-
--Motive: Varies
-+Motive: Varies
-
--Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-+Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-
--Health: 24
-+Health: 24
-
--Damage Inflicted: 7 points
-+Damage Inflicted: 7 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Long
-+Movement: Long
-
--Modifications: Disguise and one knowledge task as level 6
-+Modifications: Disguise and one knowledge task as level 6
-
- Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
- generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
--other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-+other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-
- A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can’t repair itself
- thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
--points of health.
-+points of health.
-
- Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
--enraged one or one that’s been programmed to kill is unreasoning and fights to the end.
-+enraged one or one that’s been programmed to kill is unreasoning and fights to the end.
-
- Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
--any of them harbor programs that require that they kill humans is entirely up to the GM.
-+any of them harbor programs that require that they kill humans is entirely up to the GM.
-
- Loot: One or two manifest cyphers could be salvaged from a synth’s inactive form.
-
-@@ -66938,34 +66938,34 @@
- spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds
- such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-
--In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-+In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-
--Motive: Fresh meat
-+Motive: Fresh meat
-
--Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-+Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-
--Health: 35
-+Health: 35
-
--Damage Inflicted: 9 points
-+Damage Inflicted: 9 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short
-+Movement: Short
-
- Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
--8. Speed defense as level 3 due to size.
-+8. Speed defense as level 3 due to size.
-
- Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
- massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
- on a Might defense task or be caught in the creature’s maw, taking 9 additional points of damage each round until it can
--escape.
-+escape.
-
- A thundering behemoth’s ability to replicate threatening noises is often used deceptively at a distance, but the
- creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
--roll.
-+roll.
-
- Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
--modulation of the thunder they produce. They think of humans and most other creatures as food.
-+modulation of the thunder they produce. They think of humans and most other creatures as food.
-
- Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
- seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
-@@ -66979,29 +66979,29 @@
- zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
- (3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
- they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
--crew quarters, and so on.
-+crew quarters, and so on.
-
- Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
--important to those who find a clump, because they are incredibly toxic to living creatures.
-+important to those who find a clump, because they are incredibly toxic to living creatures.
-
--Motive: Reproduction
-+Motive: Reproduction
-
- Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
--cluster of three to five
-+cluster of three to five
-
--Health: 22
-+Health: 22
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Climbs (adheres) an immediate distance each round
-+Movement: Climbs (adheres) an immediate distance each round
-
- Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
- green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
- damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
- section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
--a detonating pod.
-+a detonating pod.
-
--Interaction: No real interaction with vacuum fungus is possible.
-+Interaction: No real interaction with vacuum fungus is possible.
-
- Use: Scientists are incredibly excited to discover that the strange ooze they’ve noticed staining the exterior of their
- research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
-@@ -67014,39 +67014,39 @@
- (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
- whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
- when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
--to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-+to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-
- Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn
--cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-+cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-
--Motive: Defense
-+Motive: Defense
-
--Environment: Anywhere floating through the void
-+Environment: Anywhere floating through the void
-
--Health: 53
-+Health: 53
-
--Damage Inflicted: 15 points
-+Damage Inflicted: 15 points
-
--Armor: 5
-+Armor: 5
-
- Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
--vehicular combat rules. FTL capable.
-+vehicular combat rules. FTL capable.
-
--Modification: Speed defense as level 3 due to size.
-+Modification: Speed defense as level 3 due to size.
-
- Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
- able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
--body wake it for reasons of its own, it becomes aggressive.
-+body wake it for reasons of its own, it becomes aggressive.
-
- A wharn’s main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
- target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
- inflicted ignores Armor. A wharn’s eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
--than about 200 m (650 feet) thick.
-+than about 200 m (650 feet) thick.
-
- Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
- spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
- communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
--mathematical formulas.
-+mathematical formulas.
-
- Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
- destroy the very same object.
-@@ -67061,29 +67061,29 @@
- scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
- its existence in the dark void of space.
-
--Motive: Varies with individual or setting
-+Motive: Varies with individual or setting
-
- Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
--1 G or higher eventually kill wraiths.
-+1 G or higher eventually kill wraiths.
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 6 points
-+Damage Inflicted: 6 points
-
--Movement: Short when flying in zero and low G
-+Movement: Short when flying in zero and low G
-
--Modifications: Perception and stealth tasks as level 7
-+Modifications: Perception and stealth tasks as level 7
-
- Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
- from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
- as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
- attacks using radiation heal a wraith’s lost health by the amount of damage the attack would have otherwise afflicted.
--Gravity of 1 G or greater hinders all wraith actions.
-+Gravity of 1 G or greater hinders all wraith actions.
-
--Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-+Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-
- Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
--aboard, they unravel clues that suggest wraiths may have been responsible.
-+aboard, they unravel clues that suggest wraiths may have been responsible.
-
- Loot: Some wraiths carry valuable items and equipment.
-
-@@ -67095,31 +67095,31 @@
- they’re not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
- not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
- prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
--surfaces, raising a cloud of shadow.
-+surfaces, raising a cloud of shadow.
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
--Environment: Anywhere dark
-+Environment: Anywhere dark
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Movement: Short; short when climbing
-+Movement: Short; short when climbing
-
--Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
-+Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
-
- Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
- Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
- must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
- the third step on the damage track from a phantom’s poison are not dead. They are paralyzed and can’t move for about a
- minute. If a phantom isn’t otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
--victims phased away in this fashion are never seen again.
-+victims phased away in this fashion are never seen again.
-
- Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
--with full health.
-+with full health.
-
--Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-+Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-
- Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It’s as if everyone just disappeared. There are
- signs of a struggle, though with what isn’t clear.
-@@ -67144,35 +67144,35 @@
- | 2 | Skeleton\* | Comedy horror, dark magic, demons, zombies |
- | 3 | Cannibal | Comedy horror, cryptids, dark magic, degenerates, zombies |
- | 3 | Nightgaunt | Aliens, cryptids, Lovecraftian |
--| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
--| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
--| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
-+| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
-+| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
-+| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
- | 4 | Deep one\* | Lovecraftian |
- | 4 | Devil\* | Dark magic, demons |
--| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
--| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
--| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
--| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
--| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
--| 5 | Cryptic moth | Cryptids |
-+| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
-+| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
-+| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
-+| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
-+| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
-+| 5 | Cryptic moth | Cryptids |
- | 5 | Demon\* | Dark magic, demons, J-horror/K-horror |
--| 5 | Fallen angel\* | Dark magic, demons |
-+| 5 | Fallen angel\* | Dark magic, demons |
- | 5 | Ichthysian | Comedy horror, cryptids, science gone wrong |
- | 5 | Killer clown\* | Clowns, comedy horror, killer toys, slashers |
- | 5 | Killing white light\* | Aliens, Lovecraftian, science gone wrong |
--| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
--| 5 | Replicant\* | Doppelgangers, simulacra |
--| 5 | Wendigo\* | Cryptids, degenerates |
--| 5 | Witch\* | Dark magic, degenerates, demons |
-+| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
-+| 5 | Replicant\* | Doppelgangers, simulacra |
-+| 5 | Wendigo\* | Cryptids, degenerates |
-+| 5 | Witch\* | Dark magic, degenerates, demons |
- | 6 | Mummy | Aliens, dark magic, mummies |
--| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
--| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
--| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
--| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
--| 7 | Fundamental angel | Demons, science gone wrong |
--| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
--| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
--| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
-+| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
-+| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
-+| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
-+| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
-+| 7 | Fundamental angel | Demons, science gone wrong |
-+| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
-+| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
-+| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
-
- \* Creature found in the Cypher System Rulebook
-
-@@ -67242,7 +67242,7 @@
-
- Movement: Short; long when flying
-
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-
- Combat: Cryptic moths usually enter combat only when they wish, because until they attack
-
-@@ -67251,7 +67251,7 @@
-
- Cryptic moths regain 1 point of health per round while their health is above 0, unless
-
--they’ve been damaged with a silvered or cold iron weapon, or by electrical attacks.
-+they’ve been damaged with a silvered or cold iron weapon, or by electrical attacks.
-
- Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
-
-@@ -67267,7 +67267,7 @@
-
- humans as a source of food or bodies to lay their eggs in.
-
--Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
-+Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
-
- Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
-
-@@ -67305,7 +67305,7 @@
-
- to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
- grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
--until the victim succeeds on a Might defense roll to escape.
-+until the victim succeeds on a Might defense roll to escape.
-
- An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
- the elder thing reads their thoughts while the target remains within long
-@@ -67329,7 +67329,7 @@
-
- GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
- defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
--takes damage, they shake off the temporary madness.
-+takes damage, they shake off the temporary madness.
-
- Fundamental Angel 7 (21)
-
-@@ -67448,7 +67448,7 @@
-
- Loot: Hivemind children may have no useful items or one weird science device they’ve built with their inhuman knowledge.
-
--GM intrusions:
-+GM intrusions:
-
- A group of hivemind children briefly manifest a teleportation or telekinesis ability
-
-@@ -67466,7 +67466,7 @@
-
- Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
-
--Motive: Hunger for flesh, curiosity, solitude
-+Motive: Hunger for flesh, curiosity, solitude
-
- Environment: Anywhere near bodies of fresh water Health: 18
-
-@@ -67509,7 +67509,7 @@
-
- Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
- those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
--former high stations.
-+former high stations.
-
- Motive: Vengeance, love, power
-
-@@ -67521,15 +67521,15 @@
-
- Movement: Short
-
--Modifications: Climb, stealth, ancient history, and ancient religion as level 8
-+Modifications: Climb, stealth, ancient history, and ancient religion as level 8
-
- Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
- attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
--abilities:
-+abilities:
-
- Curse: Anyone who disturbs a mummy’s tomb must make an Intellect defense roll or become cursed, which hinders their
-
--actions by two steps (forever, or until cured).
-+actions by two steps (forever, or until cured).
-
- Disease: The mummy’s attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
- hours or take 5 points of ambient damage.
-@@ -67540,7 +67540,7 @@
- Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
-
- Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
--are preserved), lasting for one day.
-+are preserved), lasting for one day.
-
- Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
-
-@@ -67650,7 +67650,7 @@
-
- GM Intrusion:
-
--The character’s attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-+The character’s attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-
- Shoggoth 7 (21)
-
-@@ -67663,7 +67663,7 @@
- Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
- to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
-
--Motive: Hungers for flesh
-+Motive: Hungers for flesh
-
- Environment: Anywhere
-
-@@ -67671,11 +67671,11 @@
-
- Damage Inflicted: 10 points
-
--Armor: 10 against fire, cold, and electricity
-+Armor: 10 against fire, cold, and electricity
-
- Movement: Long
-
--Modifications: Speed defense as level 6 due to size
-+Modifications: Speed defense as level 6 due to size
-
- Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
- within immediate range. Those struck by a shoggoth’s attack are grabbed and engulfed by the thing’s gelatinous body and
-@@ -67687,7 +67687,7 @@
-
- Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-
--Interaction: A shoggoth can’t be reasoned with.
-+Interaction: A shoggoth can’t be reasoned with.
-
- Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
-
-@@ -67751,7 +67751,7 @@
-
- Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-
--GM intrusion:
-+GM intrusion:
-
- The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
- protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
-@@ -67759,7 +67759,7 @@
-
- FAIRYTALE CREATURES
-
--The following creatures and characters are provided to help populate your fairy tale game.
-+The following creatures and characters are provided to help populate your fairy tale game.
-
- Generally, the listings in this book work much the same way as they do for all Cypher System creature listings—the
- standard template includes the level, description, motive, environment, and so on.
-@@ -67822,7 +67822,7 @@
-
- • Wizard, mighty
-
--Beasts and Beings by Archetype
-+Beasts and Beings by Archetype
-
- Animals
-
-@@ -67881,7 +67881,7 @@
- | Fairy godmother |
- | Gráinne, the Wayward Daughter |
- | Headless horse |
--| Nightmare |
-+| Nightmare |
- | Nymph |
- | Pixie |
- | Prince(ss) of summer (Cypher System Rulebook) |
-@@ -67913,7 +67913,7 @@
- | Robber/Thief |
- | Scholar |
-
--Named Characters
-+Named Characters
-
- | Happy |
- |-----------------|
-@@ -67922,7 +67922,7 @@
- | Snow White |
- | Toby the turtle |
-
--Royalty
-+Royalty
-
- | Áine, Fairy Queen of Light and Love |
- |---------------------------------------------------|
-@@ -68115,7 +68115,7 @@
-
- Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
- sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
--can pass on to those around them.
-+can pass on to those around them.
-
- Black dogs sometimes serve as familiars for witches and sorcerers.
-
-@@ -68140,7 +68140,7 @@
-
- of action. Dealing with helpful black dogs is often an interesting and unexpected
-
--experience, as they don’t talk and don’t explain who they choose to help or why.
-+experience, as they don’t talk and don’t explain who they choose to help or why.
-
- Use: The characters are fighting an extremely tough foe when a black dog steps in to
-
-@@ -68164,7 +68164,7 @@
-
- When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
- time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
--remaining, their death is final.
-+remaining, their death is final.
-
- While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
- their soul is possibly more important than the game effect. Consider removing something from the character that will
-@@ -68237,7 +68237,7 @@
- Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
-
- Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
--enemies.
-+enemies.
-
- Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
- leaping. Attacks made against affected targets are eased by one step.
-@@ -68275,7 +68275,7 @@
-
- Armor: 2
-
--Movement: Short when moving perpendicular; long when moving sideways
-+Movement: Short when moving perpendicular; long when moving sideways
-
- Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
-
-@@ -68297,7 +68297,7 @@
- immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
- of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
- grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
--contained.
-+contained.
-
- Motive: Hunger
-
-@@ -68383,7 +68383,7 @@
- he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
- original form.
-
--Motive: Revenge, find his original body parts
-+Motive: Revenge, find his original body parts
-
- Environment: Anywhere
-
-@@ -68408,7 +68408,7 @@
- > Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
- > wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-
--GM intrusion: A character’s weapon gets caught in the Tin Woodman’s metal body, pulling the weapon out of their hands.
-+GM intrusion: A character’s weapon gets caught in the Tin Woodman’s metal body, pulling the weapon out of their hands.
-
- Death 10 (infinite)
-
-@@ -68496,7 +68496,7 @@
- and exiled into the night for crimes unimaginable in their cruelty. An erlking’s victims are found in the cold sunlight,
- pale and bloodless, with their vital organs nibbled out.
-
--Motive: Hungers for flesh and to reclaim stripped titles
-+Motive: Hungers for flesh and to reclaim stripped titles
-
- Environment: Almost anywhere wooded at night Health: 27
-
-@@ -68677,7 +68677,7 @@
-
- It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
- all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
--prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
-+prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
-
- Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
-
-@@ -68716,7 +68716,7 @@
- Loot: Carries a black book
-
- > Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting
--> a spell from the black book costs 2 Intellect points and is an action.
-+> a spell from the black book costs 2 Intellect points and is an action.
- >
- > Depletion: 1 in 1d6
-
-@@ -68890,7 +68890,7 @@
-
- Motive: To be just and true, to protect her realm
-
--Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
-+Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
-
- Health: 99
-
-@@ -68944,7 +68944,7 @@
- Motive: To honor the darkness, to protect her realm
-
- Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
--Sorrows, a belowground realm out of time and space.
-+Sorrows, a belowground realm out of time and space.
-
- Health: 99
-
-@@ -69003,7 +69003,7 @@
-
- Environment: Anywhere, but typically in cities and towns, where there are people to admire
-
--and fear them
-+and fear them
-
- Health: 18
-
-@@ -69047,9 +69047,9 @@
-
- Interaction: Grimhilde is cunning and devious, always hatching plans against those who
-
--harm her, who threaten to overshadow her, or who have caught her eye in some way.
-+harm her, who threaten to overshadow her, or who have caught her eye in some way.
-
--Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
-+Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
-
- Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
-
-@@ -69129,7 +69129,7 @@
- Motive: To be left alone
-
- Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
--magically preserves as part of their bargain.
-+magically preserves as part of their bargain.
-
- Health: 30
-
-@@ -69196,7 +69196,7 @@
-
- Modern settings might find them near public or private swimming pools, koi ponds,
-
--and reservoirs.
-+and reservoirs.
-
- Health: 21
-
-@@ -69230,7 +69230,7 @@
-
- Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-
--Environment: Anywhere she wants to be
-+Environment: Anywhere she wants to be
-
- Health: 40
-
-@@ -69263,7 +69263,7 @@
-
- Motive: See everything, know everything
-
--Environment: Everywhere there is weather, real or magic-made
-+Environment: Everywhere there is weather, real or magic-made
-
- Health: 12
-
-@@ -69299,7 +69299,7 @@
- magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
- or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
-
--forest, in civilization as healers, or having infiltrated royal families
-+forest, in civilization as healers, or having infiltrated royal families
-
- Health: 21
-
-@@ -69417,7 +69417,7 @@
-
- Modifications: Gardening and potions as level 6
-
--Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
-+Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
-
- Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
-
-@@ -69646,32 +69646,32 @@
-
- A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
- musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
--creating fascinating tales and dramatic speeches.
-+creating fascinating tales and dramatic speeches.
-
--Motive: Entertainment, interaction, and novel experiences
-+Motive: Entertainment, interaction, and novel experiences
-
--Health: 10
-+Health: 10
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Movement: Short
-+Movement: Short
-
--Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
-+Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
-
- Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
- bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
--range.
-+range.
-
- A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
- friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
--two steps, turning invisible for a minute, or negating sound for a minute.
-+two steps, turning invisible for a minute, or negating sound for a minute.
-
- Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
--critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
-+critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
-
- Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
- they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
--the will of a crowd against them.
-+the will of a crowd against them.
-
- Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
- moderately priced item and one or two cyphers.
-@@ -69680,34 +69680,34 @@
-
- A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
- choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
--wild beasts.
-+wild beasts.
-
--Motive: Glory in battle
-+Motive: Glory in battle
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1 (or 3 when berserk)
-+Armor: 1 (or 3 when berserk)
-
--Movement: Short
-+Movement: Short
-
--Modifications: Climbing, jumping, running, and Speed defense as level 4
-+Modifications: Climbing, jumping, running, and Speed defense as level 4
-
- Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
--can’t easily get close to their foes.
-+can’t easily get close to their foes.
-
- A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
- fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
- relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
- raging berserker fights only with melee weapons and won’t retreat from battle.
-
-- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
-+ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
- throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
--or honor.
-+or honor.
-
- Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
--and picks fights with the local toughs.
-+and picks fights with the local toughs.
-
- Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
- group might have a cypher that enhances strength or toughness.
-@@ -69716,34 +69716,34 @@
-
- A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
- plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
--society-hating hermits in others.
-+society-hating hermits in others.
-
--Motive: Protecting nature
-+Motive: Protecting nature
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Nature lore, perception, and stealth as level 5
-+Modifications: Nature lore, perception, and stealth as level 5
-
- Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
--tools such as daggers and sickles.
-+tools such as daggers and sickles.
-
- A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
- 4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
- into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
--black bear, hawk, viper, or wolf.
-+black bear, hawk, viper, or wolf.
-
- Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
- exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
--sapient trees, satyrs, and so on).
-+sapient trees, satyrs, and so on).
-
- Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
--and hunters who stray too far from civilization.
-+and hunters who stray too far from civilization.
-
- Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
- cyphers or perhaps an artifact.
-@@ -69751,29 +69751,29 @@
- DWARF 4(12)
-
- A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
--to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-+to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-
--Motive: Defense, loyalty, honor
-+Motive: Defense, loyalty, honor
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 2
-+Armor: 2
-
--Movement: Short
-+Movement: Short
-
--Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-+Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-
- Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re used to working together to defend
- their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
--damage.
-+damage.
-
- Dwarf leaders are usually officers or priests.
-
-- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
-+ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
- them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
--sturdy hammer.
-+sturdy hammer.
-
- Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
- with a human city leader—or redress for an old insult.
-@@ -69785,29 +69785,29 @@
-
- An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
- Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
--the most beautiful sunset, or the perfect love song.
-+the most beautiful sunset, or the perfect love song.
-
--Motive: Curiosity
-+Motive: Curiosity
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Perception, Speed defense, and any two noncombat skills as level 5
-+Modifications: Perception, Speed defense, and any two noncombat skills as level 5
-
- Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
--fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
-+fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
-
- A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
- or repairing clothing.
-
- Interaction: Elves appreciate beauty, grace, and skill, and they don’t respond well to crudeness or bluster, especially
- from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
--humor.
-+humor.
-
- Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
- said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
-@@ -69819,29 +69819,29 @@
-
- A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
- or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
--folk as scouts, burglars, and loyal companions.
-+folk as scouts, burglars, and loyal companions.
-
--Motive: Defense, comfort
-+Motive: Defense, comfort
-
--Health: 9
-+Health: 9
-
--Damage Inflicted: 3 points
-+Damage Inflicted: 3 points
-
--Armor: 0 or 1
-+Armor: 0 or 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
-+Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
-
- Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
- creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
- ally so they can attack a foe’s back and legs.
-
- Interaction: Halflings enjoy the company of larger folks as long as they aren’t mocked for their size. They’re brave and
--determined when they need to be, though some might complain about wanting to go home.
-+determined when they need to be, though some might complain about wanting to go home.
-
- Use: A young halfling wants to have some adventures before settling down. The local thieves’ guild is said to employ
--halflings as lookouts and cutpurses, sometimes disguised as human children.
-+halflings as lookouts and cutpurses, sometimes disguised as human children.
-
- Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
- or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
-@@ -69850,35 +69850,35 @@
- PALADIN 4 (12)
-
- Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
--and most of them expect to die in battle against an evil foe.
-+and most of them expect to die in battle against an evil foe.
-
--Motive: Protecting the innocent, destroying evil
-+Motive: Protecting the innocent, destroying evil
-
--Health: 15
-+Health: 15
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
--Armor: 2 or 3
-+Armor: 2 or 3
-
--Movement: Short
-+Movement: Short
-
--Modifications: Attacks and Might defense as level 5
-+Modifications: Attacks and Might defense as level 5
-
- Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
- draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
- (defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
--defense).
-+defense).
-
- Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
- presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
--creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-+creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-
- Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
- evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey
--area.” However, they are not fools and won’t throw away their lives for nothing.
-+area.” However, they are not fools and won’t throw away their lives for nothing.
-
- Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
--villain to smite.
-+villain to smite.
-
- Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
- lucky enough to have an artifact (usually a weapon or armor).
-@@ -69887,35 +69887,35 @@
-
- A thief takes things that don’t belong to them—preferably with their victim remaining unaware of the crime until the
- thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
--elaborate heists to steal priceless items from prominent targets.
-+elaborate heists to steal priceless items from prominent targets.
-
--Motive: Greed, curiosity, risk
-+Motive: Greed, curiosity, risk
-
--Health: 12
-+Health: 12
-
--Damage Inflicted: 4 points
-+Damage Inflicted: 4 points
-
--Armor: 1
-+Armor: 1
-
--Movement: Short
-+Movement: Short
-
--Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
-+Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
-
- Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
- an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
- smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren’t above using poison,
- typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
-
-- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
--like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.
-+ Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
-+like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.
-
- Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
--pickpockets targets a character’s jewelry or cyphers.
-+pickpockets targets a character’s jewelry or cyphers.
-
- Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
- cypher they plan to use or sell.
-
--HORROR NPCs
-+HORROR NPCs
-
- Cannibal 3 (9)
-
-@@ -69924,11 +69924,11 @@
- hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That’s when a
- cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-
--Motive: Hungers for human flesh
-+Motive: Hungers for human flesh
-
- Health: 12
-
--Damage Inflicted: 5 points
-+Damage Inflicted: 5 points
-
- Movement: Short
-
-@@ -69950,7 +69950,7 @@
- Mad Scientist 4 (12)
-
- A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
--can be created without asking if it should be.
-+can be created without asking if it should be.
-
- Motive: Understanding and exploiting reality
-
-@@ -70011,7 +70011,7 @@
- Woodcutter,” most player characters are going to ask that person their name. It’s likely to break immersion if you throw
- in a modern name, or if the NPC tries to explain that they don’t have one, they’re just called “the Woodcutter.” And if
- you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
--names ahead of time so that you’re always ready to give players something to call a new walk-on character.
-+names ahead of time so that you’re always ready to give players something to call a new walk-on character.
-
- Aristocrat 4 (12)
-
-@@ -70021,7 +70021,7 @@
- things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
-
- Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
--cities and towns, occasionally off by themselves in large castles and manors
-+cities and towns, occasionally off by themselves in large castles and manors
-
- Health: 12
-
-@@ -70059,7 +70059,7 @@
-
- the employ or care of someone who has found them, stolen them, or otherwise become
-
--their guardians, caretakers, or keepers.
-+their guardians, caretakers, or keepers.
-
- Health: 3
-
-@@ -70070,7 +70070,7 @@
- Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
-
- Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
--weapons, such as their fists, a stick, or a toy.
-+weapons, such as their fists, a stick, or a toy.
-
- Interaction: Children are often smarter, more creative, and more wily than they’re given credit for. They may have a lot
- of knowledge about nearby people, places, and activities that can help the PCs, particularly if there’s an exchange of
-@@ -70096,7 +70096,7 @@
-
- Motive: Defense
-
--Environment: In their workshops or peddling their trade while traveling
-+Environment: In their workshops or peddling their trade while traveling
-
- Health: 8
-
-@@ -70130,7 +70130,7 @@
-
- Motive: Follow orders, support their loved ones, protect the innocent
-
--Environment: Woods, forests, and other wild lands
-+Environment: Woods, forests, and other wild lands
-
- Health: 8
-
-@@ -70210,7 +70210,7 @@
-
- Motive: Find answers, seek knowledge
-
--Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
-+Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
-
- Health: 6
-
-@@ -72052,7 +72052,7 @@
-
- SUPERHERO CYPHERS
-
--POWER BOOST CYPHERS
-+POWER BOOST CYPHERS
-
- This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
- System Rulebook into one cypher with variable effects based on cypher level.
-@@ -72099,12 +72099,12 @@
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
- The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
- opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
--or rewards for their adventures and exploits.
-+or rewards for their adventures and exploits.
-
--MIXING SUBTLE AND MANIFEST CYPHERS
-+MIXING SUBTLE AND MANIFEST CYPHERS
- There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
--and other coincidences that benefit the characters.
-+and other coincidences that benefit the characters.
-
- CYPHER FORMS
-
-@@ -72138,7 +72138,7 @@
- | 63-66 | Papyrus scroll |
- | 67-71 | Parchment scroll |
- | 72-74 | Pouch of powder |
--| 75-76 | Skin drawing |
-+| 75-76 | Skin drawing |
- | 77-80 | Stone |
- | 81-82 | Tattoo |
- | 83-85 | Thick potion |
-@@ -72177,42 +72177,42 @@
-
- ACID RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
-
--ANIMAL CONTROL
-+ANIMAL CONTROL
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
- the cypher’s level. If successful, the beast immediately becomes calm. The beast awaits the user’s commands and carries
- out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher’s
- level minus the target’s level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
--or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-
- The cypher doesn’t give the user any special ability to understand the target or perceive through its senses. For
- example, the user can command an eagle to fly above a group of enemies, but the eagle can’t describe what it sees and
--the user can’t look through its eyes.
-+the user can’t look through its eyes.
-
- “Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
--BEAST SHAPE
-+BEAST SHAPE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
- determined by the cypher’s creator). The user gains the animal’s type of movement (swimming for a fish, flying for a
- bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
- appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
--table.
-+table.
-
- The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can’t make them more
- than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn’t
- affect the animal’s abilities. The user can still use all of their abilities that don’t rely specifically on their
- normal form. For example, an Adept in wolf form can’t wield a dagger because wolves don’t have hands, but could still
--use a healing power or mind blast ability.
-+use a healing power or mind blast ability.
-
- After about an hour, the user returns to their normal form.
-
-@@ -72220,154 +72220,154 @@
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
--COLD RESISTANCE
-+COLD RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
-
--DEMON WARD
-+DEMON WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from demons, devils, and similar
- malevolent creatures.
-
--DRAGON WARD
-+DRAGON WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from dragons, wyverns, and similar
- magical reptilian creatures.
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
--ELECTRICITY RESISTANCE
-+ELECTRICITY RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
-
--ELEMENTAL CONJURATION
-+ELEMENTAL CONJURATION
-
--Level: 1d6
-+Level: 1d6
-
- Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
- Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
--best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-
- The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
--does only as commanded.
-+does only as commanded.
-
- The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
--back to its native realm.
-+back to its native realm.
-
--FIRE RESISTANCE
-+FIRE RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: The user gains Armor against fire damage equal to the cypher’s level for one hour.
-
--GIANT SIZE
-+GIANT SIZE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
--their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-
- They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
- penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
--the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-
- If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
--defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-+defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-
--INSTANT BOAT
-+INSTANT BOAT
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
- row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
- its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
- boat lasts for a day, after which it vanishes.
-
--INSTANT TOWER
-+INSTANT TOWER
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
- tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
- story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn’t sufficient room for the
- tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
--pressure against the confining surfaces.
-+pressure against the confining surfaces.
-
--The tower is permanent and immobile once created.
-+The tower is permanent and immobile once created.
-
--LYCANTHROPE WARD
-+LYCANTHROPE WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werewolves and other
--lycanthropes.
-+lycanthropes.
-
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
- as a bear, rat, tiger, or wolf
-
--PENULTIMATE KEY
-+PENULTIMATE KEY
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher’s level or lower. The
--targeted item must have a keyhole for the cypher to work.
-+targeted item must have a keyhole for the cypher to work.
-
- > Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
- POISON RESISTANCE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.
-
--RESTORATIVE AURA
-+RESTORATIVE AURA
-
--Level: 1d6
-+Level: 1d6
-
- Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
- sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
- level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
--cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-+cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-
--THOUGHT LISTENING
-+THOUGHT LISTENING
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
- doesn’t want them to. Once the user has established contact, they can read the target’s thoughts for up to one minute
- per cypher level.
-
--TINY SIZE
-+TINY SIZE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
- Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
- normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
- actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
--first from their Intellect Pool and then, if necessary, from their Might Pool).
-+first from their Intellect Pool and then, if necessary, from their Might Pool).
-
- If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
--ends, they lose all of the advantages and penalties from the cypher.
-+ends, they lose all of the advantages and penalties from the cypher.
-
--UNDEAD WARD
-+UNDEAD WARD
-
--Level: 1d6
-+Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from skeletons, zombies, ghosts,
--vampires, and other undead creatures.
-+vampires, and other undead creatures.
-
--WALKING CORPSE
-+WALKING CORPSE
-
--Level: 1d6
-+Level: 1d6
-
- Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
- on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
-@@ -72395,29 +72395,29 @@
-
- | 1-2 | Anathema siren (aliens) |
- |-------|------------------------------|
--| 3-4 | Decaptitative longevity |
-+| 3-4 | Decaptitative longevity |
- | 5-6 | Horrific arm |
- | 7-8 | Horrific eye |
--| 9-10 | Horrified integrated weapon |
-+| 9-10 | Horrified integrated weapon |
- | 11-12 | Humanity tester |
- | 13-14 | Invisibility revealers |
- | 15-16 | Mind swapper |
- | 17-18 | Primitive doppelganger |
--| 19-20 | Visage scrutinizer |
-+| 19-20 | Visage scrutinizer |
-
- BODY HORROR CYPHERS
-
- | 1-2 | Ascendant flesh vivisector |
- |-------|----------------------------|
--| 3-4 | Decaptitative longevity |
--| 5-6 | Horrific arm |
-+| 3-4 | Decaptitative longevity |
-+| 5-6 | Horrific arm |
- | 7-8 | Horrific eye |
- | 9-10 | Horrific face |
- | 11-12 | Horrific integrated weapon |
- | 13-14 | Horrific orifice |
- | 15-16 | Insanity suppressor |
- | 17-18 | Primitive doppelganger |
--| 19-20 | Reanimator |
-+| 19-20 | Reanimator |
-
- CLASSIC MONSTER CYPHERS
-
-@@ -72428,12 +72428,12 @@
- | 5-6 | Anathema siren (vampires) |
- | 7-8 | Anathema siren (werewolves) |
- | 9 | Ascendant brain vivisector |
--| 10 | Ascendant flesh vivisector |
-+| 10 | Ascendant flesh vivisector |
- | 11 | Corrupted canopic jar |
--| 12 | Decaptitative longevity |
--| 13 | Ghost detector |
-+| 12 | Decaptitative longevity |
-+| 13 | Ghost detector |
- | 14-16 | Invisibility serum |
--| 17 | Reanimator |
-+| 17 | Reanimator |
- | 18-19 | Silgarho infusion |
- | 20 | Unphantomed limb |
-
-@@ -72441,15 +72441,15 @@
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
--| 5-7 | Decapitative longevity |
-+| 5-7 | Decapitative longevity |
- | 8-11 | Homunculus flask |
- | 12-14 | Mind swapper |
- | 15-17 | Reanimator |
- | 18-20 | Revenant serum |
-
--
-
--DEMON CYPHERS
-+
-+DEMON CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -72459,13 +72459,13 @@
- | 14-16 | Reanimator |
- | 17-20 | Visage scrutinizer |
-
--GHOST CYPHERS
-+GHOST CYPHERS
-
- | 1-8 | Anathema siren (ghost) |
- |------|------------------------|
- | 9-20 | Ghost detector |
-
--LOVECRAFTIAN CYPHERS
-+LOVECRAFTIAN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|---------------------------------------------|
-@@ -72480,15 +72480,15 @@
- | 18-19 | Invisibility revealer |
- | 20 | Mind swapper |
-
--MUMMY CYPHERS
-+MUMMY CYPHERS
-
- | 1-6 | Anathema siren (mummies) |
- |-------|--------------------------|
- | 7-12 | Corrupted canopic jar |
--| 13-16 | Reanimator |
-+| 13-16 | Reanimator |
- | 17-20 | Revenant serum |
-
--SCIENCE GONE WRONG CYPHERS
-+SCIENCE GONE WRONG CYPHERS
-
- | 1 | Anathema siren (simulacra) |
- |-----|----------------------------|
-@@ -72512,7 +72512,7 @@
- | 19 | Revenant serum |
- | 20 | Unphantomed limb |
-
--UNDEAD CYPHERS
-+UNDEAD CYPHERS
-
- | 1-3 | Anathema siren (ghosts) |
- |-------|---------------------------|
-@@ -72526,7 +72526,7 @@
- | 16-18 | Silgarho infusion |
- | 19-20 | Wolfsbane potion |
-
--VAMPIRE CYPHERS
-+VAMPIRE CYPHERS
-
- | 1-6 | Anathema siren (vampire) |
- |-------|--------------------------|
-@@ -72541,7 +72541,7 @@
- | 11-15 | Reanimator |
- | 16-20 | Wolfsbane potion |
-
--
-+
-
- ZOMBIE CYPHERS
-
-@@ -72550,7 +72550,7 @@
- | 9-14 | Reanimator |
- | 15-20 | Revenant serum |
-
--A SELECTION OF HORROR CYPHERS
-+A SELECTION OF HORROR CYPHERS
- ANATHEMA SIREN
-
- Level: 1d6 + 2
-@@ -72582,7 +72582,7 @@
-
- Level: 1d6 + 4
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast’s brain so
- it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
-@@ -72601,7 +72601,7 @@
-
- Level: 1d6 + 4
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
- the beast’s shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
-@@ -72618,7 +72618,7 @@
-
- Level: 1d6 + 1
-
--Form: Jar made of clay or carved stone
-+Form: Jar made of clay or carved stone
-
- Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
- assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-@@ -72646,7 +72646,7 @@
-
- Level: 1d6 + 1
-
--Form: Amulet, crystal, or device
-+Form: Amulet, crystal, or device
-
- Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the
- cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can
-@@ -72667,7 +72667,7 @@
- trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to
- one hour per cypher level, after which they automatically break free (and are probably very angry).
-
--Ghosts in a trap can be permanently stored in a ghost vault.
-+Ghosts in a trap can be permanently stored in a ghost vault.
-
- HOMUNCULUS FLASK
-
-@@ -72728,7 +72728,7 @@
-
- Level: 1d6 + 3
-
--Form: Weapon you can hold in one hand
-+Form: Weapon you can hold in one hand
-
- Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user’s hand, physically
- connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
-@@ -72747,7 +72747,7 @@
-
- Level: 1d6 + 3
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: The user’s body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
- enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn’t count toward the user’s
-@@ -72762,7 +72762,7 @@
-
- Level: 1d6 + 4
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
- doppelganger, simulacrum, or vampire) if the cypher’s level is greater than the creature’s disguise level. If the
-@@ -72800,7 +72800,7 @@
-
- Level: 1d6 + 2
-
--Form: Device, flask, or injection
-+Form: Device, flask, or injection
-
- Effect: The user’s body becomes as transparent as air, making them effectively invisible for one minute per cypher
- level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
-@@ -72892,11 +72892,11 @@
- Because a human body can’t dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
--UNPHANTOMED LIMB
-+UNPHANTOMED LIMB
-
- Level: 1d6
-
--Form: Device, injection, or pill
-+Form: Device, injection, or pill
-
- Effect: Gives a user who is missing a
-
-@@ -72912,7 +72912,7 @@
-
- Level: 1d6 + 2
-
--Form: Device, crystal, injection, or pill
-+Form: Device, crystal, injection, or pill
-
- Effect: Grants the user a heightened
-
-@@ -72950,7 +72950,7 @@
- random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
- specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-
--CYPHER LIMITS
-+CYPHER LIMITS
-
- All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
- ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
-@@ -72963,7 +72963,7 @@
-
- fey is attracted, what their realm is like, and how to play out the character’s disappearance and possible retrieval.
-
--Fey Being Table
-+Fey Being Table
-
- | d6 | Effect |
- |-----|------------|
-@@ -72985,7 +72985,7 @@
- | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
- | 6 | Steals the character away to their fey realm |
-
--CYPHERS
-+CYPHERS
- Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
- ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
- object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
-@@ -73028,7 +73028,7 @@
- | 19 | Spell or hand fan |
- | 20 | Fallen star or playing card |
-
--Fairy Tale Cypher Table
-+Fairy Tale Cypher Table
-
- | d100 | Cypher |
- |------|---------------------------------------------------------|
-@@ -73074,11 +73074,11 @@
- | 40 | Forget-me-knot |
- | 41 | Genie’s handkerchief |
- | 42 | Gilded shell |
--| 43 | Gingerbread man |
-+| 43 | Gingerbread man |
- | 44 | Godfather’s picture book |
--| 45 | Golden Beetle |
-+| 45 | Golden Beetle |
- | 46 | Golden vanity |
--| 47 | Green spectacles |
-+| 47 | Green spectacles |
- | 48 | Hart’s heart |
- | 49 | Heart of a star |
- | 50 | Heart’s tart |
-@@ -73095,7 +73095,7 @@
- | 61 | Memory’s match |
- | 62 | Mermaid tear |
- | 63 | Neverlost |
--| 64 | Nonsensical poem |
-+| 64 | Nonsensical poem |
- | 65 | Omniscient bean |
- | 66 | Pictureless book |
- | 67 | Poison for your daughter |
-@@ -73110,7 +73110,7 @@
- | 76 | Rapunzel leaf |
- | 77 | Rose of red |
- | 78 | Shadow soap |
--| 79 | Shard of the moon |
-+| 79 | Shard of the moon |
- | 80 | Shining life |
- | 81 | Silver slippers |
- | 82 | Singing bone |
-@@ -73127,7 +73127,7 @@
- | 93 | Vase of tears |
- | 94 | White snake |
- | 95 | Wish granting pearl |
--| 96 | Witch bottle |
-+| 96 | Witch bottle |
- | 97 | Witch’s ladder |
- | 98 | Wooden spoon |
- | 99 | Yonder yarn |
-@@ -73192,7 +73192,7 @@
-
- Level: 1d6 + 3
-
--Form: Chalk, pen, pencil, lipstick, or marker
-+Form: Chalk, pen, pencil, lipstick, or marker
-
- Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
- anything that can discern the door can use it. Erasing the drawn line erases the door.
-@@ -73256,7 +73256,7 @@
-
- Level: 1d6 + 3
-
--Form: Beautifully woven bird’s nest
-+Form: Beautifully woven bird’s nest
-
- Effect: When worn like a crown, the bird’s nest creates an illusion over the wearer, making them appear like royalty.
- Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
-@@ -73292,7 +73292,7 @@
-
- Level: 1d6 + 3
-
--Form: Handful of ground bones
-+Form: Handful of ground bones
-
- Effect: When eaten, the bones begin a process of lowering the eater’s apparent age. Over the next three days, the user
- begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
-@@ -73312,7 +73312,7 @@
-
- Level: 1d6 + 2
-
--Form: Medallion in the shape of the white symbol on a cat sidhe’s chest
-+Form: Medallion in the shape of the white symbol on a cat sidhe’s chest
-
- Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
- cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-@@ -73354,7 +73354,7 @@
-
- Level: 1d6 + 2
-
--Form: Shining jewel from a royal crown
-+Form: Shining jewel from a royal crown
-
- Effect: When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of the
- item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
-@@ -73383,7 +73383,7 @@
-
- Level: 1d6 + 3
-
--Form: Vial, pot, or jar of black liquid
-+Form: Vial, pot, or jar of black liquid
-
- Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
- Might Pool.
-@@ -73408,7 +73408,7 @@
-
- Level: 1d6 + 4
-
--Form: Small, half-burnt black candle
-+Form: Small, half-burnt black candle
-
- Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher’s level. During that time, the user
- who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
-@@ -73475,7 +73475,7 @@
-
- Effect: The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the perfect
- size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all tasks involving
--charm, persuasion, and etiquette for one hour. After
-+charm, persuasion, and etiquette for one hour. After
-
- that, the outfit may still be worn, but no longer offers any benefits.
-
-@@ -73485,7 +73485,7 @@
-
- Level: 1d6
-
--Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
-+Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
-
- Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
- another way to change their size (such as with an eat me).
-@@ -73494,7 +73494,7 @@
-
- Level: 1d6
-
--Form: Pouch of very fine, rainbow-hued dust
-+Form: Pouch of very fine, rainbow-hued dust
-
- Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
- action. This does not use up any of their recovery rolls.
-@@ -73512,7 +73512,7 @@
-
- Level: 1d6
-
--Form: Magical thread sewn onto armor
-+Form: Magical thread sewn onto armor
-
- Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
-
-@@ -73545,7 +73545,7 @@
-
- Level: 1d6 + 2
-
--Form: Small stone shaped like a heart
-+Form: Small stone shaped like a heart
-
- ffect: For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m by 9
- m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
-@@ -73555,7 +73555,7 @@
-
- Level: 1d6 + 2
-
--Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
-+Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
-
- Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
- range.
-@@ -73685,7 +73685,7 @@
-
- Level: 1d6
-
--Form: Still-warm piece of a fallen star
-+Form: Still-warm piece of a fallen star
-
- Effect: For the next ten minutes, when the user helps another character while holding the star, that character’s task is
- eased by an additional step. (If the user has an inability in the relevant skill, the other character’s task is still
-@@ -73695,7 +73695,7 @@
-
- Level: 1d6 + 2
-
--Form: Red tart in the shape of a heart
-+Form: Red tart in the shape of a heart
-
- Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
- ten minutes.
-@@ -73743,7 +73743,7 @@
-
- Level: 1d6
-
--Form: Small wooden or metal cricket
-+Form: Small wooden or metal cricket
-
- Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
- modifiers.
-@@ -73775,7 +73775,7 @@
-
- Level: 1d6 + 1
-
--Form: Small medallion with the word “COURAGE” inscribed upon it.
-+Form: Small medallion with the word “COURAGE” inscribed upon it.
-
- Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
- time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
-@@ -73806,7 +73806,7 @@
-
- Level: 1d6
-
--Form: Matchbox with one match inside
-+Form: Matchbox with one match inside
-
- Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
- flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
-@@ -73849,7 +73849,7 @@
-
- Level: 1d6 + 2
-
--Form: Magical bean made into a cake
-+Form: Magical bean made into a cake
-
- Effect: When eaten, the bean allows the
-
-@@ -73878,7 +73878,7 @@
- | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
- | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-
--Poison for Your Daughter
-+Poison for Your Daughter
-
- Level: 1d6 + 2
-
-@@ -73949,7 +73949,7 @@
-
- Level: 1d6 + 2
-
--Form: Apple that is half white and half red
-+Form: Apple that is half white and half red
-
- Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher’s level to their
- Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher’s level. Each half of the
-@@ -73995,7 +73995,7 @@
-
- Level: 1d6 + 2
-
--Form: Small figure carved from wood or stone, with an open mouth
-+Form: Small figure carved from wood or stone, with an open mouth
-
- Effect: Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) connects
- the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
-@@ -74005,7 +74005,7 @@
-
- Level: 1d6 + 3
-
--Form: Bit of powder carried in a pepper box
-+Form: Bit of powder carried in a pepper box
-
- Effect: When sprinkled on an inanimate
-
-@@ -74022,7 +74022,7 @@
-
- Level: 1d6 + 3
-
--Form: Dried pea that was previously slept on
-+Form: Dried pea that was previously slept on
-
- Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
- claims, and other such tricks (for all senses) for what they are.
-@@ -74031,13 +74031,13 @@
-
- Level: 1d6
-
--Form: Pocket watch with an empty face
-+Form: Pocket watch with an empty face
-
- Effect: Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the user
- states. The user must have previously been to the stated place, and must enter the rabbit hole before anyone else,
- ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the user and anyone traveling
- with them. Travel inside the hole is not instantaneous, but it is very fast, taking no more than a minute and feeling
--very much like riding a long, winding slide.
-+very much like riding a long, winding slide.
-
- The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
- jumping in feet-first.
-@@ -74144,7 +74144,7 @@
-
- Level: 1d6 + 4
-
--Form: Small jewel, talisman, or bead
-+Form: Small jewel, talisman, or bead
-
- Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
- additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
-@@ -74172,7 +74172,7 @@
-
- Level: 1d6
-
--Form: Ring, necklace, hairpin, or bracelet
-+Form: Ring, necklace, hairpin, or bracelet
-
- Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
- commands as long as they’re within long range. They can hinder any or all opponents’ tasks, provide information, assist
-@@ -74236,7 +74236,7 @@
-
- Level: 1d6
-
--Form: Vase, vial, or jar filled with tears
-+Form: Vase, vial, or jar filled with tears
-
- Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
- the next time they are physically attacked.
-@@ -74265,7 +74265,7 @@
-
- Level: 1d6 + 1
-
--Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-+Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-
- Effect: Captures a witch (of a level up to the cypher’s level). Upon entering the bottle, the witch takes damage equal
- to the cypher’s level and is trapped until someone whispers their name into the bottle’s mouth and releases them.
-@@ -75083,7 +75083,7 @@
- | 25-26 | Coil of endless rope |
- | 27-28 | Crown of the mind |
- | 34 | Crystal ball |
--| 35-37 | Deflecting shield |
-+| 35-37 | Deflecting shield |
- | 38-40 | Elfblade |
- | 41-43 | Enchanted armor |
- | 44-49 | Exploding arrow |
-@@ -75104,7 +75104,7 @@
- | 99 | Vorpal sword |
- | 00 | Whisperer in the ether |
-
--MAJOR FANTASY ARTIFACTS TABLE
-+MAJOR FANTASY ARTIFACTS TABLE
-
- | 01-03 | Angelic ward\* |
- |-------|-------------------------------------------------|
-@@ -75123,22 +75123,22 @@
- | 28-30 | Guardian idol |
- | 31-33 | Hand of glory |
- | 34-36 | Horn of thunder |
--| 37-39 | Instant ladder |
-+| 37-39 | Instant ladder |
- | 40-43 | Lightening hammer |
- | 44-47 | Necromantic wand |
- | 48-50 | Ring of dragon’s flight\* |
--| 51-53 | Ring of fall flourishing |
--| 54-56 | Ring of invisibility |
--| 57 | Ring of wishes |
-+| 51-53 | Ring of fall flourishing |
-+| 54-56 | Ring of invisibility |
-+| 57 | Ring of wishes |
- | 58-60 | Smooth stepping boots |
- | 61-62 | Soul-stealing knife |
- | 63-65 | Spellbook of elemental summoning |
- | 66 | Spellbook of the amber mage\* |
--| 67-69 | Staff of black iron |
-+| 67-69 | Staff of black iron |
- | 70-74 | Staff of healing |
- | 75-77 | Staff of the prophet |
- | 78-79 | Storm shack |
--| 80-83 | Trap runestone |
-+| 80-83 | Trap runestone |
- | 84-88 | Wand of firebolts\* |
- | 89-93 | Wand of spider’s webbing |
- | 94-97 | Witch’s broom |
-@@ -75193,17 +75193,17 @@
-
- Depletion: —
-
--BOOK OF ALL SPELLS
-+BOOK OF ALL SPELLS
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Weighty tome filled with pages of spell runes
-+Form: Weighty tome filled with pages of spell runes
-
- Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
--of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
-+of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
-
- When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
--following table, then rolling on the indicated table in the Cypher System Reference Document:
-+following table, then rolling on the indicated table in the Cypher System Reference Document:
-
- | d6 | Cypher Type |
- |-----|------------------------------------|
-@@ -75212,119 +75212,119 @@
- | 6 | Roll on the Subtle Cypher table |
-
- The bearer can cast the spell on the page as if it were a cypher with a level equal to the book’s level. This doesn’t
--remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-+remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-
- As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
--said that turning to the last page makes the book vanish and appear somewhere else in the world.
-+said that turning to the last page makes the book vanish and appear somewhere else in the world.
-
- The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
--copy, remove, or destroy a page only makes the book turn to a later page on its own.
-+copy, remove, or destroy a page only makes the book turn to a later page on its own.
-
- Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
- 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
- later page, or disappear and reappear somewhere else in the world.)
-
--BOUNDING BOOTS
-+BOUNDING BOOTS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Sturdy but flexible boots
-+Form: Sturdy but flexible boots
-
- Effect: The boots assist the wearer’s every step to make jumping and running easier. The boots are an asset for jumping
--and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-+and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-
--Depletion: —
-+Depletion: —
-
--CAT’S EYE SPECTACLES
-+CAT’S EYE SPECTACLES
-
--Level: 1d6
-+Level: 1d6
-
--Form: Pair of dark crystalline spectacles in a dull wooden frame
-+Form: Pair of dark crystalline spectacles in a dull wooden frame
-
- Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
--short range (or to long range if the artifact is level 5 or higher).
-+short range (or to long range if the artifact is level 5 or higher).
-
--Depletion: —
-+Depletion: —
-
--CLOAK OF BALAKAR
-+CLOAK OF BALAKAR
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Blue cloak with elaborate designs suggesting blowing wind
-+Form: Blue cloak with elaborate designs suggesting blowing wind
-
- Effect: The wearer can calm winds of the artifact’s level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
- wearer can create a destructive windstorm up to that size, lasting one minute; this storm’s level is equal to half the
--artifact’s level.
-+artifact’s level.
-
--Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-+Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
--CLOAK OF ELFKIND
-+CLOAK OF ELFKIND
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Thin greyish-green cloak with a cowl and clasp
-+Form: Thin greyish-green cloak with a cowl and clasp
-
- Effect: When activated (by drawing the hood over the wearer’s head), the cloak takes on the colors and textures of
- everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
--sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-+sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-
- Depletion: 1 in 1d100
-
--CLOAK OF FINERY
-+CLOAK OF FINERY
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Multilayered cloak of glittering material
-+Form: Multilayered cloak of glittering material
-
- Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
- in the most flattering way. When activated, it enhances the wearer’s appearance, voice, tone, and even their grammar,
--granting an asset to all interaction tasks for the next minute.
-+granting an asset to all interaction tasks for the next minute.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--COIL OF ENDLESS ROPE
-+COIL OF ENDLESS ROPE
-
--Level: 1d6
-+Level: 1d6
-
--Form: Coil of rope
-+Form: Coil of rope
-
- Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
- no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
--depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
-+depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
-
--Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-+Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
--CROWN OF EYES
-+CROWN OF EYES
-
--Level: 1d6
-+Level: 1d6
-
--Form: Metallic circlet set with several crystal spheres
-+Form: Metallic circlet set with several crystal spheres
-
- Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
- around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
- the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
--perception tasks.
-+perception tasks.
-
- Depletion: 1 in 1d100
-
--CROWN OF THE MIND
-+CROWN OF THE MIND
-
--Level: 1d6
-+Level: 1d6
-
--Form: Crown, circlet, headband, diadem, or amulet
-+Form: Crown, circlet, headband, diadem, or amulet
-
- Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer’s maximum Intellect Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
- normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
--be restored with recovery rolls, healing magic, or similar effects).
-+be restored with recovery rolls, healing magic, or similar effects).
-
--Depletion: —
-+Depletion: —
-
--CRYSTAL BALL
-+CRYSTAL BALL
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Melon-sized crystalline or glass orb, with or without a support stand
-+Form: Melon-sized crystalline or glass orb, with or without a support stand
-
- Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
- task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
-@@ -75332,14 +75332,14 @@
- misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
- viewed, and how far away they are.
-
--| Familiarity | |
-+| Familiarity | |
- |----------------------------------|----------|
- | Only have name or description | Hindered |
--| Target has been visited | Eased |
-+| Target has been visited | Eased |
- | Target is well known to the user | Eased |
- | Availability | |
- | Target is willing | Eased |
--| Target is unwilling | Hindered |
-+| Target is unwilling | Hindered |
- | Distance | |
- | More than 1 mile | Hindered |
- | More than 10 miles | Hindered |
-@@ -75348,39 +75348,39 @@
- These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
- unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
-
-- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
--activated again.
-+ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-+activated again.
-
- In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
- communication with the viewed area. All creatures in the area can sense the user’s presence and hear their voice, and
--the creatures can speak to and be heard by the user.
-+the creatures can speak to and be heard by the user.
-
- Depletion: 1 in 1d20
-
- An unwilling creature’s defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--DEATH’S SCYTHE
-+DEATH’S SCYTHE
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Double-handed scythe
-+Form: Double-handed scythe
-
- Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
- In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
- higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
- scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
--levels of Effort.
-+levels of Effort.
-
- Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
-
- Death manifestation: level 7
-
--DEMONFLESH
-+DEMONFLESH
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Ball of black leather with vein-like red streaks
-+Form: Ball of black leather with vein-like red streaks
-
- Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
- leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
-@@ -75388,94 +75388,94 @@
- their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
- occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
- wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
--most Armor, but Armor made to ward against evil or demonic attacks should work against it.
-+most Armor, but Armor made to ward against evil or demonic attacks should work against it.
-
- Depletion: 1 in 1d20
-
- To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--DEMONIC RUNE BLADE
-+DEMONIC RUNE BLADE
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Sword inscribed with demonic runes
-+Form: Sword inscribed with demonic runes
-
- Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
- sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
- dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
--and it inflicts 4 additional points of damage (for a total of 8 points).
-+and it inflicts 4 additional points of damage (for a total of 8 points).
-
- If the wielder kills a creature with the sword, the sword eats the creature’s spirit and transfers some of its energy to
- the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
- the wielder to exceed their normal Might Pool and Might Edge stats.
-
- If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
--attack roll of 1).
-+attack roll of 1).
-
- Depletion: 1 in 1d10 (check each time a killed creature’s life force is absorbed; if depleted, the sword’s magical
--abilities can be recharged if it kills an “innocent” creature)
-+abilities can be recharged if it kills an “innocent” creature)
-
--DRAGONTONGUE WEAPON
-+DRAGONTONGUE WEAPON
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
- Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
-
- Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
- hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
- inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
--activation.
-+activation.
-
- Depletion: 1 in 1d100
-
--DRAGONTOOTH SOLDIERS
-+DRAGONTOOTH SOLDIERS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Form: Burlap bag containing a handful of large reptilian teeth
-
-- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
-+ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
- user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
--tooth drawn requires a separate depletion roll.
-+tooth drawn requires a separate depletion roll.
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
- Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
- spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-
--ELFBLADE
-+ELFBLADE
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
- Form: Medium sword
-
- Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
- points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
- sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
--are within 300 feet (90 m). Depletion: —
-+are within 300 feet (90 m). Depletion: —
-
- ENCHANTED ARMOR L
-
--evel: 1d6 + 3
-+evel: 1d6 + 3
-
--Form: Full suit of light, medium, or heavy armor
-+Form: Full suit of light, medium, or heavy armor
-
- Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
- It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
- is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
- enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
--higher).
-+higher).
-
- The additional Armor provided by the magic also applies to damage that often isn’t reduced by typical armor, such as
--heat or cold damage (but not Intellect damage).
-+heat or cold damage (but not Intellect damage).
-
- Depletion: —
-
--EXPLODING ARROW
-+EXPLODING ARROW
-
--Level: 1d6
-+Level: 1d6
-
--Form: Arrow with runes carved on the shaft and head
-+Form: Arrow with runes carved on the shaft and head
-
- Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
- d100 to determine the type of damage.
-@@ -75487,31 +75487,31 @@
- | 61-90 | Fire |
- | 91-00 | Necromantic (harms only flesh) |
-
--Depletion: Automatic
-+Depletion: Automatic
-
--One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.
-+One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--EXPLORER’S GLOVES
-+EXPLORER’S GLOVES
-
--Level: 1d6
-+Level: 1d6
-
--Form: Thick but flexible-fingered leather gloves
-+Form: Thick but flexible-fingered leather gloves
-
- Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
--while the gloves are activated, but taking any other action while climbing requires a new activation.
-+while the gloves are activated, but taking any other action while climbing requires a new activation.
-
- Depletion: 1 in 1d20
-
-- FALCON CLOAK
-+ FALCON CLOAK
-
--Level: 1d6
-+Level: 1d6
-
--Form: Cloak made of feathers
-+Form: Cloak made of feathers
-
- Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
--distance each round, or up to 60 miles (97 km) per hour when traveling overland.
-+distance each round, or up to 60 miles (97 km) per hour when traveling overland.
-
- Depletion: 1 in 1d100
-
-@@ -75522,216 +75522,216 @@
-
- Level: 1d6 + 1
-
--Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
-+Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
-
- Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
--activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--GHOSTLY ARMOR
-+GHOSTLY ARMOR
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Full suit of light, medium, or heavy armor
-+Form: Full suit of light, medium, or heavy armor
-
- Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
- It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
--normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
-+normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
-
- When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
- artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
- character’s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
--defense.
-+defense.
-
- Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
- provides its full Armor value)
-
--To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-+To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--GLOVES OF AGILITY
-+GLOVES OF AGILITY
-
--Level: 1d6
-+Level: 1d6
-
--Form: Supple leather or cloth gloves
-+Form: Supple leather or cloth gloves
-
- Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer’s maximum Speed Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
- normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
--restored with recovery rolls, healing magic, or similar effects).
-+restored with recovery rolls, healing magic, or similar effects).
-
--Depletion: —
-+Depletion: —
-
--GRUELMAKER
-+GRUELMAKER
-
--Level: 1d6
-+Level: 1d6
-
--Form: Clay bowl stamped with symbols of fish and birds
-+Form: Clay bowl stamped with symbols of fish and birds
-
- Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
--person for one day (or two people if the artifact is level 5 or higher).
-+person for one day (or two people if the artifact is level 5 or higher).
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
--GUARDIAN IDOL
-+GUARDIAN IDOL
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
-+Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
-
- Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
- activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
- shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it
- spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
- to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
--twenty-four hours or until it has made one hundred attacks, whichever comes first.
-+twenty-four hours or until it has made one hundred attacks, whichever comes first.
- Depletion: Automatic
-
--HAND OF GLORY
-+HAND OF GLORY
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Dried humanoid hand with candle-tip fingers
-+Form: Dried humanoid hand with candle-tip fingers
-
- Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
- hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
- unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
- snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
- invisible, the user is specialized in stealth and Speed defense tasks. Thief ’s Passage: A locked or barred door or a
--container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
-+container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--HELM OF WATER BREATHING
-+HELM OF WATER BREATHING
-
--Level: 1d6
-+Level: 1d6
-
- Form: Green metal helm with a scaly or fishy motif Effect: The wearer’s head is enveloped in a tight bubble of air that
--constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-+constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-
--Depletion: 1–2 in 1d100 (check each day)
-+Depletion: 1–2 in 1d100 (check each day)
-
--HORN OF THUNDER
-+HORN OF THUNDER
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Large signal horn banded with metal and carved with runes
-+Form: Large signal horn banded with metal and carved with runes
-
- Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
- m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
- round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
--Larger objects might also be toppled.
-+Larger objects might also be toppled.
-
- Depletion: 1 in 1d10
-
--INSTANT LADDER
-+INSTANT LADDER
-
--Level: 1d6
-+Level: 1d6
-
--Form: Small lightweight metal rod with gem buttons
-+Form: Small lightweight metal rod with gem buttons
-
- Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
--The ladder can be transformed back into its rod form from either end.
-+The ladder can be transformed back into its rod form from either end.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
- A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
- sequence to expand or collapse it.
-
--LIGHTNING HAMMER
-+LIGHTNING HAMMER
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Massive silver hammer that crackles with electricity
-+Form: Massive silver hammer that crackles with electricity
-
- Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
- weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
- points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
--outward that deal 5 points of damage to everyone within short range.
-+outward that deal 5 points of damage to everyone within short range.
-
- Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-
--MASTERCRAFT ARMOR
-+MASTERCRAFT ARMOR
-
--Level: 1d6
-+Level: 1d6
-
--Form: Armor of exceptional quality
-+Form: Armor of exceptional quality
-
--Effect: This armor grants its wearer an asset for Speed defense rolls.
-+Effect: This armor grants its wearer an asset for Speed defense rolls.
-
--Depletion: —
-+Depletion: —
-
--MASTERCRAFT WEAPON
-+MASTERCRAFT WEAPON
-
--Level: 1d6
-+Level: 1d6
-
--Form: Weapon of exceptional quality
-+Form: Weapon of exceptional quality
-
--Effect: This weapon grants its wielder an asset for attack rolls made with it.
-+Effect: This weapon grants its wielder an asset for attack rolls made with it.
-
--Depletion: —
-+Depletion: —
-
- Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
- or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
- Equipment, page 34.
-
--MINDSHIELD HELMET
-+MINDSHIELD HELMET
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Lightweight cloth, leather, or metal helmet
-+Form: Lightweight cloth, leather, or metal helmet
-
- Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s
--mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-+mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-
--Depletion: —
-+Depletion: —
-
--NECROMANTIC WAND
-+NECROMANTIC WAND
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Bone wand carved with runes
-+Form: Bone wand carved with runes
-
- Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
- materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
--destroyed.
-+destroyed.
-
- This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
--but each “round of ammo” used or each additional target selected requires an additional depletion roll.
-+but each “round of ammo” used or each additional target selected requires an additional depletion roll.
-
- Depletion: 1 in 1d10
-
--PACK OF STORAGE
-+PACK OF STORAGE
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Form: Leather backpack or haversack with multiple pockets
-
- Effect: This pack’s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
- on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
--as much as it is holding.
-+as much as it is holding.
-
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
--pack)
-+pack)
-
--POISONER’S TOUCH
-+POISONER’S TOUCH
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
- Form: Very thin transparent glove with faint markings
-
- Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
- on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
- damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
--damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-+damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
--PROTECTION AMULET
-+PROTECTION AMULET
-
--Level: 1d6
-+Level: 1d6
-
--Form: Stylized amulet worn on a chain
-+Form: Stylized amulet worn on a chain
-
- Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
- of damage the amulet protects against.
-@@ -75745,247 +75745,247 @@
-
- Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-
--RING OF FALL FLOURISHING
-+RING OF FALL FLOURISHING
-
--Level: 1d6
-+Level: 1d6
-
--Form: Gold band inscribed with feather wreath
-+Form: Gold band inscribed with feather wreath
-
--Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-+Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
--RING OF INVISIBILITY
-+RING OF INVISIBILITY
-
--Level: 1d6
-+Level: 1d6
-
--Form: Gold band inscribed with characters that are revealed only if ring is heated
-+Form: Gold band inscribed with characters that are revealed only if ring is heated
-
- Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
--and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-+and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--RING OF WISHES
-+RING OF WISHES
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Plain gold band
-+Form: Plain gold band
-
- Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
- level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
--likely the GM will limit its effect.)
-+likely the GM will limit its effect.)
-
--Depletion: 1–3 in 1d6
-+Depletion: 1–3 in 1d6
-
--SHIELD OF TWO SKIES
-+SHIELD OF TWO SKIES
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Small hexagonal amulet
-+Form: Small hexagonal amulet
-
- Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
--cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
-+cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
-
- Depletion: 1 in 1d100
-
- SKILL RING
-
--Level: 1d6
-+Level: 1d6
-
--Form: Ring carved with sigils appropriate to its granted skill
-+Form: Ring carved with sigils appropriate to its granted skill
-
- Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
--This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-+This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-
--Depletion: —
-+Depletion: —
-
--SMOOTH-STEPPING BOOTS
-+SMOOTH-STEPPING BOOTS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Pair of boots
-+Form: Pair of boots
-
- Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
- speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
--surfaces (even vertically or upside down) as if under normal gravity.
-+surfaces (even vertically or upside down) as if under normal gravity.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
--SOUL-STEALING KNIFE
-+SOUL-STEALING KNIFE
-
--Level: 1d6
-+Level: 1d6
-
--Form: Night-black blade in which distant stars are sometimes visible
-+Form: Night-black blade in which distant stars are sometimes visible
-
- Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
- inflicts additional damage (ignores Armor) equal to the artifact’s level. If damage from the dagger reduces a target to
- 0 health, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which
--time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-+time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-
- As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
--yet consumed. After answering the third question, the soul is consumed.
-+yet consumed. After answering the third question, the soul is consumed.
-
- Depletion: 1 in 1d20 (check each activation)
-
--SOVEREIGN KEY
-+SOVEREIGN KEY
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Slender golden key
-+Form: Slender golden key
-
- Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
- glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
--than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-+than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-
--Depletion: 1 in 1d10
-+Depletion: 1 in 1d10
-
--SPELLBOOK OF ELEMENTAL SUMMONING
-+SPELLBOOK OF ELEMENTAL SUMMONING
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Weighty tome filled with pages of spell runes
-+Form: Weighty tome filled with pages of spell runes
-
- Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
- of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
--summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
-+summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
-
- Depletion: 1–3 in 1d20
-
--STAFF OF BLACK IRON
-+STAFF OF BLACK IRON
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Staff of black iron set with an eye-shaped crystal headpiece
-+Form: Staff of black iron set with an eye-shaped crystal headpiece
-
--Effect: The wielder can use an action to gain one of the following effects.
-+Effect: The wielder can use an action to gain one of the following effects.
-
- Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
--target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
-+target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
-
- Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
--inflicting damage equal to the artifact level.
-+inflicting damage equal to the artifact level.
-
- Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
--rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
-+rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
-
- The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
- lightning), but each requires a separate activation and depletion roll.
-
--Depletion: 1 in 1d100
-+Depletion: 1 in 1d100
-
- STAFF OF HEALING
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Wooden staff capped with a golden icon
-+Form: Wooden staff capped with a golden icon
-
- Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
- the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
--free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
-+free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
-
- Depletion: 1 in 1d10
-
--STAFF OF THE PROPHET
-+STAFF OF THE PROPHET
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Short wooden staff
-+Form: Short wooden staff
-
--Effect: The staff has three abilities, each of which requires an action to activate.
-+Effect: The staff has three abilities, each of which requires an action to activate.
-
- Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
- feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
--can collapse it as an action.
-+can collapse it as an action.
-
- Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
- attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
- failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake
--couldn’t do.
-+couldn’t do.
- Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
--natural spring in the ground.
-+natural spring in the ground.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--STORM SHACK
-+STORM SHACK
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Miniature model of a simple wooden shack
-+Form: Miniature model of a simple wooden shack
-
- Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
- feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
- inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
- duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
- artifact’s level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
--model, which can be taken and reused.
-+model, which can be taken and reused.
-
- Depletion: 1 in 1d100
-
--TRAP RUNESTONE
-+TRAP RUNESTONE
-
--Level: 1d6
-+Level: 1d6
-
--Form: Pouch with chalk, sealing wax, and an engraved runestone
-+Form: Pouch with chalk, sealing wax, and an engraved runestone
-
- Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
- First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
- to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
- position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
--explosive spell scroll, a poisonous potion, and so on.
-+explosive spell scroll, a poisonous potion, and so on.
-
- The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
- runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
- artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific
--type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-+type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-
--Depletion: Automatic
-+Depletion: Automatic
-
--TUNNELING GAUNTLETS
-+TUNNELING GAUNTLETS
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Oversized pair of metallic gauntlets with broad nails
-+Form: Oversized pair of metallic gauntlets with broad nails
-
- Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
- can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
- level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
--that, the tunnel is subject to collapse.
-+that, the tunnel is subject to collapse.
-
- Depletion: 1 in 1d20
-
--VORPAL SWORD
-+VORPAL SWORD
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Long sword that sometimes whispers and snickers aloud
-+Form: Long sword that sometimes whispers and snickers aloud
-
- Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
- Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
- decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
--different effect).
-+different effect).
-
--Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-+Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--WAND OF SPIDER’S WEBBING
-+WAND OF SPIDER’S WEBBING
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: White oak wand
-+Form: White oak wand
-
- Effect: This wand produces a long-range stream of grey spider’s webbing that entangles a target and holds it stuck to
- nearby surfaces. Entangled victims can’t move or take actions that require movement. Targets whose level is higher than
- the wand’s level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
- it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
--was caught within it.
-+was caught within it.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
--WHISPERER IN THE ETHER
-+WHISPERER IN THE ETHER
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: Small crystal
-+Form: Small crystal
-
- Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
- (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
-@@ -75994,27 +75994,27 @@
- right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
- door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
- the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
--guarding.
-+guarding.
-
- The whisperer’s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
- Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
- reasons it will not explain. The whisperer’s knowledge base is broad but not omniscient. It cannot see the future, but
--it can often predict outcomes based on logic.
-+it can often predict outcomes based on logic.
-
- Depletion: 1 in 1d20 (check each day)
-
- WITCH’S BROOM
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: A 6-foot (2 m) long wooden broom
-+Form: A 6-foot (2 m) long wooden broom
-
- Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
--(160 km) per hour.
-+(160 km) per hour.
-
- The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
- time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten
--minutes.
-+minutes.
-
- Depletion: 1 in 1d20
-
-@@ -76084,75 +76084,75 @@
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
--fantastic settings, opportunities to find especially unusual devices are everywhere.
-+fantastic settings, opportunities to find especially unusual devices are everywhere.
-
- Dimensional Modulator
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Marble-sized crisscross shape of unknown material
-+Form: Marble-sized crisscross shape of unknown material
-
- Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
- rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
- upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
- take actions, doesn’t age, and is immune to damage and effects. It remains in stasis for about a day, until the user
--returns the missing dimension or the artifact depletes.
-+returns the missing dimension or the artifact depletes.
-
- Depletion: 1 in 1d10
-
- Metabolic Prod
-
--Level: 1d6 + 1
-+Level: 1d6 + 1
-
--Form: 1 m (4 foot) metallic rod of unknown material
-+Form: 1 m (4 foot) metallic rod of unknown material
-
- Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
- biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
--additional effects, if set before attacking.
-+additional effects, if set before attacking.
-
- Aggression: The target’s aggressive tendencies are increased for one hour, during which time the target attacks almost
--anything it encounters.
-+anything it encounters.
-
- Calm: The target’s aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
--but never initiates them.
-+but never initiates them.
-
- Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
- go months with no additional food or water and with a fraction of the air they’d normally need. Loud sounds, damage,
--persistent prodding, and the like wakes someone in hibernation.
-+persistent prodding, and the like wakes someone in hibernation.
-
- Depletion: 1 in 1d20
-
- Probability Regulator
-
--Level: 1d6 + 4
-+Level: 1d6 + 4
-
--Form: Fist-sized mathematically perfect solid of constant width of unknown material
-+Form: Fist-sized mathematically perfect solid of constant width of unknown material
-
- Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
- choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task
- whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely.
- A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is
--difficulty 10. If successful, they achieve the desired result.
-+difficulty 10. If successful, they achieve the desired result.
-
- Depletion: 1 × task difficulty in 1d20
-
- Steorraform
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Badge-sized seven-pointed star of unknown material
-+Form: Badge-sized seven-pointed star of unknown material
-
- Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
- (to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or
- poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the
- poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as
--falling into lava, the sun, a singularity, and so on.
-+falling into lava, the sun, a singularity, and so on.
-
- Depletion: 1 × number of previous uses in 1d20
-
- WEAPONS
-
--Artifacts that can be used as weapons, though some have other uses as well.
-+Artifacts that can be used as weapons, though some have other uses as well.
-
- Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
- are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
-@@ -76161,72 +76161,72 @@
-
- Alpha Beam Projector
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Rifle-like device of unknown material
-+Form: Rifle-like device of unknown material
-
- Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
- unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long
- distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired
- (and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used
- as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor
--from the target.
-+from the target.
-
- Depletion: 1 in 1d20
-
- Carbonizer
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Pistol-like device of unknown material
-+Form: Pistol-like device of unknown material
-
- Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
- damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
--sources.
-+sources.
-
- Depletion: 1 in 1d20
-
- Death Ray
-
--Level: 1d6 + 3
-+Level: 1d6 + 3
-
--Form: Pistol-like device of unknown material
-+Form: Pistol-like device of unknown material
-
- Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
- damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
--sources.
-+sources.
-
- Depletion: 1 in 1d20
-
- Disintegration Beamer
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Rifle-like device with two electrodelike protrusions of unknown material
-+Form: Rifle-like device with two electrodelike protrusions of unknown material
-
- Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
- range, inflicting damage equal to twice the artifact’s level. If the attack reduces the target’s health (or combined
- Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
--can spend 1 XP and instead descend one step on the damage track.)
-+can spend 1 XP and instead descend one step on the damage track.)
-
- Depletion: 1 in 1d20
-
- Empathetic Ray
-
--Level: 1d6 + 2
-+Level: 1d6 + 2
-
--Form: Rod-like device with very long barrel of unknown material
-+Form: Rod-like device with very long barrel of unknown material
-
- Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
- how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
- adjust the settings to increase the ray’s effectiveness by making one additional depletion roll per increase in the
- maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
- must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
--once every minute for the first few minutes, then once every hour.
-+once every minute for the first few minutes, then once every hour.
-
- Depletion: 1 in 1d20
-
--HORROR ARTIFACTS
-+HORROR ARTIFACTS
-
- Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
-
-@@ -76247,7 +76247,7 @@
-
- > The Bad Penny module is a handy GM tool when a horror artifact is important to the game’s plot.
-
--LOVECRAFTIAN ARTIFACTS
-+LOVECRAFTIAN ARTIFACTS
- The stories of the mythos often feature strange books or devices (which might be magical or of
-
- exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
-@@ -76259,11 +76259,11 @@
-
- • Necronomicon
-
--• Pnakotic Manuscripts
-+• Pnakotic Manuscripts
-
- • Shining trapezohedron
-
--HORROR ARTIFACTS
-+HORROR ARTIFACTS
-
- BOOK OF THOTH
-
-@@ -76381,7 +76381,7 @@
- level or lower. For example, a level 3 monkey’s paw could be used to wish for the death of a level 3 enemy, destroy a
- level 3 barrier, resurrect a dead level 3
-
--person, and so on.
-+person, and so on.
-
- Depletion: 1 in 1d6
-
-@@ -76389,7 +76389,7 @@
-
- Level: 1d6 + 4
-
--Form: Grimoire (no reader can long keep the book’s exact form in memory)
-+Form: Grimoire (no reader can long keep the book’s exact form in memory)
-
- Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
- which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
-@@ -76414,7 +76414,7 @@
-
- Depletion: —
-
--PNAKOTIC MANUSCRIPTS
-+PNAKOTIC MANUSCRIPTS
-
- Level: 1d6 + 2
-
-@@ -76473,13 +76473,13 @@
-
- One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn’t count toward your cypher limit.
-
--Depletion: Automatic
-+Depletion: Automatic
-
- SPIRIT BOARD
-
- Level: 1d6
-
--Form: Weathered, flat piece of wood inked with letters and numbers
-+Form: Weathered, flat piece of wood inked with letters and numbers
-
- Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
- One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
-@@ -76488,7 +76488,7 @@
- any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
- task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
- knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
--the past is level 7; gaining knowledge of the future is normally impossible.
-+the past is level 7; gaining knowledge of the future is normally impossible.
-
- Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
- contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
-@@ -76661,7 +76661,7 @@
- | 97-98 | Tweedledee’s umbrella |
- | 99-00 | Vicious tankard |
-
--A SELECTION OF FAIRY TALE ARTIFACTS
-+A SELECTION OF FAIRY TALE ARTIFACTS
-
- A Tisket a Tasket
-
-@@ -76681,7 +76681,7 @@
- Form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
-
- Effect: The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
--6 or higher).
-+6 or higher).
-
- Depletion: —
-
-@@ -76737,7 +76737,7 @@
-
- Level: 1d6 + 2
-
--Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-+Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-
- Effect: Playing someone in a game of checkers or draughts eases all of the user’s positive social interactions with
- their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
-@@ -76798,7 +76798,7 @@
- Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
- and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an
- asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie
--cannot grant a wish above its level. The genie can grant only one wish per day.
-+cannot grant a wish above its level. The genie can grant only one wish per day.
-
- Depletion: 1 in 1d6
-
-@@ -76869,7 +76869,7 @@
-
- Level: 1d6 + 3
-
--Form: Iron stove that walks and talks
-+Form: Iron stove that walks and talks
-
- Effect: Once per day, the stove can bake a
-
-@@ -76902,7 +76902,7 @@
-
- Level: 1d6 + 4
-
--Form: Ornate mirror that grows or shrinks in size according to its user’s needs.
-+Form: Ornate mirror that grows or shrinks in size according to its user’s needs.
-
- Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
- determine the mirror’s ability:
-@@ -76979,7 +76979,7 @@
-
- Level: 1d6
-
--Form: Glass bottle filled with glittering light
-+Form: Glass bottle filled with glittering light
-
- Effect: Shake the glittering light on a living
-
-@@ -76992,7 +76992,7 @@
-
- Level: 1d6 + 3
-
--Form: Woolen cap soaked in human blood
-+Form: Woolen cap soaked in human blood
-
- Effect: The wearer gains an extra recovery
-
-@@ -77017,7 +77017,7 @@
-
- Level: 1d6 + 1
-
--Form: Steel sword with an ornate hilt
-+Form: Steel sword with an ornate hilt
-
- Effect: When activated by a special word,
-
-@@ -77074,7 +77074,7 @@
-
- Level: 1d6 + 4
-
--Form: Woven shirt of stinging nettles
-+Form: Woven shirt of stinging nettles
-
- Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
- addition to the 1 Armor that light armor typically provides. Additionally, the wearer can’t be shapeshifted against
-@@ -77099,7 +77099,7 @@
-
- Level: 1d6 + 2
-
--Form: Fiddle made of bone and guts
-+Form: Fiddle made of bone and guts
-
- Effect: This instrument acts like a normal
-
-@@ -77110,13 +77110,13 @@
- The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by
- others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.
-
--Depletion: 1 in 1d20
-+Depletion: 1 in 1d20
-
- Steadfast Tin Soldier
-
- Level: 1d6 + 2
-
--Form: Small tin soldier with one leg
-+Form: Small tin soldier with one leg
-
- Effect: Gives a user who is missing a
-
-@@ -77144,7 +77144,7 @@
-
- Level: 1d6 + 2
-
--Form: Small penknife inscribed with tiny words in hundreds of languages
-+Form: Small penknife inscribed with tiny words in hundreds of languages
-
- Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
- one of two effects, depending on the wielder’s desire (the wielder must decide before they activate the artifact each
-@@ -77165,7 +77165,7 @@
-
- Level: 1d6
-
--Form: Common-looking wooden table
-+Form: Common-looking wooden table
-
- Effect: Putting the table out and saying
-
-@@ -77185,7 +77185,7 @@
-
- Level: 1d6 + 2
-
--Form: Small ornate tinderbox made of metal
-+Form: Small ornate tinderbox made of metal
-
- Effect: Summons three dogs to do the user’s bidding. The dogs can complete any tasks dogs would normally be able to
- accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
-@@ -77208,7 +77208,7 @@
-
- Level: 1d6 + 2
-
--Form: Hefty ale tankard carved of stone
-+Form: Hefty ale tankard carved of stone
-
- Effect: In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
- good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage).
-@@ -77722,7 +77722,7 @@
- shouldn’t cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
--FANTASY EQUIPMENT
-+FANTASY EQUIPMENT
- MEDIEVAL FANTASY EQUIPMENT
-
- | Category | GP Value |
-@@ -77735,89 +77735,89 @@
-
- STARTING GOLD PIECES FOR CHARACTERS
-
--Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-
--Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
-+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
-
--Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
-+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
-
- Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-
--WEAPONS AND ARMOR DESCRIPTIONS
-+WEAPONS AND ARMOR DESCRIPTIONS
-
--Battleaxe: A wooden pole with a blade on one end.
-+Battleaxe: A wooden pole with a blade on one end.
-
--Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-
- Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
--it.
-+it.
-
--Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-
--Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-
- Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
- crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
- reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
-
-- Dagger: A very short blade for stabbing or slicing.
-+ Dagger: A very short blade for stabbing or slicing.
-
--Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-
--Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-
--Greatsword: A two-handed version of the broadsword.
-+Greatsword: A two-handed version of the broadsword.
-
- Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter’s hammer) or two-sided (like a
--sledgehammer).
-+sledgehammer).
-
- Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
--You need two hands to load it.
-+You need two hands to load it.
-
--Handaxe: A light, one-handed axe that’s good for melee or throwing.
-+Handaxe: A light, one-handed axe that’s good for melee or throwing.
-
- Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
--reload.
-+reload.
-
--Heavy mace: A larger, two-handed version of a mace.
-+Heavy mace: A larger, two-handed version of a mace.
-
--Javelin: A light spear that’s designed to be thrown.
-+Javelin: A light spear that’s designed to be thrown.
-
- Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
- fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that’s spherical, flanged, or knobbed.
-+that’s spherical, flanged, or knobbed.
-
--Maul: A larger version of the hammer, such as a sledgehammer.
-+Maul: A larger version of the hammer, such as a sledgehammer.
-
- Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
- You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
--of their physical actions are hindered until they take an action to remove it.
-+of their physical actions are hindered until they take an action to remove it.
-
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool.
-+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool.
-
- Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
--pulling an opponent from their mount.
-+pulling an opponent from their mount.
-
--Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-
--Rapier: A light sword with a thin blade used for stabbing and slashing.
-+Rapier: A light sword with a thin blade used for stabbing and slashing.
-
--Scimitar: A medium-length sword with a strongly curved blade.
-+Scimitar: A medium-length sword with a strongly curved blade.
-
- Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
--as a weapon.
-+as a weapon.
-
- Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
- cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
--to load it. Action to reload.
-+to load it. Action to reload.
-
--Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-
--Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-
--Trident: A three-pronged spear, often used for spear fishing.
-+Trident: A three-pronged spear, often used for spear fishing.
-
--Unarmed: A typical punch, kick, or other weaponless attack.
-+Unarmed: A typical punch, kick, or other weaponless attack.
-
- Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-
-@@ -77843,29 +77843,29 @@
- | Battleaxe | 10 gp | |
- | Bow | 30 gp | Long range |
- | Arrows (20) | 1 gp | |
--| Broadsword | 15 gp | |
-+| Broadsword | 15 gp | |
- | Club | 1 sp | |
--| Crank crossbow | 250 gp | Long range |
-+| Crank crossbow | 250 gp | Long range |
- | Crossbow bolts (20) | 1 gp | |
- | Light crossbow | 25 gp | Long range |
- | Crossbow bolts (20) | 1 gp | |
- | Flail | 10 gp | |
- | Hammer | 15 gp | |
- | Javelin | 5 sp | Can be thrown up to long range |
--| Mace | 10 gp | |
-+| Mace | 10 gp | |
- | Pick | 10 gp | |
- | Polearm | 10 gp | |
- | Quarterstaff | 2 sp | |
- | Scimitar | 25 gp | |
--| Spear | 1 gp | Can be thrown up to long range |
--| Trident | 5 gp | |
-+| Spear | 1 gp | Can be thrown up to long range |
-+| Trident | 5 gp | |
- | Heavy Weapons (6 points of damage) | Price | Notes |
- | Greataxe | 30 gp | |
- | Greatsword | 50 gp | |
- | Heavy crossbow | 50 gp | Long range |
- | Crossbow bolts (20) | 1 gp | |
--| Heavy mace | 15 gp | |
--| Maul | 10 gp | |
-+| Heavy mace | 15 gp | |
-+| Maul | 10 gp | |
-
- RANDOM WEAPON TABLE
-
-@@ -77879,7 +77879,7 @@
- | 14-20 | Broadsword |
- | 21-23 | Club |
- | 24 | Crank crossbow |
--| 25-31 | Dagger |
-+| 25-31 | Dagger |
- | 32-34 | Flail |
- | 35-36 | Greataxe |
- | 37-42 | Greatsword |
-@@ -77903,59 +77903,59 @@
- | 92-96 | Spear |
- | 97 | Throwing dart |
- | 98-99 | Trident |
--| 00 | Whip |
-+| 00 | Whip |
-
- > It’s more fun if a character finds an improved version of a weapon they like instead of a weapon they’re not familiar
- > with.
-
--ARMOR DESCRIPTIONS
-+ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
--Speed Effort cost of the worst one).
-+Speed Effort cost of the worst one).
-
- Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
- giant lizard or rhinoceros.
-
- Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
--movement than full plate at the cost of some protection.
-+movement than full plate at the cost of some protection.
-
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
-+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
-
- Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
- mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
- Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
--dwarven smiths know how to make it).
-+dwarven smiths know how to make it).
-
- Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
- mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
- (it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
--elven smiths know how to make it).
-+elven smiths know how to make it).
-
- Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
-+joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
-
- Heavy cloth: Clothing that’s heavy enough to reduce the effect of attacks against you, such as winter clothing or a
- fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
- but not bashing attacks like clubs or hammers. Heavy cloth doesn’t have a Speed Effort cost. It can’t be worn with other
--kinds of armor.
-+kinds of armor.
-
- Hides and furs: Made from thick or poorly cured animal skins. It’s heavier and bulkier than other kinds of leather
--armor, but easier to make, especially by resource-poor crafters.
-+armor, but easier to make, especially by resource-poor crafters.
-
- Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
- your torso. It’s stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
- Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that
--concept.
-+concept.
-
- Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
- called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
- against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
- doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor.
-
-- Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
--mail.”
-+ Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
-+mail.”
-
- Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
- System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-@@ -77967,7 +77967,7 @@
- | Heavy cloth | 1\* | 0 | 3 gp |
- | Hides and furs | 1 | 1 | 10 gp |
- | Leather jerkin | 1 | 1 | 10 gp |
--| Padded | 1\* | 0 | 5 gp |
-+| Padded | 1\* | 0 | 5 gp |
- | Medium Armor | Armor | Speed Effort Additional Cost | Price |
- | Breastskin | 2 | 2 | 10 gp |
- | Breastplate | 2 | 2 | 400 gp |
-@@ -77980,81 +77980,81 @@
- | Scale | 3 | 0 | 50 gp |
- | Shield | asset\*\* | | 10 gp |
-
--\* Only against piercing and slashing attacks
-+\* Only against piercing and slashing attacks
-
- \*\* Using a shield provides the wearer with an asset on Speed defense tasks
-
- If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
- and padded armor should provide no Armor at all.
-
--ADVENTURING EQUIPMENT
-+ADVENTURING EQUIPMENT
-
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
--If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-
- Adventuring pack: Includes 50 feet (15 m) of rope, three days’ iron rations, three spikes, small hammer, a set of warm
--clothes, boots, and three torches.
-+clothes, boots, and three torches.
-
- Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
--Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-
- Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
--grants an asset for identifying potion cyphers and similar mysterious liquids.
-+grants an asset for identifying potion cyphers and similar mysterious liquids.
-
--Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-
- Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
--string, 3 feet (1 m) of metal wire, and a handful of nails.
-+string, 3 feet (1 m) of metal wire, and a handful of nails.
-
--Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-
- Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
- on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
--assumes the character has already read the book and is looking for relevant information).
-+assumes the character has already read the book and is looking for relevant information).
-
- Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
- covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
- were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
- Speed defense roll or take 2 points of Speed damage (ignores Armor).
-
--Candle: A candle burns for one hour and creates dim light in an immediate area.
-+Candle: A candle burns for one hour and creates dim light in an immediate area.
-
--Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-
--Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-
- Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
--an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-
- Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
--parts are reusable, but the kit runs out after about five uses.
-+parts are reusable, but the kit runs out after about five uses.
-
- Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp
- creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
--hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-
- Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
- lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
- four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-
- Lockpicks: Also known as thieves’ tools, this set provides everything a skilled person needs to pick locks and disarm
--traps.
-+traps.
-
- Manacles: Metal or heavy wooden restraints that hold an enemy’s wrists or ankles in place and are secured with a pin. A
--common set of manacles is level 5.
-+common set of manacles is level 5.
-
- Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
- with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
- surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
- terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
- roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
--of fire damage (ignores Armor) on anyone in or moving through the area.
-+of fire damage (ignores Armor) on anyone in or moving through the area.
-
--Signal horn: This horn can be heard up to a mile away.
-+Signal horn: This horn can be heard up to a mile away.
-
--Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-
--Tent: This has enough room for two humans or three smaller people.
-+Tent: This has enough room for two humans or three smaller people.
-
- Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
- light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
-@@ -78110,35 +78110,35 @@
- CLOTHING DESCRIPTIONS
-
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
--shoes, and underclothes.
-+shoes, and underclothes.
-
- Artisan’s outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
--an apron and a belt for holding tools.
-+an apron and a belt for holding tools.
-
- Ascetic’s outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
- styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
--breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-
--Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-
- Entertainer’s costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
--bard, juggler, or acrobat.
-+bard, juggler, or acrobat.
-
- Explorer’s outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
--various activities and environments.
-+various activities and environments.
-
- Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
- meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
--times as much.
-+times as much.
-
- Peasant’s outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
--blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-
- Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
--headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-
- Traveler’s outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
--hood.
-+hood.
-
- Wizard’s outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
- interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
-@@ -78162,16 +78162,16 @@
-
- ANIMALS AND GEAR DESCRIPTIONS
-
--Draft horse: A strong horse able to carry or pull heavy loads.
-+Draft horse: A strong horse able to carry or pull heavy loads.
-
- Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
--intruders than it is for accompanying adventurers into dangerous locations.
-+intruders than it is for accompanying adventurers into dangerous locations.
-
- Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
--as a mount for a smaller-than-human creature such as a dwarf or halfling.
-+as a mount for a smaller-than-human creature such as a dwarf or halfling.
-
- Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
--combat.
-+combat.
-
- Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
- such as a chariot.
-@@ -78187,7 +78187,7 @@
- | Saddle | 10 gp |
- | Warehouse | 300-500 gp |
-
--FOOD AND LODGING
-+FOOD AND LODGING
-
- | Item | Price |
- |----------------------|-------|
-@@ -79005,15 +79005,15 @@
- When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
- choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-
--• Characters must choose weapons within, or less than, the average tech rating of the setting.
-+• Characters must choose weapons within, or less than, the average tech rating of the setting.
-
- • Characters may not choose weapons in the exorbitant or priceless price category.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
- price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
--but rather cheaply made objects.
-+but rather cheaply made objects.
-
- EQUIPMENT POWER
-
-@@ -79062,109 +79062,109 @@
-
- Smartphone
-
--Level 2 (6)
-+Level 2 (6)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- A communication device that performs some of the functions of a computer with a touchscreen interface, internet access,
- and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
--bright light within immediate range. Subject to running out of charge or breaking.
-+bright light within immediate range. Subject to running out of charge or breaking.
-
--Computer/Laptop
-+Computer/Laptop
-
--Level 3 (9)
-+Level 3 (9)
-
--Expensive
-+Expensive
-
--A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-+A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-
--Satellite phone
-+Satellite phone
-
--Level 4 (12)
-+Level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
- providing planetary range.
-
- ADVANCED
-
--Communicator, badge/ring
-+Communicator, badge/ring
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- As satellite phone, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in
- a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a
- tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a
--network-connected database), and audibly duplicates most smartphone functions.
-+network-connected database), and audibly duplicates most smartphone functions.
-
- A communicator badge in the form of ring is often referred to as a data-ring.
-
--AR glasses
-+AR glasses
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Sturdy (and sometimes stylish) eyeglasses or goggles provides all the functions of a contemporary smartphone (including
- communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
--functions. Can be worn inside a space suit helmet or incorporated directly into one.
-+functions. Can be worn inside a space suit helmet or incorporated directly into one.
-
--AR contacts
-+AR contacts
-
--level 4 (12)
-+level 4 (12)
-
--Expensive x2
-+Expensive x2
-
--As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-+As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-
--Courier
-+Courier
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if
- radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
--A courier must be launched in a micro-gravity environment.
-+A courier must be launched in a micro-gravity environment.
-
- Laser array
-
--level 5 (15)
-+level 5 (15)
-
- Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
- communication for “tight” beaming information; even highly focused lasers spread out to several miles after only
- traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
--tasks using it are hindered).
-+tasks using it are hindered).
-
- Graser array
-
-- level 5 (15)
-+ level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
- planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
-
- FANTASTIC
-
--Mind’s eye
-+Mind’s eye
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As contemporary AR glasses, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic
- memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
--granting an asset on all tasks the user attempts to control or moderate their own reactions.
-+granting an asset on all tasks the user attempts to control or moderate their own reactions.
-
--Ansible
-+Ansible
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
- allows instantaneous communication between two points even across interstellar distances.
-@@ -79172,49 +79172,49 @@
- SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
--the mind’s eye implant.
-+the mind’s eye implant.
-
- CONTEMPORARY
-
--Binoculars
-+Binoculars
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Provides an asset for perception tasks at range.
-+Provides an asset for perception tasks at range.
-
--Camera, surveillance
-+Camera, surveillance
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
--date; includes microphone and ability to have conversation through camera speakers.
-+date; includes microphone and ability to have conversation through camera speakers.
-
--Microscope
-+Microscope
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Provides an asset to any research task where small-scale perception could provide additional information, though
--analysis requires several hours or more.
-+analysis requires several hours or more.
-
- Nightvision goggles
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-+Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-
--Analysis apparatus
-+Analysis apparatus
-
--level 4 (12)
-+level 4 (12)
-
--Exorbitant
-+Exorbitant
-
- Any one of a number of pieces of lab equipment that takes a few days to set up and calibrate, including chromatography
- columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
-@@ -79222,47 +79222,47 @@
-
- ADVANCED
-
--Hand scanner
-+Hand scanner
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-+Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-
--White noise generator
-+White noise generator
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
--tasks within short range by five steps.
-+tasks within short range by five steps.
-
--Lab-on-a-chip
-+Lab-on-a-chip
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
--small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-+small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-
--Research drone
-+Research drone
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Autonomous frames about 1 m (3 feet) in rough diameter fitted with all manner of surveillance devices, including visual,
- audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
--Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-+Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-
--Tactile drone
-+Tactile drone
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- As research drone, except without the suite of analysis tools, providing only audible and visual feeds back to
- controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
-@@ -79270,34 +79270,34 @@
-
- FANTASTIC
-
--Multicorder
-+Multicorder
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
- device’s multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
--Analysis requires only one round to complete.
-+Analysis requires only one round to complete.
-
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
- in effect providing one more level of Effort than what was paid for
-
--Probe drone
-+Probe drone
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- More advanced version of a contemporary research drone that can be deployed to other planets and even star systems to
- gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
--has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-+has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-
--Sonic toolgrip
-+Sonic toolgrip
-
- level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of
- circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for
-@@ -79311,61 +79311,61 @@
-
- CONTEMPORARY
-
--Cold weather gear
-+Cold weather gear
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
--for several hours at temperatures down to –90 degrees C (–130 degrees F).
-+for several hours at temperatures down to –90 degrees C (–130 degrees F).
-
--Elegant clothes
-+Elegant clothes
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-+Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-
--SCUBA gear
-+SCUBA gear
-
- level 4 (12)
-
--Expensive
-+Expensive
-
- Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
- normal Earth atmosphere) of up to 40 m (130 feet)
-
- CONTEMPORARY ARMOR
-
--Leather jacket
-+Leather jacket
-
--level 2 (6)
-+level 2 (6)
-
--Moderate Functions as light armor (+1 Armor).
-+Moderate Functions as light armor (+1 Armor).
-
--Kevlar vest
-+Kevlar vest
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Functions as medium armor (+2 Armor).
-+Functions as medium armor (+2 Armor).
-
--Military body armor, light
-+Military body armor, light
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--Functions as medium armor (+2 Armor), encumbers as light armor.
-+Functions as medium armor (+2 Armor), encumbers as light armor.
-
- Military body armor
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Functions as heavy armor (+3 Armor).
-
-@@ -79374,105 +79374,105 @@
-
- ADVANCED
-
--Safesuit, space
-+Safesuit, space
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
- Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer
- suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
- physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
- triggers a GM intrusion, the suit tears.
-
--Breather
-+Breather
-
--level 2 (6)
-+level 2 (6)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive
- breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
--of action before the full effects of vacuum begin dropping them on the damage track.
-+of action before the full effects of vacuum begin dropping them on the damage track.
-
--Exoskin, grav-assist
-+Exoskin, grav-assist
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
--Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-+Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-
--Shipboots
-+Shipboots
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
--by those acting in zero-gravity conditions.
-+by those acting in zero-gravity conditions.
-
--Pressure suit
-+Pressure suit
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
--found on Mars. Some come integrated with breathers (at double the cost).
-+found on Mars. Some come integrated with breathers (at double the cost).
-
--Exoskin, brute
-+Exoskin, brute
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-+As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-
--Exoskin, reactive
-+Exoskin, reactive
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-+As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-
--Space suit
-+Space suit
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal
- (going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited
- maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
--usually built in.
-+usually built in.
-
- “Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.
-
--Stealthsuit
-+Stealthsuit
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--Provides two assets to stealth tasks.
-+Provides two assets to stealth tasks.
-
--Swimsuit, hydrodynamic
-+Swimsuit, hydrodynamic
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Next-generation materials repel water, increase oxygen consumption, and shape swimmer’s body to better swimming ideal;
--provides two free levels of Effort to swimming tasks.
-+provides two free levels of Effort to swimming tasks.
-
--Space suit, deluxe
-+Space suit, deluxe
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive x2
-+Very Expensive x2
-
- As space suit, but deluxe and durable. A deluxe suit features built-in recyclers granting air, water, and nutrition for
- about a week of continuous use. Microthrusters allow for continuous zero-G maneuvering over a period of ten minutes, or
-@@ -79491,52 +79491,52 @@
-
- ADVANCED ARMOR
-
--Armored bodysuit
-+Armored bodysuit
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
-+Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
-
- Body armor, lightweight
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-+Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-
--Paint-on impact armor
-+Paint-on impact armor
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
--minutes; each applicator depletes 1 in 1d10 uses.
-+minutes; each applicator depletes 1 in 1d10 uses.
-
--Battlesuit
-+Battlesuit
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-+Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-
--Holobit
-+Holobit
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-+Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-
--Battlesuit, deluxe
-+Battlesuit, deluxe
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
-@@ -79544,29 +79544,29 @@
-
- FANTASTIC
-
--Breather, vacuum
-+Breather, vacuum
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
--poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-+poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-
--Bounding boots
-+Bounding boots
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
--any height safely if prepared for the descent.
-+any height safely if prepared for the descent.
-
--Cloak, chameleon
-+Cloak, chameleon
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset
- and one free level of Effort to stealth tasks.
-@@ -79576,34 +79576,34 @@
-
- FANTASTIC ARMOR
-
--Force field, quick
-+Force field, quick
-
- level 4 (12)
-
-- Very Expensive
-+ Very Expensive
-
- Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
--Once used, must be recharged for several hours.
-+Once used, must be recharged for several hours.
-
--Cloak, impact
-+Cloak, impact
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
--strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-+strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-
--Cloak, reflective
-+Cloak, reflective
-
--level 6 (18)
-+level 6 (18)
-
- Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
- task.
-
--Battle armor
-+Battle armor
-
--level 6 (18)
-+level 6 (18)
-
- Exorbitant
-
-@@ -79613,9 +79613,9 @@
-
- their Might Pool.
-
--Force field, omni
-+Force field, omni
-
--level 6 (18)
-+level 6 (18)
-
- > Exorbitant
-
-@@ -79623,9 +79623,9 @@
- field so that it’s hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
- they can see through the field normally).
-
--Kinetic ring
-+Kinetic ring
-
--level 6 (18)
-+level 6 (18)
-
- > Exorbitant
- >
-@@ -79635,9 +79635,9 @@
-
- against the attack.
-
--Gun armor
-+Gun armor
-
--level 6 (18)
-+level 6 (18)
-
- Exorbitant x2
-
-@@ -79648,13 +79648,13 @@
-
- triggered, result in friendly fire).
-
--UTILITY GEAR
-+UTILITY GEAR
-
- CONTEMPORARY
-
--Duct tape roll
-+Duct tape roll
-
--level 1 (3)
-+level 1 (3)
-
- Inexpensive
-
-@@ -79662,55 +79662,55 @@
-
- and much more.
-
--Flashlight
-+Flashlight
-
- level 1 (3)
-
-- Inexpensive
-+ Inexpensive
-
--Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-+Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-
--Padlock with keys
-+Padlock with keys
-
--level 3 (9)
-+level 3 (9)
-
--Inexpensive
-+Inexpensive
-
--Padlocks aren’t too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-+Padlocks aren’t too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-
--Backpack
-+Backpack
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-+A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-
--Bolt cutters
-+Bolt cutters
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--Enables and eases tasks to cut through metal bars.
-+Enables and eases tasks to cut through metal bars.
-
--Climbing gear
-+Climbing gear
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-+Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-
--Crowbar
-+Crowbar
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- Enables and eases tasks to force open stuck or barred doors.
-
--Electric lantern
-+Electric lantern
-
- level 3 (9)
-
-@@ -79718,50 +79718,50 @@
-
- Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
-
--Lockpick set
-+Lockpick set
-
--level 3 (9)
-+level 3 (9)
-
- Moderate
-
- Asset to picking mechanical locks.
-
--Restraint
-+Restraint
-
--level 3 (9)
-+level 3 (9)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
- Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
-
--Sleeping bag
-+Sleeping bag
-
--level 3 (9)
-+level 3 (9)
-
--> Moderate/Expensive
-+> Moderate/Expensive
- >
- > Moderately priced bags are suitable for temperatures down to –4°C (24°F); expensive down to –29°C (–20°F).
-
--Tent
-+Tent
-
--level 3 (9)
-+level 3 (9)
-
--Moderate/Expensive
-+Moderate/Expensive
-
- Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
-
--Tools, general
-+Tools, general
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
-
--Tools, specialized
-+Tools, specialized
-
--level 3 (9)
-+level 3 (9)
-
- Expensive
-
-@@ -79771,9 +79771,9 @@
-
- suited for.
-
--Disguise kit
-+Disguise kit
-
--level 3 (9)
-+level 3 (9)
-
- Very Expensive
-
-@@ -79783,93 +79783,93 @@
-
- ADVANCED
-
--Everlight
-+Everlight
-
--level 3 (9)
-+level 3 (9)
-
--Inexpensive
-+Inexpensive
-
- As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
--arbitrary lengths of time.
-+arbitrary lengths of time.
-
--Tent, environment
-+Tent, environment
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
--taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-+taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-
--Repair tape roll
-+Repair tape roll
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
--tape and taping things together. Each roll has about ten uses.
-+tape and taping things together. Each roll has about ten uses.
-
--Self-extending rope
-+Self-extending rope
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
-
--Surelock
-+Surelock
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
--pick or otherwise open the lock are hindered by three steps.
-+pick or otherwise open the lock are hindered by three steps.
-
--Lock infiltrator
-+Lock infiltrator
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
--(including a surelock).
-+(including a surelock).
-
--Exo-hand
-+Exo-hand
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user’s nervous system,
- which gives the user an additional gripping appendage useful in a variety of situations where other people would have
- their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
--steps.
-+steps.
-
--Fusion battery
-+Fusion battery
-
- level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates
- power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
- requirements.
-
--Fusion torch
-+Fusion torch
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Cuts through substances of up to level 9 after a few rounds of application.
-+Cuts through substances of up to level 9 after a few rounds of application.
-
--4D printer
-+4D printer
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and
- equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to
-@@ -79879,37 +79879,37 @@
-
- FANTASTIC
-
--Carryall pack
-+Carryall pack
-
--level 5 (15)
-+level 5 (15)
-
--Expensive
-+Expensive
-
- As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
--the carryall pack’s 60 cm (2 foot) diameter mouth.
-+the carryall pack’s 60 cm (2 foot) diameter mouth.
-
--Gravity regulator
-+Gravity regulator
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-+Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-
--Molecular joiner
-+Molecular joiner
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
--seamless bond stronger than even the most advanced glue.
-+seamless bond stronger than even the most advanced glue.
-
--Programmable suitcase
-+Programmable suitcase
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any
- object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
-@@ -79923,157 +79923,157 @@
-
- CONTEMPORARY
-
--Trail rations (1 day)
-+Trail rations (1 day)
-
--level 1 (3)
-+level 1 (3)
-
--Inexpensive
-+Inexpensive
-
--First aid kit
-+First aid kit
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-+Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-
--Military-grade field dressing
-+Military-grade field dressing
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
- step of the damage track if damage was due to a wound.
-
- ADVANCED
-
--Cold sober
-+Cold sober
-
--level 2 (6)
-+level 2 (6)
-
--Inexpensive
-+Inexpensive
-
- Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
--alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-+alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-
--Instabulb, coffee
-+Instabulb, coffee
-
--level 3 (9)
-+level 3 (9)
-
--Inexpensive
-+Inexpensive
-
- Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
--beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-+beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-
--Mega bar
-+Mega bar
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-+As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-
--Serum, remedial
-+Serum, remedial
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
- “Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
- benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
- in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
--benefit of relieving hangover symptoms.
-+benefit of relieving hangover symptoms.
-
--Serum, space-fit
-+Serum, space-fit
-
--level 4 (12)
-+level 4 (12)
-
--Moderate
-+Moderate
-
- As remedial serum, but protects against the two most common dangers to human physiology from extended trips into space
- and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
- muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
-
--Serum, acceleration
-+Serum, acceleration
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
- maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
- high G, but won’t pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
--to all these outcomes.
-+to all these outcomes.
-
--Serum, antivenom
-+Serum, antivenom
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user’s system and
--provides similar poison resistance for one day.
-+provides similar poison resistance for one day.
-
--Sleep set
-+Sleep set
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state
- for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if
- loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
--rested after each use.
-+rested after each use.
-
--Transplant, organ or limb
-+Transplant, organ or limb
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- If an autodoc or more advanced facility is available, a lost limb or organ can be replaced. Replaced limbs eventually
- become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
--limbs initially hinders all physical tasks attempted using it for several weeks.
-+limbs initially hinders all physical tasks attempted using it for several weeks.
-
--Autodoc, mobile
-+Autodoc, mobile
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum
- types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
--refilled as an expensive cost.)
-+refilled as an expensive cost.)
-
--Hibernation pod
-+Hibernation pod
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state
- of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior.
- Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
--but increases by +1 every few hundred years that pass.
-+but increases by +1 every few hundred years that pass.
-
--Omnichair
-+Omnichair
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all
- environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user
- assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very
- expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
--need.
-+need.
-
--Autodoc
-+Autodoc
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- As mobile autodoc, but fixed in place (suitable for a starcraft or station sickbay), and grants essentially unlimited
- recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
-@@ -80081,53 +80081,53 @@
-
- FANTASTIC
-
--Nano tab, general
-+Nano tab, general
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab
- pills are usually designed for health interventions, though some also provide additional physical benefits. A
--general-use nano tab adds 1 to all recovery rolls made by user for one day.
-+general-use nano tab adds 1 to all recovery rolls made by user for one day.
-
--Nano tab, rejuvenator
-+Nano tab, rejuvenator
-
--level 5 (15)
-+level 5 (15)
-
- Very Expensive
-
--As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-+As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-
--Stasis pod
-+Stasis pod
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
--As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-+As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-
--Nano tab, acceleration
-+Nano tab, acceleration
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
--As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-+As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-
--Nano tab, space-fit
-+Nano tab, space-fit
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
--As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-+As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-
--Nano tab, immolating
-+Nano tab, immolating
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As general nano tab, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry,
- effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
-@@ -80135,53 +80135,53 @@
-
- ROBOTS & AI
-
--CONTEMPORARY
--Electronic assistant
-+CONTEMPORARY
-+Electronic assistant
-
--level 2 (6)
-+level 2 (6)
-
--—/Moderate
-+—/Moderate
-
- Anyone with a smartphone has some kind of built-in electronic assistant, though stand-alone versions can be had.
- Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
--door locks, furnaces, music speakers, and more.
-+door locks, furnaces, music speakers, and more.
-
--House robot
-+House robot
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
--embodied electronic assistants with some mobility, such as Jibo.
-+embodied electronic assistants with some mobility, such as Jibo.
-
--PackBot
-+PackBot
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- An autonomous mobile robot that moves on treads, which can also be remote controlled. Useful in situations where humans
- would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
--and operate in all-weather conditions.
-+and operate in all-weather conditions.
-
--Surveillance drone
-+Surveillance drone
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant
-+Exorbitant
-
- An autonomous flying robot, which can also be remote controlled. Can record or relay its environment to distant
- controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
--12 points of damage and drop unprotected targets two steps on the damage track.
-+12 points of damage and drop unprotected targets two steps on the damage track.
-
- ADVANCED
-
- Auton
-
-- level 1 (3)
-+ level 1 (3)
-
--Moderate
-+Moderate
-
- The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
- nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
-@@ -80189,56 +80189,56 @@
- also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
- or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or
- microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
--allows the auton modifications in one task.
-+allows the auton modifications in one task.
-
--Auton, aide
-+Auton, aide
-
- level 2 (6)
-
-- Expensive
-+ Expensive
-
--Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-+Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-
--Auton, medical
-+Auton, medical
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
--As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-+As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-
--Auton, defense
-+Auton, defense
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
- As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
--attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-+attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-
--Auton, military drone
-+Auton, military drone
-
--level 2 (6)
-+level 2 (6)
-
--Exorbitant
-+Exorbitant
-
--As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-+As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-
--Auton, warrior
-+Auton, warrior
-
--level 2 (6)
-+level 2 (6)
-
- Exorbitant
-
-- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
-+ As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
- eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
--melee weapon that inflicts 5 points of damage.
-+melee weapon that inflicts 5 points of damage.
-
--Shipmind
-+Shipmind
-
--level 3 (9)
-+level 3 (9)
-
--Exorbitant x2
-+Exorbitant x2
-
- A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of
- vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own
-@@ -80246,10 +80246,10 @@
- installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
- tasks at the level of the ship in which it is installed.
-
--FANTASTIC
--Synth
-+FANTASTIC
-+Synth
-
--level 3 (9)
-+level 3 (9)
-
- Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell
- the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
-@@ -80258,39 +80258,39 @@
- servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago
- migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman. Treat as a level 3
- follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
--synths have 2 Armor and regain 1 point of lost health per round if damaged.
-+synths have 2 Armor and regain 1 point of lost health per round if damaged.
-
--Synth, companion
-+Synth, companion
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
--As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
-+As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
-
- Synth, free
-
--level 5 (15)
-+level 5 (15)
-
--Expensive\*
-+Expensive\*
-
- As companion synth, but with modifications for up to five tasks. \*A free synth usually can’t be purchased, by
--definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-+definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-
--Wardroid
-+Wardroid
-
--level 6 (18)
-+level 6 (18)
-
--Exorbitant
-+Exorbitant
-
- As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
--additional customizations and abilities.
-+additional customizations and abilities.
-
--Synth, infiltrator
-+Synth, infiltrator
-
--level 7 (21)
-+level 7 (21)
-
--Priceless
-+Priceless
-
- As free synth, but with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded
- locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their
-@@ -80303,33 +80303,33 @@
- happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
- interaction tasks and most Intellect tasks hindered unexpectedly.
-
--CONTEMPORARY
--Book
-+CONTEMPORARY
-+Book
-
--level 2 (6)
-+level 2 (6)
-
--Inexpensive
-+Inexpensive
-
--Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-+Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-
--Card/tabletop/digital game
-+Card/tabletop/digital game
-
- level 2 (6)
-
--Inexpensive/Moderate
-+Inexpensive/Moderate
-
--Suitable for passing the time and building bonds between friends and strangers alike.
-+Suitable for passing the time and building bonds between friends and strangers alike.
-
--Alcohol/drugs
-+Alcohol/drugs
-
--level 2 (6)
-+level 2 (6)
-
--Inexpensive/Moderate/Expensive
-+Inexpensive/Moderate/Expensive
-
- Common intoxicants taken in moderation can raise spirits, easing tasks related to social interaction while at the same
- time hindering tasks related to perception and physical coordination. Excessive amounts cancel out the benefit to social
- interaction and hinder all tasks by two or more steps, making even routine tasks a challenge. Extended excessive use can
--lead to addiction, a long-term disease difficult to recover from.
-+lead to addiction, a long-term disease difficult to recover from.
-
- Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
-@@ -80337,42 +80337,42 @@
-
- ADVANCED
-
--Sidekick sphere
-+Sidekick sphere
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
- Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to
- stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
--conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-+conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-
--Tattoo, programmable
-+Tattoo, programmable
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their
- skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
--any artistry at all is involved, may take a few days to complete.
-+any artistry at all is involved, may take a few days to complete.
-
- FANTASTIC
-
--Tattoo, living
-+Tattoo, living
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
- certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
-
--Pleasure bit
-+Pleasure bit
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Handheld device emits magnetic induction field that activates the reward circuit in the user’s brain, creating sudden
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
-@@ -80386,41 +80386,41 @@
-
- Weapons require ammunition (“ammo”), whether that’s rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
--cost, or not worrying about it.
-+cost, or not worrying about it.
-
- Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a
--fight.
-+fight.
-
- Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
- or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two
--steps less in price category than the weapon in question.
-+steps less in price category than the weapon in question.
-
- Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn’t common.
-
- CONTEMPORARY
-
--Ammo (box of 50 rounds)
-+Ammo (box of 50 rounds)
-
- level 1 (3)
-
--Inexpensive
-+Inexpensive
-
- Caliber varies by specific firearm, used in most contemporary ranged weapons
-
--ADVANCED/FANTASTIC
--Energy pack (50 shots)
-+ADVANCED/FANTASTIC
-+Energy pack (50 shots)
-
- level 1 (3)
-
--Inexpensive
-+Inexpensive
-
--Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-+Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-
--Smart rounds (box of 4 rounds)
-+Smart rounds (box of 4 rounds)
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short
- range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range
-@@ -80437,99 +80437,99 @@
-
- CONTEMPORARY
-
--Knife, simple
-+Knife, simple
-
--level 1 (3)
-+level 1 (3)
-
--Inexpensive
-+Inexpensive
-
--Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
-+Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
-
--Knife, hunting
-+Knife, hunting
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Light weapon (2 damage, difficulty of attack is eased).
-+Light weapon (2 damage, difficulty of attack is eased).
-
--Machete
-+Machete
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon (4 damage).
-+Medium weapon (4 damage).
-
--Nightstick
-+Nightstick
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon (4 damage).
-+Medium weapon (4 damage).
-
--Broad sword, replica
-+Broad sword, replica
-
- level 2 (6)
-
--Expensive
-+Expensive
-
--Heavy weapon (6 damage, requires both hands to wield).
-+Heavy weapon (6 damage, requires both hands to wield).
-
--Stun “gun”
-+Stun “gun”
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
- attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
-
- ADVANCED
-
--Power fist
-+Power fist
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-+Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-
--Stunstick
-+Stunstick
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
--fewer hit points, human-sized target or smaller loses their next turn).
-+fewer hit points, human-sized target or smaller loses their next turn).
-
--Mono-molecular blade
-+Mono-molecular blade
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage,
--difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-+difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-
--Stunring
-+Stunring
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
- to use.
-
- FANTASTIC
-
--Plasma saber
-+Plasma saber
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
-@@ -80538,281 +80538,281 @@
- RANGED WEAPONS
-
- Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
--ranged weapon.
-+ranged weapon.
-
- CONTEMPORARY
-
--Bow
-+Bow
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon (4 damage), long range.
-+Medium weapon (4 damage), long range.
-
--Hand grenade
-+Hand grenade
-
--level 3 (9)
-+level 3 (9)
-
--Moderate
-+Moderate
-
--Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
-+Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
-
- In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
- connection.
-
--Rifle, low caliber
-+Rifle, low caliber
-
--level 2 (6)
-+level 2 (6)
-
--Moderate
-+Moderate
-
--Medium weapon but requires both hands (4 damage), long range.
-+Medium weapon but requires both hands (4 damage), long range.
-
--Handgun, light
-+Handgun, light
-
--level 2 (6)
-+level 2 (6)
-
--Expensive
-+Expensive
-
--Light weapon (2 damage, difficulty of attack is eased), short range.
-+Light weapon (2 damage, difficulty of attack is eased), short range.
-
--Handgun, medium
-+Handgun, medium
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
--Medium weapon (4 damage), long range.
-+Medium weapon (4 damage), long range.
-
- Shotgun
-
-- level 3 (9)
-+ level 3 (9)
-
- Expensive
-
--Heavy weapon (6 damage, both hands), immediate range.
-+Heavy weapon (6 damage, both hands), immediate range.
-
--Handgun, heavy
-+Handgun, heavy
-
- level 3 (9)
-
-- Very Expensive
-+ Very Expensive
-
--Heavy weapon (6 damage, both hands), long range.
-+Heavy weapon (6 damage, both hands), long range.
-
--Rifle, assault
-+Rifle, assault
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
--Spray abilities.
-+Spray abilities.
-
--Rifle, heavy
-+Rifle, heavy
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
--Heavy weapon (6 damage, both hands), very long range.
-+Heavy weapon (6 damage, both hands), very long range.
-
--Submachine gun
-+Submachine gun
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
--abilities.
-+abilities.
-
--Taser
-+Taser
-
- level 3 (9)
-
-- Very Expensive
-+ Very Expensive
-
- Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
- and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-
--ADVANCED
--Grenade, sonic
-+ADVANCED
-+Grenade, sonic
-
--level 4 (12)
-+level 4 (12)
-
--Moderate
-+Moderate
-
- Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
--Might defense roll, targets lose their next turn.
-+Might defense roll, targets lose their next turn.
-
--Grenade, thermite
-+Grenade, thermite
-
--level 4 (12)
-+level 4 (12)
-
--Moderate
-+Moderate
-
- Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
- Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
-
- Laser/photon pistol
-
-- level 3 (9)
-+ level 3 (9)
-
--Expensive
-+Expensive
-
--Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-+Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-
--Needler/syringer
-+Needler/syringer
-
--level 3 (9)
-+level 3 (9)
-
--Expensive
-+Expensive
-
- Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
--Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-+Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-
--Vacuum handgun, heavy
-+Vacuum handgun, heavy
-
--level 3 (9)
-+level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
- self-propelling so firing this gun in zero or low gravity doesn’t spin wielder backward.
-
- Vacuum rifle, assault
-
-- level 3 (9)
-+ level 3 (9)
-
--Very Expensive
-+Very Expensive
-
- As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
- self-propelling so firing this assault rifle in zero or law gravity doesn’t spin wielder backward.
-
--Foam restraint rifle
-+Foam restraint rifle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
- lasts for ten minutes. A restrained victim can’t move or take actions that require movement. A target whose level is
--higher than the rifle’s level can usually break free within one or two rounds.
-+higher than the rifle’s level can usually break free within one or two rounds.
-
--Laser/photon rifle
-+Laser/photon rifle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
--Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-+Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-
--Grapple gun
-+Grapple gun
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target;
- hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
--object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-+object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-
--Laser/photon pulse rifle
-+Laser/photon pulse rifle
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive x2
-+Very Expensive x2
-
- Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
--with Spray or Arc Spray abilities.
-+with Spray or Arc Spray abilities.
-
--Rail gun
-+Rail gun
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
- damage, both hands), range is 3,050 m (10,000 feet).
-
- FANTASTIC
-
--Blaster, light
-+Blaster, light
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
--range. It ignores 1 point of Armor value (except from force fields).
-+range. It ignores 1 point of Armor value (except from force fields).
-
--Blaster, medium
-+Blaster, medium
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
- Armor value (except from force fields).
-
- Plasma grenade
-
--level 4 (12)
-+level 4 (12)
-
--Expensive
-+Expensive
-
- Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
--descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-+descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-
--Blaster, goggles
-+Blaster, goggles
-
--level 4 (12)
-+level 4 (12)
-
--Very Expensive
-+Very Expensive
-
- Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
--long range. It ignores 1 point of Armor value (except from force fields).
-+long range. It ignores 1 point of Armor value (except from force fields).
-
--Blaster, heavy
-+Blaster, heavy
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
--1 point of Armor value (except from force fields).
-+1 point of Armor value (except from force fields).
-
--Blaster, heavy rifle
-+Blaster, heavy rifle
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive
-+Very Expensive
-
- Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
--1 point of Armor value (except from force fields).
-+1 point of Armor value (except from force fields).
-
--Blaster, heavy pulse rifle
-+Blaster, heavy pulse rifle
-
--level 5 (15)
-+level 5 (15)
-
--Very Expensive x2
-+Very Expensive x2
-
- Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire
- weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
--force fields).
-+force fields).
-
--Blaster, cannon
-+Blaster, cannon
-
--level 5 (15)
-+level 5 (15)
-
--Exorbitant
-+Exorbitant
-
- Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy
- weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
- Spray abilities. It ignores 2 points of Armor value (except from force fields).
-
--BLASTER WEAPONS
-+BLASTER WEAPONS
- Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
- weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
- the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
-@@ -80837,7 +80837,7 @@
-
- Very Expensive
-
-- Elegant cloak or coat
-+ Elegant cloak or coat
-
- > Royal ensemble
-
-@@ -80847,13 +80847,13 @@
-
- Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-
--WEAPONS AND PROTECTIVE GEAR
-+WEAPONS AND PROTECTIVE GEAR
-
--Inexpensive
-+Inexpensive
-
- Ammunition (12 arrows, 12 crossbow bolts, and so on)
-
--Moderately Priced
-+Moderately Priced
-
- Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
-
-@@ -80883,7 +80883,7 @@
-
- BASIC EQUIPMENT
-
--Inexpensive
-+Inexpensive
-
- Candle
-
-@@ -80909,7 +80909,7 @@
-
- Vial
-
--Moderately Priced
-+Moderately Priced
-
- Backpack
-
-@@ -80949,7 +80949,7 @@
-
- Box, medium
-
--Very Expensive
-+Very Expensive
-
- > Charon’s obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman,
- > for conveying the soul to its proper resting place.
-@@ -80965,7 +80965,7 @@
-
- TRAVEL
-
--Moderately Priced
-+Moderately Priced
-
- Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
-
-@@ -80981,11 +80981,11 @@
-
- Lodging, solo room, decent
-
--Very Expensive
-+Very Expensive
-
- Lodging, whole building or large room
-
--Exorbitant
-+Exorbitant
-
- > Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
- > on). In most cases, it’s also necessary to hire a guide, driver, or other person who can control and power the
-@@ -81034,7 +81034,7 @@
-
- All characters start with 1 XP.
-
--DESCRIPTORS
-+DESCRIPTORS
-
- A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
- descriptor.
-@@ -81084,14 +81084,14 @@
-
- • Add +2 to recovery rolls
-
--Searching And Discovering
-+Searching And Discovering
-
- This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
- depending on the situation. Choose two of the following abilities:
-
- • Trained in perception and Intellect defense rolls
-
--• Trained in Might and Speed defense rolls
-+• Trained in Might and Speed defense rolls
-
- • Trained in two of the following: climbing, jumping, running, swimming
-
-@@ -81104,13 +81104,13 @@
-
- • Trained in perception and deception
-
--• Trained in intimidation and interaction
-+• Trained in intimidation and interaction
-
--• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
-+• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
-
- • Add +2 to recovery rolls
-
--Wielding Supernatural Powers
-+Wielding Supernatural Powers
-
- This type isn’t suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
- Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
-@@ -81197,7 +81197,7 @@
- what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don’t worry
- too much about what happens next. It’s a one-shot scenario.
-
--TRAPPED IN FLAMES
-+TRAPPED IN FLAMES
-
- The Premise: The characters work in a tall skyscraper. Suddenly, there’s an explosion, and the fire alarms start
- ringing!
diff --git a/patches/base/011-level-1-and-2-headers.patch b/patches/base/011-level-1-and-2-headers.patch
deleted file mode 100644
index b2d2aac..0000000
--- a/patches/base/011-level-1-and-2-headers.patch
+++ /dev/null
@@ -1,148 +0,0 @@
---- _tmp/ccsrd.md 2025-06-18 23:59:14.771123436 -0500
-+++ _tmp/ccsrd.new.md 2025-06-18 23:59:36.615251031 -0500
-@@ -1,8 +1,8 @@
--COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
-+# COMMONS CYPHER SYSTEM REFERENCE DOCUMENT v0.0.1
-
- Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
-
--How to Play the Cypher System
-+## How to Play the Cypher System
-
- The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
- concepts.
-@@ -255,7 +255,7 @@
-
- (A d6 is used most often for recovery rolls and to determine the level of cyphers.
-
--Creating Your Character
-+## Creating Your Character
-
- This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that
- will shape your character, so the more you understand what kind of character you want to play, the easier character
-@@ -648,7 +648,7 @@
- In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being
- trained in biology or swimming.
-
--Type
-+## Type
-
- Character type is the core of your character. Your type helps determine your character’s place in the world and
- relationship with other people in the setting. It’s the noun of the sentence “I am an *adjective noun* who *verbs*.”
-@@ -2034,7 +2034,7 @@
- unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from
- actions or conditions in the game).
-
--Flavor
-+## Flavor
-
- Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their
- liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief
-@@ -2411,7 +2411,7 @@
-
- Skill With Defense
-
--Descriptor
-+## Descriptor
-
- Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a
- Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your
-@@ -4207,7 +4207,7 @@
- enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
- than those between an Alpha Centauran and an Earthling.
-
--Focus
-+## Focus
-
- Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
- benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I
-@@ -7891,7 +7891,7 @@
-
- Reactive Field
-
--Abilities
-+## Abilities
-
- This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if
- any), and focus. They are sorted alphabetically by the ability’s name.
-@@ -15758,7 +15758,7 @@
- see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light.
- Enabler.
-
--Equipment
-+## Equipment
-
- Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what
- you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at
-@@ -16456,7 +16456,7 @@
- is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words,
- or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.
-
--Rules of the Game
-+## Rules of the Game
-
- Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the
- players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help
-@@ -19349,7 +19349,7 @@
-
- A tricky spy whose intelligence on enemy movements is invaluable.
-
--Experience Points
-+## Experience Points
-
- Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to
- earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are
-@@ -20335,7 +20335,7 @@
-
- Resolution: You reflect on what you’ve accomplished and think about the future.
-
--Genres
-+## Genres
-
- The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
- fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
-@@ -35858,7 +35858,7 @@
- by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their
- period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.
-
--Creatures
-+## Creatures
-
- This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
- game and gives their stats. The variety of creatures that populate the possible settings and genres is so great that
-@@ -40538,7 +40538,7 @@
- GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
- the PCs and demand their surrender.
-
--NPCs
-+## NPCs
-
- The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
-
-@@ -41112,7 +41112,7 @@
-
- GM intrusion: The wizard casts two spells as a single action instead of just one.
-
--Cyphers
-+## Cyphers
-
- Cyphers are one-use abilities that characters gain over the course of play. They have cool powers that can heal, make
- attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying
-@@ -43521,7 +43521,7 @@
- Effect: This cypher boosts an ability that affects a target at a range greater than touch. It can affect a second target
- within range (if the ability is an attack, make a separate attack roll for the second creature).
-
--Running the Cypher System
-+## Running the Cypher System
-
- Setting Difficulty Ratings
-
-@@ -81357,7 +81357,7 @@
- rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
- terrorist, or even an undercover foreign agent working for the terrorist
-
--Legal Information
-+## Legal Information
-
- This tabletop roleplaying game material incorporates material from the Cypher System Reference Document and from the
- community of Cypher System players. The Cypher System Reference Document is made available under the terms of the Cypher
diff --git a/patches/base/012-de-fancy-marks.patch b/patches/base/012-de-fancy-marks.patch
deleted file mode 100644
index d7267a7..0000000
--- a/patches/base/012-de-fancy-marks.patch
+++ /dev/null
@@ -1,40192 +0,0 @@
---- _tmp/ccsrd.md 2025-06-18 23:59:57.264371645 -0500
-+++ _tmp/ccsrd.new.md 2025-06-19 00:00:14.106470021 -0500
-@@ -7,8 +7,8 @@
- The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
- concepts.
-
--This chapter provides a brief explanation of how to play the game, and it’s useful for learning the game. Once you
--understand the basic concepts, you’ll likely want to reference Rules of the Game for a more in-depth treatment.
-+This chapter provides a brief explanation of how to play the game, and it's useful for learning the game. Once you
-+understand the basic concepts, you'll likely want to reference Rules of the Game for a more in-depth treatment.
-
- The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind
- is called for and no die is specified, roll a d20.
-@@ -16,34 +16,34 @@
- The game master sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a
- task can be rated on a scale of 1 to 10.
-
--Each difficulty has a target number associated with it. The target number is always three times the task’s difficulty,
-+Each difficulty has a target number associated with it. The target number is always three times the task's difficulty,
- so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the
- task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.
-
- Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if
- a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called *easing the
--difficulty by one step* (or just *easing the difficulty*, which assumes it’s eased by one step). If they are specialized
-+difficulty by one step* (or just *easing the difficulty*, which assumes it's eased by one step). If they are specialized
- in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called *easing the difficulty by two
- steps*. Decreasing the difficulty of a task can also be called *easing a task*. Some situations increase, or *hinder*,
- the difficulty of a task. If a task is hindered, it increases the difficulty by one step.
-
- A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or
- persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill.
--A character’s level of skill is either trained (reasonably skilled) or specialized (very skilled).
-+A character's level of skill is either trained (reasonably skilled) or specialized (very skilled).
-
- If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are
--specialized, you ease the difficulty by two steps. A skill can never decrease a task’s difficulty by more than two
-+specialized, you ease the difficulty by two steps. A skill can never decrease a task's difficulty by more than two
- steps.
-
- Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is
--referred to as an *asset*. Assets can never decrease a task’s difficulty by more than two steps.
-+referred to as an *asset*. Assets can never decrease a task's difficulty by more than two steps.
-
- You can also decrease the difficulty of a given task by applying Effort. (Effort is described in more detail in the
- Rules of the Game chapter.)
-
--To sum up, three things can decrease a task’s difficulty: skills, assets, and Effort.
-+To sum up, three things can decrease a task's difficulty: skills, assets, and Effort.
-
--If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don’t need to make a roll.
-+If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
-
- WHEN DO YOU ROLL?
-
-@@ -51,19 +51,19 @@
- associated target number.
-
- When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange
--device, convince a merchant to give you a lower price, craft an object, use a power to control a foe’s mind, or use a
-+device, convince a merchant to give you a lower price, craft an object, use a power to control a foe's mind, or use a
- blaster rifle to carve a hole in a wall, you make a d20 roll.
-
- However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions
- have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate
- gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already
--understand) to erect a force field. These are all routine actions and don’t require rolls.
-+understand) to erect a force field. These are all routine actions and don't require rolls.
-
- Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a
--roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it’s routine. You
-+roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it's routine. You
- can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.
-
--If there’s no roll, there’s no chance for failure. However, there’s also no chance for remarkable success (in the Cypher
-+If there's no roll, there's no chance for failure. However, there's also no chance for remarkable success (in the Cypher
- System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also
- discusses special rolls).
-
-@@ -82,7 +82,7 @@
- | 7 | Formidable | 21 | Impossible without skills or great effort. |
- | 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
- | 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
--| 10 | Impossible | 30 | A task that normal humans couldn’t consider (but one that doesn’t break the laws of physics). |
-+| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
-
- COMBAT
-
-@@ -91,24 +91,24 @@
-
- The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to
- 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the
--creature’s level. For example, if you attack a level 2 bandit, it’s a level 2 task, so your target number is 6.
-+creature's level. For example, if you attack a level 2 bandit, it's a level 2 task, so your target number is 6.
-
--It’s worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll.
-+It's worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll.
- If a creature attacks a character, the player makes a defense roll.
-
--The damage dealt by an attack is not determined by a roll—it’s a flat number based on the weapon or attack used. For
-+The damage dealt by an attack is not determined by a roll—it's a flat number based on the weapon or attack used. For
- example, a spear always does 4 points of damage.
-
- Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical
- armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like
--weapon damage, Armor is a flat number, not a roll. If you’re attacked, subtract your Armor from the damage you take. For
-+weapon damage, Armor is a flat number, not a roll. If you're attacked, subtract your Armor from the damage you take. For
- example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger
--hits you with a knife for 2 points of damage while you’re wearing a leather jacket, you take only 1 point of damage. If
-+hits you with a knife for 2 points of damage while you're wearing a leather jacket, you take only 1 point of damage. If
- your Armor reduces the damage from an attack to 0, you take no damage from that attack.
-
--When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to
--your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” with a lowercase
--“a,” it refers to any physical armor you might wear.
-+When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to
-+your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" with a lowercase
-+"a," it refers to any physical armor you might wear.
-
- Typical physical weapons come in three categories: light, medium and heavy.
-
-@@ -117,7 +117,7 @@
- small are light weapons.
-
- Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols,
--blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it’s often used in two
-+blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it's often used in two
- hands, such as a quarterstaff or spear) is a medium weapon.
-
- Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords,
-@@ -126,14 +126,14 @@
-
- SPECIAL ROLLS
-
--When you roll a natural 19 (the d20 shows “19”) and the roll is a success, you also have a minor effect. In combat, a
--minor effect inflicts 3 additional points of damage with your attack, or, if you’d prefer a special result, you could
-+When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
-+minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
- decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
- could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
--smoothly on your feet, or when trying to persuade someone, you convince them that you’re smarter than you really are. In
-+smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
- other words, you not only succeed but also go a bit further.
-
--When you roll a natural 20 (the d20 shows “20”) and the roll is a success, you also have a major effect. This is similar
-+When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
- to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
- with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
- stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
-@@ -149,7 +149,7 @@
-
- GLOSSARY
-
--Game master (GM): The player who doesn’t run a character, but instead guides the flow of the story and runs all the
-+Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
- NPCs.
-
- Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains
-@@ -172,7 +172,7 @@
- characters. Often, but not always, a campaign involves a number of adventures.
-
- Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
--creatures, aliens, mutants, automatons, animate plants, and so on. The word “creature” is usually synonymous.
-+creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
-
- RANGE AND SPEED
-
-@@ -188,12 +188,12 @@
- Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range,
- distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.
-
--The idea is that it’s not necessary to measure precise distances. Immediate distance is right there, practically next to
-+The idea is that it's not necessary to measure precise distances. Immediate distance is right there, practically next to
- the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.
-
- All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they
- are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most
--other thrown weapons) has short range. A bow has long range. An Adept’s Onslaught ability also has short range.
-+other thrown weapons) has short range. A bow has long range. An Adept's Onslaught ability also has short range.
-
- A character can move an immediate distance as part of another action. In other words, they can take a few steps over to
- the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and
-@@ -204,10 +204,10 @@
- of moving so far so quickly.
-
- For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general
--melee—they’re all within immediate range. Exact positions aren’t important. Creatures in a fight are always moving,
-+melee—they're all within immediate range. Exact positions aren't important. Creatures in a fight are always moving,
- shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use
--their entire action to move the short distance required to attack that foe. It doesn’t matter if the cultist is 20 feet
--(6 m) or 40 feet (12 m) away—it’s simply considered short distance. It does matter if the cultist is more than 50 feet
-+their entire action to move the short distance required to attack that foe. It doesn't matter if the cultist is 20 feet
-+(6 m) or 40 feet (12 m) away—it's simply considered short distance. It does matter if the cultist is more than 50 feet
- (15 m) away because that distance would require a long or very long move.
-
- (Many rules in this system avoid the cumbersome need for precision. Does it really matter if the ghost is 13 feet away
-@@ -222,12 +222,12 @@
- immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told
- a funny joke, performed an action that saved a life, and so on).
-
--Alternatively, the player can refuse the GM intrusion. If they do so, they don’t get the 2 XP from the GM, and they must
--also spend 1 XP that they already have. If the player has no XP to spend, they can’t refuse the intrusion.
-+Alternatively, the player can refuse the GM intrusion. If they do so, they don't get the 2 XP from the GM, and they must
-+also spend 1 XP that they already have. If the player has no XP to spend, they can't refuse the intrusion.
-
- The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are
- interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where
--the kidnappers are keeping their victim or how the PCs repair the starship). You don’t earn XP for killing foes or
-+the kidnappers are keeping their victim or how the PCs repair the starship). You don't earn XP for killing foes or
- overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.
-
- Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter),
-@@ -235,21 +235,21 @@
-
- CYPHERS
-
--Cyphers are abilities that have a single use. In many campaigns, cyphers aren’t physical objects—they might be a spell
-+Cyphers are abilities that have a single use. In many campaigns, cyphers aren't physical objects—they might be a spell
- cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some
- campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are
- part of the character (like equipment or a special ability) and are things characters can use during the game. The form
- that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science
- fiction game they could be alien crystals or prototype devices.
-
--Characters will find new cyphers frequently in the course of play, so players shouldn’t hesitate to use their cypher
-+Characters will find new cyphers frequently in the course of play, so players shouldn't hesitate to use their cypher
- abilities. Because cyphers are always different, the characters will always have new special powers to try.
-
- OTHER DICE
-
--In addition to a d20, you’ll need a d6 (a six-sided die). Rarely, you’ll need to roll a number between 1 and 100 (often
--called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the “tens”
--place and the last digit of the second roll as the “ones” place. For example, rolling a 17 and a 9 gives you 79, rolling
-+In addition to a d20, you'll need a d6 (a six-sided die). Rarely, you'll need to roll a number between 1 and 100 (often
-+called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the "tens"
-+place and the last digit of the second roll as the "ones" place. For example, rolling a 17 and a 9 gives you 79, rolling
- a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided
- die), you can use it instead of the d20 to roll numbers between 1 and 100.
-
-@@ -260,22 +260,22 @@
- This section explains how to create characters to play in a Cypher System game. This involves a series of decisions that
- will shape your character, so the more you understand what kind of character you want to play, the easier character
- creation will be. The process involves understanding the values of three game statistics and choosing three aspects that
--determine your character’s capabilities.
-+determine your character's capabilities.
-
- CHARACTER STATS
-
--Every player character has three defining characteristics, which are typically called “statistics” or “stats.” These
-+Every player character has three defining characteristics, which are typically called "statistics" or "stats." These
- stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a
- character.
-
- MIGHT
-
- Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness,
--and physical prowess are all folded into this one stat. Might isn’t relative to size; instead, it’s an absolute
-+and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute
- measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has
- more Might than the mightiest spider.
-
--Might governs actions from forcing doors open to walking for days without food to resisting disease. It’s also the
-+Might governs actions from forcing doors open to walking for days without food to resisting disease. It's also the
- primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters,
- tough characters, and characters interested in fighting should focus on Might.
-
-@@ -313,13 +313,13 @@
-
- Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
- which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic
--sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that’s
-+sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that's
- the average range.
-
- When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The
- nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might
- Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can
--also spend points from one of your stat Pools to decrease a task’s difficulty (see Effort, below). You can rest to
-+also spend points from one of your stat Pools to decrease a task's difficulty (see Effort, below). You can rest to
- recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points
- quickly.
-
-@@ -329,19 +329,19 @@
- points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a
- roll.
-
--For example, let’s say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool.
-+For example, let's say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool.
- Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the
- mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.
-
- Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an
--Intellect Edge of 0. You’ll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of
-+Intellect Edge of 0. You'll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of
- spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from
--your Might Pool, but it doesn’t affect your Speed Pool or Intellect Pool. Once a stat’s Edge reaches 3, you can apply
-+your Might Pool, but it doesn't affect your Speed Pool or Intellect Pool. Once a stat's Edge reaches 3, you can apply
- one level of Effort for free.
-
- A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently
- better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from
--the Pool, which means they’ll have more points available to spend on applying Effort.
-+the Pool, which means they'll have more points available to spend on applying Effort.
-
- EFFORT
-
-@@ -350,10 +350,10 @@
- attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your
- Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.
-
--You don’t have to apply Effort if you don’t want to. If you choose to apply Effort to a task, you must do it before you
--attempt the roll—you can’t roll first and then decide to apply Effort if you rolled poorly.
-+You don't have to apply Effort if you don't want to. If you choose to apply Effort to a task, you must do it before you
-+attempt the roll—you can't roll first and then decide to apply Effort if you rolled poorly.
-
--Applying more Effort can lower a task’s difficulty further: each additional level of Effort eases the task by another
-+Applying more Effort can lower a task's difficulty further: each additional level of Effort eases the task by another
- step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so
- on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two
- levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7
-@@ -362,9 +362,9 @@
- Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a
- roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A
- more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a
--character who has an Effort of 3 can apply up to three levels of Effort to reduce a task’s difficulty.
-+character who has an Effort of 3 can apply up to three levels of Effort to reduce a task's difficulty.
-
--When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let’s say you
-+When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let's say you
- need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease
- the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract
- that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.
-@@ -373,7 +373,7 @@
- Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3
- points.
-
--Once a stat’s Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and
-+Once a stat's Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and
- you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level
- of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)
-
-@@ -383,7 +383,7 @@
-
- (When applying Effort to melee attacks, you have the option of spending points from either your Might Pool or your Speed
- Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you
--sometimes use brute force and sometimes use finesse, but with ranged attacks, it’s always about careful targeting.)
-+sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.)
-
- EFFORT AND DAMAGE
-
-@@ -391,7 +391,7 @@
- an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any
- kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.
-
--When using Effort to increase the damage of an area attack, such as the explosion created by an Adept’s Concussion
-+When using Effort to increase the damage of an area attack, such as the explosion created by an Adept's Concussion
- ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all
- targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
-
-@@ -400,7 +400,7 @@
- If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an
- attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
-
--The total amount of Effort you apply can’t be higher than your Effort score. For example, if your Effort is 2, you can
-+The total amount of Effort you apply can't be higher than your Effort score. For example, if your Effort is 2, you can
- apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to
- the attack and no levels to the damage, or no levels to the attack and two levels to the damage.
-
-@@ -429,15 +429,15 @@
- is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1
- (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the
- target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because
--their roll (8) would have been less than the task’s original target number (9).
-+their roll (8) would have been less than the task's original target number (9).
-
- CHARACTER TIERS
-
- Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters
- can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your
--Effort, and can improve a stat’s Edge or increase a stat. Generally speaking, even first-tier characters are already
--quite capable. It’s safe to assume that they’ve already got some experience under their belt. This is not a “zero to
--hero” progression, but rather an instance of competent people refining and honing their capabilities and knowledge.
-+Effort, and can improve a stat's Edge or increase a stat. Generally speaking, even first-tier characters are already
-+quite capable. It's safe to assume that they've already got some experience under their belt. This is not a "zero to
-+hero" progression, but rather an instance of competent people refining and honing their capabilities and knowledge.
- Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how
- characters progress in a story.
-
-@@ -459,7 +459,7 @@
- Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill
- you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also
- choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on
--your character’s special abilities. For example, if your character can make an Intellect roll to blast an enemy with
-+your character's special abilities. For example, if your character can make an Intellect roll to blast an enemy with
- mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you
- are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.
-
-@@ -477,11 +477,11 @@
-
- CHARACTER DESCRIPTOR, TYPE, AND FOCUS
-
--To create your character, you build a simple statement that describes them. The statement takes this form: “I am a
--\[fill in an adjective here\] \[fill in a noun here\] who \[fill in a verb here\].”
-+To create your character, you build a simple statement that describes them. The statement takes this form: "I am a
-+\[fill in an adjective here\] \[fill in a noun here\] who \[fill in a verb here\]."
-
--Thus: “I am an *adjective noun* who *verbs*.” For example, you might say, “I am a Rugged Warrior who Controls Beasts” or
--“I am a Charming Explorer who Focuses Mind Over Matter.”
-+Thus: "I am an *adjective noun* who *verbs*." For example, you might say, "I am a Rugged Warrior who Controls Beasts" or
-+"I am a Charming Explorer who Focuses Mind Over Matter."
-
- In this sentence, the adjective is called your descriptor.
-
-@@ -489,24 +489,24 @@
-
- The verb is called your focus.
-
--Even though character type is in the middle of the sentence, that’s where we’ll start this discussion. (Just as in a
-+Even though character type is in the middle of the sentence, that's where we'll start this discussion. (Just as in a
- sentence, the noun provides the foundation.)
-
- Your character type is the core of your character. In some roleplaying games, it might be called your character class.
--Your type helps determine your character’s place in the world and relationship with other people in the setting. It’s
--the noun of the sentence “I am an *adjective noun* who *verbs*.”
-+Your type helps determine your character's place in the world and relationship with other people in the setting. It's
-+the noun of the sentence "I am an *adjective noun* who *verbs*."
-
- You can choose from four character types: Warriors, Adepts, Explorers, and Speakers.
-
- Your descriptor defines your character—it colors everything you do. Your descriptor places your character in the
--situation (the first adventure, which starts the campaign) and helps provide motivation. It’s the adjective of the
--sentence “I am an *adjective noun* who *verbs*.”
-+situation (the first adventure, which starts the campaign) and helps provide motivation. It's the adjective of the
-+sentence "I am an *adjective noun* who *verbs*."
-
- Unless your GM says otherwise, you can choose from any of the character descriptors.
-
- Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities
- that might come in handy. Your focus also helps you understand how you relate with the other player characters in your
--group. It’s the verb of the sentence “I am an *adjective noun* who *verbs*.”
-+group. It's the verb of the sentence "I am an *adjective noun* who *verbs*."
-
- There are many character foci. The ones you choose from will probably depend on the setting and genre of your game.
-
-@@ -516,37 +516,37 @@
-
- Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from
- your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce
--the cost of the ability, but remember that you can apply Edge only once per action. For example, let’s say an Adept with
-+the cost of the ability, but remember that you can apply Edge only once per action. For example, let's say an Adept with
- an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point.
- They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The
- total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for
- using Effort, minus 2 points from their Edge).
-
--Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as “2+
--Intellect points.” That means you can spend more points or more levels of Effort to improve the ability further, as
-+Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as "2+
-+Intellect points." That means you can spend more points or more levels of Effort to improve the ability further, as
- explained in the ability description.
-
--Many special abilities grant a character the option to perform an action that they couldn’t normally do, such as
-+Many special abilities grant a character the option to perform an action that they couldn't normally do, such as
- projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and
--the end of the ability’s description says “Action” to remind you. It also might provide more information about when or
-+the end of the ability's description says "Action" to remind you. It also might provide more information about when or
- how you perform the action.
-
- Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For
- example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of
- fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered
--an action. Enablers either function constantly (such as being able to wear heavy armor, which isn’t an action) or happen
-+an action. Enablers either function constantly (such as being able to wear heavy armor, which isn't an action) or happen
- as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack
--action). If a special ability is an enabler, the end of the ability’s description says “Enabler” to remind you.
-+action). If a special ability is an enabler, the end of the ability's description says "Enabler" to remind you.
-
- Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.
-
- (Because the Cypher System covers so many genres, not all of the descriptors, types, and foci might be available for
--players. The GM will decide what’s available in their particular game and whether anything is modified, and they’ll let
-+players. The GM will decide what's available in their particular game and whether anything is modified, and they'll let
- the players know.)
-
- SKILLS
-
--Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you’re
-+Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you're
- trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill
- to become trained in, and you can pick a skill that relates to any task you think you might face.
-
-@@ -625,14 +625,14 @@
- Woodworking
-
- You could choose a skill that incorporates more than one of these areas (interacting might include deceiving,
--intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you’re not
-+intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you're not
- moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to
--choose a skill that’s not on this list, it’s probably best to run it past the GM first, but in general, the most
-+choose a skill that's not on this list, it's probably best to run it past the GM first, but in general, the most
- important thing is to choose skills that are appropriate to your character.
-
--Remember that if you gain a skill that you’re already trained in, you become specialized in that skill. Because skill
--descriptions can be nebulous, determining whether you’re trained or specialized might take some thinking. For example,
--if you’re trained in lying and later gain an ability that grants you skill with all social interactions, you become
-+Remember that if you gain a skill that you're already trained in, you become specialized in that skill. Because skill
-+descriptions can be nebulous, determining whether you're trained or specialized might take some thinking. For example,
-+if you're trained in lying and later gain an ability that grants you skill with all social interactions, you become
- specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better
- than being trained twice (in other words, specialized is as good as it gets).
-
-@@ -640,28 +640,28 @@
- defense tasks.
-
- If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it
--in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it’s
-+in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it's
- time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every
--time you used it. Each ability you have counts as a separate skill for this purpose. You can’t select “all mind powers”
--or “all spells” as one skill and become trained or specialized in such a broad category.
-+time you used it. Each ability you have counts as a separate skill for this purpose. You can't select "all mind powers"
-+or "all spells" as one skill and become trained or specialized in such a broad category.
-
--In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that’s the same as being
-+In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that's the same as being
- trained in biology or swimming.
-
- ## Type
-
--Character type is the core of your character. Your type helps determine your character’s place in the world and
--relationship with other people in the setting. It’s the noun of the sentence “I am an *adjective noun* who *verbs*.”
-+Character type is the core of your character. Your type helps determine your character's place in the world and
-+relationship with other people in the setting. It's the noun of the sentence "I am an *adjective noun* who *verbs*."
-
- (In some roleplaying games, your character type might be called your character class.)
-
- You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these
- generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to
--various genres. You’ll find that names like “Warrior” or “Explorer” don’t always feel right, particularly in games set
--in modern times. As always, you’re free to do as you wish. (Your type is who your character is. You should use whatever
-+various genres. You'll find that names like "Warrior" or "Explorer" don't always feel right, particularly in games set
-+in modern times. As always, you're free to do as you wish. (Your type is who your character is. You should use whatever
- name you want for your type, as long as it fits both your character and the setting.)
-
--Since the type is the basis upon which your whole character is built, it’s important to consider how the type relates to
-+Since the type is the basis upon which your whole character is built, it's important to consider how the type relates to
- the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone
- from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.
-
-@@ -678,13 +678,13 @@
- unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
- What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
- changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
--would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can’t
-+would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
- use a player intrusion.
-
- A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
- appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
--is the final arbiter of whether the suggested intrusion is appropriate for the character’s type and suitable for the
--situation. If the GM refuses the intrusion, the player doesn’t spend the 1 XP, and the intrusion doesn’t occur.
-+is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
-+situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
-
- Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
-
-@@ -699,7 +699,7 @@
-
- Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
-
--Intellect defense: Used for fending off mental attacks or anything that might affect or influence one’s mind.
-+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
-
- WARRIOR
-
-@@ -711,19 +711,19 @@
-
- Superhero/Post-Apocalyptic: hero, brick, bruiser
-
--You’re a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and
-+You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and
- setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of
- grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet.
-
- Individual Role: Warriors are physical,
--action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take
-+action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take
- the most straightforward path toward their goals.
-
- Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to
- protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at
- least in combat and other times of danger.
-
--Societal Role: Warriors aren’t always soldiers or mercenaries. Anyone who is ready for violence, or even potential
-+Societal Role: Warriors aren't always soldiers or mercenaries. Anyone who is ready for violence, or even potential
- violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people
- in other roles or professions who know how to defend themselves with skill.
-
-@@ -744,7 +744,7 @@
- | 2 | You were the bodyguard of a wealthy woman who accused you of theft. You left her service in disgrace. |
- | 3 | You were the bouncer in a local bar for a while, and the patrons there remember you. |
- | 4 | You trained with a highly respected mentor. They regard you well, but they have many enemies. |
--| 5 | You trained in an isolated monastery. The monks think of you as a brother, but you’re a stranger to all others. |
-+| 5 | You trained in an isolated monastery. The monks think of you as a brother, but you're a stranger to all others. |
- | 6 | You have no formal training. Your abilities come to you naturally (or unnaturally). |
- | 7 | You spent time on the streets and were in prison for a while. |
- | 8 | You were conscripted into military service, but you deserted before long. |
-@@ -758,7 +758,7 @@
- | 16 | Your craftsman friend sometimes calls on you for help. However, they pay you well. |
- | 17 | Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its stranger passages. |
- | 18 | Someone you fought alongside in the military is now the mayor of a nearby town. |
--| 19 | You saved the lives of a family when their house burned down. They’re indebted to you, and their neighbors regard you as a hero. |
-+| 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
- | 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
-
- WARRIOR PLAYER INTRUSIONS
-@@ -766,15 +766,15 @@
- You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM
- agrees.
-
--Perfect Setup: You’re fighting at least three foes and each one is standing in exactly the right spot for you to use a
-+Perfect Setup: You're fighting at least three foes and each one is standing in exactly the right spot for you to use a
- move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each
- foe. You remain limited by the amount of Effort you can apply on one action.
-
--Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you’re doing. They are
--on a mission of their own and can’t stay longer than it takes to help out, chat for a while after, and perhaps share a
-+Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are
-+on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a
- quick meal.
-
--Weapon Break: Your foe’s weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
-+Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
- steps down the object damage track.
-
- WARRIOR STAT POOLS
-@@ -805,7 +805,7 @@
- Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced
- items, and up to four inexpensive items.
-
--Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless
-+Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless
- its description says otherwise. The full description for each listed ability can be found in Abilities, which also has
- descriptions for flavor and focus abilities in a single vast catalog.
-
-@@ -952,31 +952,31 @@
- Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.
-
- He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy
--pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it’s not
-+pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it's not
- really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense
- actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.
-
- Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his
- character with Physical Skills and chooses swimming and running.
-
--The Warrior can bear two cyphers. The GM decides that Ray’s first cypher is a pill that restores 6 points of Might when
-+The Warrior can bear two cyphers. The GM decides that Ray's first cypher is a pill that restores 6 points of Might when
- swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3
- points of damage to all within immediate range.
-
- Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which
- increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen
- jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of
--trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he’ll use in a
-+trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he'll use in a
- pinch. He keeps it in the trunk of his car.
-
- For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another
- combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease
--his Speed defense rolls if he has both knives out (the “shield” counts as an asset). The GM agrees. During the game,
--Ray’s Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by
-+his Speed defense rolls if he has both knives out (the "shield" counts as an asset). The GM agrees. During the game,
-+Ray's Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by
- another step.
-
- Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of
--damage with his blade. Ray’s character is a deadly combatant, likely starting the game with a reputation as a knife
-+damage with his blade. Ray's character is a deadly combatant, likely starting the game with a reputation as a knife
- fighter.
-
- For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was
-@@ -993,8 +993,8 @@
- Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath
-
- You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be
--magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (“Magic”
--here is a term used very loosely. It’s a catch-all for the kinds of wondrous, possibly supernatural things that your
-+magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. ("Magic"
-+here is a term used very loosely. It's a catch-all for the kinds of wondrous, possibly supernatural things that your
- character can do that others cannot. It might actually be an expression of technological devices, channeling spirits,
- mutations, psionics, nanotechnology, or any number of other sources.)
-
-@@ -1014,9 +1014,9 @@
- can reshape matter and the environment around them.
-
- (Adepts are almost always emblematic of the paranormal or superhuman in some way—wizards, psychics, or something
--similar. If the game you’re playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks
--and hidden devices, or a gadgeteer character with a “utility belt” full of oddments. Or a game like that might not have
--Adepts. That’s okay too.)
-+similar. If the game you're playing has none of that, an Adept could be a charlatan mimicking such abilities with tricks
-+and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have
-+Adepts. That's okay too.)
-
- ADEPT PLAYER INTRUSIONS
-
-@@ -1027,7 +1027,7 @@
- for a round, or activate a dramatic and distracting side effect for a few rounds.
-
- Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an
--urgent question, problem, or obstacle you’re facing.
-+urgent question, problem, or obstacle you're facing.
-
- Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful
- function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication
-@@ -1058,15 +1058,15 @@
- | 3 | You learned your abilities in the temple of an obscure god. Its priests and worshippers, although small in number, respect and admire your talents and potential. |
- | 4 | While traveling alone, you saved the life of a powerful person. They remain indebted to you. |
- | 5 | Your mother was a powerful Adept while she lived, helpful to many locals. They look upon you kindly, but they also expect much from you. |
--| 6 | You owe money to a number of people and don’t have the funds to pay your debts. |
-+| 6 | You owe money to a number of people and don't have the funds to pay your debts. |
- | 7 | You failed disgracefully at your initial studies with your teacher and now proceed on your own. |
- | 8 | You learned your skills faster than your teachers had ever seen before. The powers that be took notice and are paying close attention. |
- | 9 | You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few. |
--| 10 | You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former comrades don’t understand you, but they respect you. |
-+| 10 | You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former comrades don't understand you, but they respect you. |
- | 11 | While studying to be an Adept, you worked as an assistant for a bank, making friends with the owner and the clientele. |
- | 12 | Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings. |
- | 13 | You trained for a time with a group of influential Adepts, and they still look upon you with fondness. |
--| 14 | You worked the gardens in the palace of an influential noble or person of wealth. They wouldn’t remember you, but you made friends with their young daughter. |
-+| 14 | You worked the gardens in the palace of an influential noble or person of wealth. They wouldn't remember you, but you made friends with their young daughter. |
- | 15 | An experiment you conducted in the past went horribly awry. The locals remember you as a dangerous and foolhardy individual. |
- | 16 | You hail from a distant place where you were well known and regarded, but people here treat you with suspicion. |
- | 17 | People you meet seem put off by the strange birthmark on your face. |
-@@ -1090,7 +1090,7 @@
- Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your
- attacks with medium and heavy weapons are hindered.
-
--Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless
-+Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless
- its description says otherwise. The full description for each listed ability can be found in Abilities, which also has
- descriptions for flavor and focus abilities in a single vast catalog. (Adept abilities require at least one free hand
- unless the GM says otherwise.)
-@@ -1229,7 +1229,7 @@
- through years of training and study.
-
- She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores
--5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen’s sorcerer is skilled with
-+5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen's sorcerer is skilled with
- light weapons, so she chooses a dagger.
-
- For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor
-@@ -1237,11 +1237,11 @@
- tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that
- she incorporates into her spells.
-
--For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she’s
-+For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she's
- good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her
- group.
-
--Her spells and focus abilities cost Intellect points to activate, so she’s glad to have a lot of points in her Intellect
-+Her spells and focus abilities cost Intellect points to activate, so she's glad to have a lot of points in her Intellect
- Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without
- applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save
- points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.
-@@ -1250,9 +1250,9 @@
- magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to
- find the demon and release her friend from bondage.
-
--(GMs are always free to pre-select a type’s special abilities at a given tier to reinforce the setting. In the fantasy
--setting of Jen’s sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their
--tier 1 abilities. This doesn’t make the character any less powerful or special, but it says something about her role in
-+(GMs are always free to pre-select a type's special abilities at a given tier to reinforce the setting. In the fantasy
-+setting of Jen's sorcerer, the GM might have said that all sorcerers (Adepts) start with Magic Training as one of their
-+tier 1 abilities. This doesn't make the character any less powerful or special, but it says something about her role in
- the world and expectations in the game.)
-
- EXPLORER
-@@ -1267,13 +1267,13 @@
- Superhero/Post-Apocalyptic: adventurer, crimefighter
-
- You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and
--dangerous places, and discover new things. This means you’re physical but also probably knowledgeable.
-+dangerous places, and discover new things. This means you're physical but also probably knowledgeable.
-
- Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action.
- They face grave dangers and terrible obstacles as a routine part of life.
-
- Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer
--frequently leads the way, blazing the trail. However, they’re also likely to stop and investigate anything intriguing
-+frequently leads the way, blazing the trail. However, they're also likely to stop and investigate anything intriguing
- they stumble upon.
-
- Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an
-@@ -1316,7 +1316,7 @@
- | | |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------|
- | d20 | Background |
--| 1 | You were a star high school athlete. You’re still in great shape, but those were the glory days, man. |
-+| 1 | You were a star high school athlete. You're still in great shape, but those were the glory days, man. |
- | 2 | Your brother is the lead singer in a really popular band. |
- | 3 | You have made a number of discoveries in your explorations, but not all opportunities to capitalize on them have panned out yet. |
- | 4 | You were a cop, but you gave it up after encountering corruption on the force. |
-@@ -1331,7 +1331,7 @@
- | 13 | You belong to an exclusive organization of Explorers whose existence is not widely known. |
- | 14 | You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety. |
- | 15 | When you were young, you were addicted to narcotics, and now you are a recovering addict. |
--| 16 | While exploring a remote location, you saw something strange you’ve never been able to explain. |
-+| 16 | While exploring a remote location, you saw something strange you've never been able to explain. |
- | 17 | You own a small bar or restaurant. |
- | 18 | You published a book about some of your exploits and discoveries, and it has achieved some acclaim. |
- | 19 | Your sister owns a store and gives you a hefty discount. |
-@@ -1353,7 +1353,7 @@
- Weapons: You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks
- with heavy weapons are hindered.
-
--Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless
-+Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless
- its description says otherwise. The full description for each listed ability can be found in Abilities, which also has
- descriptions for flavor and focus abilities in a single vast catalog.
-
-@@ -1529,21 +1529,21 @@
- medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during
- interplanetary explorations.
-
--Sam’s Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite
-+Sam's Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite
- injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld
- object the user wishes.
-
--Sam’s Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that
--they’re carrying a medium blaster as well.
-+Sam's Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that
-+they're carrying a medium blaster as well.
-
- Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their
--Might Pool to 17. They also heal more quickly and can operate better when injured. They’re trained in Might defense but
--have an inability with initiative; however, it’s effectively canceled out by their Danger Sense (and vice versa). Sam
-+Might Pool to 17. They also heal more quickly and can operate better when injured. They're trained in Might defense but
-+have an inability with initiative; however, it's effectively canceled out by their Danger Sense (and vice versa). Sam
- could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the
- descriptor ends up making the character tough but a little slow.
-
- For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the
--character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They’re quite the
-+character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They're quite the
- capable Explorer.
-
- For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam
-@@ -1560,14 +1560,14 @@
-
- Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master
-
--You’re good with words and good with people. You talk your way past challenges and out of jams, and you get people to do
-+You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do
- what you want.
-
- Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This
- helps speakers get others to do what needs to be done.
-
- Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with
--others. Combat and action are not a Speaker’s strong suits, so other characters sometimes have to defend the Speaker in
-+others. Combat and action are not a Speaker's strong suits, so other characters sometimes have to defend the Speaker in
- times of danger.
-
- Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or
-@@ -1581,16 +1581,16 @@
- When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-
--Friendly NPC: An NPC you don’t know, someone you don’t know that well, or someone you know but who hasn’t been
--particularly friendly in the past chooses to help you, though doesn’t necessarily explain why. Maybe they’ll ask you for
-+Friendly NPC: An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been
-+particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for
- a favor in return afterward, depending on how much trouble they go to.
-
- Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent
--question, problem, or obstacle you’re facing.
-+question, problem, or obstacle you're facing.
-
- Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if
--things seem strained, or provides you with a new insight for understanding the context of the situation if there’s
--something you’re failing to understand or grasp.
-+things seem strained, or provides you with a new insight for understanding the context of the situation if there's
-+something you're failing to understand or grasp.
-
- SPEAKER STAT POOLS
-
-@@ -1613,25 +1613,25 @@
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | d20 | Background |
- | 1 | One of your parents was a famous entertainer in their early years and hoped you would excel in the same medium. |
--| 2 | When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and it’s something you’ve never gotten over. |
-+| 2 | When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and it's something you've never gotten over. |
- | 3 | You were inducted into a secret society that claims to hold and protect esoteric knowledge opposing the forces of evil. |
--| 4 | You lost one of your parents to alcoholism. They may still be alive, but you’d be hard pressed to find forgiveness. |
-+| 4 | You lost one of your parents to alcoholism. They may still be alive, but you'd be hard pressed to find forgiveness. |
- | 5 | You have no memory of anything that happened to you before the age of 18. |
- | 6 | Your grandparents raised you on a farm far from bustling urban centers. You like to think the instruction they gave you prepared you for anything. |
- | 7 | As an orphan, you had a difficult childhood, and your entry into adulthood was challenging. |
- | 8 | You grew up in extreme poverty, among criminals. You still have some connections with the old neighborhood. |
- | 9 | You served as an envoy for a powerful and influential person in the past, and they still look upon you with favor. |
- | 10 | You have an annoying rival who always seems to get in your way or foil your plans. |
--| 11 | You’ve worked yourself into the position of spokesperson for an organization or company of some importance. |
-+| 11 | You've worked yourself into the position of spokesperson for an organization or company of some importance. |
- | 12 | Your neighbors were murdered, and the mystery remains unsolved. |
- | 13 | You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs. |
- | 14 | Your childhood sweetheart ended up with your best friend (now your ex-best friend). |
- | 15 | You are part of a maligned minority, but you work to bring the injustice of your status to public attention. |
--| 16 | You’re part owner of a local bar, where you’re something of a whiz in creating specialty cocktails. |
-+| 16 | You're part owner of a local bar, where you're something of a whiz in creating specialty cocktails. |
- | 17 | You once ran a con that cheated important people out of money, and they want revenge. |
- | 18 | You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited). |
- | 19 | You are in a close romantic relationship with someone in local politics. |
--| 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You’ve never met the culprit, but you’d certainly like to. |
-+| 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
-
- FIRST-TIER SPEAKER
-
-@@ -1649,7 +1649,7 @@
- Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately
- priced items, and up to four inexpensive items.
-
--Special Abilities: Choose four of the abilities listed below. You can’t choose the same ability more than once unless
-+Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless
- its description says otherwise. The full description for each listed ability can be found in Abilities, which also has
- descriptions for flavor and focus abilities in a single vast catalog. (Some Speaker abilities, like Mind Reading or True
- Senses, imply a supernatural element. If this is inappropriate to the character or the setting, these abilities can be
-@@ -1809,32 +1809,32 @@
-
- Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her
- Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier
--character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She’s smart and
-+character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She's smart and
- charismatic but not particularly tough.
-
--Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She’s a bit of a
--con artist. She’s good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier
-+Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She's a bit of a
-+con artist. She's good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier
- abilities with Interaction Skills (deceiving and persuasion).
-
- A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only
--one—something creepy relating to their background. Mary’s cypher is an odd pocket watch given to her by her grandfather.
--She doesn’t know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.
-+one—something creepy relating to their background. Mary's cypher is an odd pocket watch given to her by her grandfather.
-+She doesn't know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.
-
--Mary’s character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of
-+Mary's character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of
- damage, but attacks with it are eased.
-
- Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange
--things that she’s heard about without feeling too much trauma if it’s horrible. Resilient increases her Might Pool to 10
--and her Intellect Pool to 16. She’s trained in Might and Intellect defense actions and gains an extra recovery roll each
-+things that she's heard about without feeling too much trauma if it's horrible. Resilient increases her Might Pool to 10
-+and her Intellect Pool to 16. She's trained in Might and Intellect defense actions and gains an extra recovery roll each
- day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she
--realizes that the flaw fits her character well—she’s better at getting people to tell her what she needs to know than at
-+realizes that the flaw fits her character well—she's better at getting people to tell her what she needs to know than at
- figuring out the information herself.
-
- For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end,
--she’s graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She’s ready to
-+she's graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She's ready to
- investigate the weird.
-
--For her character arc, Mary chooses Fall From Grace. She decides she’s had an obsession with a strange tome that’s been
-+For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
- in her family for generations, and her character is drawn to its strange languages and rituals.
-
- FANTASY CHARACTER OPTIONS
-@@ -1948,7 +1948,7 @@
- Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-
- Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
--magical (or Explorers if they aren’t magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-+magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
- Entertains.
-
- War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
-@@ -1988,7 +1988,7 @@
-
- Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
- and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
--them more like spontaneous casters. If you’d like to play something more like a prepared-caster wizard with a large
-+them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
- selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
- Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-
-@@ -2012,7 +2012,7 @@
-
- Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a
- penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light
--weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player’s
-+weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's
- choice.
-
- DRAWBACKS AND PENALTIES
-@@ -2025,8 +2025,8 @@
- weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness
- of 1 in Speed to gain +1 to their Might Edge.
-
--Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can’t have more than one
--weakness, and you can’t have a weakness greater than 1 unless the additional weakness comes from another source (such as
-+Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can't have more than one
-+weakness, and you can't have a weakness greater than 1 unless the additional weakness comes from another source (such as
- a disease or disability arising from actions or conditions in the game).
-
- Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character
-@@ -2046,7 +2046,7 @@
- choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.
-
- The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game,
--they want a type called a “Glam,” which is a Speaker flavored with certain technology abilities—specifically those that
-+they want a type called a "Glam," which is a Speaker flavored with certain technology abilities—specifically those that
- make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire
- Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly
- and can take piloting and computers as skills.
-@@ -2062,7 +2062,7 @@
-
- STEALTH FLAVOR
-
--Characters with the stealth flavor are good at sneaking around, infiltrating places they don’t belong, and deceiving
-+Characters with the stealth flavor are good at sneaking around, infiltrating places they don't belong, and deceiving
- others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a
- thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting
- might be a crimefighter who stalks the streets at night.
-@@ -2135,7 +2135,7 @@
-
- Spring Away
-
--Thief’s Luck
-+Thief's Luck
-
- Twist of Fate
-
-@@ -2146,7 +2146,7 @@
- technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
-
- Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day
--character could use some of the abilities that don’t involve starships or ultratech.
-+character could use some of the abilities that don't involve starships or ultratech.
-
- FIRST-TIER TECHNOLOGY ABILITIES
-
-@@ -2219,11 +2219,11 @@
- MAGIC FLAVOR
-
- You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a
--few wondrous things. Of course, in your setting, “magic” might actually mean psychic powers, mutant abilities, weird
-+few wondrous things. Of course, in your setting, "magic" might actually mean psychic powers, mutant abilities, weird
- alien tech, or anything else that produces interesting and useful effects.
-
- An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard.
--Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type’s basic abilities
-+Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities
- with those given here tailors the character in desirable ways.
-
- FIRST-TIER MAGIC ABILITIES
-@@ -2280,7 +2280,7 @@
-
- Divine Intervention
-
--Dragon’s Maw
-+Dragon's Maw
-
- Fast Travel
-
-@@ -2358,7 +2358,7 @@
-
- SKILLS AND KNOWLEDGE FLAVOR
-
--This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less
-+This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It's less
- flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
- know-how is the real solution to a problem.
-
-@@ -2416,24 +2416,24 @@
- Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a
- Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your
- descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide
--motivation. It is the adjective of the sentence “I am an *adjective noun* who *verbs*.”
-+motivation. It is the adjective of the sentence "I am an *adjective noun* who *verbs*."
-
- Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a
--descriptor’s offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a
--character isn’t good at. You can think of inabilities as negative skills—instead of being one step better at that kind
--of task, you’re one step worse. If you become skilled at a task that you have an inability with, they cancel out.
--Remember that characters are defined as much by what they’re *not* good at as by what they *are* good at.
-+descriptor's offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a
-+character isn't good at. You can think of inabilities as negative skills—instead of being one step better at that kind
-+of task, you're one step worse. If you become skilled at a task that you have an inability with, they cancel out.
-+Remember that characters are defined as much by what they're *not* good at as by what they *are* good at.
-
- Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their
- first adventure. You can use these, or not, as you wish.
-
- This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish
- regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including
--making a character’s species their descriptor.
-+making a character's species their descriptor.
-
- (Your descriptor matters most when you are a beginning character. The benefits (and perhaps drawbacks) that come from
- your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence
--of your descriptor will remain at least somewhat important throughout your character’s life.)
-+of your descriptor will remain at least somewhat important throughout your character's life.)
-
- DESCRIPTORS
-
-@@ -2539,8 +2539,8 @@
-
- APPEALING
-
--You’re attractive to others, but perhaps more important, you are likeable and charismatic. You’ve got that “special
--something” that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease,
-+You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special
-+something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease,
- or spur them to action. People like you, want to help you, and want to be your friend.
-
- You gain the following characteristics:
-@@ -2549,7 +2549,7 @@
-
- Skill: You are trained in pleasant social interactions.
-
--Resistant to Charms: You’re aware of how others can manipulate and charm people, and you notice when those tactics are
-+Resistant to Charms: You're aware of how others can manipulate and charm people, and you notice when those tactics are
- used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -2566,19 +2566,19 @@
-
- BENEFICENT
-
--Helping others is your calling. It’s why you’re here. Others delight in your outgoing and charitable nature, and you
--delight in their happiness. You’re at your best when you’re aiding people, either by explaining how they can best
-+Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you
-+delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best
- overcome a challenge or by demonstrating how to do so yourself.
-
- You gain the following characteristics:
-
- Generous: Allies who have spent the last day with you add +1 to their recovery rolls.
-
--Altruistic: If you’re standing next to a creature that takes damage, you can intercede and take 1 point of that damage
-+Altruistic: If you're standing next to a creature that takes damage, you can intercede and take 1 point of that damage
- yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit
- when you use this ability.
-
--Skill: You’re trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining
-+Skill: You're trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining
- trust.
-
- Helpful: Whenever you help another character, that character gains the benefit as if you were trained even if you are
-@@ -2589,19 +2589,19 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. Even though you didn’t know most of the other PCs beforehand, you invited yourself along on their quest.
-+1\. Even though you didn't know most of the other PCs beforehand, you invited yourself along on their quest.
-
- 2\. You saw the PCs struggling to overcome a problem and selflessly joined them to help.
-
--3\. You’re nearly certain the PCs will fail without you.
-+3\. You're nearly certain the PCs will fail without you.
-
--4\. The choice was between your tattered life and helping others. You haven’t looked back since.
-+4\. The choice was between your tattered life and helping others. You haven't looked back since.
-
- BRASH
-
--You’re a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you
--don’t agree with. Some people call you bold and brave, but those you’ve put in their place might call you puffed up and
--arrogant. Whatever. It’s not in your nature to care what other people think about you, unless those people are your
-+You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you
-+don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and
-+arrogant. Whatever. It's not in your nature to care what other people think about you, unless those people are your
- friends or family. Even someone as brash as you knows that friends sometimes have to come first.
-
- You gain the following characteristics:
-@@ -2617,7 +2617,7 @@
-
- 1\. You noticed something weird going on, and without much thought, you jumped in with both feet.
-
--2\. You showed up when and where you did on a dare because, hey, you don’t back down from dares.
-+2\. You showed up when and where you did on a dare because, hey, you don't back down from dares.
-
- 3\. Someone called you out, but instead of walking into a fight, you walked into your current situation.
-
-@@ -2626,8 +2626,8 @@
-
- CALM
-
--You’ve spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You’re
--well versed in all manner of academia or other intellectual pursuits, but nothing physical. You’re not weak or feeble,
-+You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're
-+well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble,
- necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more
- physical activities.
-
-@@ -2644,9 +2644,9 @@
- of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can
- do this one time, although the ability is renewed each time you make a recovery roll.
-
--Inability: You’re just not a fighter. All physical attacks are hindered.
-+Inability: You're just not a fighter. All physical attacks are hindered.
-
--Inability: You’re not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.
-+Inability: You're not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -2661,7 +2661,7 @@
-
- CHAOTIC
-
--Danger doesn’t mean much to you, mainly because you don’t think much about repercussions. In fact, you enjoy sowing
-+Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing
- surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are
- particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will
- lead to disaster.
-@@ -2672,7 +2672,7 @@
-
- Skill: You are trained in Intellect defense actions.
-
--Chaotic: Once after each ten-hour recovery roll, if you don’t like the first result, you can reroll a die roll of your
-+Chaotic: Once after each ten-hour recovery roll, if you don't like the first result, you can reroll a die roll of your
- choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.
-
- Inability: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.
-@@ -2686,23 +2686,23 @@
-
- 3\. Another PC released you from captivity, and to thank them, you volunteered to help.
-
--4\. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.
-+4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-
- CHARMING
-
--You’re a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can
--convince others to do as you wish. Most likely, you’re physically attractive or at least highly charismatic, and others
-+You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can
-+convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others
- enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make
--friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You’re
-+friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You're
- personable, but not necessarily studious or strong-willed.
-
- You gain the following characteristics:
-
- Personable: +2 to your Intellect Pool.
-
--Skill: You’re trained in all tasks involving positive or pleasant social interaction.
-+Skill: You're trained in all tasks involving positive or pleasant social interaction.
-
--Skill: You’re trained when using special abilities that influence the minds of others.
-+Skill: You're trained when using special abilities that influence the minds of others.
-
- Contact: You have an important contact who is in an influential position, such as a minor noble, the captain of the town
- guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.
-@@ -2712,7 +2712,7 @@
-
- Inability: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.
-
--Additional Equipment: You’ve managed to talk your way into some decent discounts and bonuses in recent weeks. As a
-+Additional Equipment: You've managed to talk your way into some decent discounts and bonuses in recent weeks. As a
- result, you have enough cash jangling in your pocket to purchase a moderately priced item.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -2722,27 +2722,27 @@
-
- 2\. You instigated the whole thing and convinced the others to join you.
-
--3\. One of the other PCs did a favor for you, and now you’re repaying that obligation by helping them with the task at
-+3\. One of the other PCs did a favor for you, and now you're repaying that obligation by helping them with the task at
- hand.
-
- 4\. There is a reward involved, and you need the money.
-
- CLEVER
-
--You’re quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled.
-+You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled.
- Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and
--assess situations with accuracy. Perhaps you’re physically attractive, or maybe you use your wit to overcome any
-+assess situations with accuracy. Perhaps you're physically attractive, or maybe you use your wit to overcome any
- physical or mental imperfections.
-
- You gain the following characteristics:
-
- Smart: +2 to your Intellect Pool.
-
--Skill: You’re trained in all interactions involving lies or trickery.
-+Skill: You're trained in all interactions involving lies or trickery.
-
--Skill: You’re trained in defense rolls to resist mental effects.
-+Skill: You're trained in defense rolls to resist mental effects.
-
--Skill: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or
-+Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or
- power.
-
- Inability: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or
-@@ -2760,15 +2760,15 @@
-
- 3\. You talked your way into the situation because you thought it might earn some money.
-
--4\. You suspect that the other PCs won’t succeed without you.
-+4\. You suspect that the other PCs won't succeed without you.
-
- CLUMSY
-
--Graceless and awkward, you were told that you’d grow out of it, but you never did. You often drop things, trip over your
-+Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your
- own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even
- a little charming.
-
--(Some players may not want to be defined by a “negative” quality like Clumsy, but in truth, even this kind of descriptor
-+(Some players may not want to be defined by a "negative" quality like Clumsy, but in truth, even this kind of descriptor
- has enough advantages that it makes for capable and talented characters. What negative descriptors really do is make
- more interesting and complex characters that are often great fun to play.)
-
-@@ -2783,12 +2783,12 @@
-
- Dumb Luck: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you
- had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage.
--Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it’s just in time to duck an
-+Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it's just in time to duck an
- attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end
--up knocking the weapon from your foe’s hand. You and the GM should work together to determine the details. If the GM
-+up knocking the weapon from your foe's hand. You and the GM should work together to determine the details. If the GM
- wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).
-
--Skill: You’ve got a certain bull-like quality. You are trained in tasks involving breaking things.
-+Skill: You've got a certain bull-like quality. You are trained in tasks involving breaking things.
-
- Inability: Any task that involves balance, grace, or hand-to-eye coordination is hindered.
-
-@@ -2815,7 +2815,7 @@
- an unthinkable and terrible fate.
-
- (Descriptors like Craven, Cruel, and Dishonorable might not be appropriate for every group. These are villainous traits
--and some people want their PCs to be entirely heroic. But others don’t mind a little moral greyness thrown into the mix.
-+and some people want their PCs to be entirely heroic. But others don't mind a little moral greyness thrown into the mix.
- Still others see things like Craven and Cruel as traits to overcome as their characters develop (probably earning them
- different descriptors).)
-
-@@ -2823,11 +2823,11 @@
-
- Furtive: +2 to your Speed Pool.
-
--Skill: You’re trained in stealth-based tasks.
-+Skill: You're trained in stealth-based tasks.
-
--Skill: You’re trained in running actions.
-+Skill: You're trained in running actions.
-
--Skill: You’re trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of
-+Skill: You're trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of
- trouble.
-
- Inability: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in
-@@ -2836,12 +2836,12 @@
- Inability: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as
- attacking a creature by yourself) is hindered.
-
--Additional Equipment: You have a good luck charm or protective device to keep you out of harm’s way.
-+Additional Equipment: You have a good luck charm or protective device to keep you out of harm's way.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You believe that you’re being hunted, and you have hired one of the other PCs as your protector.
-+1\. You believe that you're being hunted, and you have hired one of the other PCs as your protector.
-
- 2\. You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.
-
-@@ -2853,7 +2853,7 @@
-
- Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas
- that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at
--your screen and, by indomitable force of will, produce something from nothing. However your gift works, you’re
-+your screen and, by indomitable force of will, produce something from nothing. However your gift works, you're
- creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people
- with your vision.
-
-@@ -2861,8 +2861,8 @@
-
- Inventive: +2 to your Intellect Pool.
-
--Original: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such
--as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.
-+Original: You're always coming up with something new. You're trained in any task related to creating a narrative (such
-+as a story, play, or scenario). This includes deception, if the deception involves a narrative you're able to tell.
-
- Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: writing, computer
- coding, composing music, painting, drawing, and so on.
-@@ -2870,17 +2870,17 @@
- Skill: You love solving riddles and the like. You are trained in puzzle-solving tasks.
-
- Skill: To be creative requires that you always be learning. You are trained in any task that involves finding out
--something new, such as when you’re digging through a library, data bank, news archive, or similar collection of
-+something new, such as when you're digging through a library, data bank, news archive, or similar collection of
- knowledge.
-
--Inability: You’re inventive but not charming. All tasks related to pleasant social interaction are hindered.
-+Inability: You're inventive but not charming. All tasks related to pleasant social interaction are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
- 1\. You were doing research for a project and convinced the PCs to bring you along.
-
--2\. You’re looking for new markets for the results of your creative output.
-+2\. You're looking for new markets for the results of your creative output.
-
- 3\. You fell in with the wrong crowd, but they grew on you.
-
-@@ -2890,7 +2890,7 @@
- CRUEL
-
- Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even
--enjoy the pain and difficulty the person experiences if they’ve done you wrong in the past. Your cruel streak may derive
-+enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive
- from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you
- feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict.
-
-@@ -2906,15 +2906,15 @@
-
- Cunning: +2 to your Intellect Pool.
-
--Cruelty: When you use force, you can choose to maim or deliver painful injuries to draw out your foe’s suffering.
-+Cruelty: When you use force, you can choose to maim or deliver painful injuries to draw out your foe's suffering.
- Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that
- foe.
-
--Skill: You’re trained in tasks related to deception, intimidation, and persuasion when you interact with characters
-+Skill: You're trained in tasks related to deception, intimidation, and persuasion when you interact with characters
- experiencing physical or emotional pain.
-
- Inability: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task
--to ascertain another character’s motives, feelings, or disposition is hindered.
-+to ascertain another character's motives, feelings, or disposition is hindered.
-
- Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced,
- and you can sell it or trade it for an item of equal or lesser value.
-@@ -2927,14 +2927,14 @@
-
- 2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
-
--3\. You hope to make another PC’s life more difficult by joining the group.
-+3\. You hope to make another PC's life more difficult by joining the group.
-
- 4\. Joining the PCs gives you an opportunity to escape justice for a crime you committed.
-
- DISHONORABLE
-
- There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either
--you don’t lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do
-+you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do
- whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no
- place in the real world.
-
-@@ -2951,16 +2951,16 @@
-
- Skill: You are trained in intimidation.
-
--Inability: People don’t like or trust you. Pleasant social interactions are hindered.
-+Inability: People don't like or trust you. Pleasant social interactions are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
- 1\. You are interested in what the PCs are doing, so you lied to them to get into their group.
-
--2\. While skulking about, you overheard the PCs’ plans and realized that you wanted in.
-+2\. While skulking about, you overheard the PCs' plans and realized that you wanted in.
-
--3\. One of the other PCs invited you, having no idea of what you’re truly like.
-+3\. One of the other PCs invited you, having no idea of what you're truly like.
-
- 4\. You bullied your way in with intimidation and bluster.
-
-@@ -2989,16 +2989,16 @@
-
- 1\. You attempted to avoid it, but events seemed to conspire to draw you to where you are.
-
--2\. Why not? It doesn’t matter. You’re doomed no matter what you do.
-+2\. Why not? It doesn't matter. You're doomed no matter what you do.
-
--3\. One of the other PCs saved your life, and now you’re repaying that obligation by helping them with the task at hand.
-+3\. One of the other PCs saved your life, and now you're repaying that obligation by helping them with the task at hand.
-
- 4\. You suspect that the only hope you have of avoiding your fate might lie on this path.
-
- EMPATHIC
-
--Other people are open books to you. You may have a knack for reading a person’s tells, those subtle movements that
--convey an individual’s mood and disposition. Or you may receive information in a more direct way, feeling a person’s
-+Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that
-+convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's
- emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps
- you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.
-
-@@ -3011,12 +3011,12 @@
-
- Open Mind: +4 to your Intellect Pool.
-
--Skill: You’re trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about
-+Skill: You're trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about
- people around you.
-
--Skill: You’re trained in all tasks involving social interaction, pleasant or otherwise.
-+Skill: You're trained in all tasks involving social interaction, pleasant or otherwise.
-
--Inability: Being so receptive to others’ thoughts and moods makes you vulnerable to anything that attacks your mind.
-+Inability: Being so receptive to others' thoughts and moods makes you vulnerable to anything that attacks your mind.
- Intellect defense rolls are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3024,7 +3024,7 @@
-
- 1\. You sensed the commitment to the task the other PCs have and felt moved to help them.
-
--2\. You established a close bond with another PC and can’t bear to be parted from them.
-+2\. You established a close bond with another PC and can't bear to be parted from them.
-
- 3\. You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and
- uncover the truth.
-@@ -3035,7 +3035,7 @@
-
- You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous
- crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been
--accused of a crime you didn’t commit and now must pay the price for someone else’s wicked deed. Your exile might be the
-+accused of a crime you didn't commit and now must pay the price for someone else's wicked deed. Your exile might be the
- result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers,
- an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a
- new one.
-@@ -3047,9 +3047,9 @@
- Loner: You gain no benefit when you get help with a task from another character who is trained or specialized in that
- task.
-
--Skill: You’re trained in all tasks involving sneaking.
-+Skill: You're trained in all tasks involving sneaking.
-
--Skill: You’re trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.
-+Skill: You're trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.
-
- Inability: Living on your own for as long as you have makes you slow to trust others and awkward in social situations.
- Any task involving social interaction is hindered.
-@@ -3072,8 +3072,8 @@
-
- FAST
-
--You’re fleet of foot. Because you’re quick, you can accomplish tasks more rapidly than others can. You’re not just quick
--on your feet, however—you’re quick with your hands, and you think and react quickly. You even talk quickly.
-+You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick
-+on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly.
-
- You gain the following characteristics:
-
-@@ -3084,7 +3084,7 @@
- Fast: You can move a short distance and still take another action in the same round, or you can move a long distance as
- your action without needing to make any kind of roll.
-
--Inability: You’re a sprinter, not a long-distance runner. You don’t have a lot of stamina. Might defense rolls are
-+Inability: You're a sprinter, not a long-distance runner. You don't have a lot of stamina. Might defense rolls are
- hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3094,18 +3094,18 @@
-
- 2\. One of the other PCs recruited you for your unique talents.
-
--3\. You’re impulsive, and it seemed like a good idea at the time.
-+3\. You're impulsive, and it seemed like a good idea at the time.
-
- 4\. This mission ties in with a personal goal of your own.
-
- FOOLISH
-
--Not everyone can be brilliant. Oh, you don’t think of yourself as stupid, and you’re not. It’s just that others might
-+Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might
- have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
--about things. Worrying’s never helped you, so why bother? You take things at face value and don’t fret about what
-+about things. Worrying's never helped you, so why bother? You take things at face value and don't fret about what
- tomorrow might bring.
-
--People call you “idiot” or “numbskull,” but it doesn’t faze you much.
-+People call you "idiot" or "numbskull," but it doesn't faze you much.
-
- (It can be liberating and really fun to play a foolish character. In some ways, the pressure to always do the right,
- smart thing is off. On the other hand, if you play such a character as a bumbling moron in every situation, that can
-@@ -3131,14 +3131,14 @@
- 2\. Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine
- to you.
-
--3\. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe “teach you some
--sense.”
-+3\. Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe "teach you some
-+sense."
-
--4\. The other PCs needed some muscle who wouldn’t overthink things.
-+4\. The other PCs needed some muscle who wouldn't overthink things.
-
- GRACEFUL
-
--You have a perfect sense of balance, moving and speaking with grace and beauty. You’re quick, lithe, flexible, and
-+You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and
- dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear
- garments that enhance your agile movement and sense of style.
-
-@@ -3146,11 +3146,11 @@
-
- Agile: +2 to your Speed Pool.
-
--Skill: You’re trained in all tasks involving balance and careful movement.
-+Skill: You're trained in all tasks involving balance and careful movement.
-
--Skill: You’re trained in all tasks involving physical performing arts.
-+Skill: You're trained in all tasks involving physical performing arts.
-
--Skill: You’re trained in all Speed defense tasks.
-+Skill: You're trained in all Speed defense tasks.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -3159,7 +3159,7 @@
-
- 2\. One of the other PCs convinced you that joining the group would be in your best interests.
-
--3\. You’re afraid of what might happen if the other PCs fail.
-+3\. You're afraid of what might happen if the other PCs fail.
-
- 4\. There is reward involved, and you need the money.
-
-@@ -3167,7 +3167,7 @@
-
- You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself,
- physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You
--may be suspicious of everyone you meet, expecting the worst from people so you won’t be surprised when they prove you
-+may be suspicious of everyone you meet, expecting the worst from people so you won't be surprised when they prove you
- right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you
- really are.
-
-@@ -3199,7 +3199,7 @@
-
- HARDY
-
--Your body was built to take abuse. Whether you’re pounding down stiff drinks while holding up a bar in your favorite
-+Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite
- watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might
- slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press
- on through the pain and continue.
-@@ -3214,7 +3214,7 @@
- Fast Healer: You halve the time it takes to make a recovery roll (minimum one action).
-
- Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are
--debilitated, you function as if you were impaired. In other words, you don’t suffer the effects of being impaired until
-+debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until
- you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are
- 0.
-
-@@ -3240,7 +3240,7 @@
- You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or
- just poor genetic luck, but you are incontrovertibly ugly.
-
--You’ve more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel
-+You've more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel
- at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others
- socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your
- mind.
-@@ -3261,7 +3261,7 @@
- 1\. One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone
- else.
-
--2\. While skulking about, you overheard the other PCs’ plans and realized you wanted in.
-+2\. While skulking about, you overheard the other PCs' plans and realized you wanted in.
-
- 3\. One of the other PCs invited you, but you wonder if it was out of pity.
-
-@@ -3275,7 +3275,7 @@
- you are straightforward and offer quarter to any foe.
-
- You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is
--and isn’t honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most
-+and isn't honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most
- aspects of what honor means.
-
- You gain the following characteristics:
-@@ -3284,14 +3284,14 @@
-
- Skill: You are trained in pleasant social interactions.
-
--Skill: You are trained in discerning people’s true motives or seeing through lies.
-+Skill: You are trained in discerning people's true motives or seeing through lies.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. The PCs’ goals appear to be honorable and commendable.
-+1\. The PCs' goals appear to be honorable and commendable.
-
--2\. You see that what the other PCs are about to do is dangerous, and you’d like to help protect them.
-+2\. You see that what the other PCs are about to do is dangerous, and you'd like to help protect them.
-
- 3\. One of the other PCs invited you, hearing of your trustworthiness.
-
-@@ -3309,20 +3309,20 @@
- explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why
- fuss around when the exciting thing is just ahead?
-
--(Impulsive characters get into trouble. That’s their thing, and that’s fine. But if you’re constantly dragging your
-+(Impulsive characters get into trouble. That's their thing, and that's fine. But if you're constantly dragging your
- fellow PCs into trouble (or worse, getting them seriously hurt or killed), that will be annoying, to say the least. A
--good rule of thumb is that impulsiveness doesn’t always mean a predilection for doing the wrong thing. Sometimes it’s
-+good rule of thumb is that impulsiveness doesn't always mean a predilection for doing the wrong thing. Sometimes it's
- the urge to do the right thing.)
-
- You gain the following characteristics:
-
- Reckless: +2 to your Speed Pool.
-
--Skill: You’re trained in initiative actions (to determine who goes first in combat).
-+Skill: You're trained in initiative actions (to determine who goes first in combat).
-
--Skill: You’re trained in Speed defense actions.
-+Skill: You're trained in Speed defense actions.
-
--Inability: You’ll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or
-+Inability: You'll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or
- discipline is hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3334,7 +3334,7 @@
-
- 3\. You blew all of your money and now find yourself strapped for cash.
-
--4\. You’re in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.
-+4\. You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.
-
- INQUISITIVE
-
-@@ -3346,19 +3346,19 @@
- to do.
-
- You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and
--looking around, you spend your time with your nose in a book, learning everything you can about the place you’re going
-+looking around, you spend your time with your nose in a book, learning everything you can about the place you're going
- so you know what to expect when you get there.
-
- You gain the following characteristics:
-
- Smart: +4 to your Intellect Pool.
-
--Skill: You are eager to learn. You are trained in any task that involves learning something new, whether you’re talking
-+Skill: You are eager to learn. You are trained in any task that involves learning something new, whether you're talking
- to a local to get information or digging through old books to find lore.
-
- Skill: You have made a study of the world. You are trained in any task involving geography or history.
-
--Inability: You tend to fixate on the details, making you somewhat oblivious to what’s going on around you. Any task to
-+Inability: You tend to fixate on the details, making you somewhat oblivious to what's going on around you. Any task to
- hear or notice dangers around you is hindered.
-
- Inability: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to
-@@ -3379,19 +3379,19 @@
-
- INTELLIGENT
-
--You’re quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude
--doesn’t necessarily mean that you’ve had years of formal education, but you have learned a great deal in your life,
-+You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude
-+doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life,
- primarily because you pick things up quickly and retain so much.
-
- You gain the following characteristics:
-
- Smart: +2 to your Intellect Pool.
-
--Skill: You’re trained in an area of knowledge of your choice.
-+Skill: You're trained in an area of knowledge of your choice.
-
--Skill: You’re trained in all actions that involve remembering or memorizing things you experience directly. For example,
-+Skill: You're trained in all actions that involve remembering or memorizing things you experience directly. For example,
- instead of being good at recalling details of geography that you read about in a book, you can remember a path through a
--set of tunnels that you’ve explored before.
-+set of tunnels that you've explored before.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -3408,7 +3408,7 @@
- INTUITIVE
-
- You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold.
--Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you’re just good at
-+Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at
- reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away,
- as if afraid of what you might see in their expression.
-
-@@ -3418,7 +3418,7 @@
-
- Skill: You are trained in perception tasks.
-
--Know What to Do: You can act immediately, even if it’s not your turn. Afterward, on your next regular turn, any action
-+Know What to Do: You can act immediately, even if it's not your turn. Afterward, on your next regular turn, any action
- you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3428,26 +3428,26 @@
-
- 2\. You convinced one of the other PCs that your intuition is invaluable.
-
--3\. You felt that something terrible would happen if you didn’t go.
-+3\. You felt that something terrible would happen if you didn't go.
-
--4\. You’re confident the reason you arrived at this point will soon become clear.
-+4\. You're confident the reason you arrived at this point will soon become clear.
-
- JOVIAL
-
--You’re cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own
-+You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own
- expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people
--say you never take anything seriously. That’s not true, of course, but you have learned that to dwell on the bad too
--long quickly robs the world of joy. You’ve always got a new joke in your back pocket because you collect them like some
-+say you never take anything seriously. That's not true, of course, but you have learned that to dwell on the bad too
-+long quickly robs the world of joy. You've always got a new joke in your back pocket because you collect them like some
- people collect bottles of wine.
-
- You gain the following characteristics:
-
- Witty: +2 to your Intellect Pool.
-
--Skill: You’re convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant
-+Skill: You're convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant
- social interaction.
-
--Skill: You have an advantage in figuring out the punch lines of jokes you’ve never heard before. You are trained in all
-+Skill: You have an advantage in figuring out the punch lines of jokes you've never heard before. You are trained in all
- tasks related to solving puzzles and riddles.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3455,7 +3455,7 @@
-
- 1\. You solved a riddle before realizing that answering it would launch you into the adventure.
-
--2\. The other PCs thought you’d bring some much-needed levity to the team.
-+2\. The other PCs thought you'd bring some much-needed levity to the team.
-
- 3\. You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.
-
-@@ -3463,10 +3463,10 @@
-
- KIND
-
--It’s always been easy for you to see things from the point of view of other people. That ability has made you
--sympathetic to what they really want or need. From your perspective, you’re just applying the old proverb that “it’s
--easier to catch flies with honey than with vinegar,” but others simply see your behavior as kindness. Of course, being
--kind takes time, and yours is limited. You’ve learned that a small fraction of people don’t deserve your time or
-+It's always been easy for you to see things from the point of view of other people. That ability has made you
-+sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's
-+easier to catch flies with honey than with vinegar," but others simply see your behavior as kindness. Of course, being
-+kind takes time, and yours is limited. You've learned that a small fraction of people don't deserve your time or
- kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving
- your kindness for those who deserve it and can benefit from your attention.
-
-@@ -3474,12 +3474,12 @@
-
- Emotionally Intuitive: +2 to your Intellect Pool.
-
--Skill: You know what it’s like to go a mile in someone else’s shoes. You’re trained in all tasks related to pleasant
-+Skill: You know what it's like to go a mile in someone else's shoes. You're trained in all tasks related to pleasant
- social interaction and discerning the dispositions of others.
-
- Karma: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or
- one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain.
--Usually, the act of kindness isn’t enough to turn a bad situation completely around, but it may moderate a bad situation
-+Usually, the act of kindness isn't enough to turn a bad situation completely around, but it may moderate a bad situation
- and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water,
- or delivers a message.
-
-@@ -3492,7 +3492,7 @@
-
- 2\. You gave the wrong person access to your money, and now you need to make some back.
-
--3\. You’re ready to take your benevolence on the road and help more people than you could if you didn’t join the PCs.
-+3\. You're ready to take your benevolence on the road and help more people than you could if you didn't join the PCs.
-
- 4\. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the
- drudgery.
-@@ -3507,7 +3507,7 @@
-
- Smart: +2 to your Intellect Pool.
-
--Skill: You’re trained in three areas of knowledge of your choice.
-+Skill: You're trained in three areas of knowledge of your choice.
-
- Inability: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.
-
-@@ -3528,8 +3528,8 @@
-
- You rely on chance and timely good luck to get you through many situations. When people say that someone was born under
- a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as
--not you find a measure of success. Even when disaster strikes, it’s rarely as bad as it could be. More often, small
--things seem to go your way, you win contests, and you’re often in the right place at the right time.
-+not you find a measure of success. Even when disaster strikes, it's rarely as bad as it could be. More often, small
-+things seem to go your way, you win contests, and you're often in the right place at the right time.
-
- You gain the following characteristics:
-
-@@ -3552,7 +3552,7 @@
- that led you here.
-
- 4\. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a
--manhole, if in a modern setting). Beneath the ground, you found something you couldn’t ignore.
-+manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore.
-
- MAD
-
-@@ -3565,12 +3565,12 @@
- Knowledgeable: +4 to your Intellect Pool.
-
- Fits of Insight: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear
--explanation as to how you could know such a thing. This is up to the GM’s discretion, but it should happen as often as
-+explanation as to how you could know such a thing. This is up to the GM's discretion, but it should happen as often as
- once each session.
-
- Erratic Behavior: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery
- or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your
--next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM’s influence is the manifestation
-+next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM's influence is the manifestation
- of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously
- harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness,
- you might spend the first round babbling incoherently or screaming the name of your first true love.)
-@@ -3586,25 +3586,25 @@
-
- 2\. You instigated the whole thing and convinced the others to join you.
-
--3\. One of the other PCs obtained a book of knowledge for you, and now you’re repaying that favor by helping them with
-+3\. One of the other PCs obtained a book of knowledge for you, and now you're repaying that favor by helping them with
- the task at hand.
-
- 4\. You feel compelled by inexplicable intuition.
-
- MECHANICAL
-
--You have a special talent with machines of all kinds, and you’re adept at understanding and, if need be, repairing them.
--Perhaps you’re a bit of an inventor, creating new machines from time to time. You get called “techie,” “tech,” “mech,”
--“gear-head,” “motor-head,” or any of a number of other nicknames. Mechanics usually wear practical work clothes and
-+You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them.
-+Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech,"
-+"gear-head," "motor-head," or any of a number of other nicknames. Mechanics usually wear practical work clothes and
- carry around a lot of tools.
-
- You gain the following characteristics:
-
- Smart: +2 to your Intellect Pool.
-
--Skill: You’re trained in all actions involving identifying or understanding machines.
-+Skill: You're trained in all actions involving identifying or understanding machines.
-
--Skill: You’re trained in all actions involving using, repairing, or crafting machines.
-+Skill: You're trained in all actions involving using, repairing, or crafting machines.
-
- Additional Equipment: You start with a variety of machine tools.
-
-@@ -3615,15 +3615,15 @@
-
- 2\. You need money to buy tools and parts.
-
--3\. It was clear that the mission couldn’t succeed without your skills and knowledge.
-+3\. It was clear that the mission couldn't succeed without your skills and knowledge.
-
- 4\. Another PC asked you to join them.
-
- MYSTERIOUS
-
--The dark figure lurking silently in the corner? That’s you. No one really knows where you came from or what your motives
--are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn’t make you a poor
--friend or ally. You’re just good at keeping things to yourself, moving about unseen, and concealing your presence and
-+The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives
-+are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor
-+friend or ally. You're just good at keeping things to yourself, moving about unseen, and concealing your presence and
- identity.
-
- You gain the following characteristics:
-@@ -3655,7 +3655,7 @@
-
- You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the
- supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether
--that means “magic,” “psychic phenomena,” or something else is up to you (and probably up to those around you as well).
-+that means "magic," "psychic phenomena," or something else is up to you (and probably up to those around you as well).
- Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their
- interests.
-
-@@ -3663,7 +3663,7 @@
-
- Smart: +2 to your Intellect Pool.
-
--Skill: You’re trained in all actions involving identifying or understanding the supernatural.
-+Skill: You're trained in all actions involving identifying or understanding the supernatural.
-
- Sense Magic: You can sense whether the supernatural is active in situations where its presence is not obvious. You must
- study an object or location closely for a minute to get a feel for whether a mystical touch is at work.
-@@ -3686,10 +3686,10 @@
-
- NAIVE
-
--You’ve lived a sheltered life. Your childhood was safe and secure, so you didn’t get a chance to learn much about the
-+You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the
- world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just
--were sequestered in a secluded place, you haven’t done much, met many people, or seen many interesting things so far.
--That’s probably going to change soon, but as you go forward into a larger world, you do so without some of the
-+were sequestered in a secluded place, you haven't done much, met many people, or seen many interesting things so far.
-+That's probably going to change soon, but as you go forward into a larger world, you do so without some of the
- understanding that others possess about how it all works.
-
- You gain the following characteristics:
-@@ -3698,9 +3698,9 @@
-
- Incorruptible: You are trained in Intellect defense tasks and all tasks that involve resisting temptation.
-
--Skill: You’re wide-eyed. You are trained in perception tasks.
-+Skill: You're wide-eyed. You are trained in perception tasks.
-
--Inability: Any task that involves seeing through deceptions or determining someone’s secret motive is hindered.
-+Inability: Any task that involves seeing through deceptions or determining someone's secret motive is hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -3734,7 +3734,7 @@
- Skill: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another
- creature.
-
--Inability: Your confidence comes off as arrogance to people who don’t know you. Any task involving positive social
-+Inability: Your confidence comes off as arrogance to people who don't know you. Any task involving positive social
- interactions is hindered.
-
- Additional Equipment: You have a bag of light tools.
-@@ -3746,14 +3746,14 @@
-
- 2\. One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.
-
--3\. You believe that the PCs’ mission is somehow related to one of your investigations.
-+3\. You believe that the PCs' mission is somehow related to one of your investigations.
-
- 4\. A third party recruited you to follow the PCs and see what they were up to.
-
- RESILIENT
-
- You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you
--down. Neither physical nor mental shocks or damage have a lasting effect. You’re tough to faze. Unflappable.
-+down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable.
- Unstoppable.
-
- You gain the following characteristics:
-@@ -3768,9 +3768,9 @@
-
- Skill: You are trained in Intellect defense tasks.
-
--Inability: You’re hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.
-+Inability: You're hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.
-
--Inability: You have a lot of willpower and mental fortitude, but you’re not necessarily smart. Any task involving
-+Inability: You have a lot of willpower and mental fortitude, but you're not necessarily smart. Any task involving
- knowledge or figuring out problems or puzzles is hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3782,12 +3782,12 @@
-
- 3\. You are bored and desperately in need of a challenge.
-
--4\. You lost a bet—unfairly, you think—and had to take someone’s place on this mission.
-+4\. You lost a bet—unfairly, you think—and had to take someone's place on this mission.
-
- RISK-TAKING
-
--It’s part of your nature to question what others think can’t or shouldn’t be done. You’re not insane, of course—you
--wouldn’t attempt to leap across a mile-wide chasm just because you were dared. There’s impossible and then there’s the
-+It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you
-+wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the
- just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and
- pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try
- yourself against.
-@@ -3796,45 +3796,45 @@
-
- Nimble: +4 to your Speed Pool.
-
--Skill: You’re adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as
-+Skill: You're adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as
- playing games or choosing between two or three apparently equal options.
-
--Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task’s
-+Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task's
- difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The
--intrusion doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time,
-+intrusion doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time,
- although the ability renews each time you make a ten-hour recovery roll.
-
--Inability: You may be nimble, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.
-+Inability: You may be nimble, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.
-+1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
-
- 2\. You think the tasks ahead will present you with unique and fulfilling challenges.
-
- 3\. One of your biggest risks failed to go your way, and you need money to help pay that debt.
-
--4\. You bragged that you never saw a risk you didn’t like, which is how you reached your current point.
-+4\. You bragged that you never saw a risk you didn't like, which is how you reached your current point.
-
- RUGGED
-
--You’re a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you’re a skilled
-+You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled
- hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or
- scars. Your clothing is probably much less refined than the garments worn by city dwellers.
-
- You gain the following characteristics:
-
--Skill: You’re trained in all tasks involving climbing, jumping, running, and swimming.
-+Skill: You're trained in all tasks involving climbing, jumping, running, and swimming.
-
--Skill: You’re trained in all tasks involving training, riding, or placating natural animals.
-+Skill: You're trained in all tasks involving training, riding, or placating natural animals.
-
--Skill: You’re trained in all tasks involving identifying or using natural plants.
-+Skill: You're trained in all tasks involving identifying or using natural plants.
-
- Inability: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or
- deception is hindered.
-
--Additional Equipment: You carry an explorer’s pack with rope, two days’ rations, a bedroll, and other tools needed for
-+Additional Equipment: You carry an explorer's pack with rope, two days' rations, a bedroll, and other tools needed for
- outdoor survival.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3844,49 +3844,49 @@
-
- 2\. One of the other PCs convinced you that joining the group would be in your best interests.
-
--3\. You’re afraid of what might happen if the other PCs fail.
-+3\. You're afraid of what might happen if the other PCs fail.
-
- 4\. There is reward involved, and you need the money.
-
- SHARP-EYED
-
--You’re perceptive and well aware of your surroundings. You notice the little details and remember them. You can be
-+You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be
- difficult to surprise.
-
- You gain the following characteristics:
-
--Skill: You’re trained in initiative actions.
-+Skill: You're trained in initiative actions.
-
--Skill: You’re trained in perception actions.
-+Skill: You're trained in perception actions.
-
--Find the Flaw: If an opponent has a straightforward weakness (takes extra damage from fire, can’t see out of their left
-+Find the Flaw: If an opponent has a straightforward weakness (takes extra damage from fire, can't see out of their left
- eye, and so on), the GM will tell you what it is.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You heard about what was going on, saw a flaw in the other PCs’ plan, and joined up to help them out.
-+1\. You heard about what was going on, saw a flaw in the other PCs' plan, and joined up to help them out.
-
--2\. You noticed that the PCs have a foe (or at least a tail) they weren’t aware of.
-+2\. You noticed that the PCs have a foe (or at least a tail) they weren't aware of.
-
- 3\. You saw that the other PCs were up to something interesting and got involved.
-
--4\. You’ve been noticing some strange things going on, and this all appears related.
-+4\. You've been noticing some strange things going on, and this all appears related.
-
- SKEPTICAL
-
--You possess a questioning attitude regarding claims that are often taken for granted by others. You’re not necessarily a
--“doubting Thomas” (a skeptic who refuses to believe anything without direct personal experience), but you’ve often
-+You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a
-+"doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often
- benefited from questioning the statements, opinions, and received knowledge presented to you by others.
-
- You gain the following characteristics:
-
- Insightful: +2 to your Intellect Pool.
-
--Skill: You’re trained in identifying.
-+Skill: You're trained in identifying.
-
--Skill: You’re trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to
--evade the issue, or a lie. For example, you’re better at keeping your eye on the cup containing the hidden ball, sensing
-+Skill: You're trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to
-+evade the issue, or a lie. For example, you're better at keeping your eye on the cup containing the hidden ball, sensing
- an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3904,21 +3904,21 @@
-
- STEALTHY
-
--You’re sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight
--of hand. Most likely, you’re wiry and small. However, you’re not much of a sprinter—you’re more dexterous than fleet of
-+You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight
-+of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of
- foot.
-
- You gain the following characteristics:
-
- Quick: +2 to your Speed Pool.
-
--Skill: You’re trained in all stealth tasks.
-+Skill: You're trained in all stealth tasks.
-
--Skill: You’re trained in all interactions involving lies or trickery.
-+Skill: You're trained in all interactions involving lies or trickery.
-
--Skill: You’re trained in all special abilities involving illusions or trickery.
-+Skill: You're trained in all special abilities involving illusions or trickery.
-
--Inability: You’re sneaky but not fast. All movement-related tasks are hindered.
-+Inability: You're sneaky but not fast. All movement-related tasks are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -3933,16 +3933,16 @@
-
- STRONG
-
--You’re extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of
-+You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of
- prowess. You likely have a brawny build and impressive muscles.
-
- You gain the following characteristics:
-
- Very Powerful: +4 to your Might Pool.
-
--Skill: You’re trained in all actions involving breaking inanimate objects.
-+Skill: You're trained in all actions involving breaking inanimate objects.
-
--Skill: You’re trained in all jumping actions.
-+Skill: You're trained in all jumping actions.
-
- Additional Equipment: You have an extra medium weapon or heavy weapon.
-
-@@ -3953,25 +3953,25 @@
-
- 2\. One of the other PCs convinced you that joining the group would be in your best interests.
-
--3\. You’re afraid of what might happen if the other PCs fail.
-+3\. You're afraid of what might happen if the other PCs fail.
-
- 4\. There is reward involved, and you need the money.
-
- STRONG-WILLED
-
--You’re tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don’t want
--it changed. This quality doesn’t necessarily make you smart, but it does make you a bastion of willpower and resolve.
-+You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want
-+it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve.
- You likely dress and act with unique style and flair, not caring what others think.
-
- You gain the following characteristics:
-
- Willful: +4 to your Intellect Pool.
-
--Skill: You’re trained in resisting mental effects.
-+Skill: You're trained in resisting mental effects.
-
--Skill: You’re trained in tasks requiring incredible focus or concentration.
-+Skill: You're trained in tasks requiring incredible focus or concentration.
-
--Inability: Willful doesn’t mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things,
-+Inability: Willful doesn't mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things,
- or using lore is hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -3981,24 +3981,24 @@
-
- 2\. One of the other PCs convinced you that joining the group would be in your best interests.
-
--3\. You’re afraid of what might happen if the other PCs fail.
-+3\. You're afraid of what might happen if the other PCs fail.
-
- 4\. There is reward involved, and you need the money.
-
- SWIFT
-
--You move quickly, able to sprint in short bursts and work with your hands with dexterity. You’re great at crossing
-+You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing
- distances quickly but not always smoothly. You are likely slim and muscular.
-
- You gain the following characteristics:
-
- Fast: +4 to your Speed Pool.
-
--Skill: You’re trained in initiative actions (to determine who goes first in combat).
-+Skill: You're trained in initiative actions (to determine who goes first in combat).
-
--Skill: You’re trained in running actions.
-+Skill: You're trained in running actions.
-
--Inability: You’re fast but not necessarily graceful. Any task involving balance is hindered.
-+Inability: You're fast but not necessarily graceful. Any task involving balance is hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -4007,16 +4007,16 @@
-
- 2\. One of the other PCs convinced you that joining the group would be in your best interests.
-
--3\. You’re afraid of what might happen if the other PCs fail.
-+3\. You're afraid of what might happen if the other PCs fail.
-
- 4\. There is reward involved, and you need the money.
-
- TONGUE-TIED
-
--You’ve never been much of a talker. When forced to interact with others, you never think of the right thing to say—words
-+You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words
- fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone
- unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also
--means that you’re better at doing things than talking about them. You’re quick to take action.
-+means that you're better at doing things than talking about them. You're quick to take action.
-
- You gain the following characteristics:
-
-@@ -4024,7 +4024,7 @@
-
- Skill: You are trained in perception.
-
--Skill: You are trained in initiative (unless it’s a social situation).
-+Skill: You are trained in initiative (unless it's a social situation).
-
- Inability: All tasks relating to social interaction are hindered.
-
-@@ -4043,7 +4043,7 @@
-
- TOUGH
-
--You’re strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters
-+You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters
- frequently have visible scars.
-
- You gain the following characteristics:
-@@ -4052,27 +4052,27 @@
-
- Healthy: Add 1 to the points you regain when you make a recovery roll.
-
--Skill: You’re trained in Might defense actions.
-+Skill: You're trained in Might defense actions.
-
- Additional Equipment: You have an extra light weapon.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You’re acting as a bodyguard for one of the other PCs.
-+1\. You're acting as a bodyguard for one of the other PCs.
-
- 2\. One of the PCs is your sibling, and you came along to watch out for them.
-
- 3\. You need money because your family is in debt.
-
- 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
--heard about the group’s task.
-+heard about the group's task.
-
- VICIOUS
-
--You try to hide what’s inside, fold it into yourself when everything inside you screams to let go, make them pay, make
-+You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make
- them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they
--laugh, and sometimes even having other emotions of your own. But it’s always there, that feeling of frantic glee mixed
-+laugh, and sometimes even having other emotions of your own. But it's always there, that feeling of frantic glee mixed
- with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes
- worry they will also learn that you are cruel.
-
-@@ -4082,11 +4082,11 @@
-
- Bloodthirsty: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.
-
--Berserk: Once you begin fighting, it’s hard for you to stop. In fact, it’s a difficulty 2 Intellect task to do so, even
--if your foe surrenders or you’ve run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally
-+Berserk: Once you begin fighting, it's hard for you to stop. In fact, it's a difficulty 2 Intellect task to do so, even
-+if your foe surrenders or you've run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally
- within short range.
-
--Additional Equipment: You have a record that you use to list those who’ve wronged you.
-+Additional Equipment: You have a record that you use to list those who've wronged you.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -4111,7 +4111,7 @@
-
- Dauntless: +2 to your Might Pool.
-
--Skill: You are trained in discerning people’s true motives or seeing through lies.
-+Skill: You are trained in discerning people's true motives or seeing through lies.
-
- Skill: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are
- trained in Intellect defense tasks.
-@@ -4119,25 +4119,25 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. The PCs are doing something virtuous, and you’re all about that.
-+1\. The PCs are doing something virtuous, and you're all about that.
-
- 2\. The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.
-
- 3\. One of the other PCs invited you, hearing of your virtuous ways.
-
--4\. You put virtue before sense and defended someone’s honor in the face of an organization or power far greater than
-+4\. You put virtue before sense and defended someone's honor in the face of an organization or power far greater than
- you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.
-
- WEIRD
-
--You aren’t like anyone else, and that’s fine with you. People don’t seem to understand you—they even seem put off by
--you—but who cares? You understand the world better than they do because you’re weird, and so is the world you live in.
--The concept of “the weird” is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can
--transform you, living energy fields, conspiracies, aliens, and things most people can’t even name populate the world,
-+You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by
-+you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in.
-+The concept of "the weird" is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can
-+transform you, living energy fields, conspiracies, aliens, and things most people can't even name populate the world,
- and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the
- world, the more you might discover about yourself.
-
--Weird characters might be mutants or people born with strange qualities, but sometimes they started out “normal” and
-+Weird characters might be mutants or people born with strange qualities, but sometimes they started out "normal" and
- adopted the weird by choice.
-
- You gain the following characteristics:
-@@ -4145,12 +4145,12 @@
- Inner Light: +2 to your Intellect Pool.
-
- Distinctive Physical Quirk: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can
--vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don’t connect to your arms,
-+vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don't connect to your arms,
- although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow
- from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature
- with no explanation, or just a really wild tattoo that draws a lot of attention.
-
--A Sense for the Weird: Sometimes—at the GM’s discretion—weird things relating to the supernatural or its effects on the
-+A Sense for the Weird: Sometimes—at the GM's discretion—weird things relating to the supernatural or its effects on the
- world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can
- sense whether it is overtly dangerous or not.
-
-@@ -4168,7 +4168,7 @@
-
- 3\. As an expert in the weird, you were specifically recruited by the other PCs.
-
--4\. You felt drawn to join the other PCs, but you don’t know why.
-+4\. You felt drawn to join the other PCs, but you don't know why.
-
- CUSTOMIZING DESCRIPTORS
-
-@@ -4187,14 +4187,14 @@
- If the descriptor seems lacking, add a moderately priced item as additional equipment to balance things out.
-
- With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor
--isn’t a descriptor if it no longer says one thing about a character. It’s better to use this information to create a new
-+isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new
- descriptor that fits exactly how the player wants to portray the character.
-
- SPECIES AS DESCRIPTOR
-
- Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the
--default (which is usually “human”). Most of the time, this choice is one of flavor rather than game mechanics. If you’re
--a 7-foot-tall furry Rigellian with three eyes, that’s great, but it doesn’t change your stats or skills (though it may
-+default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're
-+a 7-foot-tall furry Rigellian with three eyes, that's great, but it doesn't change your stats or skills (though it may
- have roleplaying challenges).
-
- However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the
-@@ -4203,15 +4203,15 @@
- who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.
-
- The Genre chapter offers a few species descriptors, but many GMs will want to create their own as suits their setting.
--It can’t be stressed enough, however, that nine times out of ten, in most genres, species differences aren’t significant
-+It can't be stressed enough, however, that nine times out of ten, in most genres, species differences aren't significant
- enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
- than those between an Alpha Centauran and an Earthling.
-
- ## Focus
-
- Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
--benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I
--am an *adjective noun* who *verbs*.”
-+benefits when they create their character and each time they ascend to the next tier. It's the verb of the sentence "I
-+am an *adjective noun* who *verbs*."
-
- This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots
- Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available
-@@ -4231,55 +4231,55 @@
- When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier
- ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the
- character to use their ability, or that might pair well with the focus. For instance, a character that can build things
--needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character
-+needs a set of tools. A character that's constantly on fire needs a set of clothes that are immune to flame. A character
- that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword.
--And so on. That said, many foci don’t require additional equipment.
-+And so on. That said, many foci don't require additional equipment.
-
- Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or
- really bad die rolls.
-
--A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that
--would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap;
-+A couple of foci presented in this chapter provide a "type swap option" that allows a player to swap an ability that
-+would otherwise be gained from their type for the indicated ability instead. A player doesn't have to make the swap;
- they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have
- Spacesuit, Will Travel instead of a type ability.
-
--As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or
-+As a character progresses to a new tier, a focus grants more abilities. Each tier's benefit is usually labeled Action or
- Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler,
--it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to
-+it makes other actions better or gives some other benefit, but it's not an action. An ability that allows a character to
- blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An
- enabler is used in the same turn as another action, and often as part of another action.
-
--Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So
-+Each tier's benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So
- if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches
- fourth tier, a total of +2 to Armor is granted.
-
- At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.
-
--Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).
-+Finally, you can choose whether you want to expand the story behind the focus (though that's not mandatory).
-
- FOCUS CONNECTIONS
-
--Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your
-+Choose a connection that goes well with the focus. If you're a GM choosing (or creating) one or more foci for your
- players, choose up to four of the following connections.
-
- Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you
- use them for help or for harm.
-
--Pick one other PC. You knew of that character years ago, but you don’t think they knew you.
-+Pick one other PC. You knew of that character years ago, but you don't think they knew you.
-
--Pick one other PC. You’re always trying to impress them, but you’re not sure why.
-+Pick one other PC. You're always trying to impress them, but you're not sure why.
-
--Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their
-+Pick one other PC. That character has a habit that annoys you, but you're otherwise quite impressed with their
- abilities.
-
- Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other
--focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to
--you), and they might not be interested (that’s up to them).
-+focus-provided attribute. You would like to train them, but you're not necessarily qualified to teach (that's up to
-+you), and they might not be interested (that's up to them).
-
--Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and
-+Pick one other PC. If they are within immediate range when you're in a fight, sometimes they provide an asset, and
- sometimes they accidentally hinder your attack rolls (FIFTYPERCENT% chance either way, determined per fight).
-
--Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just
-+Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn't; it's just
- part of the job.
-
- Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with
-@@ -4293,14 +4293,14 @@
-
- Pick one other PC. In the past, they taught you a few tricks to use in a fight.
-
--Pick one other PC. That character doesn’t seem to approve of your methods.
-+Pick one other PC. That character doesn't seem to approve of your methods.
-
--Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their
--eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.
-+Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you "cheated" in their
-+eyes (but from your perspective, all's fair in a fight). They may be ready for a rematch, though that's up to them.
-
- Pick one other PC. You are always trying
- to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their
--respect, or perhaps you’re romantically interested
-+respect, or perhaps you're romantically interested
- in them.
-
- Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
-@@ -4312,10 +4312,10 @@
- Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM
- rules that you struck someone other than your target, you hit one of these two characters.
-
--Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can
-+Pick one other PC. You're not sure how or from where, but that character has a line on bottles of rare alcohol and can
- get them for you for half price.
-
--Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or
-+Pick one other PC. You recently had a possession go missing, and you're becoming convinced that they took it. Whether or
- not they did is up to them.
-
- Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.
-@@ -4332,7 +4332,7 @@
- Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related
- abilities.
-
--Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that
-+Pick one other PC. Sometime in that character's past, they had a devastating experience while attempting something that
- you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.
-
- Pick one other PC. Their occasional clumsiness and loud behavior irritate you.
-@@ -4346,18 +4346,18 @@
- themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you
- or have decided to forgive you.
-
--Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine
--now, but you’re wary around them.
-+Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You're fine
-+now, but you're wary around them.
-
- Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like
- to teach them how to be more comfortable with their fears (if they will let you).
-
- Pick one other PC. They called you a coward once.
-
--Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone
-+Pick one other PC. That character always recognizes you or your handiwork, whether you're in disguise or are long gone
- when they arrive on the scene.
-
--Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three
-+Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn't wake for three
- days. Whether they forgive you or not is up to them.
-
- Pick one other PC. You are pretty sure you are related in some fashion.
-@@ -4370,9 +4370,9 @@
- Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years
- ago.
-
--Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.
-+Pick one other PC. If it wasn't for you, that character would have failed a past test of mental achievement.
-
--Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of
-+Pick one other PC. Based on a couple of comments you've overheard, you suspect that they don't hold your area of
- training or favorite hobby in the highest regard.
-
- Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the
-@@ -4382,23 +4382,23 @@
- their feet off the ground. They must decide whether or not to take you up on your offer.
-
- Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might
--even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.
-+even attempt to discredit you or discover the "secret" behind your story, though that's up to them.
-
- Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.
-
--Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find
-+Pick one other PC. That character's face is so intriguing to you in a way you don't understand that you sometimes find
- yourself sketching their likeness in the dirt or using some other medium you have access to.
-
- Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an
- item you just wanted to give them. (They choose the item.)
-
--Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the
-+Pick one other PC. They commissioned you to do a job for them. You've already been paid but haven't yet completed the
- job.
-
- Pick one other PC. You worked together in the past, and the job ended badly.
-
- Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus
--ability’s ranges is doubled.
-+ability's ranges is doubled.
-
- STORY BEHIND THE FOCUS
-
-@@ -4406,18 +4406,18 @@
- multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option
- to expand its presentation by adding more story and description relevant to the world or to the character.
-
--For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you
--seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your
--preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you
-+For instance, if you choose Operates Undercover, the summarizing description is "Under the guise of someone else, you
-+seek to find answers the powerful do not want divulged." If you choose Conducts Weird Science, the summary is "Your
-+preternatural insight and ability make you a scientist capable of amazing feats." These descriptions provide what you
- need to know to use the focus.
-
- However, if you wish (and *only* if you wish; there is no requirement to do so), you can add more to those descriptions
--in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird
-+in a fashion that's relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird
- Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the
- descriptions as shown in the following examples.
-
--Operates Undercover: Espionage is not something you know anything about. At least, that’s what you want everyone to
--believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for
-+Operates Undercover: Espionage is not something you know anything about. At least, that's what you want everyone to
-+believe, because in truth, you've been trained as a spy or covert agent. You might work for a government or for
- yourself. You might be a police detective or a criminal. You could even be an investigative reporter.
-
- Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and
-@@ -4425,26 +4425,26 @@
- the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.
-
- You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover
--you’ve chosen requires you to look like someone else.
-+you've chosen requires you to look like someone else.
-
- Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or
- you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant
--evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and
-+evidence. Truth is, you have a particular gift for sifting the edges of what's possible. You can find new insights and
- unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for
- revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate
--scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s
-+scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what's
- possible.
-
- You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social
- norms, but then again, an eccentric like you might turn the tables on that stereotype too.
-
--If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the
-+If you want to go even further, you could determine where a character's focus abilities come from. Depending on the
- genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic
- parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might
- be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a
- lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The
--possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained,
--it’s also enough that they just work.
-+possibilities are nearly endless, and up to you to include or forgo. Because however a focus's abilities were gained,
-+it's also enough that they just work.
-
- FOCI
-
-@@ -4603,9 +4603,9 @@
-
- Your robotic creations do as they are commanded.
-
--(The word “robot” is used in this focus, though the robot you create might look very different from one created by
-+(The word "robot" is used in this focus, though the robot you create might look very different from one created by
- someone else, depending on the genre. Steampunk robots, organic robots, or even magical golems are all feasible
--“robots.”)
-+"robots.")
-
- Tier 1: Robot Assistant
-
-@@ -4648,7 +4648,7 @@
-
- Channels Divine Blessings
-
--A devout follower of a divine being, you channel some of your deity’s power to achieve wonders.
-+A devout follower of a divine being, you channel some of your deity's power to achieve wonders.
-
- Tier 1: Blessing of the Gods
-
-@@ -4662,7 +4662,7 @@
-
- Tier 6: Divine Symbol or Summon Demon
-
--GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character’s teachings.
-+GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings.
-
- Commands Mental Powers
-
-@@ -4680,8 +4680,8 @@
-
- Tier 6: Mind Control or Telepathic Network
-
--GM Intrusions: Something glimpsed in the target’s mind is horrifying. A feedback loop allows the target to read the
--character’s mind.
-+GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the
-+character's mind.
-
- Conducts Weird Science
-
-@@ -4724,7 +4724,7 @@
-
- Tier 6: True Necromancy or Word of Death
-
--GM Intrusions: The character’s necromantic reputation precedes them. A corpse seeks revenge for being reanimated.
-+GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.
-
- Controls Beasts
-
-@@ -4771,7 +4771,7 @@
-
- COPIES SUPERPOWERS
-
--You can copy others’ skills, abilities, and superpowers.
-+You can copy others' skills, abilities, and superpowers.
-
- Tier 1: Flex Skill
-
-@@ -4787,7 +4787,7 @@
-
- Tier 6: Amazing Copying or Multiple
-
--Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn’t bring secondary
-+Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
- powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
- own fire bolts).
-
-@@ -4807,11 +4807,11 @@
-
- Tier 6: Grandiose Illusion or Permanent Illusion
-
--GM Intrusions: The illusion isn’t believable. The illusion is pierced at just the wrong moment.
-+GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment.
-
- Crafts Unique Objects
-
--You’re an inventor of strange and useful objects.
-+You're an inventor of strange and useful objects.
-
- Tier 1: Crafter
-
-@@ -4831,12 +4831,12 @@
-
- GM Intrusions: The object malfunctions, breaks, or suffers catastrophic or unexpected failure.
-
--(Cyphersmith works only in a setting where the cyphers are physical objects. If this isn’t the case, this ability should
-+(Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should
- probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.)
-
- Dances With Dark Matter
-
--You can manipulate shadow and “dark” matter.
-+You can manipulate shadow and "dark" matter.
-
- Tier 1: Ribbons of Dark Matter
-
-@@ -4904,7 +4904,7 @@
-
- Tier 2: Trained Interlocutor
-
--Tier 3: Advanced Command or Noble’s Courage
-+Tier 3: Advanced Command or Noble's Courage
-
- Tier 4: Expert Follower
-
-@@ -4915,9 +4915,9 @@
- GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An
- assassin finds the character.
-
--Doesn’t Do Much
-+Doesn't Do Much
-
--You’re a slacker, but you know a little about a lot of things.
-+You're a slacker, but you know a little about a lot of things.
-
- Tier 1: Life Lessons
-
-@@ -4931,15 +4931,15 @@
-
- Tier 5: Greater Enhanced Potential
-
--Tier 6 Drawing on Life’s Experiences or Quick Wits
-+Tier 6 Drawing on Life's Experiences or Quick Wits
-
- GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the
- character.
-
- Drives Like A Maniac
-
--Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don’t
--think about the risks when you’re behind the wheel.
-+Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't
-+think about the risks when you're behind the wheel.
-
- (Someone who Drives Like a Maniac needs access to a vehicle.)
-
-@@ -4981,7 +4981,7 @@
-
- Tier 6: Resonant Quake or Return to the Obelisk
-
--GM Intrusions: Cyphers and artifacts react unexpectedly in the character’s hands.
-+GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands.
-
- Employs Magnetism
-
-@@ -5042,7 +5042,7 @@
-
- Exists Partially Out of Phase
-
--A bit translucent, you’re slightly out of phase and can move through solid objects.
-+A bit translucent, you're slightly out of phase and can move through solid objects.
-
- Tier 1: Walk Through Walls
-
-@@ -5060,7 +5060,7 @@
-
- Explores Dark Places
-
--You’re the archetypal treasure hunter, scavenger, and finder of lost things.
-+You're the archetypal treasure hunter, scavenger, and finder of lost things.
-
- Tier 1: Superb Explorer
-
-@@ -5081,7 +5081,7 @@
-
- Fights Dirty
-
--You’ll do anything to win a fight: bite, scratch, kick, trick, and worse.
-+You'll do anything to win a fight: bite, scratch, kick, trick, and worse.
-
- Tier 1: Tracker
-
-@@ -5105,7 +5105,7 @@
-
- Fights With Panache
-
--You’re a swashbuckling daredevil who fights with flamboyant style that’s entertaining to watch.
-+You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch.
-
- Tier 1: Attack Flourish
-
-@@ -5125,7 +5125,7 @@
-
- Flies Faster Than a Bullet
-
--You can fly, and you’re superstrong, hard to hurt, and fast too. Is there anything you can’t do?
-+You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do?
-
- Tier 1: Hover
-
-@@ -5141,7 +5141,7 @@
-
- Tier 6: Burning Light or Ignore Affliction
-
--GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character’s abilities.
-+GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities.
-
- Focuses Mind Over Matter
-
-@@ -5201,7 +5201,7 @@
- Tier 6: Machine Enhancement or Mind Surge
-
- GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking
--machines. Some people don’t trust a person who isn’t fully organic.
-+machines. Some people don't trust a person who isn't fully organic.
-
- Grows to Towering Heights
-
-@@ -5264,7 +5264,7 @@
-
- Tier 3: Buddy System or Skill With Attacks
-
--Tier 4: In Harm’s Way
-+Tier 4: In Harm's Way
-
- Tier 4: Enhanced Physique
-
-@@ -5309,11 +5309,11 @@
-
- Tier 4: Surprise Attack
-
--Tier 5: Hunter’s Drive
-+Tier 5: Hunter's Drive
-
- Tier 6: Greater Skill With Attacks or Multiple Quarry
-
--GM Intrusions: The quarry notices the character. The quarry isn’t as vulnerable as it seemed.
-+GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
-
- IGNORES PHYSICAL DISTANCE
-
-@@ -5336,7 +5336,7 @@
-
- Infiltrates
-
--Subtlety, guile, and stealth allow you to get in where others can’t.
-+Subtlety, guile, and stealth allow you to get in where others can't.
-
- Tier 1: Stealth Skills
-
-@@ -5375,12 +5375,12 @@
-
- Tier 6: Greater Enhanced Potential or Legal Intern
-
--GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character’s argument off
-+GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off
- the rails.
-
- Is Idolized by Millions
-
--You’re a celebrity and most people adore you.
-+You're a celebrity and most people adore you.
-
- Tier 1: Entourage
-
-@@ -5427,7 +5427,7 @@
-
- Is Wanted by the Law
-
--“WANTED, DEAD OR ALIVE” posters (or their equivalent) have appeared featuring your face. It’s up to you whether it’s a
-+"WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a
- mistake that snowballed out of control or you actually would kill someone just for looking at you.
-
- Tier 1: Enhanced Speed
-@@ -5466,7 +5466,7 @@
- Tier 6: Object Bond Mastery or Trust to Luck
-
- GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature
--disagrees and doesn’t do as asked. The creature says it’s leaving unless a task is performed for it.
-+disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it.
-
- Leads
-
-@@ -5496,7 +5496,7 @@
-
- Tier 1: Enhanced Intellect
-
--Tier 1: There’s Your Problem
-+Tier 1: There's Your Problem
-
- Tier 2: Quick Study
-
-@@ -5539,7 +5539,7 @@
-
- Looks for Trouble
-
--You’re a scrapper and love a good fight.
-+You're a scrapper and love a good fight.
-
- Tier 1: Fists of Fury
-
-@@ -5562,7 +5562,7 @@
-
- Loves the Void
-
--When it’s just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.
-+When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.
-
- Type Swap Option: Have Spacesuit, Will Travel
-
-@@ -5717,8 +5717,8 @@
-
- Tier 6: Perfect Speed Burst or Greater Enhanced Speed
-
--GM Intrusions: Even a cat can be clumsy. A jump isn’t quite as easy as it looks. An escape move is so overzealous that
--it sends the character right into harm’s way.
-+GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that
-+it sends the character right into harm's way.
-
- Moves Like the Wind
-
-@@ -5743,7 +5743,7 @@
-
- Murders
-
--You’re an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders
-+You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders
- might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)
-
- Tier 1: Surprise Attack
-@@ -5805,7 +5805,7 @@
-
- Tier 6: Final Defiance or Ignore Affliction
-
--GM Intrusions: Sometimes, it’s equipment or weapons that give out.
-+GM Intrusions: Sometimes, it's equipment or weapons that give out.
-
- Operates Undercover
-
-@@ -5821,7 +5821,7 @@
-
- Tier 4: Pull a Fast One
-
--Tier 5: Using What’s Available
-+Tier 5: Using What's Available
-
- Tier 6: Trust to Luck or Deadly Strike
-
-@@ -5845,11 +5845,11 @@
-
- Tier 6: Greater Enhanced Might or Jump Attack
-
--GM Intrusions: It’s easy to break delicate things or hurt someone accidentally.
-+GM Intrusions: It's easy to break delicate things or hurt someone accidentally.
-
- Pilots Starcraft
-
--You’re a crack starship pilot.
-+You're a crack starship pilot.
-
- Tier 1: Pilot
-
-@@ -5877,8 +5877,8 @@
-
- Plays Too Many Games
-
--Lessons, reflexes, and strategies you’ve learned by playing too many games have applications in the real world, where
--people who don’t play enough toil and live their dreary lives.
-+Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where
-+people who don't play enough toil and live their dreary lives.
-
- Tier 1: Game Lessons
-
-@@ -5888,13 +5888,13 @@
-
- Tier 2: Resist Tricks
-
--Tier 3: Sniper’s Aim or Enhanced Speed Edge
-+Tier 3: Sniper's Aim or Enhanced Speed Edge
-
- Tier 4: Mind Games
-
- Tier 4: Enhanced Intellect
-
--Tier 5: Gamer’s Fortitude
-+Tier 5: Gamer's Fortitude
-
- Tier 6: Mind Surge or Gaming God
-
-@@ -5919,7 +5919,7 @@
-
- Tier 6: Greater Enhanced Potential or Lethal Damage
-
--GM Intrusions: It’s easy for a berserker to lose control and attack friend as well as foe.
-+GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe.
-
- Rides the Lightning
-
-@@ -5943,7 +5943,7 @@
-
- Runs Away
-
--Your first instinct is to run from danger, and you’ve gotten very good at it.
-+Your first instinct is to run from danger, and you've gotten very good at it.
-
- Tier 1: Go Defensive
-
-@@ -5966,7 +5966,7 @@
-
- Sailed Beneath the Jolly Roger
-
--You sailed with a crew of dread pirates, but you’ve decided to end your days as a pirate and join some other cause. The
-+You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The
- question is, will your past let you go so easily?
-
- Tier 1: Ignore the Pain
-@@ -6079,7 +6079,7 @@
-
- Tier 2: Skill With Attacks
-
--Tier 3: Shepherd’s Fury or Skill With Defense
-+Tier 3: Shepherd's Fury or Skill With Defense
-
- Tier 4: Greater Enhanced Potential
-
-@@ -6087,7 +6087,7 @@
-
- Tier 6: Greater Skill With Attacks or Protective Wall
-
--GM Intrusions: People in the community misunderstand the character’s motives. Rivals try to oust the character.
-+GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character.
-
- Shepherds Spirits
-
-@@ -6108,7 +6108,7 @@
-
- Tier 6: Call Otherworldly Spirit or Infuse Spirit
-
--GM Intrusions: Some people don’t trust those who deal with spirits. The dead sometimes don’t want shepherding.
-+GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding.
-
- Shreds the Walls of the World
-
-@@ -6203,7 +6203,7 @@
-
- Tier 6: Murderer or Heroic Monster Bane
-
--GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster’s
-+GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
- mother vows revenge.
-
- SOARS ON AMAZING WINGS
-@@ -6229,13 +6229,13 @@
-
- Solves Mysteries
-
--You’re a master of deduction, using evidence to find the answer.
-+You're a master of deduction, using evidence to find the answer.
-
- Tier 1: Investigator
-
- Tier 1: Sleuth
-
--Tier 2: Out of Harm’s Way
-+Tier 2: Out of Harm's Way
-
- Tier 3: You Studied or Skill With Attacks
-
-@@ -6265,7 +6265,7 @@
-
- Tier 6: Call the Storm or Earthquake
-
--GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone’s poaching wildlife for their skins,
-+GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins,
- leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.
-
- Stands Like a Bastion
-@@ -6316,7 +6316,7 @@
-
- Tier 6:Break the Ranks or Not Dead Yet
-
--GM Intrusions: An attack or effect interferes with the character’s elasticity. A stretched limb becomes overstressed and
-+GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
- weak.
-
- TAKES ANIMAL SHAPE
-@@ -6344,8 +6344,8 @@
-
- Talks to Machines
-
--You use your organic brain like a computer, interfacing “wirelessly” with any electronic device. You can control and
--influence them in ways that others can’t.
-+You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and
-+influence them in ways that others can't.
-
- Tier 1: Machine Affinity
-
-@@ -6369,7 +6369,7 @@
-
- Throws With Deadly Accuracy
-
--Everything that leaves your hand goes exactly where you’d like it to go and at the range and speed to make the perfect
-+Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect
- impact.
-
- Tier 1: Precision
-@@ -6433,7 +6433,7 @@
-
- (Although all character choices are subject to GM approval, Travels Through Time is a focus that the GM and player
- should probably have a long conversation about ahead of time, so the player knows the rules of time travel (if any) that
--exist in the GM’s setting. A character with this focus can drastically alter a setting, if the rules of time travel
-+exist in the GM's setting. A character with this focus can drastically alter a setting, if the rules of time travel
- allow it.)
-
- Tier 1: Anticipation
-@@ -6452,7 +6452,7 @@
-
- Was Foretold
-
--You are the “chosen one,” and prophecy, prediction, prognostication, or some other method of determination expects great
-+You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great
- things of you one day.
-
- Tier 1: Interaction Skills
-@@ -6508,7 +6508,7 @@
-
- Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)
-
--GM Intrusions: The armor won’t come off. The armor acts under its own power. The armor suffers a momentary power loss.
-+GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
- NPCs are scared by the power armor.
-
- WIELDS AN ENCHANTED WEAPON
-@@ -6533,7 +6533,7 @@
- Tier 6: Deadly Strike or Spin Attack
-
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
--action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.
-+action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
- WIELDS INVISIBLE FORCE
-
-@@ -6553,7 +6553,7 @@
-
- Tier 6: Concussion or Generate Force Field
-
--GM Intrusions: Invisibility partially fades, revealing the character’s presence. A force field is pierced by an unusual
-+GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
- or unexpected attack.
-
- Wields Two Weapons at Once
-@@ -6574,11 +6574,11 @@
-
- Tier 6: Disarming Attack or Spin Attack
-
--GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer’s grip.
-+GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip.
-
- Works for a Living
-
--You take great satisfaction in a job well done, whether it’s coding, building houses, or mining asteroids.
-+You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids.
-
- Tier 1: Handy
-
-@@ -6657,7 +6657,7 @@
-
- Would Rather Be Reading
-
--Books are your friends. What’s more important than knowledge? Nothing.
-+Books are your friends. What's more important than knowledge? Nothing.
-
- Tier 1: Knowledge Is Power
-
-@@ -6762,13 +6762,13 @@
- Tier 6: Deadly Strike or Spin Attack
-
- GM Intrusions: A weapon breaks or isdropped. The weapon loses its connectionto you until you use an action toreestablish
--the attunement. The weapon’senergy discharges in an unexpected way
-+the attunement. The weapon'senergy discharges in an unexpected way
-
- CREATING NEW FOCI
-
- This section provides everything you need to create your own foci.
-
--Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage
-+Every focus has an overarching style, whether that's exploration, energy manipulation, or simply dealing a lot of damage
- in combat. These broad classifications are called focus categories.
-
- Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for
-@@ -6809,7 +6809,7 @@
- CHOOSING ABILITIES BY RELATIVE POWER
-
- The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
--tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into
-+tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into
- ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill
- category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the
- Ability Categories and Relative Power section of the Abilities chapter.
-@@ -6817,9 +6817,9 @@
- Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus
- options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.
-
--That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability
--at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for
--the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made
-+That said, sometimes you'll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability
-+at tier 1 or 2. Do so sparingly, but don't rule it out. It might be the only way to get all the abilities you want for
-+the focus you're building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made
- available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing
- factor.
-
-@@ -6827,7 +6827,7 @@
-
- The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes
- it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the
--needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be
-+needs of the focus. A "low-power ability" is deliberately open for GM interpretation, but generally speaking, should be
- no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).
-
- For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray.
-@@ -6835,39 +6835,39 @@
- systems. And so on.
-
- Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an
--additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a
--higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or
--the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
--but don’t underpower it, either.
-+additional ability, even if the guidelines for that tier don't indicate one. If you do add an ability, or there is a
-+higher-power ability at a tier that normally shouldn't have it, it might mean that the choice given at the next tier, or
-+the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
-+but don't underpower it, either.
-
- ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
-
--Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the
--guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to
--vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability
--falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.
-+Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the
-+guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to
-+vary the kind of ability at a particular tier that isn't indicated in the guidelines. As long as the chosen ability
-+falls within the expected power curve for that tier, it's fine. The guideline isn't meant to be a straitjacket.
-
--For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability
-+For example, if you're building a cold-using focus for a game set in a fantasy genre, you may decide that an ability
- that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what
- the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your
- new focus something like Channels the Ninth Circle.
-
- ABILITY SWAP
-
--If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
--overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out
-+If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
-+overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out
- one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the
--abilities normally granted by the character’s type.
-+abilities normally granted by the character's type.
-
- CONCEPT AND CATEGORY
-
--Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus
-+Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus
- within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways
- using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all
- depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built
- using the influence category guidelines.
-
--In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the
-+In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn't mean the
- focus should automatically be built using the energy manipulation category guidelines (though of course it *could,* if
- attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to
- call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot
-@@ -6875,7 +6875,7 @@
- focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses
- helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).
-
--Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy
-+Here's another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy
- manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place
- (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).
-
-@@ -6883,10 +6883,10 @@
- earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat),
- or to create walls, barricades, and shields to protect their allies (support).
-
--If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter,
-+If you're looking for an ability and can't seem to find the right one in the vast catalog in the Abilities chapter,
- consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the
--underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating
--a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up
-+underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you're creating
-+a new earth-moving focus but can't find enough earth-related abilities to meet your need. It's easy enough to change up
- other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of
- Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any
- knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).
-@@ -6901,12 +6901,12 @@
-
- You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as
- close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should
--cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.
-+cost when it comes to a character's Pool is one of the most important aspects of getting an ability right.
-
--You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because
-+You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it's also because
- higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant
- Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points.
--That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use
-+That's great for lower-tier abilities, but you'll usually want a character to think a little bit about how often to use
- their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely
- to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)
-
-@@ -6924,7 +6924,7 @@
- ALLY USE
-
- Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
--variety of ways, but at base they usually provide an asset to the character’s actions.
-+variety of ways, but at base they usually provide an asset to the character's actions.
-
- Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft
- allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.
-@@ -6933,9 +6933,9 @@
-
- Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that
- uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this
--category don’t require anything to gain or retain their benefits.
-+category don't require anything to gain or retain their benefits.
-
--Minor Effect Suggestions: The NPC ally’s tasks are eased on its next turn.
-+Minor Effect Suggestions: The NPC ally's tasks are eased on its next turn.
-
- Major Effect Suggestions: The NPC ally gains an immediate extra action.
-
-@@ -6979,7 +6979,7 @@
- The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something
- that broadens their influence over their followers (or potential followers).
-
--Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t
-+Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven't
- previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because
- of their charisma, this ability might let them command foes for brief periods. If the character gains followers by
- building or calling them, this ability might let them affect entities of the same type that are not already their
-@@ -6991,7 +6991,7 @@
- Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of
- protection.
-
--Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme.
-+Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus's theme.
- For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds
- robots might gain an ability to build several lesser robot helpers. And so on.
-
-@@ -6999,12 +6999,12 @@
-
- Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5.
--If that’s the case, this ability might be provided *in addition* to two other related abilities.
-+One of the abilities should improve a previously gained follower to level 5, if that wasn't already provided at tier 5.
-+If that's the case, this ability might be provided *in addition* to two other related abilities.
-
- Another high-tier option could provide a handful of level 3 followers to the character.
-
--The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme.
-+The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus's theme.
- For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise
- impossible-to-glean information.
-
-@@ -7016,7 +7016,7 @@
-
- In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most
- basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities
--normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t
-+normally don't come into play. That said, just because the abilities granted by basic foci are straightforward doesn't
- mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character
- aspects.
-
-@@ -7028,11 +7028,11 @@
-
- Minor Effect Suggestions: Next action is eased.
-
--Major Effect Suggestions: Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.
-+Major Effect Suggestions: Make a free, no-action recovery roll that doesn't count against daily recovery rolls.
-
- The following are examples and not meant to provide a complete list of all possible foci in this category.
-
--• Doesn’t Do Much
-+• Doesn't Do Much
-
- • Interprets the Law
-
-@@ -7044,23 +7044,23 @@
-
- Ability Selection Guidelines
-
--Tier 1: Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5
-+Tier 1: Choose an ability that grants training or an asset to skills associated with the focus's theme, or that grants 5
- or 6 points to a particular Pool.
-
- Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides
- training or an asset to just one task.
-
--Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.
-+Tier 2: Choose whichever kind of ability wasn't chosen at tier 1.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For
-+One option should be a non-fantastic ability that improves the character's abilities within the focus's theme. For
- instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.
-
--The other option should be something that either improves the character’s Edge in an appropriate stat or provides the
-+The other option should be something that either improves the character's Edge in an appropriate stat or provides the
- character with some kind of defense.
-
--Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus’s theme,
-+Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus's theme,
- or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2
- or 3 points plus another tier 4 ability that improves a single task or skill.
-
-@@ -7069,7 +7069,7 @@
- Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.
-
- Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows
--them to automatically succeed on a task they’re trained in.
-+them to automatically succeed on a task they're trained in.
-
- Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.
-
-@@ -7085,7 +7085,7 @@
- ENERGY MANIPULATION
-
- Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
--energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a
-+energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
- way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection.
- The focus usually also offers abilities that provide other ways to use specific energy for things like transportation,
- creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of
-@@ -7094,7 +7094,7 @@
- Connection: Choose four relevant connections from the Focus Connections list.
-
- Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes.
--Alternatively, something related to the energy being generated. Some foci in this category don’t require additional
-+Alternatively, something related to the energy being generated. Some foci in this category don't require additional
- equipment.
-
- Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now
-@@ -7104,7 +7104,7 @@
-
- Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.
-
--Major Effect Suggestions: An important item on the target’s person is destroyed.
-+Major Effect Suggestions: An important item on the target's person is destroyed.
-
- The following are examples and not meant to provide a complete list of all possible foci in this category.
-
-@@ -7130,7 +7130,7 @@
- ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy
- might grant an ability to release it as a basic attack. And so on.
-
--Tier 2: Choose whichever kind of ability wasn’t chosen at tier 1.
-+Tier 2: Choose whichever kind of ability wasn't chosen at tier 1.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
-@@ -7141,7 +7141,7 @@
- electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating
- a dazzling blast of illumination (if using light), and so on.
-
--Tier 4: Choose whichever kind of ability wasn’t chosen at tier 3.
-+Tier 4: Choose whichever kind of ability wasn't chosen at tier 3.
-
- Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one
- target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as
-@@ -7171,7 +7171,7 @@
- Connection: Choose four relevant connections from the Focus Connections list.
-
- Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus
--that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to
-+that grants the ability to craft objects would require basic tools. Some foci in this category don't require anything to
- gain or retain their benefits.
-
- Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your
-@@ -7205,7 +7205,7 @@
- Ability Selection Guidelines
-
- Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it)
--using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or
-+using the focus's theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or
- heavier. An
- illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant
- a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the
-@@ -7214,22 +7214,22 @@
- Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants
- skill training in a related area of knowledge.
-
--Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.
-+Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus's theme.
-
- Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to
--the focus’s theme.
-+the focus's theme.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One option should be a mid-tier ability related to the focus’s theme that provides an additional environment
-+One option should be a mid-tier ability related to the focus's theme that provides an additional environment
- manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability
--isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that
-+isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that
- increases the strength, range, or some other extension of the previously unlocked basic ability.
-
- The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the
- focus provides, if possible.
-
--Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t
-+Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn't
- chosen as an option in the previous tier.
-
- Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted
-@@ -7285,7 +7285,7 @@
- Ability Selection Guidelines
-
- Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering
--capabilities within the focus’s theme.
-+capabilities within the focus's theme.
-
- Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants
- skill training in a related area of knowledge or a related skill (though this may already be covered in the main
-@@ -7305,12 +7305,12 @@
- information-gathering ability.
-
- The other option should be something that benefits the character, either an offensive or defensive ability (especially
--if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the
--focus’s chosen realm.
-+if this focus hasn't already granted that) or something that further broadens the character's ability to explore in the
-+focus's chosen realm.
-
--Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the
-+Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn't offered at tier 3) that benefits the
- character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier
--ability that broadens the character’s ability to explore, survive, or gather information.
-+ability that broadens the character's ability to explore, survive, or gather information.
-
- Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering
- information in a normally inhospitable place.
-@@ -7321,21 +7321,21 @@
- exploratory, survival, or information-gathering ability.
-
- The other option should be something that benefits the character, either an offensive or defensive ability, or yet
--another ability that further broadens their capacity to explore in the focus’s chosen realm.
-+another ability that further broadens their capacity to explore in the focus's chosen realm.
-
- INFLUENCE
-
--Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others,
-+Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
- or to rise to some other prestigious and significant position—fall within the influence category.
-
--These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s
-+These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people's
- attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this
- sense, the concept of influence is broad.
-
- Connection: Choose four relevant connections from the Focus Connections list.
-
- Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment.
--Some influence foci don’t require anything to gain or retain their benefits.
-+Some influence foci don't require anything to gain or retain their benefits.
-
- Minor Effect Suggestions: The range or duration of the influencing ability is doubled.
-
-@@ -7368,26 +7368,26 @@
- Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants
- skill training in a related area of knowledge.
-
--Tier 2: Choose a low-tier ability that improves the character’s ability to apply influence. This might open an
--additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance,
-+Tier 2: Choose a low-tier ability that improves the character's ability to apply influence. This might open an
-+additional front on the focus's basic theme or simply further enhance the basic ability already provided. For instance,
- this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who
--have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn
-+have secrets they'd otherwise not reveal, or grant influence over physical objects (either to improve them or to learn
- more about them). And so on.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if
-+One option should provide an offensive or defensive capability related to the focus's specific kind of influence, if
- possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for
- offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the
- basic skills of debate and influence through fame might have to rely on weapon training or their entourage.
-
- The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further
--improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides
-+improve the basic influence ability previously granted. This option isn't directly offensive or defensive, but provides
- either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the
- previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.
-
- Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one
--wasn’t chosen as an option in the previous tier.
-+wasn't chosen as an option in the previous tier.
-
- Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.
-
-@@ -7408,17 +7408,17 @@
-
- IRREGULAR
-
--Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However,
--certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.
-+Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
-+certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
-
--Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands
-+Irregular foci provide a basket of disparate abilities. Usually that's because the overarching theme is one that demands
- variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest
- additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting
- in the fantasy genre. However, other irregular foci are possible.
-
- Connection: Choose four relevant connections from the Focus Connections list.
-
--Additional Equipment: Any object necessary to the focus’s theme. For instance, a
-+Additional Equipment: Any object necessary to the focus's theme. For instance, a
- superhero-themed focus might grant a superhero costume.
-
- Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
-@@ -7448,8 +7448,8 @@
- skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3
- points to a Pool.
-
--Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not
--immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good
-+Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that's presumably not
-+immediately related to the one provided at tier 1. That said, if a defense wasn't provided at tier 1, tier 2 is a good
- place to add it.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-@@ -7458,7 +7458,7 @@
- provided at earlier tiers.
-
- The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier
--abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked
-+abilities don't quite get the character where they need to be, this option might further increase a capability unlocked
- at a lower tier.
-
- Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be
-@@ -7471,15 +7471,15 @@
-
- One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those
- provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a
--mid-tier or low-tier option wasn’t quite sufficient.
-+mid-tier or low-tier option wasn't quite sufficient.
-
--The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first
-+The other option should provide an alternate method to round out the character in a way that doesn't replicate the first
- tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction,
--information-gathering, or healing ability, depending on the focus’s overarching theme.
-+information-gathering, or healing ability, depending on the focus's overarching theme.
-
- MOVEMENT EXPERTISE
-
--Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with
-+Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
- stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
- category. These foci usually have methods of granting either offense or defense through movement, though they may
- provide some means of doing both.
-@@ -7492,7 +7492,7 @@
- Connection: Choose four relevant connections from the Focus Connections list.
-
- Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the
--focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain
-+focus should be granted as additional equipment. Some foci in this category don't require anything to gain or retain
- their benefits.
-
- Minor Effect Suggestions: The target is dazed, and their next action is hindered.
-@@ -7517,7 +7517,7 @@
-
- Ability Selection Guidelines
-
--Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced
-+Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that's enhanced
- speed, agility, immateriality, and so on.
-
- Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement
-@@ -7525,7 +7525,7 @@
- provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial
- basic ability), append it as well.
-
--Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.
-+Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus's theme.
-
- Alternatively, this ability might provide some additional capability related to the form of movement that grants useful
- information to the character that would normally be inaccessible to someone without the focus.
-@@ -7533,15 +7533,15 @@
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
- One option should provide an additional movement capacity or further improve the basic movement capacity, related to the
--focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an
-+focus's theme. This isn't directly offensive or defensive, but provides the character with a new level of ability or an
- all-new ability related to their basic movement ability.
-
- The other option should provide either an offensive or a defensive capability related to the specific form of movement
- the focus provides.
-
--Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm.
-+Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus's movement-enhancing paradigm.
- This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger
--doesn’t threaten), or a new or better form of offense.
-+doesn't threaten), or a new or better form of offense.
-
- Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement
- is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability
-@@ -7563,7 +7563,7 @@
-
- Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
- abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
--don’t reach.
-+don't reach.
-
- To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be
- training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might
-@@ -7617,7 +7617,7 @@
-
- Ability Selection Guidelines
-
--Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular
-+Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus's particular
- fighting style, energy, or attitude, or when used against a chosen enemy.
-
- Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants
-@@ -7635,18 +7635,18 @@
- that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
-
- Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever
--low-power ability wasn’t gained at tier 1.
-+low-power ability wasn't gained at tier 1.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used
-+One option should inflict additional damage when using the focus's fighting style, energy, or attitude, or when used
- against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.
-
- The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them,
--slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or
-+slowing or holding them, or otherwise discombobulating them by using the focus's fighting style, energy, or attitude, or
- when used against a chosen enemy.
-
--Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this
-+Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's paradigm. Often, this
- includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by
- achieving a certain combat status, such as gaining surprise.
-
-@@ -7677,7 +7677,7 @@
-
- Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses
- entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this
--category don’t require anything to gain or retain their benefits.
-+category don't require anything to gain or retain their benefits.
-
- Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next
- round.
-@@ -7708,16 +7708,16 @@
-
- Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants
- skill training in a related area of knowledge or a related skill, but it might be something that works with the initial
--ability that, by itself, wouldn’t do much.
-+ability that, by itself, wouldn't do much.
-
- Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous
--tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide
-+tier's ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide
- aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus
--taker or provide an offensive capability grounded, if possible, in the focus’s theme.
-+taker or provide an offensive capability grounded, if possible, in the focus's theme.
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.
-+One option should work within the focus's theme to aid, heal, protect, or otherwise help another.
-
- The other option should be something that benefits the character, either an offensive or defensive ability, or something
- that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone
-@@ -7746,7 +7746,7 @@
-
- Some tank combat foci involve a physical transformation that grants additional protection, and others rely on
- specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds
--of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to
-+of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character's skin to
- stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt
- them, and so on.
-
-@@ -7754,7 +7754,7 @@
-
- Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly
- robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat
--foci don’t require anything to gain or retain their benefits.
-+foci don't require anything to gain or retain their benefits.
-
- Minor Effect Suggestions: +2 to Armor for a few rounds.
-
-@@ -7786,7 +7786,7 @@
-
- Ability Selection Guidelines
-
--Tier 1: Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense
-+Tier 1: Choose a low-tier ability that provides defense within the focus's theme. If the theme is simply intense
- training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from
- physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making
- the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.
-@@ -7796,7 +7796,7 @@
- someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a
- related skill, or it may unlock the ability to use a particular armor or shield without penalty.
-
--Tier 2: If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional
-+Tier 2: If the theme of the focus isn't physical transformation, choose a low-tier ability that provides an additional
- method of defending, healing damage, or avoiding attacks.
-
- If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to
-@@ -7805,16 +7805,16 @@
-
- Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
-
--One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive
-+One option should provide an additional form of protection in keeping with the focus's theme, such as more defensive
- capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple
- physical enhancement if defense is gained by skills or enhanced healing.
-
- The other option should provide an offensive
- capability, especially if creating a non-transformation
--focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other
-+focus that doesn't already have offensive benefits. That capability could be an enhanced attack or provide some other
- benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.
-
--Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm.
-+Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's damage-soaking paradigm.
- Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided
- by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining
- additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking
-@@ -7830,14 +7830,14 @@
- One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.
-
- The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this
--option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up
-+option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up
- damage boost on attacks or better control of an unstable physical transformation.
-
- SUPERHERO FOCI
-
- CUSTOMIZING FOCI
-
--Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines
-+Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines
- for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.
-
- At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of
-@@ -7894,14 +7894,14 @@
- ## Abilities
-
- This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if
--any), and focus. They are sorted alphabetically by the ability’s name.
-+any), and focus. They are sorted alphabetically by the ability's name.
-
--A character’s type, flavor, and focus assign an appropriate tier to each ability. However, if you’re creating a
-+A character's type, flavor, and focus assign an appropriate tier to each ability. However, if you're creating a
- brand-new focus or type, we provide a couple of additional tools.
-
- The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities.
--Abilities appropriate for tiers 1 and 2 characters are called “low-tier” abilities. Abilities appropriate for tiers 3
--and 4 are called “mid-tier” abilities. Abilities appropriate for tiers 5 and 6 are called “high-tier” abilities.
-+Abilities appropriate for tiers 1 and 2 characters are called "low-tier" abilities. Abilities appropriate for tiers 3
-+and 4 are called "mid-tier" abilities. Abilities appropriate for tiers 5 and 6 are called "high-tier" abilities.
-
- These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve
- physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.
-@@ -7916,7 +7916,7 @@
-
- The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of
- abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For
--example, the GM might have a custom focus in their campaign called “Is Born of the Swamp” and want a defensive ability
-+example, the GM might have a custom focus in their campaign called "Is Born of the Swamp" and want a defensive ability
- for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options
- are available.
-
-@@ -7930,8 +7930,8 @@
- and it could be argued that some abilities could be included in more categories than are listed here.
-
- These categories have some overlap with the categories in the Focus chapter. For example, there is a support category
--here and a support category in the Focus chapter. They aren’t intended to be exact parallels and they don’t mean exactly
--the same thing. That said, if you’re creating a support-centric focus, many of the abilities in the support ability
-+here and a support category in the Focus chapter. They aren't intended to be exact parallels and they don't mean exactly
-+the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability
- category would be appropriate choices.
-
- ATTACK SKILL
-@@ -7972,7 +7972,7 @@
-
- Skill With Attacks
-
--Sniper’s Aim
-+Sniper's Aim
-
- Specialized Throwing
-
-@@ -7984,7 +7984,7 @@
-
- Greater Skill With Attacks
-
--Hunter’s Drive
-+Hunter's Drive
-
- Master of Unarmed Fighting Style
-
-@@ -8086,7 +8086,7 @@
-
- Deadly Swarm
-
--Dragon’s Maw
-+Dragon's Maw
-
- Fire Servant
-
-@@ -8331,7 +8331,7 @@
-
- Miraculous Health
-
--Noble’s Courage
-+Noble's Courage
-
- One With the Wild
-
-@@ -8363,7 +8363,7 @@
-
- Free to Move
-
--Gamer’s Fortitude
-+Gamer's Fortitude
-
- Gaming God
-
-@@ -8575,7 +8575,7 @@
-
- Deep Consideration
-
--Drawing on Life’s
-+Drawing on Life's
- Experiences
-
- Information Gathering
-@@ -8590,7 +8590,7 @@
-
- META
-
--Modifies an existing ability or character trait’s effects or parameters, such as increasing range or, damage, easing the
-+Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the
- difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the
- die as something different than normal.
-
-@@ -8830,7 +8830,7 @@
-
- Seize the Moment
-
--Shepherd’s Fury
-+Shepherd's Fury
-
- Slippery Customer
-
-@@ -8972,7 +8972,7 @@
-
- Subtle Tricks
-
--Thief’s Luck
-+Thief's Luck
-
- Trick Driver
-
-@@ -8982,7 +8982,7 @@
-
- Ultra Enhancement
-
--Using What’s Available
-+Using What's Available
-
- Usurp Cypher
-
-@@ -9159,7 +9159,7 @@
-
- Mentally Tough
-
--Out of Harm’s Way
-+Out of Harm's Way
-
- Phase Sprint
-
-@@ -9359,7 +9359,7 @@
- SENSES
-
- Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to
--stand in combat, and so on), but doesn’t provide direct answers to questions like an information ability does.
-+stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
-
- Low Tier:
-
-@@ -9896,7 +9896,7 @@
-
- Elemental Protection
-
--In Harm’s Way
-+In Harm's Way
-
- Lead by Inquiry
-
-@@ -10159,7 +10159,7 @@
-
- Tech Skills
-
--There’s Your Problem
-+There's Your Problem
-
- Tool Mastery
-
-@@ -10400,10 +10400,10 @@
- Absorb Energy (7 Intellect points): You touch an object and absorb its energy. If you touch a manifest cypher, you
- render it useless. If you touch an artifact, roll for its depletion. If you touch another kind of powered machine or
- device, the GM determines whether its power is fully drained. In any case, you absorb energy from the object touched and
--regain 1d10 Intellect points. If this would give you more Intellect than your Pool’s maximum, the extra points are lost,
-+regain 1d10 Intellect points. If this would give you more Intellect than your Pool's maximum, the extra points are lost,
- and you must make a Might defense roll. The difficulty of the roll is equal to the number of points over your maximum
- you absorbed. If you fail the roll, you take 5 points of damage and are unable to act for one round. You can use this
--ability as a defense action when you’re the target of an incoming ability. Doing so cancels the incoming ability, and
-+ability as a defense action when you're the target of an incoming ability. Doing so cancels the incoming ability, and
- you absorb the energy as if it were a device. Action.
-
- Absorb Kinetic Energy: You absorb a portion of the energy of a physical attack or impact. You negate 1 point of damage
-@@ -10424,14 +10424,14 @@
-
- Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
- natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
--attack, you get a free level of Effort on the task. You can’t use this ability if your Speed Effort costs are reduced
-+attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
- from wearing armor. Enabler.
-
- Action Processor (4 Intellect points): Drawing upon stored information and the ability to process incoming data at
- amazing speeds, you are trained in one physical task of your choice for ten minutes. For example, you can choose
- running, climbing, swimming, Speed defense, or attacks with a specific weapon. Action to initiate.
-
--Adaptation: Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon’s blood, or
-+Adaptation: Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon's blood, or
- some other gift, you now remain at a comfortable temperature; never need to worry about dangerous radiation, diseases,
- or gases; and can always breathe in any environment (even the vacuum of space). Enabler.
-
-@@ -10446,14 +10446,14 @@
- inflicting damage and disarming them so that their weapon is now in your hands or 10 feet (3 m) away on the ground—your
- choice. This disarming attack is hindered. Action.
-
--Advantages of Being Big: When you use Enlarge, you’re so big that you can move massive objects more easily, climb
-+Advantages of Being Big: When you use Enlarge, you're so big that you can move massive objects more easily, climb
- buildings by using hand- and footholds unavailable to regular-sized people, and jump much farther. While you enjoy the
- effects of Enlarge, all climbing, lifting, and jumping tasks are eased. Enabler.
-
--Advantages of Being Small: You’ve learned how to leverage your strength and accuracy in proportion to your size. Your
-+Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
- damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
-
--Advice From a Friend (1 Intellect point): You know your friend’s strengths and weaknesses, and how to motivate them to
-+Advice From a Friend (1 Intellect point): You know your friend's strengths and weaknesses, and how to motivate them to
- succeed. When you give an ally a suggestion involving their next action, the character is trained in that action for one
- round. Action.
-
-@@ -10475,7 +10475,7 @@
- you also use your Intellect Edge instead of your Speed Edge). Enabler.
-
- All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you
--attempt. You can’t use this ability again until after you’ve taken a
-+attempt. You can't use this ability again until after you've taken a
- ten-hour recovery action. Action.
-
- Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature.
-@@ -10487,7 +10487,7 @@
-
- Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
- can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
--than normal (minimum 1). It’s also temperamental and fragile. These are called temperamental cyphers. If you give one to
-+than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
- anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
-
- Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
-@@ -10506,7 +10506,7 @@
- Enabler.
-
- Amplify Sounds (2 Might points): For one minute, you can amplify distant or small sounds so that you can hear them
--clearly, even if it’s a conversation or the sound of a small animal moving through an underground burrow up to a very
-+clearly, even if it's a conversation or the sound of a small animal moving through an underground burrow up to a very
- long distance away. You can attempt to perceive the sound even if interceding barriers block it or the sound is very
- slight, though this requires a few additional rounds of concentration. To discriminate the sound you wish in a noisy
- environment might also require a few additional rounds of concentration as you audibly explore the surrounding
-@@ -10516,7 +10516,7 @@
-
- Anecdote (2 Intellect points): You can lift the spirits of a group of creatures and help them bond together by
- entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are
--trained in a task you choose that’s related to the anecdote, as long as it’s not an attack or defense task. Action to
-+trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to
- initiate, one minute to complete.
-
- Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
-@@ -10529,7 +10529,7 @@
- becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
- your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
- most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
--handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don’t
-+handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
- rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
- Abilities table at the end of the Character Abilities section of this document). For example, if you transform into a
- bat, you become trained in perception and can fly up to a long distance each round. If you transform into an octopus,
-@@ -10541,7 +10541,7 @@
- hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or
- revert.
-
--“Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
-+"Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
- similar to wolves and foxes, and so on.
-
- Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless
-@@ -10592,7 +10592,7 @@
- Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
- Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-+animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
- such as playing a flute, are still hindered).
-
- Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-@@ -10603,7 +10603,7 @@
- Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
- Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
--should alert you if you’re about to walk into an ambush or a trap that is lower than level 5. Enabler.
-+should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
-
- Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
- attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
-@@ -10618,13 +10618,13 @@
- immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
- short range. Enabler.
-
--Applying Your Knowledge: When you help another character undertake any action that you’re untrained in, you are treated
-+Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
- as if you are trained in it. Action.
-
- Apportation (4 Intellect points): You call a physical object to you. You can choose any piece of normal equipment on the
- standard equipment list, or (no more than once per day) you can allow the GM to determine the object randomly. If you
- call a random object, it has a 10 percent chance of being a manifest cypher or artifact, a 50 percent chance of being a
--piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can’t use this ability to
-+piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can't use this ability to
- take an item held by another creature. Action.
-
- Aquatic Combatant: You ignore penalties for any action (including fighting) in underwater environments. Enabler.
-@@ -10637,9 +10637,9 @@
- it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
- magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
-
--Artifact Scavenger (6 Intellect points + 2 XP): You’ve developed a sixth sense for searching for the most valuable items
-+Artifact Scavenger (6 Intellect points + 2 XP): You've developed a sixth sense for searching for the most valuable items
- in the wasteland. If you spend the time required to succeed on two scavenging tasks, you can exchange all the results
--you would otherwise obtain for a chance to gain an artifact of the GM’s choosing if you succeed on a difficulty 6
-+you would otherwise obtain for a chance to gain an artifact of the GM's choosing if you succeed on a difficulty 6
- Intellect task. You can use this ability at most once per day, and never within the same general area. Action to
- initiate, several hours to complete.
-
-@@ -10648,7 +10648,7 @@
- Enabler.
-
- As Foretold in Prophecy: You accomplish something that proves you are truly the chosen one. The next task you attempt is
--eased by three steps. You can’t use this ability again until after you’ve taken a one-hour or a ten-hour recovery
-+eased by three steps. You can't use this ability again until after you've taken a one-hour or a ten-hour recovery
- action. Action.
-
- As If One Creature: When you and your beast (from your Beast Companion ability) are within immediate distance of each
-@@ -10687,7 +10687,7 @@
-
- Augment Cypher (2+ Intellect points): When you activate a cypher, add +1 to its level. In addition to the normal options
- for using Effort, you can choose to use Effort to increase the level of the cypher by an additional +1 (per level of
--Effort applied). You can’t increase the cypher’s level above 10. Enabler.
-+Effort applied). You can't increase the cypher's level above 10. Enabler.
-
- Autodoctor: You are trained in healing, performing surgical procedures, and withstanding pain. You can perform surgeries
- on yourself, remaining conscious while you do so. Enabler.
-@@ -10734,14 +10734,14 @@
-
- Beast Call (5 Intellect points): You summon a horde of small animals or a single level 4 beast to help you temporarily.
- These creatures do your bidding for as long as you focus your attention, but you must use your action each turn to
--direct them. Creatures are native to the area and arrive under their own power, so if you’re in an unreachable place,
--this ability won’t work. Action.
-+direct them. Creatures are native to the area and arrive under their own power, so if you're in an unreachable place,
-+this ability won't work. Action.
-
- Beast Companion: A level 2 creature of your size or smaller accompanies you and follows your instructions. You and the
--GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions.
-+GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions.
- The beast companion acts on your turn. As a level 2 creature, it has a target number of 6 and 6 health and it inflicts 2
- points of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your beast companion dies,
--you can hunt in the wild for 1d6 days to find a new one. Enabler. (A creature’s level determines its target number,
-+you can hunt in the wild for 1d6 days to find a new one. Enabler. (A creature's level determines its target number,
- health, and
-
- damage, unless otherwise stated. So a level 2 beast companion has a target number of 6 and a health of 6, and it
-@@ -10753,7 +10753,7 @@
-
- Beast Form: On five consecutive nights each month, you change into a monstrous beast for up to one hour each night. In
- this new form, you gain +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge.
--While in beast form, you can’t spend Intellect points for any reason other than to try to change to your normal form
-+While in beast form, you can't spend Intellect points for any reason other than to try to change to your normal form
- before the one-hour duration is over (a difficulty 2 task). In addition, you attack any and every living creature within
- short range. After you revert to your normal form, you take a –1 penalty to all rolls for one hour. If you did not kill
- and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
-@@ -10768,10 +10768,10 @@
- Betrayal: Any time you convince a foe that you are not a threat and then suddenly attack it (without provocation), the
- attack deals 4 additional points of damage. Enabler.
-
--Better Living Through Chemistry (4 Intellect points): You’ve developed drug cocktails specifically designed to work with
-+Better Living Through Chemistry (4 Intellect points): You've developed drug cocktails specifically designed to work with
- your own biochemistry. Depending on which one you inject, it makes you smarter, faster, or tougher, but when it wears
- off, the crash is a doozy, so you use it only in desperate situations. You gain 2 to your Might Edge, Speed Edge, or
--Intellect Edge for one minute, after which you can’t gain the benefit again for one hour. During this follow-up hour,
-+Intellect Edge for one minute, after which you can't gain the benefit again for one hour. During this follow-up hour,
- every time you spend points from a Pool, increase the cost by 1. Action.
-
- Better Surprise Attack: If attacking from a hidden vantage, with surprise, or before an opponent has acted, you get an
-@@ -10784,14 +10784,14 @@
-
- Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
- your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
--your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are
-+your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
- hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
- intimidating, wading rivers, and so on. Enabler.
-
- Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a
- height of 12 feet (4 m).
- Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are
--trained in using your fists as heavy weapons (if you weren’t already). However, your Speed defense tasks are hindered.
-+trained in using your fists as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered.
- While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
- intimidating, wading rivers, and so on. Enabler.
-
-@@ -10803,7 +10803,7 @@
-
- Biomorphic Healing (4+ Might points): You consciously send out a pulse of your biomorphic field (a strange energy your
- body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
--recovery roll. You can’t use this ability again on that creature until after its next ten-hour rest. Action.
-+recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
-
- Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
-
-@@ -10814,7 +10814,7 @@
- if you belong. Action to initiate or reinitiate.
-
- Blessing of the Gods: As a servant of the gods, you can call up blessings in their name. This blessing depends on the
--god’s general demeanor and area of influence. Choose two of the abilities described below.
-+god's general demeanor and area of influence. Choose two of the abilities described below.
-
- *Authority/Law/Peace (3 Intellect points).* You prevent a foe that can hear and understand you from attacking anyone or
- anything for one round. Action.
-@@ -10868,14 +10868,14 @@
- initiate.
-
- Block for Another: If you use a light or medium weapon, you can block attacks made against an ally near you. Choose one
--creature within immediate range. You provide an asset to that creature’s Speed defense tasks. You can’t use Quick Block
-+creature within immediate range. You provide an asset to that creature's Speed defense tasks. You can't use Quick Block
- while using Block for Another. Enabler.
-
- Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
- Enabler.
-
- Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
--foe. You don’t need to spend the points until you know that the first foe is down. Enabler.
-+foe. You don't need to spend the points until you know that the first foe is down. Enabler.
-
- Blurring Speed (7 Speed points): You move so quickly that until your next turn, you look like a blur. While you are
- blurred, if you apply Effort to a melee attack task or Speed defense task, you get a free level of Effort on that task;
-@@ -10904,12 +10904,12 @@
-
- The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
- attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
--damage like a falling brick wall or a fireplace’s flames). You can increase the level of the created effect by applying
--levels of Effort to this ability, each level of Effort increasing the effect’s level by 1.
-+damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
-+levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
-
- You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
- create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
--effect ends if the illusion is destroyed, you let the illusion lapse, the effect’s health is reduced to 0, or ten
-+effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
- minutes pass. Enabler.
-
- Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
-@@ -10926,7 +10926,7 @@
- the option to exchange that ability for Healing Pulse.) Enabler.
-
- Bound Magic Creature: You have a level 3 magic ally bound to a physical object (perhaps a minor djinn bound to a lamp, a
--lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn’t yet have the full power that one of
-+lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn't yet have the full power that one of
- its kind could possess when mature. Normally, the ally remains quiescent in its bound object. When you use an action to
- manifest it, it appears next to you as a creature that can converse with you. The creature has its own personality
- determined by the GM and is a level higher than its base level for one area of knowledge (such as local history). The GM
-@@ -10935,8 +10935,8 @@
- Each time the magic ally becomes physically manifest, it remains so for up to one hour. During that period, it
- accompanies you and follows your instructions. The magic ally must remain an immediate distance from you; if it moves
- farther away, it is yanked back into its object at the end of your following turn and cannot return until after your
--next ten-hour recovery roll. It doesn’t attack creatures, but it can use its action to serve as an asset for any one
--attack you make on your turn. Otherwise, it can take actions on its own (though you’ll likely roll for it).
-+next ten-hour recovery roll. It doesn't attack creatures, but it can use its action to serve as an asset for any one
-+attack you make on your turn. Otherwise, it can take actions on its own (though you'll likely roll for it).
-
- If the creature is reduced to 0 health, it dissipates. It reforms in its object in 1d6 + 2 days.
-
-@@ -10950,11 +10950,11 @@
- for using Effort, you can choose to use Effort to increase the maximum level of the target or increase the duration by
- one minute. Thus, to control the mind of a level 6 target (three levels above the normal limit) or control a target for
- four minutes (three minutes above the normal duration), you must apply three levels of Effort. When the duration ends,
--the creature doesn’t remember being controlled or anything it did while under your influence. Action to initiate.
-+the creature doesn't remember being controlled or anything it did while under your influence. Action to initiate.
-
- Break the Line (4 Intellect points): You have an eye for group discipline and hierarchy, even among your foes. If a
- group of foes is gaining any kind of benefit from working together, you can attempt to disrupt that benefit by pointing
--out the weak spot in the enemy’s line, formation, or swarm attack. This effect lasts for up to a minute or until all the
-+out the weak spot in the enemy's line, formation, or swarm attack. This effect lasts for up to a minute or until all the
- affected foes spend a round assessing and resetting themselves to regain their normal advantage. Action to initiate.
-
- Break the Ranks (6 Speed points): You move up to a short distance and attack up to four different foes as a single
-@@ -10999,7 +10999,7 @@
- pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place
- between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the
- barrier. This ability allows you alone to pass through, not anyone else, and the way through closes at the end of your
--turn (which might mean you’re trapped on the far side). You have an asset in any attempts to get through it again. In
-+turn (which might mean you're trapped on the far side). You have an asset in any attempts to get through it again. In
- addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the
- barrier, each level adding 3 feet (1 m). Action.
-
-@@ -11035,13 +11035,13 @@
- 4 points of damage (you can spend Effort normally on each individual lightning bolt attack). Three actions to initiate;
- action to call down a lightning strike.
-
--Call Swarm (4 Intellect points): If you’re in a location where it’s possible for the creatures from your Influence Swarm
-+Call Swarm (4 Intellect points): If you're in a location where it's possible for the creatures from your Influence Swarm
- ability to come, you call a swarm of them for one hour. During this hour, they do as you telepathically command as long
--as they are within long range. They can swarm about and hinder any or all opponents’ tasks. While the creatures are in
-+as they are within long range. They can swarm about and hinder any or all opponents' tasks. While the creatures are in
- long range, you can speak to them telepathically and perceive through their senses. Action to initiate.
-
- Call Through Time (6+ Intellect points): You call a creature or person of up to level 3 from the recent past, and it
--appears next to you. You can choose a creature that you’ve previously encountered (even if it is now dead), or (no more
-+appears next to you. You can choose a creature that you've previously encountered (even if it is now dead), or (no more
- than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10
- percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you,
- though it can speak and has the general knowledge a creature of its type should possess. The time-shifted creature does
-@@ -11049,14 +11049,14 @@
- returns to the past.
-
- In addition to the normal options for using Effort, you can choose to use Effort to call a more powerful creature; each
--level of Effort used in this way increases the creature’s level by 1. For example, applying one level of Effort calls a
-+level of Effort used in this way increases the creature's level by 1. For example, applying one level of Effort calls a
- specific creature of up to level 4 or a random creature with a 10 percent chance of being up to level 6. Action.
-
- Calm (3 Intellect points): Through jokes, song, or other art, you prevent a living foe from attacking anyone or anything
- for one round. Action.
-
- Calm Stranger (2+ Intellect points): You can cause one intelligent creature to remain calm as you speak. The creature
--doesn’t need to speak your language, but it must be able to see you. It remains calm as long as you focus all your
-+doesn't need to speak your language, but it must be able to see you. It remains calm as long as you focus all your
- attention on it and it is not attacked or otherwise threatened. In addition to the normal options for using Effort, you
- can choose to use Effort to calm additional creatures allied with your initial target, one additional creature per level
- of Effort applied. Action.
-@@ -11066,7 +11066,7 @@
- Captivate or Inspire: You can use this ability in one of two ways. Either your words keep the attention of all NPCs that
- hear them for as long as you speak, or your words inspire all NPCs that hear them to function as if they were one level
- higher for the next hour. In either case, you choose which NPCs are affected. If anyone in the crowd is attacked while
--you’re trying to speak to them, you lose the crowd’s attention. Action to initiate.
-+you're trying to speak to them, you lose the crowd's attention. Action to initiate.
-
- Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
- you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
-@@ -11074,7 +11074,7 @@
- Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
- etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
- engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
--engages in extreme maneuvers like those described, any tasks to remain on the vehicle’s surface are eased. Enabler.
-+engages in extreme maneuvers like those described, any tasks to remain on the vehicle's surface are eased. Enabler.
-
- Careful Aim: You are trained in attacks with all weapons that you throw. Enabler.
-
-@@ -11107,7 +11107,7 @@
- Change the Paradigm (6+ Intellect points): You sway the worldview of a creature you spend at least one round speaking
- to, as long as it can understand you. The creature changes its mind on a significant belief, which could include
- something as straightforward as helping you instead of trying to kill you, or it could be something more esoteric. This
--effect lasts for at least ten minutes, but it can last longer if the creature wasn’t previously your foe. During this
-+effect lasts for at least ten minutes, but it can last longer if the creature wasn't previously your foe. During this
- time, the creature takes actions in accordance with the wisdom you have imparted to it. The target must be level 2 or
- lower. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of
- the target by one for each level of Effort applied. Action to initiate.
-@@ -11124,9 +11124,9 @@
- that comes within immediate range along your path with an asset to the attack. Targets that take damage take an
- additional 3 points and are knocked prone. Action.
-
--Charm Machine (2 Intellect points): You convince an unintelligent machine to “like” you. A machine that likes you is 50
-+Charm Machine (2 Intellect points): You convince an unintelligent machine to "like" you. A machine that likes you is 50
- percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
--you controlled by a detonator that likes you, there is a 50 percent chance that it won’t explode. Action to initiate.
-+you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
-
- Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
- dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
-@@ -11136,14 +11136,14 @@
-
- Cloud Personal Memories (3 Intellect points): If you interact with or study a target for at least a round, you gain a
- sense of how its mind works, which you can use against it in the most blunt fashion possible. You can attempt to confuse
--it and make it forget what’s just happened. On a success, you erase up to the last five minutes of its memory. Action to
-+it and make it forget what's just happened. On a success, you erase up to the last five minutes of its memory. Action to
- prepare; action to initiate.
-
- Coaxing Power (2 Intellect points): You boost the power or function of a machine so that it operates at one level higher
- than normal for one hour. Action to initiate.
-
- Cognizant Offense: During combat, your brain shifts into a sort of battle mode where all potential attacks you could
--make are plotted on vector graphs in your mind’s eye, which always provides the best option. Your attacks are eased.
-+make are plotted on vector graphs in your mind's eye, which always provides the best option. Your attacks are eased.
- Enabler.
-
- Cold Burst (5+ Intellect points): You emit a burst of cold in all directions, up to short range. All within the burst
-@@ -11167,13 +11167,13 @@
-
- Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
- creature, who then attempts to carry out your command as its next action. The creature must be within short range and
--able to understand you. The command can’t inflict direct harm on the creature or its allies, so “Commit suicide” won’t
--work, but “Flee” might. In addition, the command can require the creature to take only one action, so “Unlock the door”
--might work, but “Unlock the door and run through it” won’t. A commanded creature can still defend itself normally and
-+able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
-+work, but "Flee" might. In addition, the command can require the creature to take only one action, so "Unlock the door"
-+might work, but "Unlock the door and run through it" won't. A commanded creature can still defend itself normally and
- return an attack if one is made on it. If you possess another ability that allows you to command a creature, you can
- target two creatures at once as your base effect if you use either ability. Action.
-
--Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you’ve made calm
-+Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
- with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
- follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
- nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
-@@ -11184,7 +11184,7 @@
- target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
- Action to initiate.
-
--Command Machine (4 Intellect points): If you’ve charmed an unintelligent machine or have spoken telepathically with an
-+Command Machine (4 Intellect points): If you've charmed an unintelligent machine or have spoken telepathically with an
- intelligent machine, you can attempt to command it to take one action within its capabilities on its next turn. (If you
- use this ability to command an intelligent machine, it likely becomes hostile to you afterward.) Action.
-
-@@ -11194,7 +11194,7 @@
- object (as the Destroy Metal ability), or you can craft it into another desired shape (crudely, unless you have the
- proper crafting skills). You can then move the new object anywhere within range. For example, you could take a few metal
- shields, fuse them together, and use the resulting shape to block a doorway. You can use this ability to make an
--attack—causing a foe’s armor to constrict, rendering a metal item into shards that you fling across the battlefield, and
-+attack—causing a foe's armor to constrict, rendering a metal item into shards that you fling across the battlefield, and
- so on—against one target within short range. Regardless of the form of the attack, it is an Intellect action that deals
- 7 points of damage. Action.
-
-@@ -11202,15 +11202,15 @@
- range. If you are successful, the target cannot attack you for one minute, during which time it follows your verbal
- commands if it can hear and understand you. Action to initiate.
-
--Communication (2 Intellect points): You can convey a basic concept to a creature that normally can’t speak or understand
-+Communication (2 Intellect points): You can convey a basic concept to a creature that normally can't speak or understand
- speech. The creature can also give you a very basic answer to a simple question. Action.
-
- Community Activist: When speaking to others in a community you have a strong connection to, you are trained in
- persuasion and intimidation tasks about topics that directly relate to the community. Enabler.
-
--Community Knowledge (2 Intellect points): If you’ve invested yourself in a community and have spent at least a few
-+Community Knowledge (2 Intellect points): If you've invested yourself in a community and have spent at least a few
- months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information
--to you. Other times, you’re able to draw conclusions simply by what you can see and hear. When you use this ability, you
-+to you. Other times, you're able to draw conclusions simply by what you can see and hear. When you use this ability, you
- can ask the GM one question about the community and get a very short answer. Action.
-
- Computer Programming: You are trained in using (and exploiting) computer software, you know one or more computer
-@@ -11223,11 +11223,11 @@
- Concussive Blast (2 Intellect points): You release a beam of pure force that smashes into a creature within short range,
- inflicting 5 points of damage and moving it back an immediate distance. Action.
-
--Confidence Artist: When you’re hacking into a computer system, running a con, picking a pocket, fooling or tricking a
-+Confidence Artist: When you're hacking into a computer system, running a con, picking a pocket, fooling or tricking a
- dupe, sneaking something by a guard, and so on, you gain an asset on the task. Enabler.
-
- Confounding Banter (4 Intellect points): You spew a stream of nonsense to distract a foe within immediate range. On a
--successful Intellect roll, your defense roll against the creature’s next attack before the end of the next round is
-+successful Intellect roll, your defense roll against the creature's next attack before the end of the next round is
- eased. Action.
-
- Confuse Enemy (4 Intellect points): Through a clever bit of misdirection involving a flourish of your coat, ducking at
-@@ -11266,7 +11266,7 @@
- Control Weather (10 Intellect points): You change the weather in your general region. If performed indoors, this creates
- minor effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow,
- wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time so that a
--storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it’s out of
-+storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it's out of
- season). For the first ten minutes after activating this ability, you can create more dramatic and specific effects,
- such as lightning strikes, giant hailstones, twisters, hurricane-force winds, and so on. These effects must occur within
- 1,000 feet (300 m) of your location. You must spend your turn concentrating to create an effect or maintain it in a new
-@@ -11286,29 +11286,29 @@
- creature, you can choose to make one attack roll with an asset. If you hit, you inflict damage with both attacks and
- treat the attacks as if they were one attack for the purpose of subtracting Armor from the damage. Action.
-
--Copy Power (2+ Intellect points): You can copy someone else’s superpower for an hour, performing it as if it were
-+Copy Power (2+ Intellect points): You can copy someone else's superpower for an hour, performing it as if it were
- natural for you. Within the past hour you must have touched the creature whose power you want to copy (an attack roll)
- and must have seen that ability used by them. Choose the power you want to copy, and the GM chooses an appropriate
--low-tier ability that most closely resembles that power. For example, if you’re battling a supervillain who can create
-+low-tier ability that most closely resembles that power. For example, if you're battling a supervillain who can create
- blasts of force, if you copy that ability, you gain a low-tier ability that creates a blast of force.
-
- In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
--ability that the GM chose. For example, if you want to copy a supervillain’s force blast, the GM will probably decide
--that’s equivalent to Onslaught (167), so you’d pay 2 Intellect points to activate Copy Power and 1 Intellect point to
-+ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
-+that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
- use Onslaught.
-
--ou can copy only one power at a time; copying another one ends any other power you’re copying with this ability.
-+ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
-
--Copy Power doesn’t copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
-+Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
-
- In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
- one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
-
- Counter Danger (4 Intellect points): You negate a source of potential danger related to one creature or object within
- immediate distance for one minute (instead of one round, as with Foil Danger). This could be a weapon or device held by
--someone, a creature’s natural ability, or a trap triggered by a pressure plate. You can also try to counter an action
-+someone, a creature's natural ability, or a trap triggered by a pressure plate. You can also try to counter an action
- (like moving or making a conventional mundane attack with a weapon, a claw, etc.). Action. (Using Counter Danger is
--usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn’t rely on
-+usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
- supernatural means, but rather a practical act.)
-
- Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
-@@ -11326,7 +11326,7 @@
- hour. Action.
-
- Create Deadly Poison (3+ Intellect points): You create one dose of a level 2 poison that either inflicts 5 points of
--damage or hinders the poisoned creature’s actions for ten minutes (your choice each time you create the poison). You can
-+damage or hinders the poisoned creature's actions for ten minutes (your choice each time you create the poison). You can
- apply this poison to a weapon, food, or drink as part of the action of creating it. In addition to the normal options
- for using Effort, you can choose to use Effort to increase the level of the poison; each level of Effort used in this
- way increases the poison level by 1. If unused, the poison loses its potency after one hour. Action.
-@@ -11341,18 +11341,18 @@
-
- Critter Companion: A level 1 creature accompanies you and follows your instructions. This creature is no larger than a
- large cat (about 20 pounds, or 9 kg) and is normally some sort of domesticated species. You and the GM must work out the
--details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The critter
-+details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The critter
- companion acts on your turn. As a level 1 creature, it has a target number of 3 and 3 health, and it inflicts 1 point of
- damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
- search an urban or wild environment for 1d6 days to find a new one. Enabler.
-
- Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
--for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like “Stop,”
--“Run away,” “Follow that guard,” “Look over there,” or “Get out of my way.” All affected creatures respond to the
-+for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
-+"Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
- command unless you specifically command them otherwise. In addition to the normal options for using Effort, you can
- choose to use Effort to increase the maximum level of the targets or affect an additional five people. Thus, to control
- a group that has a level 4 target (two levels above the normal limit) or a group of fifteen people, you must apply two
--levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don’t remember being
-+levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don't remember being
- controlled—your commands seemed reasonable at the time. Action to initiate.
-
- Crushing Blow (2 Might points): When you use a bashing or bladed weapon in both hands and apply Effort on the attack,
-@@ -11364,14 +11364,14 @@
-
- Crystalline Body: You are composed of animate, translucent crystal the color of amber. Work with your GM to decide your
- exact form, though it is likely about the shape and size of a humanoid. Your crystal body grants you +2 to Armor and +4
--to your Might Pool. However, you’re not quick and your Speed defense tasks are hindered. Certain conditions, like
-+to your Might Pool. However, you're not quick and your Speed defense tasks are hindered. Certain conditions, like
- mundane diseases and poisons, do not affect you. Your crystalline body repairs itself more slowly than a body of living
- flesh would. You have only the one-round, one-hour, and ten-hour recovery rolls available each day; you do not have a
- ten-minute recovery roll available. Any ability you have that requires a ten-minute recovery roll instead requires a
- one-hour recovery roll. Enabler.
-
--Curious: You’re always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt
--navigation, perception, or initiative tasks in an area that you’ve only rarely or never visited before, you can apply an
-+Curious: You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt
-+navigation, perception, or initiative tasks in an area that you've only rarely or never visited before, you can apply an
- additional free level of Effort. Enabler.
-
- Cutting Light (2 Intellect points): You emit a thin beam of energized light from your hand. This inflicts 5 points of
-@@ -11382,12 +11382,12 @@
- creature to affect it. Enabler.
-
- Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
--of the second cypher’s normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-+of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-
- Cyphersmith: All manifest cyphers you use function at one level higher than normal. If given a week and the right tools,
- chemicals, and parts, you can tinker with one of your manifest cyphers, transforming it into another cypher of the same
- type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for
--example, you probably can’t transform a pill into a helmet. Enabler.
-+example, you probably can't transform a pill into a helmet. Enabler.
-
- Abilities—D
-
-@@ -11430,14 +11430,14 @@
- no light shines. Otherwise, the structure can possess different densities, textures, and capacities. This means it can
- include windows, doors with locks, furnishings, and even decor, as long as it is all black as pitch. For example, you
- could shape the dark matter into a large, defensible structure; a sturdy 100-foot (30 m) bridge; or anything similar.
--The structure is a level 6 creation and lasts for 24 hours. You can’t keep more than one such structure solid at any one
-+The structure is a level 6 creation and lasts for 24 hours. You can't keep more than one such structure solid at any one
- time. Action.
-
- Datajack (1 Intellect point): With computer access, you jack in instantly and learn a bit more about something you can
- see. You get an asset on a task involving that person or object. Action.
-
- Daydream (4 Intellect points): You pull someone into a daydream, substituting a dream of your own creation for the
--target’s reality for up to one minute. You can affect a target within long range that you can see, or a target within 10
-+target's reality for up to one minute. You can affect a target within long range that you can see, or a target within 10
- miles (16 km) that you have hair or skin clippings from. To all outward appearances, an affected target stands (or lies)
- unmoving. But inside, the substituted reality (or dream within a dream, if the target was sleeping) is what the target
- experiences. If the target is under duress, it can attempt another Intellect defense roll each round to break free,
-@@ -11450,7 +11450,7 @@
- next turn are hindered. This attack inflicts normal damage. Action.
-
- Dazzling Sunburst (2 Intellect points): You send a barrage of dazzling colors at a creature within short range and, if
--successful, inflict 2 points of damage on the target. In addition, the creature’s attacks are hindered on its next turn,
-+successful, inflict 2 points of damage on the target. In addition, the creature's attacks are hindered on its next turn,
- unless the target relies primarily on senses other than sight. Action.
-
- Deactivate Mechanisms (5+ Speed points): You make a melee attack that inflicts no damage against a machine. Instead, if
-@@ -11462,15 +11462,15 @@
- Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
- Action to initiate.
-
--Deadly Strike (5 Might points): If you strike a foe of level 3 or lower with a weapon you’re practiced with, you kill
-+Deadly Strike (5 Might points): If you strike a foe of level 3 or lower with a weapon you're practiced with, you kill
- the target instantly. Action.
-
--Deadly Swarm (6 Intellect points): If you’re in a location where it’s possible for your swarm of creatures from your
-+Deadly Swarm (6 Intellect points): If you're in a location where it's possible for your swarm of creatures from your
- Influence Swarm ability to come, you call a swarm of them for ten minutes. During this time, they do as you
--telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents’
-+telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents'
- tasks, or they can focus the swarm and attack all opponents within immediate range of each other (all within long range
- of you). The attacking swarm inflicts 4 points of damage. While the creatures are in long range, you can speak to them
--telepathically and perceive through their senses. Action to initiate. (Swarms don’t usually have game stats, but if
-+telepathically and perceive through their senses. Action to initiate. (Swarms don't usually have game stats, but if
- needed, a typical swarm is level 2. Only attacks that affect a large area affect the swarm.)
-
- Death Touch (6 Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is
-@@ -11493,7 +11493,7 @@
- Deep Consideration (6 Intellect points): When you develop a plan that involves you and your friends working together to
- accomplish a goal, you can ask the GM one very general question about what is likely to happen if you carry out the
- plan, and you will get a simple, brief answer. In addition, all of you gain an asset to one roll related to enacting the
--plan you developed together, as long as you put the plan into action within a few days of the plan’s creation. Action.
-+plan you developed together, as long as you put the plan into action within a few days of the plan's creation. Action.
-
- Deep Reserves: When others are exhausted, you can push through. Once each day, you can transfer up to 5 points among
- your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to
-@@ -11519,8 +11519,8 @@
-
- Defense Master: Every time you succeed at a Speed defense task, you can make an immediate attack against your foe. (If
- you have Dodge and Respond, you can exchange that ability for Dodge and Resist.) Your attack must be the same type
--(melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don’t have an appropriate type of
--weapon ready, you can’t use this ability. Enabler.
-+(melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don't have an appropriate type of
-+weapon ready, you can't use this ability. Enabler.
-
- Defensive Augmentation: By upgrading your nervous and immune systems, you are trained in Might defense and Speed defense
- tasks. Enabler.
-@@ -11559,7 +11559,7 @@
- a given situation or a predominant feeling. In other words, someone who is labeled innocent can be innocent in a certain
- circumstance, or they can be generally innocent of terrible crimes (such as murder, major theft, and so on). Likewise,
- you can declare that a creature is guilty of a particular crime or of terrible deeds in general. The accuracy of your
--assessment isn’t important as long as you believe it to be the truth; the GM may require you to give a rationale.
-+assessment isn't important as long as you believe it to be the truth; the GM may require you to give a rationale.
- Henceforth, your tasks to socially interact with someone you designate as innocent gain an asset, and your attacks
- against those you designate as guilty gain an asset. You can change your assessment, but it requires another designation
- action. The benefits of the designation last until you change it or until you are shown proof that it is wrong. Action.
-@@ -11569,7 +11569,7 @@
- Destined for Greatness: You enjoy uncanny luck as if something was watching over you and keeping you from harm. When you
- would otherwise descend a step on the damage track, make an Intellect defense roll versus the difficulty set by the
- level of the foe or effect. If you succeed, you do not descend that step. If the step was because you fell to 0 points
--in a Pool, you are still at 0 points; you just don’t suffer the negative effects of being impaired or debilitated. If
-+in a Pool, you are still at 0 points; you just don't suffer the negative effects of being impaired or debilitated. If
- you would otherwise descend the final step on the damage track to death, a successful defense roll keeps you at 1 point
- in one Pool, and you remain debilitated. Enabler.
-
-@@ -11581,7 +11581,7 @@
- object damage track, the object descends all three steps and is destroyed. Action.
-
- Detect Life (3+ Might points): You consciously send out a pulse of your your life energy. You detect all living
--creatures within short range, even if they are behind cover, though not if they’re behind a force field. When you detect
-+creatures within short range, even if they are behind cover, though not if they're behind a force field. When you detect
- a creature, you detect its general location (to within an immediate range). If you apply two additional levels of
- Effort, you can increase the range of detection to long. Action.
-
-@@ -11631,13 +11631,13 @@
- Action to initiate or reinitiate.
-
- Disarming Attack (5 Speed points): You attempt a Speed task to disarm a foe as part of your melee attack. If you
--succeed, your attack inflicts 3 additional points of damage and the target’s weapon is knocked from their grip, landing
--up to 20 feet (6 m) away. If you fail, you still attempt your normal attack, but you don’t inflict the extra damage or
-+succeed, your attack inflicts 3 additional points of damage and the target's weapon is knocked from their grip, landing
-+up to 20 feet (6 m) away. If you fail, you still attempt your normal attack, but you don't inflict the extra damage or
- disarm the opponent if you hit. Action.
-
- Disarming Strike (3 Speed points): Your attack inflicts 1 point less damage and disarms your foe so that their weapon is
- now 10 feet (3 m) away on the ground. (If your chosen weapon is a whip, you can instead deposit the disarmed weapon into
--your hands; if your chosen weapon is a bow or other ranged weapon that fires physical rounds, you can instead “nail” the
-+your hands; if your chosen weapon is a bow or other ranged weapon that fires physical rounds, you can instead "nail" the
- disarmed weapon to a nearby object or structure. Choosing to do either of these hinders your attack.) Action.
-
- Discerning Mind: You have +3 Armor against damaging attacks and damaging effects that target your mind and Intellect.
-@@ -11646,8 +11646,8 @@
-
- Discipline of Watchfulness (7 Intellect points): You keep your allies on their toes with occasional questions, jokes,
- and even mock drills for those who care to join in. After spending 24 hours with you, your allies can apply a free level
--of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies’ company. It ends
--if you leave, but it resumes if you return to the allies’ company within 24 hours. If you leave the allies’ company for
-+of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies' company. It ends
-+if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for
- more than 24 hours, you must spend another 24 hours together to reactivate the benefit. You must spend the Intellect
- point cost each 24 hours you wish to keep the benefit active. Enabler.
-
-@@ -11662,11 +11662,11 @@
- Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
- cannot then change back into the altered form. Action.
-
--You probably can’t use Disguise Other to disguise a kind of creature that is very different from you, such as a human
-+You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
- disguising a robot, animal, or crystalline alien
-
- Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
--understand you. You choose which targets are affected. Affected targets’ actions are hindered for one round. Enabler.
-+understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
-
- Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
- creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
-@@ -11676,15 +11676,15 @@
- fail the attack roll. Enabler.
-
- Distance Viewing (5 Intellect points): You know that space and distance are illusions. You concentrate to create an
--invisible, immobile sensor at a location you have previously visited or viewed (at the GM’s discretion, you may have to
-+invisible, immobile sensor at a location you have previously visited or viewed (at the GM's discretion, you may have to
- succeed at an Intellect task if the location is warded). The sensor lasts for one hour. Once it is created, you can
--concentrate to see, hear, and smell through the sensor. It doesn’t grant you sensory capabilities beyond the norm.
-+concentrate to see, hear, and smell through the sensor. It doesn't grant you sensory capabilities beyond the norm.
- Action to create; action to check.
-
- Distant Interface (2 Intellect points): You can activate, deactivate, or control a machine at long range as if you were
- next to it, even if normally you would have to touch or manually operate it. If you have never interacted with the
- particular machine before, the task is hindered by two steps. To use this ability, you must understand the function of
--the machine, it must be your size or smaller, and it can’t be connected to another intelligence (or be intelligent
-+the machine, it must be your size or smaller, and it can't be connected to another intelligence (or be intelligent
- itself). Action.
-
- Distortion (2 Intellect points): You modify how a willing creature within short range reflects light for one minute. The
-@@ -11696,7 +11696,7 @@
- 100 feet. Enabler.
-
- Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks.
--However, on your next turn after you’re attacked with ranged projectiles, all your other actions are hindered. Action to
-+However, on your next turn after you're attacked with ranged projectiles, all your other actions are hindered. Action to
- initiate.
-
- Divide Your Mind (7 Intellect points): You split your consciousness into two parts. For one minute, you can take two
-@@ -11715,7 +11715,7 @@
- Divine Radiance (2 Intellect points): Your prayer calls divine radiance from the heavens to punish an unworthy target
- within long range, inflicting 4 points of damage. If the target is a demon, spirit, or something similar, it also stands
- in unwilling awe of the divine energy coursing through it and is unable to act on its next turn. Once exposed to this
--blessing, the target can’t be awed by this attack again for several hours. Action.
-+blessing, the target can't be awed by this attack again for several hours. Action.
-
- Divine Symbol (5+ Intellect points): You invoke divine power by scribing a glowing symbol in the air with your fingers.
- Writhing pillars of divine radiance spear up to five targets within long range. A successful attack on a target inflicts
-@@ -11735,10 +11735,10 @@
-
- Double Strike (3 Might points): When you wield two weapons, you can choose to make one attack roll against a foe. If you
- hit, you inflict damage with both weapons plus 2 additional points of damage, and because you made a single attack, the
--target’s Armor is subtracted only once. Action.
-+target's Armor is subtracted only once. Action.
-
--Dragon’s Maw (6 Intellect points): You fashion and control a “hovering” phantasmal construct of magic within long range
--that resembles a dragon’s head. The construct lasts for up to an hour, until it is destroyed, or until you cast another
-+Dragon's Maw (6 Intellect points): You fashion and control a "hovering" phantasmal construct of magic within long range
-+that resembles a dragon's head. The construct lasts for up to an hour, until it is destroyed, or until you cast another
- spell. It is a level 4 construct that inflicts 6 points of damage with its bite when directed. While the construct
- persists, you can use it to manipulate large objects, carry heavy items in its mouth, or attack foes. If you use it to
- attack foes, you must use your action to directly control the phantom maw for each attack. Action to initiate.
-@@ -11757,7 +11757,7 @@
- is a robot, you inflict 3 points of damage and restore 3 points to your Might or Speed Pool. If the target is an object,
- you restore points to your Might or Speed Pool equal to the level of the target. If the target is a manifest cypher, it
- is fully drained and useless. Artifacts and similar devices must immediately check for depletion (items with a depletion
--of “—” are either immune to this ability or have a depletion of 1 in 1d10 when attacked with this ability). Action.
-+of "—" are either immune to this ability or have a depletion of 1 in 1d10 when attacked with this ability). Action.
-
- Drain Power (5 Speed points): You affect the main power source of a robot or machine, inflicting upon it all four
- conditions in Disable Mechanisms at once. You must touch the robot to do this (if you are making an attack, it inflicts
-@@ -11768,8 +11768,8 @@
- difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The
- difficulty returns to 3 after you rest for ten hours. Action.
-
--Drawing on Life’s Experiences (6 Intellect points): You’ve seen a lot and done a lot, and that experience comes in
--handy. Ask the GM one question, and you’ll receive a general answer. The GM assigns a level to the question, so the more
-+Drawing on Life's Experiences (6 Intellect points): You've seen a lot and done a lot, and that experience comes in
-+handy. Ask the GM one question, and you'll receive a general answer. The GM assigns a level to the question, so the more
- obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other
- than your current location is level 1, and obscure knowledge of the past is level 7. Action.
-
-@@ -11806,12 +11806,12 @@
-
- Dual Defense: When you wield two weapons, you are trained in Speed defense tasks. Enabler.
-
--Dual Distraction (1+ Speed points): When you wield two weapons, your opponent’s next attack is hindered, and if you
-+Dual Distraction (1+ Speed points): When you wield two weapons, your opponent's next attack is hindered, and if you
- apply Effort on your next attack against that same foe, you get a free level of Effort on the task. Enabler.
-
- Dual Light Wield: You can use two light weapons at the same time, making two separate attacks on your turn as a single
- action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks,
--your opponent’s Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it’s
-+your opponent's Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it's
- specifically tied to one of the weapons. Enabler.
-
- Dual Medium Wield: You can use two light weapons or medium weapons at the same time (or one light weapon and one medium
-@@ -11852,8 +11852,8 @@
- a short distance regardless of your ability to see. Enabler.
-
- Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
--roll a natural 14 or higher (the d20 shows “14” or more). You get a major effect with that skill when you roll a natural
--19 or higher (the d20 shows “19” or higher). You can select this ability more than once. Each time you select it, you
-+roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural
-+19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
- must choose a different noncombat skill. Enabler.
-
- Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
-@@ -11868,7 +11868,7 @@
- Enabler.
-
- Electrical Flight (5 Intellect points): You exude an aura of crackling electricity that lets you fly a long distance
--each round for ten minutes. You can’t carry other creatures with you. Action to activate.
-+each round for ten minutes. You can't carry other creatures with you. Action to activate.
-
- Elemental Protection (4+ Intellect points): You and every target you designate within immediate range gains +5 Armor
- against one type of direct elemental damage (such as fire, lightning, shadow, or thorn) for one hour, or until you cast
-@@ -11879,23 +11879,23 @@
-
- Embrace the Night (7+ Intellect points): You fashion a truly horrifying facade of a creature from swirling ribbons of
- dark matter and launch it at your foes within long range. Each round, you can attack a target within long range using
--the creation as your weapon. When you attack, the creature inserts hair-fine tendrils of shadow into the target’s eyes
-+the creation as your weapon. When you attack, the creature inserts hair-fine tendrils of shadow into the target's eyes
- and brain. The target takes 3 points of Intellect damage (ignores Armor) and is stunned for one round so that it loses
- its next turn. Alternatively, you can cause the creature to take other actions, as long as you are able to see it and
- mentally control it as your action. The creature disperses after about a minute. Action to initiate.
-
- Embraced by Darkness (6 Intellect points): For the next hour, you take on some characteristics of a shadow thanks to a
--fundamental adaptation of your flesh or a device you’ve kept secret. Your appearance is a dark silhouette. When you
-+fundamental adaptation of your flesh or a device you've kept secret. Your appearance is a dark silhouette. When you
- apply a level of Effort to sneaking tasks, you get a free level of Effort on the task. During this time, you can move
- through the air at a rate of a short distance per round, and you can move through solid barriers (even those that are
- sealed to prevent the passage of light or shadow), but not energy barriers, at a rate of 1 foot (30 cm) per round. You
--can perceive while passing through a barrier or object, which allows you to peek through walls. As a shadow, you can’t
--affect or be affected by normal matter. Likewise, you can’t attack, touch, or otherwise affect anything. However,
-+can perceive while passing through a barrier or object, which allows you to peek through walls. As a shadow, you can't
-+affect or be affected by normal matter. Likewise, you can't attack, touch, or otherwise affect anything. However,
- attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
- next turn. Action to initiate.
-
- Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
--Unlike the normal helping rules, this doesn’t require you to use your action helping the other character with the task.
-+Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
- This requires no action on your part. Enabler.
-
- Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
-@@ -11952,14 +11952,14 @@
- Energy Protection (3+ Intellect points): Choose a discrete type of energy that you have experience with (such as heat,
- sonic, electricity, and so on). You gain +10 to Armor against damage from that type of energy for ten minutes.
- Alternatively, you gain +1 to Armor against damage from that energy for 24 hours. You must be familiar with the type of
--energy; for example, if you have no experience with a certain kind of extradimensional energy, you can’t protect against
-+energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against
- it. In addition to the normal options for using Effort, you can choose to use Effort to protect more targets; each level
- of Effort used in this way affects up to two additional targets. You must touch additional targets to protect them.
- Action to initiate.
-
- Energy Resistance: Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and
- so on). You gain +5 to Armor against damage from that type of energy. You must be familiar with the type of energy; for
--example, if you have no experience with a certain kind of extradimensional energy, you can’t protect against it. You can
-+example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
- select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
-
- Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
-@@ -11984,7 +11984,7 @@
- Enhanced Might Edge: You gain +1 to your Might Edge. Enabler.
-
- Enhanced Phased Attack (5 Intellect points): This ability works like the Phased Attack ability except that your attack
--also disrupts the foe’s vitals, dealing an additional 5 points of damage. Enabler.
-+also disrupts the foe's vitals, dealing an additional 5 points of damage. Enabler.
-
- Enhanced Physique: You gain 3 points to divide among your Might and Speed Pools however you wish. Enabler.
-
-@@ -12014,13 +12014,13 @@
- from its position, but it can attack and defend normally. The target can also use its action attempting to break free.
- You can increase the level of the force snare by 1 per level of Effort applied. Action to initiate.
-
--Enthrall (1 Intellect point): While talking, you grab and keep another creature’s attention, even if the creature can’t
--understand you. For as long as you do nothing but speak (you can’t even move), the other creature takes no actions other
-+Enthrall (1 Intellect point): While talking, you grab and keep another creature's attention, even if the creature can't
-+understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other
- than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action.
-
- Entourage: You gain an entourage of five level 1 twenty-somethings that accompanies you wherever you go unless you
- purposefully disband it for a particular outing. You can ask them to deliver things for you, run messages, pick up your
--dry cleaning—pretty much whatever you want, within reason. They can also run interference if you’re trying to avoid
-+dry cleaning—pretty much whatever you want, within reason. They can also run interference if you're trying to avoid
- someone, help hide you from media attention, help you muscle through a crowd, and so on. On the other hand, if a
- situation becomes physically violent, they retreat to safety. Enabler.
-
-@@ -12037,16 +12037,16 @@
- suitable hiding place is nearby. Enabler.
-
- Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
--track of you. Although you’re not invisible, you can’t be seen until you reveal yourself again by moving out of the
-+track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
- shadows or from behind cover (or by making an attack). Action.
-
--Evasion: You’re hard to affect when you don’t want to be affected. You are trained in all defense tasks. Enabler.
-+Evasion: You're hard to affect when you don't want to be affected. You are trained in all defense tasks. Enabler.
-
- Everything Is a Weapon: You can take any small object—a coin, a pen, a bottle, a stone, and so on—and throw it with such
- force and precision that it inflicts damage as a light weapon. Enabler.
-
- Exile (5 Intellect points): You send a target that you touch hurtling into another random dimension or universe, where
--it remains for ten minutes. You have no idea what happens to the target while it’s gone, but at the end of ten minutes,
-+it remains for ten minutes. You have no idea what happens to the target while it's gone, but at the end of ten minutes,
- it returns to the precise spot it left. Action.
-
- Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-@@ -12057,19 +12057,19 @@
- component, a chemical needed to complete a vaccine for a disease, a spare part required to repair a damaged device, the
- tracks of a specific beast, or the sword that a thief stole from you, this ability is of great use. For the next 24
- hours, if you come within short range of the thing and circumstances are such that it is possible for you to perceive
--the thing (for example, it’s not in a locked chamber for which you do not have the key), you find it. This ability
-+the thing (for example, it's not in a locked chamber for which you do not have the key), you find it. This ability
- assumes that you are constantly on the lookout, always looking everywhere possible, peering behind obstacles, and so
--on—if you’re running for your life, sleeping, or otherwise occupied, this ability does not help you. You use this
-+on—if you're running for your life, sleeping, or otherwise occupied, this ability does not help you. You use this
- ability in lieu of making a roll to find the thing, but only if the difficulty for finding the object is level 6 or
--below. You can apply Effort to increase the maximum level of the thing you’re trying to find (each level of Effort used
-+below. You can apply Effort to increase the maximum level of the thing you're trying to find (each level of Effort used
- this way increases the maximum level by 1). Action to initiate.
-
- Experienced in Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by
- 2. Enabler.
-
--Expert Crafter: Instead of rolling, you can choose to automatically succeed on a crafting task you’re trained in. The
-+Expert Crafter: Instead of rolling, you can choose to automatically succeed on a crafting task you're trained in. The
- task must be difficulty 4 or lower. If you are able to reduce the assessed difficulty of a crafting task to 4 or lower,
--this ability also applies to each subtask, assuming something doesn’t interrupt you during the ensuing time to build.
-+this ability also applies to each subtask, assuming something doesn't interrupt you during the ensuing time to build.
- Enabler.
-
- Expert Cypher Use: You can bear three cyphers at a time. Enabler.
-@@ -12083,17 +12083,17 @@
-
- Expert Pilot: You are specialized in all tasks related to piloting a starcraft. Enabler.
-
--Expert Skill: Instead of rolling a d20, you can choose to automatically succeed on a task you’re trained in. The task
--must be difficulty 4 or lower, and it can’t be an attack roll or a defense roll. Enabler. (A character can’t apply
-+Expert Skill: Instead of rolling a d20, you can choose to automatically succeed on a task you're trained in. The task
-+must be difficulty 4 or lower, and it can't be an attack roll or a defense roll. Enabler. (A character can't apply
- Effort or other abilities to any task they accomplish using Expert Skill.)
-
- Explains the Ineffable: Through anecdotes, historical retellings, and citing knowledge that few but you have previously
- understood, you enlighten your friends. After spending 24 hours with you, once per day, each of your friends can ease a
--particular task by two steps. This benefit is ongoing while you remain in your friends’ company. It ends if you leave,
--but it resumes if you return to your friends’ company within 24 hours. If you leave your friends’ company for longer
-+particular task by two steps. This benefit is ongoing while you remain in your friends' company. It ends if you leave,
-+but it resumes if you return to your friends' company within 24 hours. If you leave your friends' company for longer
- than that, you must spend another 24 hours together to reactivate the benefit. Enabler.
-
--Exploit Advantage: Even if you can do something well, you’ve learned that you can always do it even better. Whenever you
-+Exploit Advantage: Even if you can do something well, you've learned that you can always do it even better. Whenever you
- have an asset for a roll, you ease the task by one additional step. Enabler.
-
- Exploratory Experience: You are trained in two additional skills in which you are not already trained. Choose from the
-@@ -12127,7 +12127,7 @@
- cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete.
-
- Eye Gouge (2 Speed points): You make an attack against a creature with an eye. The attack is hindered, but if you hit,
--the creature has trouble seeing for the next hour. During this time, the creature’s tasks that rely on sight (which is
-+the creature has trouble seeing for the next hour. During this time, the creature's tasks that rely on sight (which is
- most tasks) are hindered. Action.
-
- Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it
-@@ -12136,13 +12136,13 @@
- Abilities—F
-
- Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or
--impersonating someone. This affects only your face, not the rest of your body. You can’t perfectly duplicate someone
--else’s face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all
-+impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone
-+else's face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all
- tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
- human morphing into a humanoid alien). Action.
-
- Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
--distance across that you are able to directly access and move about in. Once you’ve familiarized yourself with an area,
-+distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
- all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
- asset. Each time you familiarize yourself with a new area, you lose focus on a previous area unless you spend 1 XP to
- retain the familiarity permanently. Action to initiate, one hour to complete.
-@@ -12152,9 +12152,9 @@
- Action.
-
- Fast Kill (2 Speed points): You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4
--additional points of damage. You can’t make this attack in two consecutive rounds. Action.
-+additional points of damage. You can't make this attack in two consecutive rounds. Action.
-
--Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn’t hostile, you
-+Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn't hostile, you
- convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the
- GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
-
-@@ -12165,7 +12165,7 @@
-
- Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
- cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
--are awake for the entire time). You can’t use this ability again until after you’ve taken a ten-hour recovery action.
-+are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
- You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-
- Fearsome Reputation (3 Intellect points): You and those you travel with have earned a fearsome reputation in some parts.
-@@ -12178,7 +12178,7 @@
- Enabler.
-
- Feint (2 Speed points): If you use one action creating a misdirection or diversion, in the next round you can take
--advantage of your opponent’s lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this
-+advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this
- attack. If your attack is successful, it inflicts 4 additional points of damage. Action.
-
- Fellow Explorer: You gain a level 2 follower. One of their modifications must be for tasks related to perception.
-@@ -12198,10 +12198,10 @@
- Field-Reinforced Armor: You gain +1 to Armor while wearing the power armor from your Powered Armor ability. Enabler.
-
- Fiery Hand of Doom (3 Intellect points): While your Shroud of Flame is active, you can reach into your halo and produce
--a hand made of animate flame that is twice the size of a human’s hand. The hand acts as you direct, floating in the air.
-+a hand made of animate flame that is twice the size of a human's hand. The hand acts as you direct, floating in the air.
- Directing the hand is an action. Without a command, the hand does nothing. It can move a long distance in a round, but
- it never moves farther away from you than long range. The hand can grab, move, and carry things, but anything it touches
--takes 1 point of damage per round from the heat. The hand can also attack. It’s a level 3 creature and deals 1 extra
-+takes 1 point of damage per round from the heat. The hand can also attack. It's a level 3 creature and deals 1 extra
- point of damage from fire when it attacks. Once created, the hand lasts for ten minutes. Action to create; action to
- direct.
-
-@@ -12214,7 +12214,7 @@
- not receive healing or otherwise gain points in a Pool during your final round(s) of activity, you are subject to the
- effects of Not Dead Yet. Enabler.
-
--Find an Opening (1 Intellect point): You use trickery to find an opening in your foe’s defenses. If you succeed on a
-+Find an Opening (1 Intellect point): You use trickery to find an opening in your foe's defenses. If you succeed on a
- Speed roll against one creature within immediate range, your next attack against that creature before the end of the
- next round is eased. Action.
-
-@@ -12224,12 +12224,12 @@
- Find the Hidden (4+ Intellect points): You see the traceries of objects as they move through space and time. You can
- sense the distance and direction of any specific inanimate object that you once touched. This takes anywhere from one
- action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other
--mitigating circumstances. However, you don’t know in advance how long it will take. If you use at least two levels of
-+mitigating circumstances. However, you don't know in advance how long it will take. If you use at least two levels of
- Effort, once you have established the distance and direction, you remain in contact with the object for one hour per
- level of Effort used. Thus, if it moves, you are aware of its new position. Action to initiate; action each round to
- concentrate.
-
--Find the Way: When you apply Effort to a navigation task because you don’t know the way, are lost, are attempting to
-+Find the Way: When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to
- blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you
- can apply a free level of Effort. Enabler.
-
-@@ -12248,14 +12248,14 @@
- Fire Servant (6 Intellect points): While your Shroud of Flame is active, you reach into your halo and produce an
- automaton of fire that is your general shape and size. It acts as you direct each round. Directing the servant is an
- action, and you can command it only when you are within long range of it. Without a command, the servant continues to
--follow your previous command. You can also give it a simple programmed action, such as “Wait here, and attack anyone who
--comes within short range until they’re dead.” The servant lasts for ten minutes, is a level 5 creature, and deals 1
-+follow your previous command. You can also give it a simple programmed action, such as "Wait here, and attack anyone who
-+comes within short range until they're dead." The servant lasts for ten minutes, is a level 5 creature, and deals 1
- extra point of damage from fire when it attacks. Action to create; action to direct.
-
- Fire Tendrils (5 Intellect points): When you wish it, your halo (from your Shroud of Flame ability) sprouts three
- tendrils of flame that last for up to ten minutes. As an action, you can use the tendrils to attack, making a separate
- attack roll for each. Each tendril inflicts 4 points of damage. Otherwise, the attacks function as standard attacks. If
--you don’t use the tendrils to attack, they remain but do nothing. Enabler.
-+you don't use the tendrils to attack, they remain but do nothing. Enabler.
-
- Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
-
-@@ -12276,9 +12276,9 @@
- damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1
- point of damage even if you fail the attack roll. Action.
-
--Flash Across the Miles (6+ Intellect points): You can move to an open location on the planet that you’re familiar with
-+Flash Across the Miles (6+ Intellect points): You can move to an open location on the planet that you're familiar with
- almost instantaneously, transformed into a bolt of lightning. If you apply a level of Effort, you can attempt to
--penetrate covered locations that you’re aware of as long as a route exists from the open air to the area you want to
-+penetrate covered locations that you're aware of as long as a route exists from the open air to the area you want to
- reach that electricity can easily follow. Action.
-
- Flee (6 Intellect points): All non-allies within short distance who can hear your dreadful, intimidating words flee from
-@@ -12293,21 +12293,21 @@
- Flex Lore: After each ten-hour recovery roll when you have access to a high-technology digital reference library (such
- as one that might be found in a starship or in a learning center), choose one field of knowledge related to a specific
- planet or some other location. The field might be habitations, customs, governments, characteristics of the main
--species, important figures, and so on. You’re trained in that field until you use this ability again. You could use this
--ability with an area of knowledge you’re already trained in to become specialized. Enabler.
-+species, important figures, and so on. You're trained in that field until you use this ability again. You could use this
-+ability with an area of knowledge you're already trained in to become specialized. Enabler.
-
- Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate.
--For the rest of that day, you’re trained in that task. You can’t use this ability with a skill in which you’re already
-+For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already
- trained to become specialized. Enabler.
-
- Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
- medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
--you are trained in attacks using that type of weapon. You can’t use this ability with an attack skill in which you’re
-+you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
- already trained to become specialized. Enabler.
-
- Flight (4+ Intellect points): You can float and fly through the air for one hour. For each level of Effort applied, you
- can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight.
--You direct the other creature’s movement, and while flying, it must remain within sight of you or fall. In terms of
-+You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of
- overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. Action to
- initiate.
-
-@@ -12324,14 +12324,14 @@
- Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
- aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
- familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
--9 health, and it inflicts 3 points of damage. If it’s killed or destroyed, it takes you one month to find or create a
-+9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
- suitable replacement. Enabler.
-
- Foil Danger (2 Intellect points): You negate one source of potential danger related to one creature or object that you
- are aware of within immediate distance for one round. This could be a weapon or device held by someone, a trap triggered
--by a pressure plate, or a creature’s natural ability (something special, innate, and dangerous, like a dragon’s fiery
--breath or a giant cobra’s venom). You can also try to foil a foe‘s mundane action (such as an attack with a weapon or
--claw), so that the action isn‘t made this round. Make your roll against the level of the attack, danger, or creature.
-+by a pressure plate, or a creature's natural ability (something special, innate, and dangerous, like a dragon's fiery
-+breath or a giant cobra's venom). You can also try to foil a foe's mundane action (such as an attack with a weapon or
-+claw), so that the action isn't made this round. Make your roll against the level of the attack, danger, or creature.
- Action.
-
- Font of Healing: With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or
-@@ -12343,7 +12343,7 @@
- Force at Distance (4+ Intellect points): You temporarily bend the fundamental law of gravity around a creature or object
- (up to twice your mass) within short range. The target is caught in your telekinetic grip, and you can move it up to a
- short distance in any direction each round that you retain your hold. A creature in your grip can take actions, but it
--can’t move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by
-+can't move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by
- spending 2 additional Intellect points and succeeding at a difficulty 2 Intellect task. If your concentration lapses,
- the target drops back to the ground. In addition to the normal options for using Effort, you can choose to use Effort to
- increase the amount of mass you can affect. Each level allows you to affect a creature or object twice as massive as
-@@ -12373,7 +12373,7 @@
- of a thought. You can dismiss it just as easily. To use the force shield, you must hold it in one of your hands. You are
- practiced in using your exotic shield in one hand as a light melee weapon; however, if you attack with both your shield
- and a weapon held in the other hand, both attacks are hindered. When you are unconscious or sleeping, the force field
--dissipates. Enabler. (A shield, including one produced by a force field, provides an asset to a character’s Speed
-+dissipates. Enabler. (A shield, including one produced by a force field, provides an asset to a character's Speed
- defense task while it is held in one hand.)
-
- Force to Reckon With: You can break through force fields and energy barriers as if they were physical walls. Enabler.
-@@ -12388,7 +12388,7 @@
- fortification, you ease the crafting difficulty by two steps, to a minimum of difficulty 1. Enabler.
-
- Fortified Position (2 Might points): For the next minute, you gain +1 Armor and an asset to your Might defense tasks, as
--long as you haven’t moved more than an immediate distance since your last turn. Action to initiate.
-+long as you haven't moved more than an immediate distance since your last turn. Action to initiate.
-
- Foul Aura (5+ Intellect points): Your words, gestures, and touch invest an object no larger than yourself with an aura
- of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short
-@@ -12400,7 +12400,7 @@
- tasks you attempt are eased. Enabler.
-
- Free to Move: You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit through
--any space large enough to fit your head. Tasks involving breaking free of bonds, a creature’s grip, or any similar
-+any space large enough to fit your head. Tasks involving breaking free of bonds, a creature's grip, or any similar
- impediment gain three free levels of Effort. Enabler.
-
- Freezing Touch (4 Intellect points): Your hands become so cold that your touch freezes solid a living target of your
-@@ -12408,7 +12408,7 @@
- Touch), you can use it as part of the Freezing Touch attack. Action.
-
- Frenzy (1 Intellect point): When you wish, while in combat, you can enter a state of frenzy. While in this state, you
--can’t use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you
-+can't use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you
- wish, but it ends if no combat is taking place within range of your senses. Enabler.
-
- Friendly Help: If your friend tries a task and fails, they can try again without spending Effort if you help. You
-@@ -12431,13 +12431,13 @@
- one level higher. Enabler.
-
- Fusion Armor: A procedure gives you biometal implants in major portions of your body, you grow metal-hard skin, the
--blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you’re not
-+blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not
- wearing physical armor. Enabler.
-
- Abilities—G
-
- Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small
--dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you’ll
-+dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll
- probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your companion dies,
- you can hunt in the wild for 1d6 days to find a new one. Enabler.
-
-@@ -12445,14 +12445,14 @@
- unlucky number. Whenever you make a roll that day and get a number matching your lucky number, your next task is eased.
- Whenever you make a roll that day and get a number matching your unlucky number, your next task is hindered. Enabler.
-
--Game Lessons: You’ve played so many games that you’ve picked up some real knowledge. Choose any two noncombat skills.
-+Game Lessons: You've played so many games that you've picked up some real knowledge. Choose any two noncombat skills.
- You are trained in those skills. Enabler.
-
- Gamer: Pick any one style of game such as real-time strategy games, games of chance in the style of poker, roleplaying
- games, and so on. You can apply an asset to a task related to playing that style of game once between each recovery
- roll. Enabler.
-
--Gamer’s Fortitude: Sitting and playing a game for twelve hours straight is not something most people can do, but you’ve
-+Gamer's Fortitude: Sitting and playing a game for twelve hours straight is not something most people can do, but you've
- figured it out. Once after each ten-hour recovery roll, you can transfer up to 5 points between your Pools in any
- combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of
- Intellect to Speed, which would take a total of five rounds. Action.
-@@ -12493,9 +12493,9 @@
- phased within a barrier or object, which allows you to peek through walls. Action to initiate.
-
- Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
--threat. While in this state, you can’t use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
-+threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
- two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
--taking place within range of your senses. Once the effect of this ability ends, you can’t enter it again for one minute.
-+taking place within range of your senses. Once the effect of this ability ends, you can't enter it again for one minute.
- Enabler.
-
- Go to Ground (4 Speed points): You move up to a long distance and attempt to hide. When you do, you gain an asset on the
-@@ -12528,27 +12528,27 @@
- creatures in immediate range. Affected creatures take 3 points of damage and are either pushed out of immediate range or
- fall down (your choice). Action.
-
--Good Advice: Anyone can help an ally, easing whatever task they’re attempting. However, you have the benefit of clarity
-+Good Advice: Anyone can help an ally, easing whatever task they're attempting. However, you have the benefit of clarity
- and wisdom. When you help another character, they gain an additional asset. Enabler.
-
- Got a Feeling (4 Intellect points): You have an uncanny intuition when it comes to finding things. While exploring, you
- can extend your senses up to 1 mile (1.5 km) in any direction and ask the GM a very simple, general question—usually a
--yes-or-no question—about that area, such as “Is there an orc encampment nearby?” or “Is there dark matter to be found in
--that rusted hulk?” If the answer you seek is not in the area, you receive no information. Action.
-+yes-or-no question—about that area, such as "Is there an orc encampment nearby?" or "Is there dark matter to be found in
-+that rusted hulk?" If the answer you seek is not in the area, you receive no information. Action.
-
- Grab: While you are using the Enlarge ability, you can attack by attempting to wrap your massive hands around a target
- the size of a normal human or smaller. While you maintain your hold as your action, you keep the target from moving or
--taking physical actions (other than attempts to escape). The target’s escape attempt is hindered by two steps due to
-+taking physical actions (other than attempts to escape). The target's escape attempt is hindered by two steps due to
- your size. If you wish, you can automatically inflict 3 points of damage each round on the target while you hold it, but
- you can also keep it protected (by taking all attacks otherwise meant for the target). Action.
-
--Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn’t hostile of
-+Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn't hostile of
- something that is wildly and obviously untrue. Action.
-
- Grandiose Illusion (8 Intellect points): You create a fantastically complex scene of images that fit within a 1-mile
- (1.5 km) cube that you are also within. You must be able to see the images when you create them. The images can move in
- the cube and act in accordance with your desires. They can also act logically (such as reacting appropriately to fire or
--attacks) when you aren’t directly observing them. The illusion includes sound and smell. For example, armies can clash
-+attacks) when you aren't directly observing them. The illusion includes sound and smell. For example, armies can clash
- in battle, with air support from machines or flying creatures, on and above terrain of your creation. The illusion lasts
- for one hour (or longer, if you concentrate on it after that time). Action.
-
-@@ -12557,7 +12557,7 @@
- ten hours. If you apply three levels of Effort, the wall is permanent until destroyed naturally. Action to initiate.
-
- Grasping Foliage (3+ Intellect points): Roots, branches, grass, or other natural foliage in the area snags and holds a
--foe you designate within short range for up to one minute. A foe caught in the grasping foliage can’t move from its
-+foe you designate within short range for up to one minute. A foe caught in the grasping foliage can't move from its
- position, and all physical tasks, attacks, and defenses are hindered, including attempts to free itself. In addition to
- the normal options for using Effort, you can choose to use Effort to deal damage with the initial attack. Each level
- applied inflicts 2 additional points of damage when Grasping Foliage first snags and holds your foe.
-@@ -12565,7 +12565,7 @@
- You can also use this ability to clear an area of entangling growth in the immediate radius, such as an area of tall
- grass, thick brush, impenetrable vines, and so on. Action.
-
--Gravity Cleave (3 Intellect points): You can harm a target within short range by rapidly increasing gravity’s pull on
-+Gravity Cleave (3 Intellect points): You can harm a target within short range by rapidly increasing gravity's pull on
- one portion of the target and decreasing it on another, inflicting 6 points of damage. Action.
-
- Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
-@@ -12580,7 +12580,7 @@
- Greater Beast Form: When using Beast Form, your beast form gains the following additional bonuses: +1 to your Might
- Edge, +2 to your Speed Pool, and +1 to your Speed Edge. Enabler.
-
--Greater Controlled Change: It’s easier to change into and out of the shape granted by your Beast Form ability.
-+Greater Controlled Change: It's easier to change into and out of the shape granted by your Beast Form ability.
- Transforming either way is now a difficulty 2 Intellect task. Enabler.
-
- Greater Designation: You can assign an innocent or guilty label to all creatures within immediate range when you use
-@@ -12598,9 +12598,9 @@
- Greater Enhanced Speed: You gain 6 points to your Speed Pool. Enabler.
-
- Greater Frenzy (4 Intellect points): When you wish, while in combat, you can enter a state of frenzy. While in this
--state, you can’t use Intellect points, but you gain +2 to your Might Edge and your Speed Edge. This effect lasts as long
-+state, you can't use Intellect points, but you gain +2 to your Might Edge and your Speed Edge. This effect lasts as long
- as you wish, but it ends if no combat is taking place within range of your senses. If you have the Frenzy ability, you
--can use it or this ability, but you can’t use both at the same time. Enabler.
-+can use it or this ability, but you can't use both at the same time. Enabler.
-
- Greater Healing Touch (4 Intellect points): You touch a creature and restore its Might Pool, Speed Pool, and Intellect
- Pool to their maximum values, as if it were fully rested. A single creature can benefit from this ability only once each
-@@ -12611,7 +12611,7 @@
-
- Greater Skill With Attacks: Choose one type of attack, even one in which you are already trained: light bashing, light
- bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You
--are trained in attacks using that type of weapon. If you’re already trained in that type of attack, you instead are
-+are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead are
- specialized in that type of attack. Enabler.
-
- Greater Skill With Defense: Choose one type of defense task, even one in which you are already trained: Might, Speed, or
-@@ -12622,7 +12622,7 @@
- designate within immediate distance of you) positively, as they would a potential friend. Action.
-
- Guide Bolt (4+ Intellect points): When you make
--an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack’s aim
-+an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack's aim
- and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of
- Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use
- this ability only once per round. Enabler.
-@@ -12636,7 +12636,7 @@
-
- Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can
- discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance
--camera, or disable a robot with a moment’s worth of fiddling. Action.
-+camera, or disable a robot with a moment's worth of fiddling. Action.
-
- Hacker (2 Intellect points): You gain quick access to a desired bit of information in a computer or similar device, or
- you access one of its primary functions. Action.
-@@ -12649,7 +12649,7 @@
- knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the
- limits of possibility within the setting. Enabler.
-
--Hard Choices: Sometimes, you believe that you’ve got to lie to those who trust you for their own good. You are
-+Hard Choices: Sometimes, you believe that you've got to lie to those who trust you for their own good. You are
- specialized in deception tasks. Enabler.
-
- Hard Target: If you move a short distance or farther on your turn, all Speed defense rolls are eased. Enabler.
-@@ -12663,7 +12663,7 @@
- Hard to See: When you move, you are a blur. It is impossible to make out your identity as you run past, and in a round
- where you do nothing but move, stealth tasks and Speed defense tasks are eased. Enabler.
-
--Hard-Won Resilience: In your explorations of dark places, you’ve been exposed to all sorts of terrible things and are
-+Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
- developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
-
- Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
-@@ -12675,19 +12675,19 @@
- reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
- for that same period. After each use, the suit must be recharged, either with already-charged cartridges of air and
- reaction mass or by allowing the suit to sit idle in an area with breathable atmosphere for at least two hours, during
--which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit’s power supply
--is a radioisotope thermoelectric generator, which means it’ll function for a few decades before needing to be changed
-+which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit's power supply
-+is a radioisotope thermoelectric generator, which means it'll function for a few decades before needing to be changed
- out. Enabler.
-
- Heads-Up Display (2+ Intellect points): Your Powered Armor ability comes with systems that help you make sense of,
- analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll
--as the suit perfectly outlines foes and steadies your aim, regardless of whether you’re making a melee or ranged attack.
-+as the suit perfectly outlines foes and steadies your aim, regardless of whether you're making a melee or ranged attack.
-
- Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km)
- for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete,
- plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through
- special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the
--GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor’s
-+GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor's
- sensors.
-
- Enabler.
-@@ -12704,10 +12704,10 @@
-
- Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a
- small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not
--create) food, and so on. You can’t use Hedge Magic to harm another creature or object. Action.
-+create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action.
-
- Heightened Skills: You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task
--you’re already trained in, you instead become specialized in that task. You can’t choose a task you’re already
-+you're already trained in, you instead become specialized in that task. You can't choose a task you're already
- specialized in. Enabler.
-
- Hemorrhage (2+ Might points): You make a powerful and precise strike that inflicts additional damage later. On your next
-@@ -12741,13 +12741,13 @@
- motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any
- momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.
-
--How Others Think: You have a sense of how people think. You’re trained in one of the following tasks: persuasion,
-+How Others Think: You have a sense of how people think. You're trained in one of the following tasks: persuasion,
- deception, or detecting falsehoods. Enabler.
-
- Huge: When you use Enlarge, you can choose to grow up to 16 feet (5 m) in height. When you do, you add +1 to Armor (a
- total of +2 to Armor) and deal 2 additional points of damage with melee attacks. Enabler.
-
--Hunter’s Drive (5 Intellect points): Through force of will, when you wish it, you grant yourself greater prowess in the
-+Hunter's Drive (5 Intellect points): Through force of will, when you wish it, you grant yourself greater prowess in the
- hunt for ten minutes. During this time, you gain an asset to all tasks involving your quarry, including attacks. Your
- quarry is the creature you selected with your Quarry ability. Enabler.
-
-@@ -12762,8 +12762,8 @@
-
- Ice Creation (4+ Intellect points): You create a solid object of ice that is your size or smaller. The object is crude
- and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. Your ice objects are as
--strong as iron, but if you’re not in constant contact with them, they function for only 1d6 + 6 rounds before breaking
--or melting. For example, you can make and wield an ice sword, but if you give it to another PC, the sword won’t last as
-+strong as iron, but if you're not in constant contact with them, they function for only 1d6 + 6 rounds before breaking
-+or melting. For example, you can make and wield an ice sword, but if you give it to another PC, the sword won't last as
- long for that character. In addition to the normal options for using Effort, you can choose to use Effort to create
- objects larger than you. For each level of Effort used in this way, you can create an object up to twice again as large
- as you. Action.
-@@ -12783,7 +12783,7 @@
- Ignore the Pain: You ignore the impaired condition and treat the debilitated condition as impaired. Enabler.
-
- Illuminating Touch (1 Intellect point): You touch an object, and that object sheds light to illuminate everything in
--short range. The light remains until you use an action to touch the object again, or until you’ve illuminated more
-+short range. The light remains until you use an action to touch the object again, or until you've illuminated more
- objects than you have tiers, in which case the oldest objects you illuminated go dark first. Action.
-
- Illusory Disguise (2+ Intellect points): You appear to be someone or something else, roughly of your size and shape, for
-@@ -12793,33 +12793,33 @@
-
- Illusory Duplicate (2 Intellect points): You create a single image of yourself within immediate range. The image looks
- like you as you are now (including how you are dressed). The image can move (for example, you could make it walk or
--attack), but it can’t move more than an immediate distance from where you created it. The illusion includes sound and
-+attack), but it can't move more than an immediate distance from where you created it. The illusion includes sound and
- smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond short range
- of the illusion, it vanishes. Action to create.
-
- Illusory Evasion (5 Intellect points): When you would be hit by an attack, you teleport an immediate distance away,
- leaving behind an illusory copy of yourself to be struck by that attack instead of you. This destroys the illusion but
--leaves you unharmed by the attack. If the attack affects an area and the teleportation can’t get you out of that area,
-+leaves you unharmed by the attack. If the attack affects an area and the teleportation can't get you out of that area,
- the attack still affects you normally. Enabler.
-
- Illusory Selves (4 Intellect points): You create four holographic duplicates of yourself within short range. The
--duplicates last for one minute. You mentally direct their actions, and the duplicates aren’t mirror images—each one can
-+duplicates last for one minute. You mentally direct their actions, and the duplicates aren't mirror images—each one can
- do different things. If struck violently, they either disappear permanently or freeze motionless (your choice). Action
- to create.
-
- Immovable: You gain +3 to your Might Pool. You can attempt a Might task to avoid being knocked down, pushed back, or
--moved against your will even if the effect attempting to move you doesn’t allow it. If you apply Effort to this task,
-+moved against your will even if the effect attempting to move you doesn't allow it. If you apply Effort to this task,
- you can apply two free levels of Effort. Enabler.
-
- Impart Ideal (3 Intellect points): After interacting for at least one minute with a creature who can hear and understand
- you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is
--different than a specific suggestion or command; an ideal is an overarching value such as “All life is sacred,” “My
--political party is the best,” “Children should be seen, not heard,” and so on. An ideal influences a creature’s behavior
--but doesn’t control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The
-+different than a specific suggestion or command; an ideal is an overarching value such as "All life is sacred," "My
-+political party is the best," "Children should be seen, not heard," and so on. An ideal influences a creature's behavior
-+but doesn't control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The
- ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses. Action.
-
- Impart Understanding: Your Learning the Path ability works more effectively, allowing you to ease a task by two steps or
--to provide two assets to a friend’s task, instead of easing normally. Enabler.
-+to provide two assets to a friend's task, instead of easing normally. Enabler.
-
- Impersonate (2 Intellect points): For one hour, you alter your voice, posture, and mannerisms, whip together a disguise,
- and gain an asset on an attempt to impersonate someone else, whether it is a specific individual (Bob the cop) or a
-@@ -12830,7 +12830,7 @@
- remains where it is. Action.
-
- Impossible Walk (5+ Speed points): You can walk (or crawl or run) on steep inclines and horizontal surfaces (such as
--walls and cliffs) for the next minute as if they were flat ground. When using this ability, “down” for you is either the
-+walls and cliffs) for the next minute as if they were flat ground. When using this ability, "down" for you is either the
- surface you are walking on or the normal orientation of gravity (your choice). If you apply one level of Effort, you can
- also walk on the ceiling or on a liquid or semi-liquid surface such as water, mud, quicksand, or even lava (although
- touching a dangerous surface like lava still harms you). If you apply two levels of Effort, you can also walk on air as
-@@ -12844,7 +12844,7 @@
- However, you can still release energy only 1 point at a time. Enabler.
-
- Improved Apportation (6 Intellect points): You call a creature of up to level 3, which appears next to you. You can
--choose a creature that you’ve previously encountered, or (no more than once per day) you can allow the GM to determine
-+choose a creature that you've previously encountered, or (no more than once per day) you can allow the GM to determine
- the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5.
- The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a
- creature of its type should possess. The creature is receptive to communication and helping you (unless shown that it
-@@ -12857,14 +12857,14 @@
- Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature,
- it has a target number of 12 and 12 health, and it inflicts 4 points of damage (though in most cases, instead of
- attacking, it provides an asset to your attacks). You can gain this ability once per tier. Each additional time you
--select it, it increases your companion or follower’s level by 1. Enabler.
-+select it, it increases your companion or follower's level by 1. Enabler.
-
- Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
- Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
- that power (instead of a low-tier ability). Enabler.
-
- When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
--ability categories. It doesn’t matter if a type or focus makes it available at a lower or higher tier.
-+ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
-
- Improved Designation: When you use Designation, you can designate one additional creature to be innocent or guilty,
- which means up to two creatures at a time may be innocent, or two guilty, or one innocent and one guilty. Enabler.
-@@ -12872,12 +12872,12 @@
- Improved Edge: Choose one of your Edge stats that is 0. It increases to 1. Enabler.
-
- Improved Gravity Cleave (9 Intellect points): You can harm a group of targets within long range by rapidly increasing
--gravity’s pull on one portion of each target and decreasing it on another, inflicting 6 points of damage. The targets
-+gravity's pull on one portion of each target and decreasing it on another, inflicting 6 points of damage. The targets
- must be within immediate range of each other. Action.
-
- Improved Machine Companion: The machine from your Machine Companion ability improves, becoming a level 5 creature with
- the ability either to fly a long distance each round (and carry you) for up to ten minutes at a time, or to carry an
--extra cypher for you that doesn’t count against your cypher limit. Enabler.
-+extra cypher for you that doesn't count against your cypher limit. Enabler.
-
- Improved Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
- additional points of damage. Enabler.
-@@ -12910,13 +12910,13 @@
- dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
- the character just loses the inability penalty.)
-
--In Harm’s Way (3 Intellect points): When you put your friends before yourself as your action, you ease all defense tasks
-+In Harm's Way (3 Intellect points): When you put your friends before yourself as your action, you ease all defense tasks
- for all characters you choose that are adjacent to you. This lasts until the end of your next turn. If one of your
- friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
--but only if you’re not already impaired or debilitated. Enabler.
-+but only if you're not already impaired or debilitated. Enabler.
-
- Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
--Intellect Edge increase by 1. When you make a recovery roll on a starcraft you’re familiar with, you recover 5
-+Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
- additional points. Enabler.
-
- Increased Effects: You treat rolls of natural 19 as rolls of natural 20 for either Might actions or Speed actions (your
-@@ -12938,9 +12938,9 @@
-
- Cure one person with an incurable disease or condition.
-
--Create a weapon designed to hurt something that can’t otherwise be hurt.
-+Create a weapon designed to hurt something that can't otherwise be hurt.
-
--Create a defense designed to protect against something that can’t otherwise be stopped.
-+Create a defense designed to protect against something that can't otherwise be stopped.
-
- Action to initiate; a full day of work to complete.
-
-@@ -12956,9 +12956,9 @@
- task with a difficulty of 4. Enabler.
-
- Infer Thoughts (4 Intellect points): If you interact with or study a target for at least a round, you can attempt to
--read its surface thoughts, even if the subject doesn’t want you to. You must be able to see the target. Once you have
--gained a sense of what it’s thinking—through its body language, its speech, and what it does and doesn’t say—you can
--continue to infer the target’s surface thoughts for up to one minute as long as you can still see and hear the target.
-+read its surface thoughts, even if the subject doesn't want you to. You must be able to see the target. Once you have
-+gained a sense of what it's thinking—through its body language, its speech, and what it does and doesn't say—you can
-+continue to infer the target's surface thoughts for up to one minute as long as you can still see and hear the target.
- Action to prepare; action to initiate.
-
- Inferno Trail (6 Intellect points): For the next minute, you leave a trail of flame in your wake. The trail matches your
-@@ -12978,7 +12978,7 @@
- if they are within a mile of you, one or more machines will probably provide the answer. Action.
-
- Informer: You gain an informer within an allied community. They act as your secret (or known) informer. If something of
--note happens in your informer’s location, they will use whatever means they have available to tell you about it.
-+note happens in your informer's location, they will use whatever means they have available to tell you about it.
- Enabler.
-
- Infuse Spirit: When you kill a creature or destroy a spirit with an attack, if you choose, its spirit (if unprotected)
-@@ -12992,14 +12992,14 @@
- and so on as normal (breathing is not an issue). If the crystal is destroyed or takes major damage while you are within
- it, you immediately exit, cannot act for three rounds, and move two steps down the damage track. Action to enter and
- exit. (A character should specify where they place the crystal for the Inhabit Crystal ability before using it, even if
--it’s just on the ground at their feet.)
-+it's just on the ground at their feet.)
-
- Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
- you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
- instead of your Intellect Edge, as appropriate). Enabler
-
--Inner Defense: Life’s trials have toughened you and made you hard to read. You are trained in any task to resist another
--creature’s attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture,
-+Inner Defense: Life's trials have toughened you and made you hard to read. You are trained in any task to resist another
-+creature's attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture,
- telepathic intrusion, and mind control. Enabler.
-
- Innovator: You can modify any artifact to give it different or better abilities as if that artifact were one level lower
-@@ -13007,12 +13007,12 @@
-
- Insect Eruption (6 Intellect points): You call a swarm of insects in a place where it is possible for insects to appear.
- They remain for one minute, and during this time, they do as you command while they are within long range. They can
--swarm about and hinder any or all creatures’ tasks, or you can focus the swarm and attack all targets within immediate
-+swarm about and hinder any or all creatures' tasks, or you can focus the swarm and attack all targets within immediate
- range of each other (all within long range of you). The attacking swarm inflicts 2 points of damage per round. You can
- also command the swarm to move heavy objects through collective effort, eat through wooden walls, and perform other
- actions suitable for a supernatural swarm. Action to initiate.
-
--Insight: You are trained in tasks to discern others’ motives and to ascertain their general nature. You have a knack for
-+Insight: You are trained in tasks to discern others' motives and to ascertain their general nature. You have a knack for
- sensing whether or not someone is truly innocent. Enabler.
-
- Inspiration (6 Intellect points): You speak words of encouragement and inspiration. All allies within short range who
-@@ -13021,7 +13021,7 @@
-
- Inspire Action (4 Intellect points): If one ally can see and easily understand you, you can instruct that ally to take
- an action. If the ally chooses to take that exact action, they can do so as an additional action immediately. Doing so
--doesn’t interfere with the ally taking a normal action on their turn. Action.
-+doesn't interfere with the ally taking a normal action on their turn. Action.
-
- Inspire Aggression (2 Intellect points): Your words twist the mind of a character within short range who is able to
- understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack
-@@ -13029,7 +13029,7 @@
-
- Inspire Coordinated Actions (9 Intellect points): If your allies can see and easily understand you, you can instruct
- each of them to take one specific action (the same action for all of them). If any of them choose to take that exact
--action, they can do so as an additional action immediately. This doesn’t interfere with them taking their normal actions
-+action, they can do so as an additional action immediately. This doesn't interfere with them taking their normal actions
- on their turns. Action.
-
- Inspire the Innocent (3 Intellect points): You speak words of encouragement and inspiration to everyone within immediate
-@@ -13039,8 +13039,8 @@
-
- Inspiring Ease: Through stories, songs, art, or other forms of entertainment, you inspire your friends. After spending
- 24 hours with you, once per day each of your friends can ease a task. This benefit is ongoing while you remain in the
--friend’s company. It ends if you leave, but it resumes if you return to the friend’s company within 24 hours. If you
--leave the friend’s company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit.
-+friend's company. It ends if you leave, but it resumes if you return to the friend's company within 24 hours. If you
-+leave the friend's company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit.
- Enabler.
-
- Inspiring Success (6 Intellect points): When you succeed on a roll to perform a task related to the stat that you choose
-@@ -13112,7 +13112,7 @@
-
- Jump Attack (5+ Might points): You attempt a difficulty 4 Might roll to jump high into the air as part of your melee
- attack action. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the
--foe prone. If you fail at the jump, you still make your normal attack roll, but you don’t inflict the extra damage or
-+foe prone. If you fail at the jump, you still make your normal attack roll, but you don't inflict the extra damage or
- knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to
- enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack. Action.
-
-@@ -13126,8 +13126,8 @@
- of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the
- materials eases or hinders it as well. Generally, the object can be no larger than something you can hold in one hand,
- and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you
--spend at least ten minutes on the task, you can create an item of level 5 or lower. You can’t change the nature of the
--materials involved. For example, you can’t take iron rods and make a pile of gold coins or a wicker basket. Action.
-+spend at least ten minutes on the task, you can create an item of level 5 or lower. You can't change the nature of the
-+materials involved. For example, you can't take iron rods and make a pile of gold coins or a wicker basket. Action.
-
- Just a Bit Mad: You are trained in Intellect defense tasks. Enabler.
-
-@@ -13153,8 +13153,8 @@
- difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is
- level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible. Action.
-
--Knowledge of the Law: You’re trained in the law of the land. If you don’t know the answer to a question of law, you know
--where and how to research it (a university’s law library is a good place to start, but you’ve also got online sources).
-+Knowledge of the Law: You're trained in the law of the land. If you don't know the answer to a question of law, you know
-+where and how to research it (a university's law library is a good place to start, but you've also got online sources).
- Enabler.
-
- Knowledge Is Power: Choose two noncombat skills in which you are not trained. You are trained in those skills. Enabler.
-@@ -13176,13 +13176,13 @@
- one), as opposed to conducting the analysis with your field science kit. Action to initiate, 2d20 minutes to complete.
-
- Late Inspiration (3 Intellect points): You retry a task you failed within the past one minute, using the same difficulty
--and modifiers, except this time you have an asset on the task. If this retry fails, you can’t use this ability to retry
-+and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
- it again. Enabler.
-
- Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
- care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
--This benefit is ongoing while you remain in your allies’ company. It ends if you leave, but it resumes if you return to
--the allies’ company within 24 hours. If you leave the allies’ company for more than 24 hours, you must spend another 24
-+This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
-+the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24
- hours together to reactivate the benefit. Enabler.
-
- Lead From the Front: You gain 3 new points to divide among your stat Pools however you wish. Enabler.
-@@ -13200,7 +13200,7 @@
- Legerdemain (1 Speed point): You can perform small but seemingly impossible tricks. For example, you can make a small
- object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone
- believe that they have something in their possession that they do not have (or vice versa). You can switch similar
--objects right in front of someone’s eyes. Action.
-+objects right in front of someone's eyes. Action.
-
- Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
- transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
-@@ -13213,14 +13213,14 @@
-
- A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
- of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
--change, and the character wouldn’t gain any of the creature’s magical abilities.
-+change, and the character wouldn't gain any of the creature's magical abilities.
-
- Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
- this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with
- that attack, you inflict an additional 5 points of damage. Enabler.
-
- Lethal Ploy (5+ Intellect points): Long experience has revealed to you that subterfuge is your friend in desperate
--situations. You push, attack, or distract the target in some seemingly inconsequential way that leads to the target’s
-+situations. You push, attack, or distract the target in some seemingly inconsequential way that leads to the target's
- death. The target must be level 2 or lower. In addition to the normal options for using Effort, you can choose to use
- Effort to increase the maximum level of the target by 1. Thus, to kill a level 5 target (three levels above the normal
- limit), you must apply three levels of Effort. Action.
-@@ -13247,7 +13247,7 @@
- during that duration, you can concentrate to see, hear, and smell what that creature is experiencing, instead of using
- your own senses. If you or the creature move out of long range, the connection is broken. Action to initiate.
-
--Living Armor (4 Intellect points): If you’re in a location where it’s possible for your creatures from Influence Swarm
-+Living Armor (4 Intellect points): If you're in a location where it's possible for your creatures from Influence Swarm
- to come, you call a swarm around you for one hour. They crawl over your body or fly around you in a cloud. During this
- time, your Speed defense tasks are eased, and you gain +1 to Armor. Action to initiate.
-
-@@ -13260,12 +13260,12 @@
- you depart. Action.
-
- Living Off the Land: Given an hour or so, you can always find edible food and potable water in the wilderness. You can
--even find enough for a small group of people, if need be. Further, since you’re so hardy and have gained resistance over
-+even find enough for a small group of people, if need be. Further, since you're so hardy and have gained resistance over
- time, you are trained in resisting the effects of natural poisons (such as those from plants or living creatures).
--You’re also immune to natural diseases. Enabler.
-+You're also immune to natural diseases. Enabler.
-
- Living Wall (3 Might points): You specify a confined area—such as an open doorway, a hallway, or a space between two
--trees—where you stand. For the next ten minutes, if anyone attempts to enter or pass through that area and you don’t
-+trees—where you stand. For the next ten minutes, if anyone attempts to enter or pass through that area and you don't
- wish it, you make an automatic attack against them. If you hit, not only do you inflict damage, but they must also stop
- their movement. Enabler.
-
-@@ -13292,12 +13292,12 @@
- machine. Action.
-
- Machine Companion: You create a level 3 animate, intelligent machine that accompanies you and acts as you direct. As a
--level 3 machine companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it’s
-+level 3 machine companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it's
- destroyed, it takes you one month to create a new one. Enabler.
-
- Machine Efficiency (3 Intellect points): You can make a blaster shoot farther, coax more speed from a skycycle, improve
- the clarity of a camera, jury-rig a light to be brighter, speed up a network connection, and so on. You increase an
--object’s level by 2 for one minute, or you treat the object as an asset that eases an associated task by two steps for
-+object's level by 2 for one minute, or you treat the object as an asset that eases an associated task by two steps for
- one minute (your choice). Action to initiate.
-
- Machine Enhancement: Any time you use Effort on an Intellect action, add one of the following enhancements to the action
-@@ -13316,8 +13316,8 @@
- activation of technological devices that you touch. Enabler.
-
- Machine Telepathy (3 Intellect points): You can read the surface thoughts of a machine within short range, even if the
--machine doesn’t want you to. You must be able to see the machine. Once you have established contact, you can read the
--target’s thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have
-+machine doesn't want you to. You must be able to see the machine. Once you have established contact, you can read the
-+target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have
- the Mind Reading ability, when you apply Effort to Machine Telepathy, you gain a free level of Effort. Action to
- initiate.
-
-@@ -13350,7 +13350,7 @@
-
- Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must
- fit within a
--100-foot (30 m) cube. The images can move, but they can’t leave the area defined by the cube. The illusion includes
-+100-foot (30 m) cube. The images can move, but they can't leave the area defined by the cube. The illusion includes
- sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond
- immediate range of the cube, the illusion vanishes. Action to create.
-
-@@ -13370,7 +13370,7 @@
-
- Master Cypher Use: You can bear five cyphers at a time. Enabler.
-
--Master Entertainer: Your Inspiring Ease ability works more effectively, easing your friends’ tasks by two steps rather
-+Master Entertainer: Your Inspiring Ease ability works more effectively, easing your friends' tasks by two steps rather
- than one step. Enabler.
-
- Master Identifier: You are trained in identifying the function of any kind of device. Enabler.
-@@ -13396,8 +13396,8 @@
-
- *Drone (3 Intellect points).* A level 4 drone no larger than 1 foot (30 cm) on a side launches from your armor for one
- hour, flying up to a long distance each round. The drone accompanies you and follows your instructions. It has
--manipulators, allowing it to attempt to accomplish physical tasks. You’ll probably make rolls for your drone when it
--takes actions. A drone in combat usually doesn’t make separate attacks but helps with yours. On your action, if the
-+manipulators, allowing it to attempt to accomplish physical tasks. You'll probably make rolls for your drone when it
-+takes actions. A drone in combat usually doesn't make separate attacks but helps with yours. On your action, if the
- drone is next to you, it serves as an asset for one attack you make on your turn. If the drone is destroyed, you must
- spend another 2 XP to rebuild it or choose another Masterful Armor Modification. Action to initiate.
-
-@@ -13411,7 +13411,7 @@
-
- Mastery With Attacks: Choose one type of attack in which you are trained: light bashing, light bladed, light ranged,
- medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in
--attacks using that type of weapon. Enabler. (If you aren’t trained in an attack, select Skill With Attacks to become
-+attacks using that type of weapon. Enabler. (If you aren't trained in an attack, select Skill With Attacks to become
- trained in that attack.)
-
- Mastery With Defense: Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You are
-@@ -13427,20 +13427,20 @@
-
- Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
- example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
--only one maximized subtle cypher at a time. You can’t use this ability again until after you’ve taken a ten-hour
-+only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
- recovery action. Enabler.
-
--Mechanical Telepathy (3 Intellect points): By touching a thinking machine, you gain access to its surface “thoughts.”
-+Mechanical Telepathy (3 Intellect points): By touching a thinking machine, you gain access to its surface "thoughts."
- Action.
-
- Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
- you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
--teleport to a location you can’t see, or bring other people with you. Each additional long distance costs one level of
-+teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
- Effort. Teleporting to
-
--a destination you can’t see costs one level of Effort. Each additional one or two targets brought with you costs one
-+a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
- level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional long distance away to a location you can’t see with two passengers costs a total of three levels of
-+an additional long distance away to a location you can't see with two passengers costs a total of three levels of
- Effort. Action.
-
- If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-@@ -13449,14 +13449,14 @@
- Memory Becomes Action (4+ Intellect points): You can duplicate a one-action character ability, performing it as if it
- were natural for you. You must have seen the ability used within the past week, it must be third tier or lower, and it
- must be an ability with a point cost. In addition to the point cost of Memory Becomes Action, you must pay the Might,
--Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend’s Lunge attack (which
--normally costs 2 Might points), you’d pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use
-+Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend's Lunge attack (which
-+normally costs 2 Might points), you'd pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use
- Lunge. In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw
- longer than one week ago; each level of Effort used in this way extends the time period by one week.
-
- Enabler.
-
--Mental Link (1+ Intellect point): You open a pathway to another creature’s mind via a light touch, which allows you to
-+Mental Link (1+ Intellect point): You open a pathway to another creature's mind via a light touch, which allows you to
- transmit thoughts and images to each other. The mental link remains regardless of distance and lasts for one hour. In
- addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for
- each level of Effort applied. Action to initiate.
-@@ -13478,17 +13478,17 @@
- that you can travel by 1 mile (1.5 km).
-
- Your physical body is helpless until this effect ends. You cannot use your physical senses to perceive anything. For
--example, your body could sustain a significant injury, and you wouldn’t know it. Your body cannot take Intellect damage,
-+example, your body could sustain a significant injury, and you wouldn't know it. Your body cannot take Intellect damage,
- so if your body takes enough damage to reduce both your Might Pool and your Speed Pool to 0, your mind snaps back to
- your body, and you are stunned until the end of the next round as you try to reorient yourself to your predicament.
- Action to initiate.
-
--(Mentally projecting characters may attract psychic entities and predators that PCs normally don’t have to deal with,
-+(Mentally projecting characters may attract psychic entities and predators that PCs normally don't have to deal with,
- run into weather psychic phenomena that risks severing their connection, and possibly even become lost on a different
- metaphysical plane.)
-
- Mentally Tough: Staring into the naked weave of hyperspace, warped space, or a similar effect related to
--faster-than-light travel is hard on the mind, but you’ve developed resistance. You’re trained in Intellect defense
-+faster-than-light travel is hard on the mind, but you've developed resistance. You're trained in Intellect defense
- tasks. Enabler.
-
- Meticulous Planner: If you spend a long time planning an action, you gain an asset on performing it. The time to study
-@@ -13512,7 +13512,7 @@
- case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the
- maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three
- levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must
--apply three levels of Effort. When the duration ends, the creature doesn’t remember being controlled or anything it did
-+apply three levels of Effort. When the duration ends, the creature doesn't remember being controlled or anything it did
- while under your command. Action to initiate.
-
- Mind for Might: When performing a task that would normally require spending points from your Intellect Pool, you can
-@@ -13527,9 +13527,9 @@
- brief answer. Action.
-
- Mind Reading (2 Intellect points): You can read the surface thoughts of a creature within short range, even if the
--target doesn’t want you to. You must be able to see your target. Once you have established contact, you can read the
--target’s thoughts for up to one minute. If you also have the Mind Reading special ability from another source, you can
--use this ability at long range, and you don’t need to be able to see the target (but you do have to know that the target
-+target doesn't want you to. You must be able to see your target. Once you have established contact, you can read the
-+target's thoughts for up to one minute. If you also have the Mind Reading special ability from another source, you can
-+use this ability at long range, and you don't need to be able to see the target (but you do have to know that the target
- is within range). Action to initiate.
-
- Mind Surge: In addition to your normal recovery rolls each day, you can—at any time between ten-hour rests—recover 1d6 +
-@@ -13537,10 +13537,10 @@
-
- Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image
- must fit within a 10-foot (3 m)
--cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can’t leave the
-+cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can't leave the
- area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change
- the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again
--(though doing so doesn’t cost additional Intellect points). If you move beyond immediate range of the cube, the illusion
-+(though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the illusion
- vanishes. Action to create; action to modify.
-
- Minor Wish: At your request, the magic ally from your Bound Magic Creature ability can use its action to cast a minor
-@@ -13554,22 +13554,22 @@
-
- *Light of Truth.* Whenever you attempt to discern falsehood during the next hour, the task is eased by two steps.
-
--*Touch of Grace.* With the magic ally’s touch, you add 3 points to any stat Pool. If you are not damaged, you add the
--points to your chosen Pool’s maximum. They remain until you spend them, you lose them to damage, or an hour passes.
-+*Touch of Grace.* With the magic ally's touch, you add 3 points to any stat Pool. If you are not damaged, you add the
-+points to your chosen Pool's maximum. They remain until you spend them, you lose them to damage, or an hour passes.
-
- Miraculous Health: When you would descend a step on the damage track, you can attempt a Might task to resist, with a
--difficulty equal to the level of the foe or effect that harmed you. If successful, you don’t descend the step and you
--regain 1 point in any Pool that is bereft of points. You can’t use this ability again until after your next ten-hour
-+difficulty equal to the level of the foe or effect that harmed you. If successful, you don't descend the step and you
-+regain 1 point in any Pool that is bereft of points. You can't use this ability again until after your next ten-hour
- rest. Enabler.
-
- Misdirect (3 Speed points): When an opponent misses you, you can redirect their attack to another target (a creature or
--object) of your choosing that’s within immediate range of you. Make an unmodified attack roll against the new target (do
--not use any of your or the opponent’s modifiers to the attack roll, but you can apply Effort for accuracy). If the
--attack hits, the target takes damage from your opponent’s attack. Enabler.
-+object) of your choosing that's within immediate range of you. Make an unmodified attack roll against the new target (do
-+not use any of your or the opponent's modifiers to the attack roll, but you can apply Effort for accuracy). If the
-+attack hits, the target takes damage from your opponent's attack. Enabler.
-
- Misdirect Blame (2+ Intellect points): Using your clever words and knowledge of others, you can attempt to alter the
- narrative so that a target of up to level 3 within short range becomes uncertain of its conviction in one simple area,
--such as their conviction that you just stole a fruit from their stand or their belief that they’ve never met you before.
-+such as their conviction that you just stole a fruit from their stand or their belief that they've never met you before.
- This effect usually lasts only for the period of time you spend speaking, and perhaps up to a minute longer, before the
- target realizes its error. In addition to the normal options for using Effort, you can choose to use Effort to increase
- the target level that can be affected. Afterward, all your tasks to persuade or otherwise socially interact with the
-@@ -13582,7 +13582,7 @@
-
- Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along
- narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty
--0). You can’t use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
-+0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
-
- Moderate Wish: At your request, the magic ally from your Bound Magic Creature ability can spend its action casting a
- moderate spell on you. Afterward, it must retreat to its bound object to rest for at least one hour. The effects it can
-@@ -13593,8 +13593,8 @@
- *Golden Fury.* A golden light blazes in your eyes. For the next three minutes, if you attack a target, you inflict 5
- additional points of damage.
-
--*Improved Touch of Grace.* With the magic ally’s touch, you add 6 points to any stat Pool. If you are not damaged, you
--add the points to your chosen Pool’s maximum. They remain until you spend them, you lose them to damage, or an hour
-+*Improved Touch of Grace.* With the magic ally's touch, you add 6 points to any stat Pool. If you are not damaged, you
-+add the points to your chosen Pool's maximum. They remain until you spend them, you lose them to damage, or an hour
- passes.
-
- *Invisible.* With a touch, the magic ally bends light that falls on you, so you seem to disappear. You are invisible to
-@@ -13605,11 +13605,11 @@
-
- Modify Artifact Power (6 Intellect points): You permanently add +1 to the level of an artifact of up to level 5. The
- difficulty of this task is equal to the modified higher level of the artifact. If the task is failed, the artifact makes
--a depletion roll and is not advanced in level. Once modified, the artifact can’t be similarly boosted again. Action.
-+a depletion roll and is not advanced in level. Once modified, the artifact can't be similarly boosted again. Action.
-
- Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
- the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
--before (but not necessarily one you’ve ever built). The new cypher is a temperamental cypher, like those created with
-+before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
- Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
- of the original cyphers are temperamental cyphers. Action.
-
-@@ -13618,7 +13618,7 @@
- science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 3 Intellect-based task. When
- complete, using the device eases all tasks performed in conjunction with the device, until the device inevitably breaks.
- For example, you could overclock a computer so research tasks using it are easier, modify an espresso maker so that each
--cup of coffee made with it is better, modify a car’s engine so that it goes faster (or modify its steering so it handles
-+cup of coffee made with it is better, modify a car's engine so that it goes faster (or modify its steering so it handles
- better), and so on. Each use of the modified device requires a depletion roll of 1–5 on a d20. Action to initiate, one
- hour to complete.
-
-@@ -13641,9 +13641,9 @@
- and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
- for the next day. Action to change; action to revert.
-
--Mount: A level 3 creature serves you as a mount and follows your instructions. While you’re mounted on it, the creature
-+Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature
- can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the
--details of the creature, and you’ll probably make rolls for it when it takes noncombat actions. The mount acts on your
-+details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your
- turn. If your mount dies, you can hunt in the wild for 3d6 days to find a new one. Enabler.
-
- Move Metal (1 Intellect point): You can exert force on metal objects within short range for one round. Once activated,
-@@ -13651,7 +13651,7 @@
- of a fit, capable, adult human), and you can use it to move metal objects, push against metal objects, and so on. For
- example, in your round, you could lift and pull a light metal object anywhere within range to yourself or move a heavy
- object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move
--objects with much speed, so in most situations, it’s not a means of attack. You can’t use this ability on your own body.
-+objects with much speed, so in most situations, it's not a means of attack. You can't use this ability on your own body.
- The power lasts for one hour or until its Might Pool is depleted, whichever comes first. Action.
-
- Move Mountains (9 Intellect points): You exert a tremendous amount of physical force within 250 feet (75 m) of you. You
-@@ -13663,14 +13663,14 @@
- Moving Like Water (3 Speed points): You spin and move so that your defense and attacks are aided by your fluid motion.
- For one minute, all your attacks and Speed defense tasks gain an asset. Enabler.
-
--Multiple Copying: When you use Copy Power, you can copy two of the creature’s abilities at the same time. In addition to
-+Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
- the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
- level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
- levels, and so on). Enabler.
-
- Multiple Quarry (6 Intellect points): This ability functions like the Quarry ability except that you can select up to
- three creatures as quarry. You must be able to see all three creatures when you initiate this ability. If you have
--Hunter’s Drive, it applies to all three creatures. Action to initiate.
-+Hunter's Drive, it applies to all three creatures. Action to initiate.
-
- Multiple Skills: You are trained in three skills of your choice in which you are not already trained. You can select
- this ability multiple times. Each time you select it, you must choose three different skills. Enabler.
-@@ -13680,7 +13680,7 @@
-
- Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
- time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
--can make yourself invisible and don’t count toward the limit of five invisible targets). Anything invisible has an asset
-+can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
- on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
- clearly.
-
-@@ -13700,7 +13700,7 @@
-
- Abilities—N
-
--Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person’s secrets,
-+Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets,
- or intimidating others. Enabler.
-
- Natural Crafter: All commonplace objects or structures you craft are effectively one level higher than an average
-@@ -13715,7 +13715,7 @@
- each additional Intellect point you spend when you activate the ability. Action to animate.
-
- Negate Danger (7 Intellect points): You permanently negate a source of potential danger related to one creature or
--object within immediate distance. This could be a weapon or device held by someone, a creature’s natural ability, or a
-+object within immediate distance. This could be a weapon or device held by someone, a creature's natural ability, or a
- trap triggered by a pressure plate. Action.
-
- Negotiate (3 Intellect points): In any gathering where two or more people are trying to establish the truth or come to a
-@@ -13725,7 +13725,7 @@
-
- Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
- Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
--failed roll, feedback or perhaps some defense from the network you’re accessing inflicts 4 points of Intellect damage on
-+failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
- you (ignores Armor). Action. (Generally, knowledge that you could find by looking somewhere other than your current
- location is level 1, while obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible.)
-
-@@ -13737,15 +13737,15 @@
- it on your foes. The nightmare (level 5) persists each round while you use your action concentrating on it (or until you
- disperse it or it is destroyed). It has one of the following abilities, which you choose when you call it.
-
--*Confusion.* Instead of making a normal attack, the nightmare’s attack confuses the target for one round. On its next
-+*Confusion.* Instead of making a normal attack, the nightmare's attack confuses the target for one round. On its next
- action, the target attacks an ally.
-
--*Horrify.* Instead of making a normal attack, the nightmare’s attack horrifies the target, which drops to its knees (or
-+*Horrify.* Instead of making a normal attack, the nightmare's attack horrifies the target, which drops to its knees (or
- similar appendages). The target takes 3 points of damage that ignore Armor and is dazed for one round, during which time
- all its tasks are hindered.
-
--*Pustule Eruption.* Instead of making a normal attack, the nightmare’s attack causes rancid, painful pustules to rise
--all over the target’s skin for one minute. If the target takes a forceful action (such as attacking another creature or
-+*Pustule Eruption.* Instead of making a normal attack, the nightmare's attack causes rancid, painful pustules to rise
-+all over the target's skin for one minute. If the target takes a forceful action (such as attacking another creature or
- moving farther than an immediate distance), the pustules burst, dealing 5 points of damage that ignore Armor.
-
- Action to initiate, action each round to concentrate.
-@@ -13758,13 +13758,13 @@
- a light weapon. Enabler.
-
- No One Knows Better: You are trained in two of the following skills: persuasion, deception, intimidation, research,
--knowledge in one area, or seeing through deception. If you choose a skill in which you’re already trained, you become
-+knowledge in one area, or seeing through deception. If you choose a skill in which you're already trained, you become
- specialized in that skill instead. Enabler.
-
--Noble’s Courage (3+ Intellect points): Your noble lineage teaches that courage is necessary to do things that are
-+Noble's Courage (3+ Intellect points): Your noble lineage teaches that courage is necessary to do things that are
- difficult, tedious, or dangerous. When your mind would be negatively affected by an effect of up to level 4, whether
- something as overt as a psychic command or illness or something as subtle as fear or even boredom, your courage
--neutralizes the effect for up to a minute or, if you’re actively being attacked, until the next attack. For each level
-+neutralizes the effect for up to a minute or, if you're actively being attacked, until the next attack. For each level
- of Effort applied, you can increase the level of the effect you can neutralize by 1. Enabler.
-
- Not Dead Yet: When you would normally be dead, you instead fall unconscious for one round and then awaken. You
-@@ -13822,17 +13822,17 @@
- perception. While you have this asset and you are conscious and able to take actions, other characters gain no benefit
- from surprising you. The effect lasts for one hour. Action.
-
--Opening Statement: You’re trained in tasks related to persuasion, deception, and detecting the falsehoods of others.
-+Opening Statement: You're trained in tasks related to persuasion, deception, and detecting the falsehoods of others.
- Enabler.
-
- Opportunist: You have an asset on any attack roll you make against a creature that has already been attacked at some
- point during the round and is within immediate range. Enabler.
-
--Oratory (4 Intellect points): When speaking with a group of intelligent creatures that can understand you and aren’t
-+Oratory (4 Intellect points): When speaking with a group of intelligent creatures that can understand you and aren't
- hostile, you convince them to take one reasonable action in the next round. A reasonable action should not put the
- creatures or their allies in obvious danger or be wildly out of character. Action.
-
--Out of Harm’s Way: No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more
-+Out of Harm's Way: No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more
- than half the battle. You are trained in Speed defense tasks. Enabler.
-
- Outlast the Foe: If you have been in combat for five full rounds, you have an asset for all tasks in the remainder of
-@@ -13845,7 +13845,7 @@
-
- Outside Reality (6+ Intellect points): You exist outside of everything until the start of your next turn. To you, a few
- seconds pass while you are alone in a cool void. To everyone else, you seem to vanish for a few seconds and reappear in
--the same place. While in this unreal state, you can use abilities or objects on yourself, but you can’t perceive,
-+the same place. While in this unreal state, you can use abilities or objects on yourself, but you can't perceive,
- interact with, or affect the rest of the world, and vice versa. Time-based effects already on you (like a poison that
- inflicts damage every round) are paused while you exist outside reality, but when this ability ends they resume as if no
- time had passed. In addition to the normal options for using Effort, you can choose to use Effort to increase the
-@@ -13892,7 +13892,7 @@
-
- Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
-
--Pay It Forward (3 Intellect points): You can pass on what you’ve learned. When you give another character a suggestion
-+Pay It Forward (3 Intellect points): You can pass on what you've learned. When you give another character a suggestion
- involving their next action that is not an attack, their action is eased for one minute. Action.
-
- Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change
-@@ -13902,14 +13902,14 @@
-
- Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration
- to an outfit (such as putting on or taking off a hat, reversing a cloak, and so on). For the next hour (or as long as
--you keep up the alteration), even creatures that know you well don’t recognize you. All tasks related to hiding your
-+you keep up the alteration), even creatures that know you well don't recognize you. All tasks related to hiding your
- true identity during this period gain one free level of Effort. Action to initiate.
-
- Perks of Stardom: You are adept at claiming the rewards that fame can generate. When you are recognized, you can be
--seated at any restaurant, be let into any government building, be invited to any show or sports event (even if they’re
-+seated at any restaurant, be let into any government building, be invited to any show or sports event (even if they're
- sold out), get a seat at a private function of any sort, or get into any club, no matter how exclusive. When dealing
--with someone who can’t or won’t immediately give in to your desire, you gain an asset on all tasks related to persuasion
--if that person recognizes you or is convinced that you’re a celebrity even if they don’t recognize you. Enabler.
-+with someone who can't or won't immediately give in to your desire, you gain an asset on all tasks related to persuasion
-+if that person recognizes you or is convinced that you're a celebrity even if they don't recognize you. Enabler.
-
- Permanent Illusion (9 Intellect points): An illusion (or portion of an illusion) that you create using Minor Illusion or
- related ability that fits within a 10-foot (3 m) cube becomes permanent.You can permanently end the illusion as an
-@@ -13923,15 +13923,15 @@
- damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack
- roll. Enabler.
-
--Phase Door (4 Intellect points): You can phase into a solid object’s surface and then phase out of any other solid
-+Phase Door (4 Intellect points): You can phase into a solid object's surface and then phase out of any other solid
- object within long range of the first, even if the two objects are not connected. There must be no intervening barriers
- between the two objects, and you must be aware of or able to see the destination object. Action.
-
- Phase Foe (6+ Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is
- an NPC or a creature of level 3 or lower, it becomes phased as if it had used the Ghost ability. However, unless it can
- figure out how to control its movement while being phased, which most creatures have no experience with, it begins to
--sink through solid matter. If it can’t control itself or end the effect, it might be gone for good because when it
--becomes solid again after ten minutes, it’s probably deep in the earth. For each additional level of Effort you apply,
-+sink through solid matter. If it can't control itself or end the effect, it might be gone for good because when it
-+becomes solid again after ten minutes, it's probably deep in the earth. For each additional level of Effort you apply,
- you can attempt to affect a target of one level higher. Action.
-
- Phase Sprint (1+ Speed points): You can run up to a long distance as long as you take no other actions. During your
-@@ -13940,18 +13940,18 @@
-
- Note that some of your other special abilities may enable specific actions that you can take while using Phase Sprint.
- For instance, when using Disrupting Touch, you can make one touch attack while moving (though this ends your movement).
--Action. (You don’t have to run in one long, straight line when using Phase Sprint, but can instead zig and zag, curve,
-+Action. (You don't have to run in one long, straight line when using Phase Sprint, but can instead zig and zag, curve,
- or even return to where you started.) (Other abilities can be used with Phase Sprint to unlock additional effects,
- including Disrupting Touch, Scratch Existence, Invisible Phasing, and Phase Detonation. These abilities are additive
- enablers, requiring the user to spend points for both abilities, and sometimes from two different Pools.)
-
--Phased Attack (3 Intellect points): The attack you make on this turn ignores your foe’s armor. The ability works for
-+Phased Attack (3 Intellect points): The attack you make on this turn ignores your foe's armor. The ability works for
- whatever kind of attack you use (melee, ranged, energy, and so on). Enabler.
-
- Phased Pocket (2+ Intellect points): You connect yourself for one hour to a small space that is out of phase and moves
- with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the
- space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The
--space is a part of you, so you can’t use it to carry more cyphers than your limit, a detonation cypher activated inside
-+space is a part of you, so you can't use it to carry more cyphers than your limit, a detonation cypher activated inside
- the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional
- Intellect points you spend, the pocket lasts an additional hour. Enabler.
-
-@@ -13960,7 +13960,7 @@
- you must choose two different skills. Enabler.
-
- Physically Gifted: Any time you spend points from your Might Pool or Speed Pool on an action for any reason, if you roll
--a 1 on the associated die, you reroll, always taking the second result (even if it’s another 1). Enabler.
-+a 1 on the associated die, you reroll, always taking the second result (even if it's another 1). Enabler.
-
- Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional
- point of damage if your weapon has a sharp point. Action.
-@@ -14009,9 +14009,9 @@
- Powerful Rhetoric (1 Intellect point): After engaging a creature in conversation for at least a minute, you can attempt
- to influence how that creature is perceived, promoting it as a friend, dismissing it as a fool, or denouncing it as an
- enemy. Your words are so well chosen that even you and it are affected, because your conviction and its doubt are
--paramount. The accuracy of your assessment isn’t important as long as you keep up the rhetoric. From then on (or until
--you change your rhetoric or the creature offers a convincing defense to those who’ve heard your label), the friend’s
--social interactions gain an asset, the fool’s social interactions are hindered, or the enemy’s defenses are hindered.
-+paramount. The accuracy of your assessment isn't important as long as you keep up the rhetoric. From then on (or until
-+you change your rhetoric or the creature offers a convincing defense to those who've heard your label), the friend's
-+social interactions gain an asset, the fool's social interactions are hindered, or the enemy's defenses are hindered.
- Action to initiate, one minute to complete.
-
- Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions
-@@ -14049,15 +14049,15 @@
- The next time you interact with it (possibly in the following round), a related task (such as persuading the creature,
- attacking it, or defending from its attack) is eased. Action.
-
--Predictive Model (2+ Intellect points): If you’ve used Predictive Equation on a creature, object, or location within the
-+Predictive Model (2+ Intellect points): If you've used Predictive Equation on a creature, object, or location within the
- last few days, you can learn one random fact about the subject that is pertinent to a topic you designate. If you also
- have the magic flavor ability Premonition, one use of either ability grants you two random but related facts about the
--subject. In addition, you can use Predictive Model on the same subject multiple times (even if you’ve learned a
--creature’s level), but each time you do, you must apply one additional level of Effort than on your previous use.
-+subject. In addition, you can use Predictive Model on the same subject multiple times (even if you've learned a
-+creature's level), but each time you do, you must apply one additional level of Effort than on your previous use.
- Action.
-
- Premonition (2 Intellect points): You learn one random fact about a creature or location that is pertinent to a topic
--you designate. Alternatively, you can choose to learn a creature’s level; however, if you do so, you cannot learn
-+you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
- anything else about it later with this ability. Action.
-
- Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
-@@ -14105,7 +14105,7 @@
- The creature you inhabit can use your Intellect Edge in place of their own. In addition, you and the creature have an
- asset on any task that involves perception.
-
--When you take an action, you use the creature’s body to perform that action if they allow it.
-+When you take an action, you use the creature's body to perform that action if they allow it.
-
- Action to initiate.
-
-@@ -14128,7 +14128,7 @@
- that can understand you, dealing 6 points of Intellect damage (ignores Armor) per round. The psychosis can be dispersed
- if a target uses an action doing nothing but calming and centering itself. Action to initiate.
-
--Pull a Fast One (3 Intellect points): When you’re running a con, picking a pocket, fooling or tricking a dupe, sneaking
-+Pull a Fast One (3 Intellect points): When you're running a con, picking a pocket, fooling or tricking a dupe, sneaking
- something by a guard, and so on, you gain an asset on the task. Enabler.
-
- Punish All the Guilty (3 Speed points): You can attack up to five foes within immediate range that you have designated
-@@ -14142,7 +14142,7 @@
-
- Push (2 Intellect points): You telekinetically push a creature or object an immediate distance in any direction you
- wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must
--be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this
-+be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this
- ability to pull a lever or close a door. Action.
-
- Push Off and Throw (3 Speed points): You can make precise, point-to-point jumps in microgravity, which means you can
-@@ -14168,7 +14168,7 @@
- First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an
- object that was owned by
- the creature, or touch the physical remains
--of the creature. For other spirits, you must know the spirit’s full name or have a great deal of an element (such as
-+of the creature. For other spirits, you must know the spirit's full name or have a great deal of an element (such as
- fire or earth) that the spirit is associated with.
-
- If the spirit responds, it can manifest as an insubstantial shade that answers for itself, it can inhabit an object or
-@@ -14176,7 +14176,7 @@
-
- The spirit may not wish to answer your questions, in which case you must persuade it to help. You can attempt to
- psychically wrestle the spirit into submission (an Intellect task), or you can try diplomacy, deception, or blackmail
--(“Answer me, or I’ll tell your children that you were a philanderer” or “I’ll destroy this relic that belonged to you”).
-+("Answer me, or I'll tell your children that you were a philanderer" or "I'll destroy this relic that belonged to you").
-
- The GM determines what the spirit might know, based on the knowledge it possessed in life.
-
-@@ -14185,7 +14185,7 @@
- Quick Block: If you use a light or medium weapon, you are trained in Speed defense tasks. Enabler.
-
- Quick Death (2 Speed points): You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4
--additional points of damage. You can’t make this attack in two consecutive rounds. Action.
-+additional points of damage. You can't make this attack in two consecutive rounds. Action.
-
- Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action. Enabler.
-
-@@ -14216,14 +14216,14 @@
- levels if you use it within the next minute. Action.
-
- Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most
--situations. You’re trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler.
-+situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler.
-
- Abilities—R
-
- Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
- range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
--next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as “Hold
--the gate,” “Charge that group of orcs,” or something similar. Action to initiate.
-+next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
-+the gate," "Charge that group of orcs," or something similar. Action to initiate.
-
- Range Increase: Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes very
- long, and very long becomes 1,000 feet (300 m). Enabler.
-@@ -14232,12 +14232,12 @@
-
- Rapid Processing (6 Intellect points): You or a target you touch experiences a higher level of mental and physical
- reaction time for about a minute. During that period, all Speed tasks (including Speed defense rolls) are eased. In
--addition, the target can take one extra action at any time before the ability’s duration expires. Action.
-+addition, the target can take one extra action at any time before the ability's duration expires. Action.
-
- Rapid Recovery: You can make most recovery rolls faster than normal. You can make your
--one-action recovery roll as part of another action or when it isn’t your turn, your ten-minute recovery roll takes you
-+one-action recovery roll as part of another action or when it isn't your turn, your ten-minute recovery roll takes you
- only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you
--make a recovery roll when it isn’t your turn, until the end of your next turn all of your tasks are hindered. Enabler.
-+make a recovery roll when it isn't your turn, until the end of your next turn all of your tasks are hindered. Enabler.
-
- Ray of Confusion (2 Intellect points): You project a grey beam of confusion at a creature within short range, inflicting
- 1 point of damage that ignores Armor. In addition, until the end of the next round, all tasks, attacks, and defenses the
-@@ -14256,8 +14256,8 @@
-
- Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading
- residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an
--answer if you succeed on the Intellect roll. “What killed the cattle in this barn?” is a good example of a simple
--question. “Why were these cattle killed?” is not an appropriate question because it has more to do with the mindset of
-+answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple
-+question. "Why were these cattle killed?" is not an appropriate question because it has more to do with the mindset of
- the killer than the barn. Simple questions usually have a difficulty of 2, but extremely technical questions or those
- that involve facts meant to be kept secret can have a much higher difficulty. Action.
-
-@@ -14267,21 +14267,21 @@
- Recycled Cyphers: All manifest cyphers you use function at one level higher than normal. In addition, if given a week
- and at least ten items of junk from the Junk table, you can tinker with one of your manifest cyphers, transforming it
- into another cypher of the same type that you had in the past. The GM and player should collaborate to ensure that the
--transformation is logical— for example, you probably can’t transform a pill into a helmet. Enabler.
-+transformation is logical— for example, you probably can't transform a pill into a helmet. Enabler.
-
- Regenerate: Your ability to heal (whether from a potent spell, unique mutation, or cybernetic graft) continues to
- function even if you die from violence, as long as your body is mostly intact. One minute after your death, this ability
- activates and brings you back to life; however, you come back with a permanent 2-point deduction from your Intellect
- Pool. Enabler. (A character might discover that Regenerate is both a blessing and a curse, because relying on it too
--much leads to a kind of malaise that vitality alone can‘t fix.)
-+much leads to a kind of malaise that vitality alone can't fix.)
-
- Regenerate Other (9 Might points): You can confer your Regenerate ability on another creature that you touch and attempt
--to return it to life, as long as its body is mostly intact. (If you don’t have the Regenerate ability, you gain it, but
-+to return it to life, as long as its body is mostly intact. (If you don't have the Regenerate ability, you gain it, but
- can use it only on yourself.) The difficulty of the task is equal to 3 plus the number of days the target has been dead.
- (If the body has been perfectly preserved in stasis or through some other non-damaging preservation mechanism, no time
- limit applies.) Enabler.
-
--Regeneration (6 Intellect points): You restore points to a target’s Might or Speed Pool in one of two ways: either the
-+Regeneration (6 Intellect points): You restore points to a target's Might or Speed Pool in one of two ways: either the
- chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate
- this ability. Points are regenerated at a rate of 1 point each round. You must remain within immediate range of the
- target the whole time, either touching them or conversing with them. In no case can this raise a Pool higher than its
-@@ -14291,8 +14291,8 @@
- one hour. The force field increases the level of the object or structure by 2 for tasks related to durability and
- withstanding damage and destruction. Action to initiate.
-
--Release Energy: You release 1 point of energy you’ve absorbed with your Absorb Kinetic Energy ability, magnifying and
--focusing it into a blast of energy that strikes a single foe within long range for 4 points of damage. (If you don’t
-+Release Energy: You release 1 point of energy you've absorbed with your Absorb Kinetic Energy ability, magnifying and
-+focusing it into a blast of energy that strikes a single foe within long range for 4 points of damage. (If you don't
- have any kinetic energy absorbed, you can still use this ability, but it requires that you transform a fraction of
- yourself into the blast, which costs 1 point of Might.) Action.
-
-@@ -14303,7 +14303,7 @@
- position within long range that you can see. The new position can be any direction from you, but it cannot be inside a
- solid object. Action.
-
--Remote Control (5 Intellect points): You can use a starcraft’s communication and sensor arrays to launch an attack that
-+Remote Control (5 Intellect points): You can use a starcraft's communication and sensor arrays to launch an attack that
- briefly renders an enemy starcraft within 20 miles (32 km) inoperative for up to a minute. Action. (Remote Control is a
- masterful attempt to jam or hack an enemy spacecraft, a task normally requiring multiple rolls, and you only succeed if
- you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
-@@ -14319,7 +14319,7 @@
- from that vantage point as if you had used the Sensor ability there, but only for one or two rounds.
-
- Either application takes anywhere from one action to hours of concentration, depending on what the GM feels is
--appropriate due to time, distance, or other mitigating circumstances. However, you don’t know in advance how long it
-+appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it
- will take.
-
- Action to initiate; action each round to concentrate.
-@@ -14333,7 +14333,7 @@
-
- Reshape (5 Intellect points): You reshape matter within short range in an area no larger than a 5-foot (1.5 m) cube. If
- you use only one action on this ability, the changes you make are crude at best. If you spend at least ten minutes and
--succeed at a hindered appropriate crafting task, you can make complex changes to the material. You can’t change the
-+succeed at a hindered appropriate crafting task, you can make complex changes to the material. You can't change the
- nature of the material, only its shape. Thus, you can make a hole in a wall or floor, or you can seal one up. You can
- fashion a rudimentary sword from a large piece of iron. You can break or repair a chain. With multiple uses of this
- ability, you could bring about large changes, making a bridge, a wall, or a similar structure. Action.
-@@ -14350,9 +14350,9 @@
- Resist the Elements: You resist heat, cold, and similar extremes. You have a special +2 to Armor against ambient damage
- or other damage that would normally ignore Armor. Enabler.
-
--Resist Tricks: You’re trained in solving puzzles and recognizing tricks from years of game playing. Enabler.
-+Resist Tricks: You're trained in solving puzzles and recognizing tricks from years of game playing. Enabler.
-
--Resist Underwater Hazards: Whether you’re resisting crushing waters while exploring the depths or a sting from a
-+Resist Underwater Hazards: Whether you're resisting crushing waters while exploring the depths or a sting from a
- poisonous fish, all defense tasks while submerged in water are eased. Enabler.
-
- Resonance Field (1 Intellect point): Faint lines in a color you choose form a tracery over your entire body and emit
-@@ -14377,7 +14377,7 @@
- Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
- corpse is no more than a day old and is mostly intact. You can also attempt to restore life to a corpse that is much
- older but is especially well preserved. The difficulty of the Intellect task is equal to the level of the creature
--you’re attempting to restore to life. For each additional level of Effort applied, you can attempt to restore the life
-+you're attempting to restore to life. For each additional level of Effort applied, you can attempt to restore the life
- of a creature whose level is 1 higher. When first restored to life, a creature is dazed for at least a day, and all
- tasks they attempt are hindered. Action; one minute to initiate.
-
-@@ -14395,9 +14395,9 @@
-
- Retinue: Four level 2 followers join you (and your first follower, if you have one). One of their modifications must be
- for tasks related to serving as your personal assistants. In addition to other tasks they might individually take on
--your behalf, they can also work together to run interference if you’re trying to avoid someone, help hide you from the
-+your behalf, they can also work together to run interference if you're trying to avoid someone, help hide you from the
- attention of others, help you muscle through a crowd, and so on. If a situation becomes physically violent, they provide
--an asset to your Speed defense tasks and, if you command it, try to hold a foe’s attention while you escape. Enabler.
-+an asset to your Speed defense tasks and, if you command it, try to hold a foe's attention while you escape. Enabler.
-
- Retrieve Memories (3 Intellect points): You touch the remains of a recently killed creature and make an Intellect-based
- roll to restore its mind to life long enough to learn information from it. The GM sets the difficulty based on the
-@@ -14405,8 +14405,8 @@
- difficulty 2 task, one that has been dead for an hour is a difficulty 4 task, and one that has been dead for a few days
- is a difficulty 9 task. If you succeed, you awaken the corpse, causing its head to animate and perceive things as if it
- were alive. This enables communication for about one minute, which is how long it takes for the creature to realize that
--it’s dead. The creature is limited to what it knew in life, though it cannot recall minor memories, only big events of
--importance to it. When the effect ends, or if you fail the roll, the creature’s brain dissolves to mush and cannot be
-+it's dead. The creature is limited to what it knew in life, though it cannot recall minor memories, only big events of
-+importance to it. When the effect ends, or if you fail the roll, the creature's brain dissolves to mush and cannot be
- awakened again. Action.
-
- Return to Sender (3 Speed points): If you succeed at a Speed defense task against a melee attack, you can make an
-@@ -14417,14 +14417,14 @@
- You must know of the crystal you are going to use as an exit before you enter the first crystal. You can take one
- additional creature with you for each level of Effort applied. Action.
-
--Reveal (2+ Intellect points): You adjust a creature’s eyesight so that it can see normally in areas of dim light and
-+Reveal (2+ Intellect points): You adjust a creature's eyesight so that it can see normally in areas of dim light and
- darkness. You can affect one willing creature within immediate range for one hour. In addition to the normal options for
- using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional
- targets. You must touch additional targets to affect them. Action to initiate.
-
- Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range
- that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by
--creatures in the area are hindered, and leaving the area requires a creature’s entire action to move. You can dismiss
-+creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss
- the dark matter early as an action. Action to initiate.
-
- Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler.
-@@ -14434,10 +14434,10 @@
- of its starting position. Enabler.
-
- Robot Assistant: A level 2 robot of your size or smaller (built by you) accompanies you and follows your instructions.
--You and the GM must work out the details of your robot. You’ll probably make rolls for it when it takes actions. A robot
--assistant in combat usually doesn’t make separate attacks but helps with yours. On your action, if the artificial
-+You and the GM must work out the details of your robot. You'll probably make rolls for it when it takes actions. A robot
-+assistant in combat usually doesn't make separate attacks but helps with yours. On your action, if the artificial
- assistant is next to you, it serves as an asset for one attack you make on your turn. If the robot is destroyed, you can
--repair the original with a few days’ worth of tinkering, or build a new one with a week’s worth of half-time labor.
-+repair the original with a few days' worth of tinkering, or build a new one with a week's worth of half-time labor.
- Enabler.
-
- Robot Builder: You are trained in tasks related to building and repairing robots. For the purposes of repair, you can
-@@ -14481,7 +14481,7 @@
- turret, treat it as one level lower than its normal level. However, if the laser is fired by you or someone else who has
- your permission, the laser attacks are eased. Action to reconfigure; action to return to normal robot configuration.
-
--Ruin Lore: You are trained in scavenging, which means you’re more likely to find useful things, and junk that can
-+Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things, and junk that can
- potentially be turned into useful things in the ruins of what came before. Enabler.
-
- Run and Fight (4 Might points): You can move a short distance and make a melee attack that inflicts 2 additional points
-@@ -14495,7 +14495,7 @@
-
- Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
-
--Salvage and Comfort (2 Intellect points): You’re familiar with open space. If you spend an hour using your spacecraft’s
-+Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
- sensors and make a difficulty 3 Intellect roll, you can find salvage in the form of abandoned spacecraft, drifting motes
- of matter that were once inhabited, or a place to hide from pursuit in what most people would otherwise assume to be
- empty space (such as in a nebula, an asteroid field, or the shadow of a moon). Salvage you turn up includes enough food
-@@ -14508,9 +14508,9 @@
- learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn
- that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous
- gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You
--might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn’t tell you
--what the information means. Thus, in the first example, you don’t know what the metal and plastic device does. In the
--second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect
-+might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you
-+what the information means. Thus, in the first example, you don't know what the metal and plastic device does. In the
-+second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect
- that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields
- prevent or resist scanning. Action.
-
-@@ -14518,7 +14518,7 @@
- Alternatively, you can hinder any action by the machine (or by someone attempting to use the machine) for one minute.
- Action.
-
--Scratch Existence (1+ Might points): You can choose to phase in a way that “scratches” normal matter in a long streak as
-+Scratch Existence (1+ Might points): You can choose to phase in a way that "scratches" normal matter in a long streak as
- you run using Phase Sprint. This tears a bit at you, too, reflected by the Might cost. When you use Phase Sprint, you
- inflict 2 points of damage (ignores Armor) to one target you select as you pass within immediate range, without
- triggering Disrupting Touch. In addition to the normal options for using Effort, you can choose to use Effort to
-@@ -14531,8 +14531,8 @@
-
- Enabler.
-
--Sculpt Flesh (2 Intellect points): You cause a willing creature’s fingers to lengthen into claws and their teeth to grow
--into fangs. The effect lasts for ten minutes. The damage dealt by the target’s unarmed strikes increases to 4 points.
-+Sculpt Flesh (2 Intellect points): You cause a willing creature's fingers to lengthen into claws and their teeth to grow
-+into fangs. The effect lasts for ten minutes. The damage dealt by the target's unarmed strikes increases to 4 points.
- Action.
-
- Sculpt Light (4 Intellect points): You create an object of solid light in any shape you can imagine that is your size or
-@@ -14544,11 +14544,11 @@
- would be hindered by a pitching deck, moving through rigging, and so on is a routine task for you. Enabler.
-
- See History (4 Intellect points): You touch an object, read the subtle echoes of its existence through time, ask the GM
--a question about the object’s past, and get a general answer. The answers are often in the form of brief images or
-+a question about the object's past, and get a general answer. The answers are often in the form of brief images or
- sensations rather than specific answers in a language you know. The GM assigns a level to the question, so the more
- obscure the answer, the more difficult the task. » Generally, knowledge that you could find by looking somewhere other
- than your current location is level 1, and obscure knowledge of the past is level 7. After you use this ability, you
--have an asset on identifying the object. Action. (“Obscure” is a relative term—a sage might not know how a vampire
-+have an asset on identifying the object. Action. ("Obscure" is a relative term—a sage might not know how a vampire
- acquired a specific artifact, but someone using See History on that artifact would have an easy time sensing that
- event.)
-
-@@ -14569,7 +14569,7 @@
- partially in this universe. When looking for things more conventionally hidden, the task is eased. Enabler.
-
- See Through Matter (3+ Intellect points): You can see through matter as if it were transparent. You can see through up
--to 6 inches (15 cm) of material for one round. Doing so is a task whose difficulty is equal to the material or object’s
-+to 6 inches (15 cm) of material for one round. Doing so is a task whose difficulty is equal to the material or object's
- level. In addition to the normal options for using Effort, you can choose to use Effort to see through another 6 inches
- of material for each additional level of Effort you apply toward that goal. Action.
-
-@@ -14579,7 +14579,7 @@
- task.
-
- This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to
--time, distance, or other mitigating circumstances. However, you don’t know in advance how long it will take.
-+time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take.
-
- Action to initiate; action each round to concentrate.
-
-@@ -14589,11 +14589,11 @@
- douse the flames. Action.
-
- Seize the Initiative (5 Intellect points): Within one minute of successfully using your Draw Conclusion ability, you can
--take one additional, immediate action, which you can take out of turn. After using this ability, you can’t use it again
-+take one additional, immediate action, which you can take out of turn. After using this ability, you can't use it again
- until after your next ten-hour recovery roll. Enabler.
-
- Seize the Moment (4+ Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You
--can use the action immediately even if you have already taken a turn in the round. You don’t take an action during the
-+can use the action immediately even if you have already taken a turn in the round. You don't take an action during the
- next round, unless you apply a level of Effort when you use Seize the Moment. Enabler.
-
- Sense Ambush: You are never surprised by an attack. Enabler.
-@@ -14607,15 +14607,15 @@
-
- Sensor (4 Intellect points): You create an immobile, invisible sensor within immediate range that lasts for 24 hours. At
- any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you
--move from it. The sensor doesn’t grant you sensory capabilities beyond the norm. If you also have this ability from
-+move from it. The sensor doesn't grant you sensory capabilities beyond the norm. If you also have this ability from
- another source, it lasts twice as long. Action to create; action to check.
-
- Sensor Array (3 Intellect points): You are trained in using starcraft sensory instruments. These instruments allow users
--to answer general questions about a location, such as “How many people are in the mining colony?” or “Where did the
--other spacecraft crash?” Action.
-+to answer general questions about a location, such as "How many people are in the mining colony?" or "Where did the
-+other spacecraft crash?" Action.
-
- Serv-0: You build a tiny robot assistant. It is level 1 and cannot take independent actions or leave your immediate
--area. In truth, it’s more an extension of you than a separate being. It gains a modification in using machines and other
-+area. In truth, it's more an extension of you than a separate being. It gains a modification in using machines and other
- technological devices. Enabler.
-
- Serv-0 Aim: Your Serv-0 aids you in ranged combat. It gains a modification in ranged attacks. Enabler.
-@@ -14644,7 +14644,7 @@
-
- Sharp Senses: You are trained in all tasks involving perception. Enabler.
-
--Sharp-Eyed: Because you must always keep an eye out when you’re traveling, you are trained in all tasks related to
-+Sharp-Eyed: Because you must always keep an eye out when you're traveling, you are trained in all tasks related to
- perception and navigation. Enabler.
-
- Shatter (2+ Intellect points): You interrupt the fundamental force holding normal matter together for a moment, causing
-@@ -14673,7 +14673,7 @@
-
- Action to initiate.
-
--Shepherd’s Fury: You inflict 3 additional points of damage when engaging in combat that directly relates to advancing
-+Shepherd's Fury: You inflict 3 additional points of damage when engaging in combat that directly relates to advancing
- the needs of a community you are associated with. (You and the GM can decide whether a particular situation warrants the
- additional damage.) Enabler.
-
-@@ -14703,10 +14703,10 @@
-
- Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
- see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
--to a location you can’t see, or bring other people with you. Each additional short distance costs one level of Effort.
--Teleporting to a destination you can’t see costs one level of Effort. Each additional target brought with you costs one
-+to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
-+Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
- level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional short distance away to a location you can’t see with one passenger costs a total of three levels of
-+an additional short distance away to a location you can't see with one passenger costs a total of three levels of
- Effort. Action.
-
- If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-@@ -14718,13 +14718,13 @@
- can allow the target to act freely or override control on a case-by case basis. In addition to the normal options for
- using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to affect a level 5 target
- (two levels above the normal limit), you must apply two levels of Effort. When the effect ends, the creature vaguely
--remembers doing your will, but it’s as blurry as a dream. Action to initiate.
-+remembers doing your will, but it's as blurry as a dream. Action to initiate.
-
- Shred Existence: When you use Disrupting Touch, Scratch Existence, or Phase Detonation, you inflict an additional 5
- points of damage that ignores Armor. Enabler.
-
- Shroud of Flame (1 Intellect point): At your command, your entire body becomes shrouded in flames that last up to ten
--minutes. The fire doesn’t burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or
-+minutes. The fire doesn't burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or
- strike you with a melee attack. Flames from another source can still hurt you. While the shroud is active, you gain +2
- Armor against damage from fire from another source. Enabler.
-
-@@ -14779,7 +14779,7 @@
-
- Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
- accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
--you, or “surfing” air currents. When flying, you can move up to a short distance as part of another action or a long
-+you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
- distance if all you do on your turn is move. Action to initiate.
-
- Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
-@@ -14792,7 +14792,7 @@
- Snipe (2 Speed points): If you spend one action aiming, in the next round you can make a precise ranged attack. You have
- an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. Action.
-
--Sniper’s Aim: By dint of almost constant practice playing games that simulate making ranged attacks, your hand-eye
-+Sniper's Aim: By dint of almost constant practice playing games that simulate making ranged attacks, your hand-eye
- coordination is off the chart. You have an asset on all ranged attacks. Enabler.
-
- Something in the Road: When you use a vehicle as a weapon, you inflict 5 additional points of damage. Enabler.
-@@ -14801,13 +14801,13 @@
- Enabler.
-
- Soothe the Savage (2 Intellect points): You calm a nonhuman beast within 30 feet (9 m). You must speak to it (although
--it doesn’t need to understand your words), and it must see you. It remains calm for one minute or for as long as you
-+it doesn't need to understand your words), and it must see you. It remains calm for one minute or for as long as you
- focus all your attention on it. The GM has final say over what counts as a nonhuman beast, but unless some kind of
- deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
- Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
-
- Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
--single creature within long range. The GM should reveal the creature’s level, basic abilities, and obvious weaknesses
-+single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
- (if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
- months afterward. Action.
-
-@@ -14820,8 +14820,8 @@
- low-gravity conditions, the attack inflicts 6 additional points of damage. Enabler.
-
- Speaker for the Dead (2+ Intellect points): You can ask a question of a dead being whose corpse you are touching.
--Because the answer comes through the filter of the being’s understanding and personality, it can’t answer questions that
--it wouldn’t have understood in life, and it can’t provide answers that it wouldn’t have known in life. In fact, the
-+Because the answer comes through the filter of the being's understanding and personality, it can't answer questions that
-+it wouldn't have understood in life, and it can't provide answers that it wouldn't have known in life. In fact, the
- being is not compelled to answer at all, so you might need to interact with it in a way that would have convinced it to
- answer while it was alive. For each additional Intellect point you spend when you activate the ability, you can ask the
- being an additional question. Action.
-@@ -14829,7 +14829,7 @@
- Special Shot: When you hit a target with a gun attack, you can choose to reduce the damage by 1 point but hit the target
- in a precise spot. Some of the possible effects include (but are not limited to) the following:
-
--You can shoot an object out of someone’s hand.
-+You can shoot an object out of someone's hand.
-
- You can shoot the leg, wing, or other limb it uses to move, reducing its maximum movement speed to immediate for a few
- days or until it receives expert medical care.
-@@ -14858,16 +14858,16 @@
- way). Action.
-
- Spin Identity (2+ Intellect points): You convince all intelligent creatures who can see, hear, and understand you that
--you are someone or something other than who you actually are. You don’t impersonate a specific individual known to the
-+you are someone or something other than who you actually are. You don't impersonate a specific individual known to the
- victim. Instead, you convince the victim that you are someone they do not know belonging to a certain category of
--people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A
--disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to
-+people. "We're from the government." "I'm just a simple farmer from the next town over." "Your commander sent me." A
-+disguise isn't necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to
- convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain
- so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action.
-
- Spirit Accomplice: A level 3 spirit accompanies you and follows your instructions. The spirit must remain within
- immediate range—if it moves farther away, it fades at the end of your following turn and cannot return for a day. You
--and the GM must work out the details of your spirit accomplice, and you’ll probably make rolls for it when it takes
-+and the GM must work out the details of your spirit accomplice, and you'll probably make rolls for it when it takes
- actions. The spirit accomplice acts on your turn, can move a short distance each round, and exists partially out of
- phase (allowing it to move through walls, though it makes a poor porter). The spirit takes up residence in an object you
- designate, and it manifests as either an invisible presence or a ghostly shade. Your spirit accomplice is specialized in
-@@ -14875,12 +14875,12 @@
-
- The spirit is normally insubstantial, but if you use an action and spend 3 Intellect points, it accretes enough
- substance to affect the world around it. As a level 3 creature with substance, it has a target number of 9 and a health
--of 9. It doesn’t attack creatures, but while substantial, it can use its action to serve as an asset for any one attack
-+of 9. It doesn't attack creatures, but while substantial, it can use its action to serve as an asset for any one attack
- you make on your turn.
-
--While corporeal, the spirit can’t move through objects or fly. A spirit remains corporeal for up to ten minutes at a
-+While corporeal, the spirit can't move through objects or fly. A spirit remains corporeal for up to ten minutes at a
- time, but fades back to being insubstantial if not actively engaged. If your spirit accomplice is destroyed, it reforms
--in 1d6 days, or you can attract a new spirit in 2d6 days. Enabler. (An insubstantial creature can’t affect or be
-+in 1d6 days, or you can attract a new spirit in 2d6 days. Enabler. (An insubstantial creature can't affect or be
- affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial
- creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force,
- keep it at bay.)
-@@ -14892,7 +14892,7 @@
- weapon, such as a crank crossbow or submachine gun), you can spray multiple shots around your target to increase the
- chance of hitting. This ability uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the
- number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than
--normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you‘re
-+normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you're
- carrying them on your person or they are all within reach. Action.
-
- Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
-@@ -14912,7 +14912,7 @@
- unfailingly remain awake and alert for up to eight hours. During this time, you are trained in perception tasks as well
- as stealth tasks to conceal yourself from those who might approach. Action to initiate.
-
--Stare Them Down: One doesn’t play games of chicken with other maniac drivers without gaining mental strength. You’re
-+Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
- trained in Intellect defense tasks. Enabler.
-
- Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
-@@ -14937,7 +14937,7 @@
-
- Still As a Statue (5 Might points): Drawing upon the power of your Golem Body, you freeze in place, burying your essence
- deep in your stone core. During this time, you lose all mobility as well as the ability to take physical actions. You
--cannot sense what’s happening around you, and no time seems to pass for you. While Still As a Statue, you gain +10 to
-+cannot sense what's happening around you, and no time seems to pass for you. While Still As a Statue, you gain +10 to
- Armor against damage of all sorts. Under normal circumstances, you automatically rouse to normal wakefulness and
- mobility a day later. If an ally you trust shakes you hard enough (with a minimum cost of 2 Might points), you rouse
- earlier. Action to initiate.
-@@ -14954,7 +14954,7 @@
- point beyond that hinders all of your tasks. Enabler.
-
- Storm Seed (3 Intellect points): If outside or in a large-enough enclosed space, you can seed a natural storm of a kind
--common to the area. Doing so requires at least an hour’s concentration as you use your connection to the air (whether
-+common to the area. Doing so requires at least an hour's concentration as you use your connection to the air (whether
- this is due to nanobots, elemental spirits, magic, or some other source) to initiate proper conditions, though it could
- take longer if the GM feels there are additional obstacles at play. Once the storm begins, it lasts for about ten
- minutes. Once during that period, you can create a more dramatic and specific effect appropriate to that kind of storm,
-@@ -14969,7 +14969,7 @@
- running. Enabler.
-
- Strategize (6 Intellect points): Having an action plan in place before facing a challenge improves the odds of success,
--even if that plan is eventually changed or discarded once it’s put into play. If you and your allies spend at least ten
-+even if that plan is eventually changed or discarded once it's put into play. If you and your allies spend at least ten
- minutes going over a plan of action, all of you gain one free level of Effort that can be applied to one task you
- attempt during the execution of that plan within the next 24 hours. The plan of action must be something concrete and
- executable in order to gain this benefit. Action to initiate, ten minutes to complete.
-@@ -14980,7 +14980,7 @@
-
- Stun Attack (6 Speed points): You attempt a difficulty 5 Speed task to stun a creature as part of your melee or ranged
- attack. If you succeed, your attack inflicts its normal damage and stuns the creature for one round, causing it to lose
--its next turn. If you fail, you still make your normal attack roll, but you don’t stun the opponent if you hit. If you
-+its next turn. If you fail, you still make your normal attack roll, but you don't stun the opponent if you hit. If you
- also have this ability from another source (such as having it as a type ability and a focus ability), using this costs
- you only 3 points instead of 6 points. Action.
-
-@@ -14990,20 +14990,20 @@
- Speed defense tasks. Enabler.
-
- Subsonic Rumble (2 Intellect points): For one minute or until you use some other sound manipulation ability, you emit a
--subsonic rumble that most living creatures can’t hear but which has an effect on them all the same. The effect lasts for
-+subsonic rumble that most living creatures can't hear but which has an effect on them all the same. The effect lasts for
- one minute and affects all creatures you select within short range. All tasks related to resisting persuasion,
- intimidation, and fear are hindered by two steps for affected targets. Action to initiate.
-
- Subtle Steps: When you move no more than a short distance, you can move without making a sound, regardless of the
- surface you move across. Enabler.
-
--Subtle Tricks: You can use your skills and special abilities in ways that don’t look like you’re doing anything. If the
-+Subtle Tricks: You can use your skills and special abilities in ways that don't look like you're doing anything. If the
- skill or ability would normally require an obvious movement, phrase, or other action by you, it instead seems to happen
- on its own. Instead of using your tools to pick a lock, the lock clicks open as you stand near it. Instead of
- manipulating a computer screen, the information you want appears on the screen when you look at it. Instead of bluffing
- your way past some guards, they step aside as you approach and let you through. This ability usually only works up to an
- immediate distance. You still must spend points and make rolls to use your skills and abilities with Subtle Tricks.
--Using a skill or ability in a subtle way hinders the task. This ability can’t be used to conceal your attack or defense
-+Using a skill or ability in a subtle way hinders the task. This ability can't be used to conceal your attack or defense
- rolls. Enabler.
-
- Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn
-@@ -15012,7 +15012,7 @@
-
- Suggestion (5+ Intellect points): You suggest an action to a creature within immediate range. If the action is something
- that the target might normally do anyway, it follows your suggestion. If the suggestion is something that is outside of
--the target’s nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature
-+the target's nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature
- must be level 2 or lower. The effect of your suggestion lasts for up to a minute.
-
- In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
-@@ -15034,7 +15034,7 @@
-
- Sun Siphon: The safe limit of your Siphon Pool from the Store Energy ability increases by 3 points. If you spend an hour
- in sunlight (or an hour in contact with a suitable powerful energy source), you automatically fill your Siphon Pool to
--its safe limit. You can’t refill your Siphon Pool this way again until after your next ten-hour recovery roll. Enabler.
-+its safe limit. You can't refill your Siphon Pool this way again until after your next ten-hour recovery roll. Enabler.
-
- Sunlight (3 Intellect points): A mote of light travels from you to a spot you choose within long range. When the mote
- reaches that spot, it flares and casts bright light in a 200-foot (60 m) radius, and darkness within 1,000 feet (300 m)
-@@ -15071,23 +15071,23 @@
- Taking Advantage: When your foe is weakened, dazed, stunned, moved down the damage track, or disadvantaged in some other
- way, your attacks against that foe are eased beyond any other modifications due to the disadvantage. Enabler.
-
--Tall Tale (3 Intellect points): You tell a short anecdote to a foe that can understand you about something you’ve
--witnessed in your life that’s so over the top yet so convincing that, if you are successful, the foe is dazed for one
-+Tall Tale (3 Intellect points): You tell a short anecdote to a foe that can understand you about something you've
-+witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one
- minute, during which time its tasks are hindered. Action.
-
- Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For
--example, you are trained when using an Onslaught force blast because it’s a physical attack, but not when using an
--Onslaught mindslice because it’s a mental attack. Enabler.
-+example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an
-+Onslaught mindslice because it's a mental attack. Enabler.
-
- Task Specialization: Choose one task (other than attacks or defense) that you are trained in. You become specialized in
--that task. (You can instead use this ability as Task Training to become trained in a task you aren’t trained in.)
-+that task. (You can instead use this ability as Task Training to become trained in a task you aren't trained in.)
- Enabler.
-
- Task Training: Choose one task (other than attacks or defense) that you are not trained or specialized in. You become
- trained in that task. Enabler.
-
- Taunt Foe (4 Might or Intellect points): You can make an attack on a foe as part of drawing an attack (which is not
--something you can do normally when attempting to draw an attack). In cases where an intelligent or determined foe isn’t
-+something you can do normally when attempting to draw an attack). In cases where an intelligent or determined foe isn't
- drawn to you, you can attempt an Intellect action as part of the attack. If that Intellect action is successful, the foe
- attacks you. Your defenses against that attack are hindered by one step, instead of being hindered by two steps as
- normal when drawing an attack. Enabler.
-@@ -15104,7 +15104,7 @@
- allies work better together as a cohesive unit. During any round in which you rally your team (by spending 2 Intellect
- points as part of another action), you and your allies inflict 1 additional point of damage in combat. This benefit
- applies only to allies with whom you have spent the last 24 hours. It ends if you leave, but it resumes if you return to
--your allies’ company within 24 hours. If you leave for more than 24 hours, you must spend another 24 hours together to
-+your allies' company within 24 hours. If you leave for more than 24 hours, you must spend another 24 hours together to
- reactivate the benefit. Enabler.
-
- Tech Skills: You are trained in two skills in which you are not already trained. Choose two of the following: crafting,
-@@ -15115,29 +15115,29 @@
- effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable
- adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift and pull
- a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m).
--This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it’s not a
--means of attack. You can’t use this ability on your own body. The power lasts for one hour or until its Might Pool is
--depleted, whichever comes first. Action. (If you’re using Telekinesis to move an object across the room, and an average
--fit human could do it with their arms, you can do it with your psychokinesis. You have to use the power’s Might Pool,
-+This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a
-+means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is
-+depleted, whichever comes first. Action. (If you're using Telekinesis to move an object across the room, and an average
-+fit human could do it with their arms, you can do it with your psychokinesis. You have to use the power's Might Pool,
- Might Edge, and Effort only if a PC would have to do so, such as if a character tried to push open a barred door.)
-
- Telepathic (1+ Intellect points): You can speak telepathically with others who are within short range. Communication is
--two-way, but the other party must be willing and able to communicate. You don’t have to see the target, but you must
--know that it’s within range. You can have more than one active contact at once, but you must establish contact with each
-+two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
-+know that it's within range. You can have more than one active contact at once, but you must establish contact with each
- target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration
- rather than ease the task, the contact lasts for 24 hours. Action to establish contact.
-
- Telepathic Network (0+ Intellect points): When you wish it, you can contact up to ten creatures known to you, no matter
- where they are. All targets must be willing and able to communicate. You automatically succeed at establishing a
- telepathic network; no roll is required. All creatures in the network are linked and can communicate telepathically with
--one another. They can also “overhear” anything said in the network, if they wish. Activating this ability doesn’t
--require an action and doesn’t cost Intellect points; to you, it’s as easy as speaking out loud. The network lasts until
-+one another. They can also "overhear" anything said in the network, if they wish. Activating this ability doesn't
-+require an action and doesn't cost Intellect points; to you, it's as easy as speaking out loud. The network lasts until
- you choose to end it. If you spend 5 Intellect points, you can contact twenty creatures at once, and for every 1
- Intellect point you spend above that, you can add ten more creatures to the network. These larger networks last for ten
- minutes. Creating a network of twenty or more creatures does require an action to establish contact. Enabler.
-
- Teleportation (6+ Intellect points): You instantaneously transmit yourself to any location that you have seen or been
--to, no matter the distance, as long as it is on Earth (or whatever world you’re currently on). In addition to the normal
-+to, no matter the distance, as long as it is on Earth (or whatever world you're currently on). In addition to the normal
- options for using Effort, you can choose to use Effort to bring other people with you; each level of Effort used in this
- way affects up to three additional targets. You must touch any additional targets. Action.
-
-@@ -15161,9 +15161,9 @@
- ends, the target is exhausted and disoriented by the experience, hindering all tasks for one hour. Action.
-
- Temporal Dislocation (7 Intellect points): You disappear and travel up to one hour into the future or the past. While
--dislocated in time, you perceive events as they transpire from your position using your normal senses, but you can’t
-+dislocated in time, you perceive events as they transpire from your position using your normal senses, but you can't
- interact with or change anything. If you project yourself into the past, you remain there for one hour, at which point
--you’ve caught up to the present (to anyone with you in the present, you only seem to flicker out of existence for a
-+you've caught up to the present (to anyone with you in the present, you only seem to flicker out of existence for a
- moment). If you project yourself into the future, you remain there until the present catches up to you (to anyone with
- you in the present, you vanish for one hour and reappear in the place you left). Action.
-
-@@ -15186,28 +15186,28 @@
-
- Terrifying Presence (2+ Intellect points): You convince one intelligent target of level 3 or lower that you are its
- worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but
--speak (you can’t even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the
-+speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the
- circumstances. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum
- level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels
- of Effort. Action.
-
--There’s Your Problem: You are trained in tasks related to figuring out how to solve problems with multiple solutions
-+There's Your Problem: You are trained in tasks related to figuring out how to solve problems with multiple solutions
- (like the best way to pack a truck, calm an enraged customer, give a cat a shot of insulin, or find a route through the
- city for maximum speed). Enabler.
-
--Thief’s Luck: Luck is not the chaotic ocean of random chance most people believe it to be. If you fail on a task
-+Thief's Luck: Luck is not the chaotic ocean of random chance most people believe it to be. If you fail on a task
- (including an attack roll or a defense roll), you can change the die result to a natural 20. That still might not be
- enough to succeed if the difficulty is higher than 6. Once you use this ability, it is not available again until after
--you make a ten-hour recovery roll. (Thief’s Luck doesn’t work if you roll a natural 1 for an attempted task, unless you
-+you make a ten-hour recovery roll. (Thief's Luck doesn't work if you roll a natural 1 for an attempted task, unless you
- also have and use the ability Wrest From Chance.) Enabler.
-
- Think Your Way Out: When you wish it, you can use points from your Intellect Pool rather than your Might Pool or Speed
- Pool on any noncombat action. Enabler.
-
--Thinking Ahead (variable Intellect points): You produce a remedy that removes a negative condition because you’ve
-+Thinking Ahead (variable Intellect points): You produce a remedy that removes a negative condition because you've
- previously spent considerable time thinking ahead and preparing for your current situation. For instance, if another
--character is poisoned, you produce an antidote, or if they’re blinded, you produce a salve that returns sight (assuming
--they weren’t blinded because their eyes were destroyed). The Intellect cost for using this ability is equal to the level
-+character is poisoned, you produce an antidote, or if they're blinded, you produce a salve that returns sight (assuming
-+they weren't blinded because their eyes were destroyed). The Intellect cost for using this ability is equal to the level
- of effect or creature that caused the negative condition. Action.
-
- Third Eye (1 Intellect point): You visualize a place within short range and cast your mind to that place, creating an
-@@ -15251,14 +15251,14 @@
- killed, you take 5 points of damage that ignore Armor, and you lose your next action. If you are killed while the
- doppelganger is present, you live on as the doppelganger (it becomes your character instead of being an NPC that
- disappears). In addition to the normal options for using Effort, you can choose to use Effort to increase the duration
--of this ability; each level of Effort used in this way adds one minute to the doppelganger’s existence.
-+of this ability; each level of Effort used in this way adds one minute to the doppelganger's existence.
-
- If you also have this ability from another source, you may use either ability, the doppelganger is 1 level higher, and
- it has 3 additional health. Action.
-
- Time Loop (4 Intellect points): You call yourself from a few moments in the future to help you in the present. On the
- round you use this ability, your future self appears anywhere you choose within immediate range and takes an action. On
--the second round, you and your future self both take actions, and your future self’s action is eased. On the third
-+the second round, you and your future self both take actions, and your future self's action is eased. On the third
- round, you and your future self both disappear. On the fourth round, you catch up to your future self, reappear wherever
- your future self initially appeared in the first round, and can take your actions normally.
-
-@@ -15269,8 +15269,8 @@
-
- Action.
-
--(In effect, Time Loop lets “you” take an action on the round you use it, two actions on the second round, and zero
--actions on the third round, and then you’re back to normal after that.)
-+(In effect, Time Loop lets "you" take an action on the round you use it, two actions on the second round, and zero
-+actions on the third round, and then you're back to normal after that.)
-
- Time Travel (10+ Intellect points): You and up to three willing characters you choose within immediate range travel to a
- point in time that you specify when you use this ability. The point in time must be within ten years of the present. For
-@@ -15297,7 +15297,7 @@
- Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
- one round). Enabler.
-
--Total Awareness: You possess such a high level of awareness that it’s very difficult to surprise, hide from, or sneak up
-+Total Awareness: You possess such a high level of awareness that it's very difficult to surprise, hide from, or sneak up
- on you. When you apply a level of Effort to initiative and perception tasks, you gain two free levels of Effort.
- Enabler.
-
-@@ -15306,7 +15306,7 @@
- Tough As Nails: When you are impaired or debilitated on the damage track, Might-based tasks and defense rolls you
- attempt are eased. If you also have Ignore the Pain, make a difficulty 1 Might defense roll when you reach 0 points in
- all three of your Pools to immediately regain 1 Might point and avoid dying. Each time you attempt to save yourself with
--this ability before your next ten-hour recovery roll, the task is hindered. Enabler. (A character can’t apply Effort or
-+this ability before your next ten-hour recovery roll, the task is hindered. Enabler. (A character can't apply Effort or
- other abilities to any task accomplished using Tough As Nails.)
-
- Tough It Out: Working for a living has toughened you over time. You have +1 to Armor against any kind of physical
-@@ -15331,7 +15331,7 @@
- (being trained in using guns) or action (Spray).
-
- Trained Interlocutor: Through wit, charm, humor, and grace (or sometimes rudeness, threatening posture, and obscenity),
--you’re better able to talk others into what you want. You are trained in all interactions. Enabler.
-+you're better able to talk others into what you want. You are trained in all interactions. Enabler.
-
- Trained Slayer: You are trained in using swords. Enabler.
-
-@@ -15354,7 +15354,7 @@
- deadfalls and snares using natural objects from the surrounding environment. When you lay a trap, decide whether you
- want to hold the victim in place (a snare) or inflict damage (a deadfall). Creating a snare is a difficulty 3 task,
- while the difficulty of creating a deadfall is equal to the number of points of damage you want it to inflict. For
--example, if you want to inflict 4 points of damage, that’s a difficulty 4 task (the training that comes with this
-+example, if you want to inflict 4 points of damage, that's a difficulty 4 task (the training that comes with this
- ability eases the task).
-
- On a success, you create your one-use trap in about one minute, and it is considered level 3 for the purposes of
-@@ -15380,8 +15380,8 @@
- Action.
-
- Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
--distance. You don’t need to specify which tree you’re exiting from (if you know there are trees in that direction, you
--can decide how far to go and you will step out of a tree in that area). If the starting tree’s trunk isn’t as large as
-+distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
-+can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
- your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
- travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
- and each additional level of Effort beyond that increases it by an additional mile. Action.
-@@ -15407,15 +15407,15 @@
- True Senses: You can see in complete darkness up to 50 feet (15 m) as if it were dim light. You recognize holograms,
- disguises, optical illusions, sound mimicry, and other such tricks (for all senses) for what they are. Enabler.
-
--Trust to Luck (3 Intellect points): Sometimes, you’ve just got to roll the dice and hope things add up in your favor.
--When you use Trust to Luck, roll a d6. On any even result, the task you’re attempting is eased by two steps. On a roll
-+Trust to Luck (3 Intellect points): Sometimes, you've just got to roll the dice and hope things add up in your favor.
-+When you use Trust to Luck, roll a d6. On any even result, the task you're attempting is eased by two steps. On a roll
- of 1, the task is hindered. Enabler.
-
- Tumbling Moves (5 Speed points): When you use an action to move, Speed defense rolls are eased until the end of your
- next turn. Enabler.
-
- Twist of Fate: Experience has taught you a lot, including that sometimes luck is something that you have to make for
--yourself. When you roll a 1, you can reroll. You must use the new result, even if it’s another 1. Enabler.
-+yourself. When you roll a 1, you can reroll. You must use the new result, even if it's another 1. Enabler.
-
- Twisting the Knife (4 Speed points): In a round after successfully striking a foe with a melee weapon, you can opt to
- automatically deal standard damage to the foe with that same weapon without any modifiers (2 points for a light weapon,
-@@ -15434,7 +15434,7 @@
-
- Uncanny Luck (4 Speed points): When you roll for a task and succeed, roll again. If the second number rolled is higher
- than the first, you get a minor effect. If you roll the same number again, you get a major effect. If you have Uncanny
--Luck from another source or a similar ability, it’s your choice (no roll required) whether you get a minor effect, a
-+Luck from another source or a similar ability, it's your choice (no roll required) whether you get a minor effect, a
- major effect, or a free activation of one of your tier 1–3 focus abilities. Enabler.
-
- Understanding (1 Intellect point): You observe or study a creature or object. Your next interaction with that creature
-@@ -15444,7 +15444,7 @@
- not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work
- out the details of your underworld contacts. Enabler.
-
--Undo (5 Intellect points): You turn back time a few seconds, effectively undoing a single creature’s most recent action.
-+Undo (5 Intellect points): You turn back time a few seconds, effectively undoing a single creature's most recent action.
- That creature can then immediately repeat the same action or try something different. Action.
-
- Unexpected Betrayal: Within a round or two of successfully using Enthrall, Fast Talk, or a similar ability on a target
-@@ -15461,14 +15461,14 @@
- you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
- kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
-
--Untouchable (6 Intellect points): You change your phase state for the next minute so that you can’t affect or be
-+Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
- affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
--can affect you, but likewise you can’t attack, touch, or otherwise affect anything. Action to initiate.
-+can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
-
--Untouchable While Moving (4 Intellect points): You change your phase state for the next minute so that you can’t affect
-+Untouchable While Moving (4 Intellect points): You change your phase state for the next minute so that you can't affect
- or be affected by normal matter or energy, as long as you move at least an immediate distance each round while phased.
--If you don’t move on your turn, the effect ends. While you are phased, only mental attacks and special transdimensional
--energies, devices, or abilities can affect you, but likewise you can’t attack, touch, or otherwise affect anything.
-+If you don't move on your turn, the effect ends. While you are phased, only mental attacks and special transdimensional
-+energies, devices, or abilities can affect you, but likewise you can't attack, touch, or otherwise affect anything.
- Action to initiate.
-
- Up to Speed: If you do nothing but move for three actions in a row, you accelerate greatly and can move up to 200 mph
-@@ -15477,13 +15477,13 @@
-
- Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
- whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
--willing or unwilling target within long range; an unwilling target can try to resist. You don’t need to see the target,
--but you must know that it’s within range. Your shared senses last ten minutes. Action to establish.
-+willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
-+but you must know that it's within range. Your shared senses last ten minutes. Action to establish.
-
- Using the Environment (4 Intellect points): You find some way to use the environment to your advantage in a fight. For
- the next ten minutes, attack rolls and Speed defense rolls are eased. Action to initiate.
-
--Using What’s Available (4 Intellect points): If you have the time and the freedom to scrounge for everyday materials in
-+Using What's Available (4 Intellect points): If you have the time and the freedom to scrounge for everyday materials in
- your environment, you can fashion a temporary asset that will aid you once to accomplish a specific task. For example,
- if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a
- cell, you can find something to use as a lockpick; if you need to create a small distraction, you could put together
-@@ -15492,7 +15492,7 @@
-
- Usurp Cypher: Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You destroy
- the cypher and gain its power, which functions for you continuously. You can choose a cypher when you gain this ability,
--or you can wait and make the choice later. However, once you usurp a cypher’s power, you cannot later switch to a
-+or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a
- different cypher—the usurping ability works only once. Action to initiate.
-
- Abilities—V
-@@ -15506,7 +15506,7 @@
- your presence or position—attacking, using an ability, moving a large object, and so on. Action.
-
- Verbal Misdirection (2+ Intellect points): With fast talk and bewildering words, you can confuse and distract anyone
--that you’re speaking with, giving you an asset on social interactions with that person for ten minutes. In addition to
-+that you're speaking with, giving you an asset on social interactions with that person for ten minutes. In addition to
- the normal options for using Effort, you can choose to use Effort to affect additional creatures (one per level of
- Effort). Enabler.
-
-@@ -15525,8 +15525,8 @@
-
- Vindictive Performance (5 Intellect points): When you tell a joke, perform a song or poem, draw a picture, relate an
- anecdote, or otherwise provide entertainment, you can select one individual from the audience who is able to understand
--you. During your performance, you heap indirect but biting derision on this target. If you succeed, the target doesn’t
--realize that they’ve become the victim of your performance until you wrap up the entertainment at a moment you choose in
-+you. During your performance, you heap indirect but biting derision on this target. If you succeed, the target doesn't
-+realize that they've become the victim of your performance until you wrap up the entertainment at a moment you choose in
- a way that strikes home. The target suffers 6 points of Intellect damage (ignores Armor) and loses their next turn. One
- or more actions to initiate.
-
-@@ -15536,8 +15536,8 @@
- Abilities—W
-
- Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per
--round (minimum of one round to pass through any barrier). You can’t act (other than moving) or perceive anything until
--you pass entirely through the barrier. You can’t pass through energy barriers. Action.
-+round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until
-+you pass entirely through the barrier. You can't pass through energy barriers. Action.
-
- Wall of Lightning (6 Intellect points): You create a barrier of crackling electricity up to 2,500 square feet (230 sq.
- m) in size, shaped as you wish. The wall is a level 7 barrier. Anyone within immediate distance of the wall
-@@ -15579,8 +15579,8 @@
- have +1 to Armor. Also, you resist heat, cold, and similar extremes and have an additional +1 to Armor against ambient
- damage or other damage that would normally ignore Armor. Enabler.
-
--Weight of the World (6+ Intellect points): You can increase a target’s weight dramatically. The target is pulled to the
--ground and can’t move physically under its own power for one minute. The target must be within short range. In addition
-+Weight of the World (6+ Intellect points): You can increase a target's weight dramatically. The target is pulled to the
-+ground and can't move physically under its own power for one minute. The target must be within short range. In addition
- to the normal options for using Effort, you can choose to use Effort to affect additional creatures (one per level of
- Effort). Action.
-
-@@ -15589,9 +15589,9 @@
- microgravity conditions, you can choose to reduce the damage by 2 points but hit the target in a precise spot. Some of
- the possible effects include (but are not limited to) the following:
-
--You punch a hole in the target’s suit, so it begins to leak air into the vacuum slowly, or all at once (your choice).
-+You punch a hole in the target's suit, so it begins to leak air into the vacuum slowly, or all at once (your choice).
-
--You hit the reaction mass of the target’s maneuvering pack, which means the target can no longer change their
-+You hit the reaction mass of the target's maneuvering pack, which means the target can no longer change their
- trajectory, or they go spinning off in a random direction (your choice).
-
- You can shoot a spacecraft, and degrade one ship system by one step (systems include engines, weapons, and atmosphere).
-@@ -15620,16 +15620,16 @@
- presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
- remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
-
--The Wild Is on Your Side (5 Intellect points): While you’re in the wilderness, foes within short range are tripped by
-+The Wild Is on Your Side (5 Intellect points): While you're in the wilderness, foes within short range are tripped by
- rocks, tangled in vines, bitten by insects, and distracted or confused by small animals, which hinders all their tasks
- for ten minutes. Action to initiate.
-
- Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
- your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
--gain that subtle cypher (the cypher’s level is 6); if you fail, you get a random subtle cypher. If you aren’t sure what
--specific subtle cypher you want, you can ask for a broad category such as “healing,” “movement,” or “skill”; this eases
--the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can’t use this
--ability again until after you’ve taken a ten-hour recovery action. Enabler.
-+gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
-+specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
-+the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
-+ability again until after you've taken a ten-hour recovery action. Enabler.
-
- Wild Vitality (4 Intellect points): You attune with the life force of a natural creature (your size or bigger) within
- long range that you can see. This is a level 2 Intellect task. If you succeed, the creature is not harmed, but through
-@@ -15642,12 +15642,12 @@
-
- Wilderness Awareness (4 Intellect points): Your connection to the natural world extends to a degree that some would call
- supernatural. While in the wilderness, you can extend your senses up to a mile in any direction and ask the GM a very
--simple, general question about that area, such as “Where is the orc camp?” or “Is my friend Deithan still alive?” If the
-+simple, general question about that area, such as "Where is the orc camp?" or "Is my friend Deithan still alive?" If the
- answer you seek is not in the area, you receive no information. Action.
-
- Wilderness Encouragement (3 Intellect points): While in the wilderness, or when talking about your time in the
- wilderness, your stirring words of encouragement grant a target within short range that can understand you 1d6 points to
--one Pool. You can’t use this ability on the same creature again until they’ve made a recovery roll. Action.
-+one Pool. You can't use this ability on the same creature again until they've made a recovery roll. Action.
-
- Wilderness Explorer: While taking any action (including fighting) in the wild, you ignore any penalties due to natural
- causes such as tall grass, thick brush, rugged terrain, weather, and so on. Enabler.
-@@ -15657,7 +15657,7 @@
-
- Wilderness Lore: You are trained in wilderness navigation and in identifying plants and creatures. Enabler.
-
--Will of a Leader (9 Intellect points): You harden your allies’ dedication and capabilities. Each ally within immediate
-+Will of a Leader (9 Intellect points): You harden your allies' dedication and capabilities. Each ally within immediate
- range gains +1 Edge to one stat of their choice for one hour. You also gain this benefit to one stat of your choice.
- Action.
-
-@@ -15699,7 +15699,7 @@
-
- Winter Gauntlets: When you use Frost Touch, you inflict an additional 3 points of damage if you touch a creature, or an
- additional 2 points of damage if you infuse a weapon. In addition, damaged targets are frozen in place (if standing on a
--solid surface) and can’t move from their location until they use an action to break free. The target can still attack
-+solid surface) and can't move from their location until they use an action to break free. The target can still attack
- and defend. Action for touch; enabler for weapon.
-
- Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
-@@ -15713,7 +15713,7 @@
- sacrifice a cypher in your possession that is level 6 or higher. You issue the word to one creature within long range
- that you can see. The affected target must obey the command for several hours before it is free to act as it wishes.
- Targets that are attacked while under the effect of the command can defend themselves. Typical commands include
--“retreat,” “calm,” “come,” and “stay.” The GM decides how the target acts once a command is given. Action.
-+"retreat," "calm," "come," and "stay." The GM decides how the target acts once a command is given. Action.
-
- Word of Death (5+ Intellect points): Your attack is the utterance of a magic word so terrible that it snuffs the life
- from a living target within short range. The target must be level 1. In addition to the normal options for using Effort,
-@@ -15753,15 +15753,15 @@
-
- Abilities—Z
-
--Zero Dark Eyes: Some people’s eyes are degraded by constantly playing games. And maybe that’ll happen to you, but not
--yet. You’re still young and instead of degrading, your vision is actually better thanks to all your practice. You can
-+Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not
-+yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can
- see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light.
- Enabler.
-
- ## Equipment
-
--Equipment in the Cypher System plays only a small role. It’s far more important to focus on what you can do than on what
--you have. Still, sometimes it’s important to know if you’ve got enough rope, or what kind of gun your space pilot has at
-+Equipment in the Cypher System plays only a small role. It's far more important to focus on what you can do than on what
-+you have. Still, sometimes it's important to know if you've got enough rope, or what kind of gun your space pilot has at
- their hip.
-
- ANIMAL FORM MINOR ABILITIES TABLE
-@@ -15802,7 +15802,7 @@
- Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
- Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-+animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
- such as playing a flute, are still hindered).
-
- Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-@@ -15831,7 +15831,7 @@
- and profit, fuel and upkeep for the ship might be expensive. Hauling a few passengers from Epsilon Eridani back to Earth
- might earn enough to purchase six expensive items but cost the equivalent of two expensive items, leaving the crew with
- the means to refuel and maintain the ship for two further voyages. In such a game, where money only means keeping the
--ship flying, no one has to talk in specific amounts. Characters might refer to “galactic credits” or something similar,
-+ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar,
- but amounts might not be tracked on the character sheets.
-
- PRICE CATEGORIES
-@@ -15844,7 +15844,7 @@
- A moderately priced item is something that common people buy, but not too often and not in great quantities. A small
- piece of furniture. A major entertainment. An expensive meal. A new outfit.
-
--An expensive item is something that would strain a common person’s finances. Rent on a simple apartment. A major piece
-+An expensive item is something that would strain a common person's finances. Rent on a simple apartment. A major piece
- of furniture. A very nice outfit. The cost to travel a long distance (if appropriate to the setting).
-
- A very expensive item is probably out of the reach of most people except in very special circumstances. Jewelry. Luxury
-@@ -15859,8 +15859,8 @@
- moderate one, and 1,000 times the cost of an inexpensive one. An exorbitant item is priced ten times beyond that.
-
- (In some settings, even the generalization offered by the pricing categories might be too specific or cumbersome. In
--many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don’t worry
--about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that’s exactly
-+many superhero games, for example, prices are relatively moot. After saving the city, typical superheroes don't worry
-+about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
- what they worry about.)
-
- USING THE PRICE CATEGORIES
-@@ -15868,14 +15868,14 @@
- Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of
- ways.
-
--It’s easy for a GM to say to a player “You can afford two extra moderately priced things at the start of the game.” The
-+It's easy for a GM to say to a player "You can afford two extra moderately priced things at the start of the game." The
- player can look on the list and pick two moderately priced items without worrying about their cost. Plus, this approach
- makes it clear that they get two items, not twenty inexpensive items or one more expensive item that perhaps would not
- be appropriate for a starting character. The categories make it easy to lump similar items together.
-
--The GM can also say “You can have whatever inexpensive items you want, and don’t worry about the cost.” At higher tiers,
-+The GM can also say "You can have whatever inexpensive items you want, and don't worry about the cost." At higher tiers,
- when the PCs have more wealth, followers, and so on, the GM can do this with moderate or even expensive items. This
--allows the group to skip over playing through a shopping trip to get supplies, and players don’t have to track prices
-+allows the group to skip over playing through a shopping trip to get supplies, and players don't have to track prices
- down to the last coin.
-
- Finally, the categories can be shorthand when evaluating loot, dividing up the spoils among the PCs, and resolving other
-@@ -15886,7 +15886,7 @@
-
- Mundane equipment is about level 4—less if of inferior quality or materials, more if of superior quality or materials.
- This means that in a setting based on the distant past, the default level might be 3, while in the future it might be 5
--or 6. So an average serf ’s tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is
-+or 6. So an average serf 's tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is
- level 6, made of advanced polymers.
-
- ARMOR
-@@ -15901,12 +15901,12 @@
-
- In general, light armor is a moderately priced item, medium armor is expensive, and heavy armor is very expensive. The
- Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many
--genres, it’s quite odd, at best, to run around in armor tougher than a leather jacket.
-+genres, it's quite odd, at best, to run around in armor tougher than a leather jacket.
-
- USING ARMOR
-
- Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when
--attempting a Speed-based action. So if you’re wearing light armor and want to use two levels of Effort on a Speed-based
-+attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based
- roll to run across difficult terrain, it costs 7 points from your Speed Pool rather than 5 (3 for the first level of
- Effort, plus 2 for the second level of Effort, plus 1 per level for wearing light armor). Edge reduces the overall cost
- as normal. If you are not experienced with a certain type of armor but wear it anyway, this cost is further increased
-@@ -15949,9 +15949,9 @@
- Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
- movement than full plate at the cost of some protection.
-
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
-
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
-+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
-
- Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
- mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
-@@ -15964,28 +15964,28 @@
- elven smiths know how to make it).
-
- Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
-+joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
-
--Heavy cloth: Clothing that’s heavy enough to reduce the effect of attacks against you, such as winter clothing or a
-+Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
- fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
--but not bashing attacks like clubs or hammers. Heavy cloth doesn’t have a Speed Effort cost. It can’t be worn with other
-+but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
- kinds of armor.
-
--Hides and furs: Made from thick or poorly cured animal skins. It’s heavier and bulkier than other kinds of leather
-+Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
- armor, but easier to make, especially by resource-poor crafters.
-
- Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
--your torso. It’s stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
--Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that
-+your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
-+Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
- concept.
-
- Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
--called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
-+called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
- against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
--doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor.
-+doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
-
--Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
--mail.”
-+Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
-+mail."
-
- Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
- System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-@@ -16032,7 +16032,7 @@
-
- Medium weapons inflict 4 points of damage. Medium weapons include broadswords, battleaxes, maces, crossbows, spears,
- typical handguns, light rifles, sawed-off shotguns, and so on. Most weapons are medium. Anything that could be used in
--one hand (even if it’s often used in two hands, such as a quarterstaff or spear) is a medium weapon.
-+one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon.
-
- Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords,
- great hammers, massive axes, halberds, heavy crossbows, rifles, regular shotguns, assault rifles, and so on. Anything
-@@ -16047,7 +16047,7 @@
-
- In general, light weapons are moderately priced items, medium weapons are expensive, and heavy weapons are very
- expensive. Ammunition for a ranged weapon is inexpensive. The Genre chapter offers more specific details on weapons
--available in a given setting. Keep in mind that in many genres, it’s not acceptable to run around carrying dangerous
-+available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
- weapons.
-
- FANTASY WEAPONS DESCRIPTIONS
-@@ -16075,24 +16075,24 @@
-
- Greatsword: A two-handed version of the broadsword.
-
--Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter’s hammer) or two-sided (like a
-+Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
- sledgehammer).
-
- Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
- You need two hands to load it.
-
--Handaxe: A light, one-handed axe that’s good for melee or throwing.
-+Handaxe: A light, one-handed axe that's good for melee or throwing.
-
- Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
- reload.
-
- Heavy mace: A larger, two-handed version of a mace.
-
--Javelin: A light spear that’s designed to be thrown.
-+Javelin: A light spear that's designed to be thrown.
-
- Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
- fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that’s spherical, flanged, or knobbed.
-+that's spherical, flanged, or knobbed.
-
- Maul: A larger version of the hammer, such as a sledgehammer.
-
-@@ -16100,7 +16100,7 @@
- You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
- of their physical actions are hindered until they take an action to remove it.
-
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool.
-+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
-
- Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
- pulling an opponent from their mount.
-@@ -16188,7 +16188,7 @@
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
- If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-
--Adventuring pack: Includes 50 feet (15 m) of rope, three days’ iron rations, three spikes, small hammer, a set of warm
-+Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
- clothes, boots, and three torches.
-
- Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-@@ -16225,7 +16225,7 @@
- Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
- parts are reusable, but the kit runs out after about five uses.
-
--Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp
-+Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
- creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
- hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-
-@@ -16233,10 +16233,10 @@
- lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
- four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-
--Lockpicks: Also known as thieves’ tools, this set provides everything a skilled person needs to pick locks and disarm
-+Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
- traps.
-
--Manacles: Metal or heavy wooden restraints that hold an enemy’s wrists or ankles in place and are secured with a pin. A
-+Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
- common set of manacles is level 5.
-
- Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
-@@ -16307,13 +16307,13 @@
- very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
- probably a feast for a crowd, with the finest foods and drink available.
-
--Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night’s lodging is probably a
-+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
- flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
- probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
- personal services (such as massages and grooming) included.
-
- Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
--you’d want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
-+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
- clothing (and jewelry) when they go to their elite galas.
-
- Other sorts of miscellaneous items can be found in the Genre chapter.
-@@ -16323,51 +16323,51 @@
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
- shoes, and underclothes.
-
--Artisan’s outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-+Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
- an apron and a belt for holding tools.
-
--Ascetic’s outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
-+Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
- styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
- breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-
- Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-
--Entertainer’s costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
-+Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
- bard, juggler, or acrobat.
-
--Explorer’s outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-+Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
- various activities and environments.
-
- Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
- meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
- times as much.
-
--Peasant’s outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-+Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
- blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-
- Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
- headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-
--Traveler’s outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-+Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
- hood.
-
--Wizard’s outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
-+Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
- interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
- representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
- mystical aspects of wizard clothing.
-
- | Item | Price |
- |-----------------------|-------|
--| Artisan’s outfit | 2 gp |
--| Ascetic’s outfit | 1 gp |
-+| Artisan's outfit | 2 gp |
-+| Ascetic's outfit | 1 gp |
- | Cold-weather outfit | 6 gp |
--| Entertainer’s costume | 3 gp |
--| Explorer’s outfit | 8 gp |
-+| Entertainer's costume | 3 gp |
-+| Explorer's outfit | 8 gp |
- | Fancy outfit | 25 gp |
--| Peasant’s outfit | 1 sp |
-+| Peasant's outfit | 1 sp |
- | Priestly vestments | 5 gp |
--| Traveler’s outfit | 2 gp |
--| Wizard’s outfit | 5 gp |
-+| Traveler's outfit | 2 gp |
-+| Wizard's outfit | 5 gp |
-
- ANIMALS AND GEAR DESCRIPTIONS
- Draft horse: A strong horse able to carry or pull heavy loads.
-@@ -16416,22 +16416,22 @@
- CYPHERS
-
- Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
--might have the veneer of equipment, but don’t fall into the trap of confusing the two. Cyphers are far more akin to PC
-+might have the veneer of equipment, but don't fall into the trap of confusing the two. Cyphers are far more akin to PC
- special abilities than to gear. In a fantasy game, they might be potions, scrolls, or charms. In a science fiction game,
- cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just
- represent good fortune or sudden inspiration. See the Cyphers chapter for more details.
-
- ARTIFACTS
-
--Artifacts are more powerful than equipment and can’t simply be purchased. The Genre chapter offers a few sample
-+Artifacts are more powerful than equipment and can't simply be purchased. The Genre chapter offers a few sample
- artifacts appropriate for various settings.
-
- Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
- designated die (1d6, 1d10, 1d20, or 1d100). If the die shows the depletion number(s), the item works, but that is its
--last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can
-+last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
- be used only once.
-
--Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special
-+Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
- abilities can also repower an expended item, but probably for only one use.
-
- For GM information on artifacts, see the Running the Cypher System chapter.
-@@ -16444,23 +16444,23 @@
- occurs more rarely than most PCs would probably like.
-
- After the characters find an artifact, identifying it is a separate Intellect task. The GM sets the difficulty of the
--task, but it is usually equal to the artifact’s level. Identifying it takes fifteen minutes to three hours. If the PCs
--can’t identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.
-+task, but it is usually equal to the artifact's level. Identifying it takes fifteen minutes to three hours. If the PCs
-+can't identify an artifact, they can bring it to an expert to be identified or, if desired, traded or sold.
-
- Characters can attempt to use an artifact that has not been identified, which is usually an Intellect task equal to the
--artifact’s level + 2. Failure might mean that the PCs can’t figure out how to use the artifact or they use it
--incorrectly (GM’s discretion). Of course, even if characters use an unidentified artifact correctly the first time, they
-+artifact's level + 2. Failure might mean that the PCs can't figure out how to use the artifact or they use it
-+incorrectly (GM's discretion). Of course, even if characters use an unidentified artifact correctly the first time, they
- have no idea what the effect might be.
-
- Once characters identify an artifact, using it for the first time requires an additional Intellect action; this process
- is far more complex than pushing a button. It can involve manipulating touchscreens, reciting the proper arcane words,
--or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact’s level.
-+or anything else that fits the setting. The GM sets the difficulty, but it is usually equal to the artifact's level.
-
- ## Rules of the Game
-
- Cypher System games are played in the joint imagination of all the players, including the GM. The GM sets the scene, the
- players state what their characters attempt to do, and the GM determines what happens next. The rules and the dice help
--make the game run smoothly, but it’s the people, not the rules or the dice, that direct the action and determine the
-+make the game run smoothly, but it's the people, not the rules or the dice, that direct the action and determine the
- story—and the fun. If a rule gets in the way or detracts from the game, the players and the GM should work together to
- change it.
-
-@@ -16468,24 +16468,24 @@
-
- 1\. The player tells the GM what they want to do. This is a character action.
-
--2\. The GM determines if that action is routine (and therefore works without needing a roll) or if there’s a chance of
-+2\. The GM determines if that action is routine (and therefore works without needing a roll) or if there's a chance of
- failure.
-
- 3\. If there is a chance of failure, the GM determines which stat the task uses (Might, Speed, or Intellect) and the
--task’s difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).
-+task's difficulty—how hard it will be on a scale from 1 (really easy) to 10 (basically impossible).
-
- 4\. The player and the GM determine if anything about the character—such as training, equipment, special abilities, or
- various actions—can modify the difficulty up or down by one or more steps. If these modifications reduce the difficulty
- to less than 1, the action is routine (and therefore works with no roll needed).
-
--5\. If the action still isn’t routine, the GM uses its difficulty to determine the target number—how high the player
--must roll to succeed at the action (see the Task Difficulty table). The GM doesn’t have to tell the player what the
-+5\. If the action still isn't routine, the GM uses its difficulty to determine the target number—how high the player
-+must roll to succeed at the action (see the Task Difficulty table). The GM doesn't have to tell the player what the
- target number is, but they can give the player a hint, especially if the character would reasonably know if the action
- was easy, average, difficult, or impossible.
-
- 6\. The player rolls a d20. If they roll equal to or higher than the target number, the character succeeds.
-
--That’s it. That’s how to do anything, whether it’s identifying an unknown device, calming a raging drunk, climbing a
-+That's it. That's how to do anything, whether it's identifying an unknown device, calming a raging drunk, climbing a
- treacherous cliff, or battling a demigod. Even if you ignored all the other rules, you could still play the Cypher
- System with just this information. The key features here are: character actions, determining task difficulty, and
- determining modifications.
-@@ -16497,40 +16497,40 @@
-
- CHARACTER: Any creature in the game capable of acting, whether it is a player character (PC) run by a player or a
- nonplayer character (NPC) run by the game master (GM). In the Cypher System, even bizarre creatures, sentient machines,
--and living energy beings can be “characters.”
-+and living energy beings can be "characters."
-
- DIFFICULTY: A measure of how easy it is to accomplish a task. Difficulty is rated on a scale from 1 (lowest) to 10
--(highest). Altering the difficulty to make a task harder is called “hindering.” Altering it to make a task easier is
--called “easing.” All changes in difficulty are measured in steps. Difficulty often equates directly with level, so
-+(highest). Altering the difficulty to make a task harder is called "hindering." Altering it to make a task easier is
-+called "easing." All changes in difficulty are measured in steps. Difficulty often equates directly with level, so
- opening a level 3 locked door probably has a difficulty of 3.
-
--EASE: A decrease in a task’s difficulty, usually by one step. If something doesn’t say how many steps it eases a task,
-+EASE: A decrease in a task's difficulty, usually by one step. If something doesn't say how many steps it eases a task,
- then it reduces the difficulty by one step.
-
- EFFORT: Spending points from a stat Pool to reduce the difficulty of a task. A PC decides whether or not to apply Effort
- on their turn before the roll is made. NPCs never apply Effort.
-
--HINDER: An increase in a task’s difficulty, usually by one step. If something doesn’t say how many steps it hinders a
-+HINDER: An increase in a task's difficulty, usually by one step. If something doesn't say how many steps it hinders a
- task, then it increases the difficulty by one step.
-
--INABILITY: The opposite of trained—you’re hindered whenever you attempt a task that you have an inability in. If you
-+INABILITY: The opposite of trained—you're hindered whenever you attempt a task that you have an inability in. If you
- also become trained in the task, the training and the inability cancel each other out and you become practiced.
-
- LEVEL: A way to measure the strength, difficulty, power, or challenge of something in the game. Everything in the game
- has a level. NPCs and objects have levels that determine the difficulty of any task related to them. For example, an
--opponent’s level determines how hard they are to hit or avoid in combat. A door’s level indicates how hard it is to
--break down. A lock’s level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10
-+opponent's level determines how hard they are to hit or avoid in combat. A door's level indicates how hard it is to
-+break down. A lock's level determines how hard it is to pick. Levels are rated on a scale from 1 (lowest) to 10
- (highest). PC tiers are a little like levels, but they go only from 1 to 6 and mechanically work very differently than
--levels—for example, a PC’s tier does not determine a task’s difficulty.
-+levels—for example, a PC's tier does not determine a task's difficulty.
-
- PRACTICED: The normal, unmodified ability to use a skill—not trained, specialized, or an inability. Your type determines
--what weapon skills you’re practiced in; if you aren’t practiced with a type of weapon, you have an inability in it.
-+what weapon skills you're practiced in; if you aren't practiced with a type of weapon, you have an inability in it.
-
- ROLL: A d20 roll made by a PC to determine whether an action is successful. Although the game occasionally uses other
--dice, when the text simply refers to “a roll,” it always means a d20 roll.
-+dice, when the text simply refers to "a roll," it always means a d20 roll.
-
--ROUND: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it’s really
--important to track precise time, use rounds. Basically, it’s the length of time to take an action in the game, but since
-+ROUND: A length of time about five to ten seconds long. There are about ten rounds in a minute. When it's really
-+important to track precise time, use rounds. Basically, it's the length of time to take an action in the game, but since
- everyone more or less acts simultaneously, all characters get to take an action each round.
-
- SPECIALIZED: Having an exceptional amount of skill in a task. Being specialized eases the task by two steps. So, if you
-@@ -16541,7 +16541,7 @@
- stat Pool can increase or decrease over the course of play—for example, you can lose points from your Might Pool when
- struck by an opponent, spend points from your Intellect Pool to activate a special ability, or rest to recover points in
- your Speed Pool after a long day of marching. Anything that damages a stat, restores a stat, or boosts or penalizes a
--stat affects the stat’s Pool.
-+stat affects the stat's Pool.
-
- TASK: Any action that a PC attempts. The GM determines the difficulty of the task. In general, a task is something that
- you do and an action is you performing that task, but in most cases they mean the same thing.
-@@ -16556,7 +16556,7 @@
-
- TAKING ACTION
-
--Each character gets one turn each round. On a character’s turn, they can do one thing—an action. All actions fall into
-+Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
- one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
- a d20.
-
-@@ -16573,41 +16573,41 @@
-
- DETERMINING TASK STAT
-
--Every task relates to one of a character’s three stats: Might, Speed, or Intellect. Physical activities that require
-+Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
- strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes
- relate to Speed. Mental activities that require force of will, memory, or mental power relate to Intellect. This means
- you can generalize tasks into three categories: Might tasks, Speed tasks, and Intellect tasks. You can also generalize
- rolls into three categories: Might rolls, Speed rolls, and Intellect rolls.
-
- The category of the task or roll determines what kind of Effort you can apply to the roll and may determine how a
--character’s other abilities affect the roll. For example, an Adept may have an ability that makes them better at
-+character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
- Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
-
- DETERMINING TASK DIFFICULTY
-
--The most frequent thing a GM does during the game—and probably the most important thing—is set a task’s difficulty. To
-+The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
- make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
- target number, and general guidance about the difficulty.
-
--Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it’s always
-+Every difficulty from 1 to 10 has a target number associated with it. The target number is easy to remember: it's always
- three times the difficulty. The target number is the minimum number a player needs to roll on a d20 to succeed at the
- task. Moving up or down on the table is called hindering or easing, which is measured in steps.
-
--For example, reducing a difficulty 5 task to a difficulty 4 task is “easing the difficulty by one step” or just “easing
--the difficulty” or “easing the task.” Most modifiers affect the difficulty rather than the player’s roll. This has two
-+For example, reducing a difficulty 5 task to a difficulty 4 task is "easing the difficulty by one step" or just "easing
-+the difficulty" or "easing the task." Most modifiers affect the difficulty rather than the player's roll. This has two
- consequences:
-
- Low target numbers such as 3 or 6, which would be boring in most games that use a d20, are not boring in the Cypher
- System. For example, if you need to roll a 6 or higher, you still have a 25% chance to fail.
-
- The upper levels of difficulty (7, 8, 9, and 10) are all but impossible because the target numbers are 21 or higher,
--which you can’t roll on a d20. However, it’s common for PCs to have abilities or equipment that ease a task and thus
-+which you can't roll on a d20. However, it's common for PCs to have abilities or equipment that ease a task and thus
- lower the target number to something they *can* roll on a d20.
-
--A character’s tier does not determine a task’s level. Things don’t get more difficult just because a character’s tier
--increases—the world doesn’t instantly become a more difficult place. Fourth-tier characters don’t deal only with level 4
-+A character's tier does not determine a task's level. Things don't get more difficult just because a character's tier
-+increases—the world doesn't instantly become a more difficult place. Fourth-tier characters don't deal only with level 4
- creatures or difficulty 4 tasks (although a fourth-tier character probably has a better shot at success than a
--first-tier character does). Just because something is level 4 doesn’t necessarily mean it’s meant only for fourth-tier
-+first-tier character does). Just because something is level 4 doesn't necessarily mean it's meant only for fourth-tier
- characters. Similarly, depending on the situation, a fifth-tier character could find a difficulty 2 task just as
- challenging as a second-tier character does.
-
-@@ -16619,11 +16619,11 @@
- After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification
- applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be
- difficulty 6, but since the character doing the work is skilled in such tasks, has the right tools, and has another
--character assisting them, the difficulty in this instance might be much lower. That’s why it’s important for the GM to
--set a task’s difficulty without taking the character into account. The character comes in at this step.
-+character assisting them, the difficulty in this instance might be much lower. That's why it's important for the GM to
-+set a task's difficulty without taking the character into account. The character comes in at this step.
-
- By using skills and assets, working together, and—perhaps most important—applying Effort, a character can ease a task by
--multiple steps to make it easier. Rather than adding bonuses to the player’s roll, reducing the difficulty lowers the
-+multiple steps to make it easier. Rather than adding bonuses to the player's roll, reducing the difficulty lowers the
- target number. If they can reduce the difficulty of a task to 0, no roll is needed; success is automatic. (An exception
- is if the GM decides to use a GM intrusion on the task, in which case the player would have to make a roll at the
- original difficulty.)
-@@ -16641,51 +16641,51 @@
- interpersonal interactions. The first level of being skilled is called being trained, and it eases that task by one
- step. More rarely, a character can be incredibly skilled at performing a task. This is called being specialized, and it
- eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two
--steps from being trained and specialized don’t count.
-+steps from being trained and specialized don't count.
-
- ASSETS
-
- An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
- a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
--might help when woodworking, but it won’t make a dance performance much better. An asset usually eases a task by one
--step. Assets can never ease a task by more than two steps—any more than two steps from assets don’t count.
-+might help when woodworking, but it won't make a dance performance much better. An asset usually eases a task by one
-+step. Assets can never ease a task by more than two steps—any more than two steps from assets don't count.
-
- (The important thing to remember is that a skill can reduce the difficulty by no more than two steps, and assets can
--reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task’s difficulty will ever be
-+reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be
- reduced by more than four steps without using Effort.)
-
- EFFORT
-
--A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that’s most
-+A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
- appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
--from the character’s Might Pool; applying Effort to activate an unusual machine interface requires them to spend points
--from the character’s Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points
-+from the character's Might Pool; applying Effort to activate an unusual machine interface requires them to spend points
-+from the character's Intellect Pool. For every level of Effort spent on a task, the task is eased. It costs 3 points
- from a stat Pool to apply one level of Effort, and it costs 2 additional points for every level thereafter (so it costs
- 5 points for two levels of Effort, 7 points for three levels of Effort, and so on). A character must spend points from
- the same stat Pool as the type of task or roll—Might points for a Might roll, Speed points for a Speed roll, or
- Intellect points for an Intellect roll.
-
- Every character has a maximum level of Effort they can apply to a single task. Effort can never ease a task by more than
--six steps—any more than six steps from applying Effort doesn’t count.
-+six steps—any more than six steps from applying Effort doesn't count.
-
- Free Level of Effort: A few abilities give you a free level of Effort (these usually require you to apply at least one
--level of Effort to a task). In effect, you’re getting one more level of Effort than what you paid for. This free level
-+level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level
- of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
-
- ROLLING THE DIE
-
- To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
--succeed. Most of the time, that’s the end of it—nothing else needs to be done. Rarely, a character might apply a small
-+succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
- modifier to the roll. If they have a +2 bonus when attempting specific actions, they add 2 to the number rolled.
--However, the original roll matters if it’s a special roll.
-+However, the original roll matters if it's a special roll.
-
--If a character applies a modifier to the die roll, it’s possible to get a result of 21 or higher, in which case they can
-+If a character applies a modifier to the die roll, it's possible to get a result of 21 or higher, in which case they can
- attempt a task with a target number above 20. But if there is no possibility for success—if not even rolling a natural
- 20 (meaning the d20 shows that number) is sufficient to accomplish the task—then no roll is made. Otherwise, characters
- would have a chance to succeed at everything, even impossible or ridiculous tasks such as climbing moonbeams, throwing
- elephants, or hitting a target on the opposite side of a mountain with an arrow.
-
--If a character’s modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to
-+If a character's modifiers add up to +3, treat them as an asset instead. In other words, instead of adding a +3 bonus to
- the roll, reduce the difficulty by one step. For example, if a Warrior has a +1 bonus to attack rolls from a minor
- effect, a +1 bonus to attack rolls from a special weapon quality, and a +1 bonus to attack rolls from a special ability,
- they do not add 3 to their attack roll—instead, they reduce the difficulty of the attack by one step. So if they attack
-@@ -16700,12 +16700,12 @@
- In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a
- moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to
- determine whether they find it. If a rockslide falls on a PC, the player rolls to try to get out of the way. If a PC and
--an NPC arm wrestle, the player rolls, and the NPC’s level determines the target number. If a PC attacks a foe, the
-+an NPC arm wrestle, the player rolls, and the NPC's level determines the target number. If a PC attacks a foe, the
- player rolls to see if they hit. If a foe attacks the PC, the player rolls to see if they dodge the blow.
-
- As shown by the last two examples, the PC rolls whether they are attacking or defending. Thus, something that improves
- defenses might ease or hinder their rolls. For example, if a PC uses a low wall to gain cover from attacks, the wall
--eases the player’s defense rolls. If a foe uses the wall to gain cover from the PC’s attacks, it hinders the player’s
-+eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's
- attack rolls.
-
- SPECIAL ROLLS
-@@ -16713,7 +16713,7 @@
- If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play.
- These are explained in more detail in the following sections.
-
--1: GM Intrusion. The GM makes a free intrusion (see below) and doesn’t award experience points (XP) for it.
-+1: GM Intrusion. The GM makes a free intrusion (see below) and doesn't award experience points (XP) for it.
-
- 17: Damage Bonus. If the roll was a damage-dealing attack, it deals 1 additional point of damage.
-
-@@ -16732,7 +16732,7 @@
- GM INTRUSION
-
- GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
--something occurs to complicate the character’s life. The character hasn’t necessarily fumbled or done anything wrong
-+something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
- (although perhaps they did). It could just be that the task presents an unexpected difficulty or something unrelated
- affects the current situation.
-
-@@ -16751,26 +16751,26 @@
- pit lands on their feet. Either the GM or the player can come up with a possible minor effect that fits the situation,
- but both must agree on what it should be.
-
--Don’t waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where
--only success or failure matters, it’s okay to have no minor effect. Keep the game moving at an exciting pace.
-+Don't waste a lot of time thinking of a minor effect if nothing appropriate suggests itself. Sometimes, in cases where
-+only success or failure matters, it's okay to have no minor effect. Keep the game moving at an exciting pace.
-
- In combat, the easiest and most straightforward minor effect is dealing 3 additional points of damage with an attack.
- The following are other common minor effects for combat:
-
- Damage object: Instead of striking the foe, the attack strikes what the foe is holding. If the attack hits, the
--character makes a Might roll with a difficulty equal to the object’s level. On a success, the object moves one or more
-+character makes a Might roll with a difficulty equal to the object's level. On a success, the object moves one or more
- steps down the object damage track.
-
--Distract: For one round, all of the foe’s tasks are hindered.
-+Distract: For one round, all of the foe's tasks are hindered.
-
--Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn’t matter much, but if the fight
-+Knock back: The foe is knocked or forced back a few feet. Most of the time, this doesn't matter much, but if the fight
- takes place on a ledge or next to a pit of lava, the effect can be significant.
-
- Move past: The character can move a short distance at the end of the attack. This effect is useful to get past a foe
- guarding a door, for example.
-
--Strike a specific body part: The attacker strikes a specific spot on the defender’s body. The GM rules what special
--effect, if any, results. For example, hitting a creature’s tentacle that is wrapped around an ally might make it easier
-+Strike a specific body part: The attacker strikes a specific spot on the defender's body. The GM rules what special
-+effect, if any, results. For example, hitting a creature's tentacle that is wrapped around an ally might make it easier
- for the ally to escape. Hitting a foe in the eye might blind it for one round. Hitting a creature in its one vulnerable
- spot might ignore Armor.
-
-@@ -16788,7 +16788,7 @@
- impressed and possibly intimidated. A defender makes a free attack on a foe.
-
- Either the GM or the player can come up with a possible major effect that fits the situation, but both must agree on
--what it should be. As with minor effects, don’t spend a lot of time agonizing over the details of a major effect. In
-+what it should be. As with minor effects, don't spend a lot of time agonizing over the details of a major effect. In
- cases where only success or failure matters, a major effect might offer the character a one-time asset (a modification
- of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply
- grant the PC an additional action on their turn that same round.
-@@ -16810,7 +16810,7 @@
-
- Retrying a Task after failure
-
--If a character fails a task (whether it’s climbing a wall, picking a lock, trying to figure out a mysterious device, or
-+If a character fails a task (whether it's climbing a wall, picking a lock, trying to figure out a mysterious device, or
- something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A
- retry is a new action, not part of the same action that failed, and it takes the same amount of time as the first
- attempt did.
-@@ -16818,24 +16818,24 @@
- Sometimes the GM might rule that retries are impossible. Perhaps a character has one chance to convince the leader of a
- group of thugs not to attack, and after that, no amount of talking will stop them.
-
--This rule doesn’t apply to something like attacking a foe in combat because combat is always changing and fluid. Each
--round’s situation is new, not a repeat of a previous situation, so a missed attack can’t be retried.
-+This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each
-+round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried.
-
- INITIAL COST
-
--The GM can assign a point cost to a task just for trying it. Called an initial cost, it’s simply an indication that the
--task is particularly taxing. For example, let’s say a character wants to try a Might action to open a heavy cellar door
--that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there’s an initial
-+The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the
-+task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door
-+that is partially rusted shut. The GM says that forcing the door open is a difficulty 5 task, and there's an initial
- cost of 3 Might points simply to try. This initial cost is in addition to any points the character chooses to spend on
- the roll (such as when applying Effort), and the initial cost points do not affect the difficulty of the task. In other
--words, the character must spend 3 Might points to attempt the task at all, but that doesn’t help them open the door. If
-+words, the character must spend 3 Might points to attempt the task at all, but that doesn't help them open the door. If
- they want to apply Effort to ease the task, they have to spend more points from their Might Pool.
-
--Edge helps with the initial cost of a task, just as it does with any expenditure from a character’s Pool. In the
-+Edge helps with the initial cost of a task, just as it does with any expenditure from a character's Pool. In the
- previous example, if the character had a Might Edge of 2, they would have to spend only 1 point (3 points minus 2 from
- their Might Edge) for the initial cost to attempt the task. If they also applied a level of Effort to open the door,
--they couldn’t use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points.
--Thus, they’d spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.
-+they couldn't use their Edge again—Edge applies only once per action—so using the Effort would cost the full 3 points.
-+Thus, they'd spend a total of 4 points (1 for the initial cost plus 3 for the Effort) from their Might Pool.
-
- The rationale of the initial cost rule is that even in the Cypher System, where things like Effort can help a character
- succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
-@@ -16850,8 +16850,8 @@
- sometimes referred to as close, or even
- point-blank, particularly when referring to ranges.
-
--(The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within
--arm’s reach of the character, it can be considered both immediate and close.)
-+(The words "immediate" and "close" can be used interchangeably to talk about distance. If a creature or object is within
-+arm's reach of the character, it can be considered both immediate and close.)
-
- Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.
-
-@@ -16872,10 +16872,10 @@
- their entire action, but the player might have to roll to see if the character slips, trips, or stumbles for moving so
- far so quickly.
-
--GMs and players don’t need to determine exact distances. For example, if the PCs are fighting a group of guards, any
--character can likely attack any foe in the general melee—they’re all within immediate range. However, if one trooper
-+GMs and players don't need to determine exact distances. For example, if the PCs are fighting a group of guards, any
-+character can likely attack any foe in the general melee—they're all within immediate range. However, if one trooper
- stays back to fire a blaster, a character might have to use their entire action to move the short distance required to
--attack that foe. It doesn’t matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it’s simply considered short
-+attack that foe. It doesn't matter if the trooper is 20 feet (6 m) or 40 feet (12 m) away—it's simply considered short
- distance. It does matter if the trooper is more than 50 feet (15 m) away because that distance would require a long
- move.
-
-@@ -16900,11 +16900,11 @@
-
- Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the
- characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only
--a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like “That
--takes about an hour” works fine.
-+a few seconds at the game table. Precision timekeeping is rarely important. Most of the time, saying things like "That
-+takes about an hour" works fine.
-
--This is true even when a special ability has a specific duration. In an encounter, a duration of “one minute” is mostly
--the same as saying “the rest of the encounter.” You don’t have to track each round that ticks by if you don’t want to.
-+This is true even when a special ability has a specific duration. In an encounter, a duration of "one minute" is mostly
-+the same as saying "the rest of the encounter." You don't have to track each round that ticks by if you don't want to.
- Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the
- time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.
-
-@@ -16937,20 +16937,20 @@
-
- ENCOUNTERS, ROUNDS, AND INITIATIVE
-
--Sometimes in the course of the game, the GM or players will refer to an “encounter.” Encounters are not so much
-+Sometimes in the course of the game, the GM or players will refer to an "encounter." Encounters are not so much
- measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in
- a book. An encounter might be a fight with a foe, a dramatic crossing of a raging river, or a stressful negotiation with
--an important official. It’s useful to use the word when referring to a specific scene, as in “My Might Pool is low after
--that encounter with the soul sorcerer yesterday.”
-+an important official. It's useful to use the word when referring to a specific scene, as in "My Might Pool is low after
-+that encounter with the soul sorcerer yesterday."
-
- A round is about five to ten seconds. The length of time is variable because sometimes one round might be a bit longer
--than another. You don’t need to measure time more precisely than that. You can estimate that on average there are about
-+than another. You don't need to measure time more precisely than that. You can estimate that on average there are about
- ten rounds in a minute. In a round, everyone—each character and NPC—gets to take one action.
-
- To determine who goes first, second, and so on in a round, each player makes a Speed roll called an initiative roll.
--Most of the time, it’s only important to know which characters act before the NPCs and which act after the NPCs. On an
--initiative roll, a character who rolls higher than an NPC’s target number takes their action before the NPC does. As
--with all target numbers, an NPC’s target number for an initiative roll is three times the NPC’s level. Many times, the
-+Most of the time, it's only important to know which characters act before the NPCs and which act after the NPCs. On an
-+initiative roll, a character who rolls higher than an NPC's target number takes their action before the NPC does. As
-+with all target numbers, an NPC's target number for an initiative roll is three times the NPC's level. Many times, the
- GM will have all NPCs take their actions at the same time, using the highest target number from among all the NPCs.
- Using this method, any characters who rolled higher than the target number act first, then all the NPCs act, and finally
- any characters who rolled lower than the target number act.
-@@ -16958,13 +16958,13 @@
- (An initiative roll is a d20 roll. Since your initiative depends on how fast you are, if you spend Effort on the roll,
- the points come from your Speed Pool.)
-
--The order in which the characters act usually isn’t important. If the players want to go in a precise order, they can
-+The order in which the characters act usually isn't important. If the players want to go in a precise order, they can
- act in initiative order (highest to lowest), by going around the table, by going oldest to youngest, and so on.
-
--For example, Charles, Tammie, and Shanna’s characters are in combat with two level 2 security guards. The GM has the
-+For example, Charles, Tammie, and Shanna's characters are in combat with two level 2 security guards. The GM has the
- players make Speed rolls to determine initiative. Charles rolls an 8, Shanna rolls a 15, and Tammie rolls a 4. The
- target number for a level 2 creature is 6, so each round Charles and Shanna act before the guards, then the guards act,
--and finally Tammie acts. It doesn’t matter whether Charles acts before or after Shanna, as long as they think it’s fair.
-+and finally Tammie acts. It doesn't matter whether Charles acts before or after Shanna, as long as they think it's fair.
-
- After everyone—all PCs and NPCs—in the combat has had a turn, the round ends and a new round begins. In all rounds after
- the first, everyone acts in the same order as they did in the first round. The characters cycle through this order until
-@@ -16977,26 +16977,26 @@
- Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
- an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
-
--A CLOSER LOOK AT SITUATIONS THAT DON’T INVOLVE PCs
-+A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
-
- Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
- interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
- or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
--win, but if they face a level 7 NPC, they’ll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
-+win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
- lower but not those of level 5 and above.
-
--The essence is this: in the Cypher System, it doesn’t matter if something is a creature, a poison, or a
--gravity-dispelling ray. If it’s a higher level, it wins; if it’s a lower level, it loses. If two things of equal level
-+The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
-+gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
- oppose each other, there might be a long, drawn-out battle that could go either way.
-
- ACTIONS
-
--Anything that your character does in a round is an action. It’s easiest to think of an action as a single thing that you
--can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that’s one
-+Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
-+can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that's one
- action. So is running for cover behind a stack of barrels, prying open a stuck door, using a rope to pull your friend up
--from a pit, or activating a cypher (even if it’s stored in your pack).
-+from a pit, or activating a cypher (even if it's stored in your pack).
-
--Opening a door and attacking a security guard on the other side are two actions. It’s more a matter of focus than time.
-+Opening a door and attacking a security guard on the other side are two actions. It's more a matter of focus than time.
- Drawing your sword and attacking a foe is all one action. Putting away your bow and pushing a heavy bookcase to block a
- door are two actions because each requires a different train of thought.
-
-@@ -17010,7 +17010,7 @@
-
- Attack
-
--Activate a special ability (one that isn’t an attack)
-+Activate a special ability (one that isn't an attack)
-
- Move
-
-@@ -17022,22 +17022,22 @@
-
- ACTION: ATTACK
-
--An attack is anything that you do to someone that they don’t want you to do. Slashing a foe with a curved dagger is an
-+An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
- attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is
--an attack, and controlling someone’s mind is an attack. An attack almost always requires a roll to see if you hit or
-+an attack, and controlling someone's mind is an attack. An attack almost always requires a roll to see if you hit or
- otherwise affect your target.
-
- In the simplest kind of attack, such as a PC trying to stab a thug with a knife, the player rolls and compares their
--result to the opponent’s target number. If their roll is equal to or greater than the target number, the attack hits.
-+result to the opponent's target number. If their roll is equal to or greater than the target number, the attack hits.
- Just as with any kind of task, the GM might modify the difficulty based on the situation, and the player might have a
- bonus to the roll or might try to ease the task using skills, assets, or Effort.
-
--A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it’s handled the
--same way: the player makes a roll against the opponent’s target number. Similarly, an attempt to tackle a foe and
--wrestle it to the ground is still just a roll against the foe’s target number.
-+A less straightforward attack might be a special ability that stuns a foe with a mental blast. However, it's handled the
-+same way: the player makes a roll against the opponent's target number. Similarly, an attempt to tackle a foe and
-+wrestle it to the ground is still just a roll against the foe's target number.
-
--Attacks are sometimes categorized as “melee” attacks, meaning that you hurt or affect something within immediate reach,
--or “ranged” attacks, meaning that you hurt or affect something at a distance.
-+Attacks are sometimes categorized as "melee" attacks, meaning that you hurt or affect something within immediate reach,
-+or "ranged" attacks, meaning that you hurt or affect something at a distance.
-
- Melee attacks can be Might or Speed actions—player choice. Physical ranged attacks (such as bows, thrown weapons, and
- blasts of fire from a mutation) are almost always Speed actions, but those that come from special abilities tend to be
-@@ -17046,13 +17046,13 @@
- Special abilities that require touching the target require a melee attack. If the attack misses, the power is not
- wasted, and you can try again each round as your action until you hit the target, use another ability, or take a
- different action that requires you to use your hands. These attempts in later rounds count as different actions, so you
--don’t have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example,
--let’s say that in the first round of combat, you activate a special ability that requires you to touch your foe and you
-+don't have to keep track of how much Effort you used when you activated the ability or how you used Edge. For example,
-+let's say that in the first round of combat, you activate a special ability that requires you to touch your foe and you
- use Effort to ease the attack, but you roll poorly and miss your foe. In the second round of combat, you can try
- attacking again and use Effort to ease the attack roll.
-
- The GM and players are encouraged to describe every attack with flavor and flair. One attack roll might be a stab to the
--foe’s arm. A miss might be the PC’s sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make
-+foe's arm. A miss might be the PC's sword slamming into the wall. Combatants lunge, block, duck, spin, leap, and make
- all kinds of movements that should keep combat visually interesting and compelling. The Running the Cypher System
- chapter has much more guidance in this regard.
-
-@@ -17063,22 +17063,22 @@
-
- When an attack strikes a character, it usually means the character takes damage.
-
--An attack against a PC subtracts points from one of the character’s stat Pools—usually the Might Pool. Whenever an
--attack simply says it deals “damage” without specifying the type, it means Might damage, which is by far the most common
-+An attack against a PC subtracts points from one of the character's stat Pools—usually the Might Pool. Whenever an
-+attack simply says it deals "damage" without specifying the type, it means Might damage, which is by far the most common
- type. Intellect damage, which is usually the result of a mental attack, is always labeled as Intellect damage. Speed
- damage is often a physical attack, but attacks that deal Speed damage are fairly rare.
-
--NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the
--amount is subtracted from its health. Unless described otherwise, an NPC’s health is always equal to its target number.
-+NPCs don't have stat Pools. Instead, they have a characteristic called health. When an NPC takes damage of any kind, the
-+amount is subtracted from its health. Unless described otherwise, an NPC's health is always equal to its target number.
- Some NPCs might have special reactions to or defenses against attacks that would normally deal Speed damage or Intellect
--damage, but unless the NPC’s description specifically explains this, assume that all damage is subtracted from the NPC’s
-+damage, but unless the NPC's description specifically explains this, assume that all damage is subtracted from the NPC's
- health.
-
--Objects don’t have stat Pools or health. They have an object damage track, just like how PCs have a damage track.
-+Objects don't have stat Pools or health. They have an object damage track, just like how PCs have a damage track.
- Attacking objects might move them down their damage track.
-
- Damage is always a specific amount determined by the attack. For example, a slash with a broadsword or a blast with a
--spike thrower deals 4 points of damage. An Adept’s Onslaught deals 4 points of damage. Often, there are ways for the
-+spike thrower deals 4 points of damage. An Adept's Onslaught deals 4 points of damage. Often, there are ways for the
- attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a
- natural 17 on the attack roll deals 1 additional point of damage.
-
-@@ -17088,18 +17088,18 @@
- takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a
- Warrior with 2 Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2
- from their Armor). If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack.
--For example, the Warrior’s 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.
-+For example, the Warrior's 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.
-
- The most common way to get Armor is to wear physical armor, such as a leather jacket, a bulletproof vest, a chainmail
- hauberk, bioengineered carapace grafts, or something else, depending on the setting. All physical armor comes in one of
- three categories: light, medium, or heavy. Light armor gives the wearer 1 point of Armor, medium gives 2 points of
- Armor, and heavy gives 3 points of Armor.
-
--When you see the word “Armor” capitalized in the game rules (other than in the name of a special ability), it refers to
--your Armor characteristic—the number you subtract from incoming damage. When you see the word “armor” in lowercase, it
-+When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to
-+your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" in lowercase, it
- refers to any physical armor you might wear.
-
--Other effects can add to a character’s Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that
-+Other effects can add to a character's Armor. If a character is wearing chainmail (+2 to Armor) and has an ability that
- covers them in a protective force field that grants +1 to Armor, their total is 3 Armor. If they also use a cypher that
- hardens their flesh temporarily for +1 to Armor, their total is 4 Armor.
-
-@@ -17113,14 +17113,14 @@
-
- Ambient Damage
-
--Some kinds of damage aren’t direct attacks against a creature, but they indirectly affect everything in the area. Most
-+Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
- of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
--kinds of sources is called ambient damage. Physical armor usually doesn’t protect against ambient damage, though a
-+kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a
- well-insulated suit of armor can protect against cold weather.
-
- Damage From Hazards
-
--Attacks aren’t the only way to inflict damage on a character. Experiences such as falling from a great height, being
-+Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
- burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
- comprehensive, the Damage From Hazards table includes common examples.
-
-@@ -17150,9 +17150,9 @@
- GRAVITY WELL
-
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
--hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the
-+hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
- associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
--purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-+purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-
- Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
- error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-@@ -17160,19 +17160,19 @@
- Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
- trajectory on a failed piloting task, the difficulty determined by the situation.
-
--Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well’s orbit, forcing
-+Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
- the craft to expend additional power to get free (power it may or may not have)
-
- BLACK HOLE
-
- Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
--couple of additional hazards are also associated with black holes, notably tidal destruction (“spaghettification”), time
-+couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
- dilation, and being swallowed.
-
--Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole’s
-+Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
- event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
- thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
--fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.
-+fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
-
- A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
- Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
-@@ -17184,7 +17184,7 @@
-
- Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
- gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
--from the universe of its origin. At least, it’s lost assuming no intervention from a fantastic tech-rated
-+from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
- post-singularity AI or ancient ultra.
-
- RADIATION BELT/SOLAR FLARE
-@@ -17205,7 +17205,7 @@
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
--fantastic settings, or possibly in solar systems other than Earth’s.
-+fantastic settings, or possibly in solar systems other than Earth's.
-
- Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
- pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
-@@ -17215,7 +17215,7 @@
-
- Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
- asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
--spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid’s
-+spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
- spin, then slide into the cramped space.
-
- The Effects of Taking Damage
-@@ -17223,10 +17223,10 @@
- When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
- into submission.
-
--As previously mentioned, damage from most sources is applied to a character’s Might Pool. Otherwise, stat damage always
-+As previously mentioned, damage from most sources is applied to a character's Might Pool. Otherwise, stat damage always
- reduces the Pool of the stat it affects.
-
--If damage reduces a character’s stat Pool to 0, any further damage to that stat (including excess damage from the attack
-+If damage reduces a character's stat Pool to 0, any further damage to that stat (including excess damage from the attack
- that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:
-
- 1\. Might (unless the Pool is 0)
-@@ -17237,12 +17237,12 @@
-
- Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of Armor and
- special abilities that affect damage. For example, if a character with 2 Armor is reduced to 0 Might and then is hit by
--a creature’s claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point,
-+a creature's claw for 3 points of damage, it still counts as Might damage, so their Armor reduces the damage to 1 point,
- which then is applied to their Speed Pool. In other words, even though they take the damage from their Speed Pool, it
--doesn’t ignore Armor like Speed damage normally would.
-+doesn't ignore Armor like Speed damage normally would.
-
- In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a damage track. The
--damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC’s stat Pools
-+damage track has four states (from best to worst): hale, impaired, debilitated, and dead. When one of a PC's stat Pools
- reaches 0, they move one step down the damage track. Thus, if they are hale, they become impaired. If they are already
- impaired, they become debilitated. If they are already debilitated, they become dead.
-
-@@ -17250,7 +17250,7 @@
- disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle,
- and so on, as determined by the GM).
-
--Some attacks, like a serpent’s poisonous bite or a Speaker’s Enthrall, have effects other than damage to a stat Pool or
-+Some attacks, like a serpent's poisonous bite or a Speaker's Enthrall, have effects other than damage to a stat Pool or
- shifting the PC on the damage track. These attacks can cause unconsciousness, paralysis, and so on.
-
- (When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage.
-@@ -17269,27 +17269,27 @@
- applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs
- 7 points instead of 5.
-
--An impaired character ignores minor and major effect results on their rolls, and they don’t deal as much extra damage in
-+An impaired character ignores minor and major effect results on their rolls, and they don't deal as much extra damage in
- combat with a special roll. In combat, a roll of 17 or higher deals only 1 additional point of damage. When an impaired
- PC takes enough damage to reduce one of their stat Pools to 0, they become debilitated.
-
- Debilitated is a critically injured state. A debilitated character may not take any actions other than to move (probably
--crawl) no more than an immediate distance. If a debilitated character’s Speed Pool is 0, they can’t move at all. When a
-+crawl) no more than an immediate distance. If a debilitated character's Speed Pool is 0, they can't move at all. When a
- debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.
-
- Dead is dead.
-
--(The damage track allows you to know how far from death you are. If you’re hale, you’re three steps from death. If
--you’re impaired, you’re two steps from death. If you’re debilitated, you are only one small step from death’s door.)
-+(The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If
-+you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.)
-
- Recovering Points in a Pool
-
--After losing or spending points in a Pool, you recover those points by resting. You can’t increase a Pool past its
-+After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its
- maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points
- you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.
-
- When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can
--divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you’ve lost 4 points of
-+divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you've lost 4 points of
- Might and 2 points of Speed, you can recover 4 points of Might, or 2 points of Might and 2 points of Speed, or any other
- combination adding up to 4 points.
-
-@@ -17300,15 +17300,15 @@
- day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours
- to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).
-
--After that much rest, it’s assumed to be a new day, so the next time you rest, it takes only a few seconds. The next
-+After that much rest, it's assumed to be a new day, so the next time you rest, it takes only a few seconds. The next
- rest takes ten minutes, then one hour, and so on, in a cycle.
-
--If you haven’t rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6
-+If you haven't rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6
- points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier).
- Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.
-
- Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them
--want to make recovery rolls, the others don’t have to make rolls at that time. Later in the day, those three can decide
-+want to make recovery rolls, the others don't have to make rolls at that time. Later in the day, those three can decide
- to rest for ten minutes and make recovery rolls.
-
- | | |
-@@ -17324,7 +17324,7 @@
- Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up
- one step on the damage track.
-
--If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage
-+If all of a PC's stat Pools are above 0 and the character has taken special damage that moved them down the damage
- track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a
- character who is debilitated from a hit with a
- cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
-@@ -17335,7 +17335,7 @@
- ways, only some of which are easily represented by points of damage.
-
- Dazed and Stunned: Characters can be dazed when struck hard on the head, exposed to extremely loud sounds, or affected
--by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character’s
-+by a mental attack. When this happens, for the duration of the daze effect (usually one round), all of the character's
- tasks are hindered. Similar but more severe attacks can stun characters. Stunned characters lose their turn (but can
- still defend against attacks normally).
-
-@@ -17363,7 +17363,7 @@
-
- The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but
- nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon,
--and it won’t affect an android or a demon at all.
-+and it won't affect an android or a demon at all.
-
- If an NPC is susceptible to an attack that would shift a character down the damage track, using that attack on the NPC
- usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the
-@@ -17372,7 +17372,7 @@
- ATTACK MODIFIERS AND SPECIAL SITUATIONS
-
- In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
--they think are appropriate to the situation (that’s their role in the game), the following suggestions and guidelines
-+they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
- might make that easier. Often the modifier is applied as a step in difficulty. So if a situation hinders attacks, that
- means if a PC attacks an NPC, the difficulty of the attack roll is increased by one step, and if an NPC attacks a PC,
- the difficulty of the defense roll is decreased by one step. This is because players make all rolls, whether they are
-@@ -17381,8 +17381,8 @@
- When in doubt, if it seems like it should be harder to attack in a situation, hinder the attack rolls. If it seems like
- attacks should gain an advantage or be easier in some way, hinder the defense rolls.
-
--(Precise ranges are not important in the Cypher System. The broadly defined “immediate,” “short,” “long,” and “very
--long” ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is
-+(Precise ranges are not important in the Cypher System. The broadly defined "immediate," "short," "long," and "very
-+long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is
- right there, your target is close, your target is pretty far away, or your target is extremely far away.)
-
- Cover
-@@ -17390,10 +17390,10 @@
- If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against
- the character are hindered.
-
--If a character is entirely behind cover (their entire body is behind something sturdy), they can’t be attacked unless
-+If a character is entirely behind cover (their entire body is behind something sturdy), they can't be attacked unless
- the attack can go through the cover. For example, if a character hides behind a thin wooden screen and their opponent
- shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker
--can’t see the character clearly, this still counts as cover (attacks against the character are hindered).
-+can't see the character clearly, this still counts as cover (attacks against the character are hindered).
-
- Position
-
-@@ -17406,11 +17406,11 @@
-
- Surprise
-
--When a target isn’t aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
-+When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
- invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this
- advantage, however, the defender truly must have no idea that the attack is coming.
-
--If the defender isn’t sure of the attacker’s location but is still on guard, the attacks are eased by only one step.
-+If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.
-
- Range
-
-@@ -17420,25 +17420,25 @@
-
- The majority of ranged attacks have only two ranges: short range and long range (a few have very long range). Short
- range is generally less than 50 feet (15 m) or so. Long range is generally from 50 feet (15 m) to about 100 feet (30 m).
--Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn’t important in the
-+Very long range is generally 100 feet (30 m) to 500 feet (150 m). Greater precision than that isn't important in the
- Cypher System. If anything is longer than very long range, the exact range is usually spelled out, such as with an item
- that can fire a beam 1,000 feet (300 m) or teleport you up to 1 mile (1.5 km) away.
-
- Thus, the game has four measurements of distance: immediate, short, long, and very long. These apply to movement as
--well. A few special cases—point-blank range and extreme range— modify an attack’s chance to successfully hit.
-+well. A few special cases—point-blank range and extreme range— modify an attack's chance to successfully hit.
-
- Point-Blank Range: If a character uses a ranged weapon against a target within immediate range, the attack is eased.
-
--Extreme Range: Targets just at the limit of a weapon’s range are at extreme range. Attacks against such targets are
-+Extreme Range: Targets just at the limit of a weapon's range are at extreme range. Attacks against such targets are
- hindered.
-
- (The GM might allow a character with a ranged weapon to attack beyond extreme range, but the attack would be hindered by
- two steps for each range category beyond the normal limit. Attacks with hard limits, such as the blast radius of a bomb,
--can’t be modified.)
-+can't be modified.)
-
- (In certain situations, such as a PC on top of a building looking across an open field, the GM should allow ranged
- attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a
--bow and arrow at 500 feet (150 m), much farther than a bow’s typical long range.)
-+bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.)
-
- Illumination
-
-@@ -17458,7 +17458,7 @@
- Darkness: Darkness is an area with no illumination at all, such as a moonless night with cloud cover or a room with no
- lights. Targets in complete darkness are nearly impossible to hit. If an attacker can use other senses (such as hearing)
- to get an idea of where the opponent might be, attacks against such targets are hindered by four steps. Otherwise,
--attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to “make a lucky shot” or
-+attacks in complete darkness fail without the need for a roll unless the player spends 1 XP to "make a lucky shot" or
- the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light
- spotting ease the task by two steps.
-
-@@ -17470,15 +17470,15 @@
- dense mist makes ranged attacks nearly impossible (treat as darkness), and even melee attacks are hindered.
-
- Hiding Target: A target in dense foliage, behind a screen, or crawling amid the rubble in a ruin is hard to hit because
--they’re hard to see. Ranged attacks against such targets are hindered.
-+they're hard to see. Ranged attacks against such targets are hindered.
-
- Invisible Target: If an attacker can use other senses (such as hearing) to get an idea of where the opponent might be,
- attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without
--the need for a roll unless the player spends 1 XP to “make a lucky shot” or the GM uses GM intrusion.
-+the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion.
-
- Water
-
--Being in shallow water can make it hard to move, but it doesn’t affect combat. Being in deep water can make things
-+Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things
- difficult, and being underwater entirely can seem as different as being on another world.
-
- Deep Water: Being in water up to your chest (or the equivalent thereof) hinders your attacks. Aquatic creatures ignore
-@@ -17489,7 +17489,7 @@
- Aquatic creatures ignore these penalties.
-
- Underwater Ranged Combat: As with melee combat, nonaquatic creatures have problems fighting underwater. Some ranged
--attacks are impossible underwater—you can’t throw things, fire a bow or crossbow, or use a blowgun. Many firearms also
-+attacks are impossible underwater—you can't throw things, fire a bow or crossbow, or use a blowgun. Many firearms also
- do not work underwater. Attacks with weapons that do work underwater are hindered. Ranges underwater are reduced by one
- category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range
- weapons work only to immediate range.
-@@ -17513,8 +17513,8 @@
-
- When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
- attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
--pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally’s favorite PC rolls for them.
--NPCs cannot apply Effort. Of course, it’s perfectly fitting (and easier) to have the NPC ally use the cooperative action
-+pet attacks enemies. If an NPC ally accompanying the party leaps into the fray, that ally's favorite PC rolls for them.
-+NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action
- rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
-
- SPECIAL SITUATION: COMBAT BETWEEN PCs
-@@ -17522,7 +17522,7 @@
- When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
- roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
- the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6
--for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is
-+for two steps, and so on). If the attacker's final result is higher, the attack hits. If the defender's result is
- higher,
- the attack misses. Damage is resolved normally. The GM mediates all special effects.
-
-@@ -17545,7 +17545,7 @@
- of Shatter says that applying Effort to increase the damage also means that targets take 1 point of damage if the PC
- fails the attack roll, so the leader takes 1 point of damage. In terms of what happens in the story, the cultists are
- caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast.
--Despite the leader’s quick moves, the blast is so intense that a few bits of metal slice them.
-+Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
-
- SPECIAL SITUATION: ATTACKING OBJECTS
-
-@@ -17577,8 +17577,8 @@
- ACTION: Activate a Special Ability
-
- Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability
--affects another character in any kind of unwanted manner, it’s handled as an attack. This is true even if the ability is
--normally not considered an attack. For example, if a character has a healing touch, and their friend doesn’t want to be
-+affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is
-+normally not considered an attack. For example, if a character has a healing touch, and their friend doesn't want to be
- healed for some reason, an attempt to heal their unwilling friend is handled as an attack.
-
- Plenty of special abilities do not affect another character in an unwanted manner. For example, a PC might use Hover on
-@@ -17595,18 +17595,18 @@
- sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so
- on. This is considered an immediate distance, and a character can move this far as part of another action.
-
--In a combat situation, if a character is in a large melee, they’re usually considered to be next to most other
--combatants, unless the GM rules that they’re farther away because the melee is especially large or the situation
-+In a combat situation, if a character is in a large melee, they're usually considered to be next to most other
-+combatants, unless the GM rules that they're farther away because the melee is especially large or the situation
- dictates it.
-
--If they’re not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15
--m). If they’re farther away than that but still involved in the combat, they are considered to be a long distance away,
-+If they're not in melee but still nearby, they are considered to be a short distance away—usually less than 50 feet (15
-+m). If they're farther away than that but still involved in the combat, they are considered to be a long distance away,
- usually 50 to 100 feet (15 to 30 m), or possibly even a very long distance away, usually more than 100 feet to 500 feet
- (30 to 150 m).
-
- In a round, as an action, a character can make a short move. In this case, they are doing nothing but moving up to about
- 50 feet (15 m). Some terrain or situations will change the distance a character can move, but generally, making a short
--move is considered to be a difficulty 0 action. No roll is needed; they just get where they’re going as their action.
-+move is considered to be a difficulty 0 action. No roll is needed; they just get where they're going as their action.
-
- A character can try to make a long move—up to 100 feet (30 m) or so—in one round. This is a Speed task with a difficulty
- of 4. As with any action, they can use skills, assets, or Effort to ease the task. Terrain, obstacles, or other
-@@ -17629,7 +17629,7 @@
-
- Different environments affect movement in different ways.
-
--Rough Terrain: A surface that’s considered rough terrain is covered in loose stones or other material, uneven or with
-+Rough Terrain: A surface that's considered rough terrain is covered in loose stones or other material, uneven or with
- unsure footing, unsteady, or a surface that requires movement across a narrow space, such as a cramped corridor or a
- slender ledge. Stairs are also considered rough terrain. Rough terrain does not slow normal movement on a round-by-round
- basis, but hinders move rolls. Rough terrain cuts long-term movement rates in half.
-@@ -17654,14 +17654,14 @@
-
- Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a
- surface and succeed at a Might roll to move (the difficulty is equal to one-quarter the distance traveled in feet).
--Without a surface to push off from, a character cannot move. Unless the character’s movement takes them to a stable
-+Without a surface to push off from, a character cannot move. Unless the character's movement takes them to a stable
- object that they can grab or land against, they continue to drift in that direction each round, traveling half the
- distance of the initial push.
-
- Special Situation: A Chase
-
- When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the
--NPC’s level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of
-+NPC's level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of
- the story, this one-roll mechanic can be the result of a long chase over many rounds.
-
- Alternatively, if the GM wants to play out a long chase, the character can make many rolls (perhaps one per level of the
-@@ -17673,15 +17673,15 @@
-
- ACTION: WAIT
-
--You can wait to react to another character’s action.
-+You can wait to react to another character's action.
-
- You decide what action will trigger your action, and if the triggering action happens, you get to take your action first
--(unless going first wouldn’t make sense, like attacking a foe before they come into view). For example, if an orc
--threatens you with a halberd, on your turn you can decide to wait, stating “If it stabs at me, I’m going to slash it
--with my sword.” On the orc’s turn, it stabs, so you make your sword attack before that happens.
-+(unless going first wouldn't make sense, like attacking a foe before they come into view). For example, if an orc
-+threatens you with a halberd, on your turn you can decide to wait, stating "If it stabs at me, I'm going to slash it
-+with my sword." On the orc's turn, it stabs, so you make your sword attack before that happens.
-
- Waiting is also a good way to deal with a ranged attacker who rises from behind cover, fires an attack, and ducks back
--down. You could say “I wait to see them pop up from behind cover and then I shoot them.”
-+down. You could say "I wait to see them pop up from behind cover and then I shoot them."
-
- (Waiting is also a useful tool for cooperative actions (see below).)
-
-@@ -17690,20 +17690,20 @@
- Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses
- its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with
- circumstances, skill, assets, and Effort all potentially coming into play. Defending is a special kind of action in that
--it does not happen on the PC’s turn. It’s never an action that a player decides to take; it’s always a reaction to an
--attack. A PC can take a defense action when attacked (on the attacking NPC’s turn) and still take another action on
-+it does not happen on the PC's turn. It's never an action that a player decides to take; it's always a reaction to an
-+attack. A PC can take a defense action when attacked (on the attacking NPC's turn) and still take another action on
- their own turn.
-
- The type of defense roll depends on the type of attack. If a foe attacks a character with an axe, they can use Speed to
--duck or block it with what they’re holding. If they’re struck by a poisoned dart, they can use a Might action to resist
-+duck or block it with what they're holding. If they're struck by a poisoned dart, they can use a Might action to resist
- its effects. If a psi-worm attempts to control their mind, they can use Intellect to fend off the intrusion.
-
- Sometimes an attack provokes two defense actions. For example, a poisonous reptile tries to bite a PC. They try to dodge
- the bite with a Speed action. If they fail, they take damage from the bite, and they must also attempt a Might action to
--resist the poison’s effects.
-+resist the poison's effects.
-
--If a character does not know an attack is coming, usually they can still make a defense roll, but they can’t add
--modifiers (including the modifier from a shield), and they can’t use any skill or Effort to ease the task. If
-+If a character does not know an attack is coming, usually they can still make a defense roll, but they can't add
-+modifiers (including the modifier from a shield), and they can't use any skill or Effort to ease the task. If
- circumstances warrant—such as if the attacker is right next to the character—the GM might rule that the surprise attack
- simply hits.
-
-@@ -17713,23 +17713,23 @@
-
- ACTION: DO SOMETHING ELSE
-
--Players can try anything they can think of, although that doesn’t mean anything is possible. The GM sets the
--difficulty—that’s their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all
--manner of actions and options that aren’t covered by a rule. That’s a good thing.
-+Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
-+difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all
-+manner of actions and options that aren't covered by a rule. That's a good thing.
-
- Players should not feel constrained by the game mechanics when taking actions. Skills are not required to attempt an
--action. Someone who’s never picked a lock can still try. The GM might hinder the task, but the character can still
-+action. Someone who's never picked a lock can still try. The GM might hinder the task, but the character can still
- attempt the action.
-
- Thus, players and GMs can return to the beginning of this chapter and look at the most basic expression of the rules. A
- player wants to take an action. The GM decides, on a scale of 1 to 10, how difficult that task is and what stat it uses.
- The player determines whether they have anything that might modify the difficulty and considers whether to apply Effort.
--Once the final determination is made, they roll to see if their character succeeds. It’s as easy as that.
-+Once the final determination is made, they roll to see if their character succeeds. It's as easy as that.
-
- As further guidance, the following are some of the more common actions a player might take.
-
- (Players are encouraged to come up with their own ideas for what their characters do rather than looking at a list of
--possible actions. That’s why there is a “do something else” action. PCs are not pieces on a game board—they are people
-+possible actions. That's why there is a "do something else" action. PCs are not pieces on a game board—they are people
- in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
- task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
-
-@@ -17759,21 +17759,21 @@
-
- Helping: If you use your action to help someone with a task, you ease the task. If you have an inability in a task, your
- help has no effect. If you use your action to help someone with a task that you are trained or specialized in, the task
--is eased by two steps. Help is considered an asset, and someone receiving help usually can’t gain more than two assets
-+is eased by two steps. Help is considered an asset, and someone receiving help usually can't gain more than two assets
- on a single task if that help is provided by another character.
-
- For example, if Scott is trying to climb a steep incline and Sarah (who is trained in climbing) spends her turn helping
--him, Scott’s task is eased by two steps.
-+him, Scott's task is eased by two steps.
-
- Sometimes you can help by performing a task that complements what another person is attempting. If your complementary
--action succeeds, you ease the other person’s task. For example, if Scott tries to persuade a ship captain to let him on
--board, Sarah could try to supplement Scott’s words with a flattering lie about the captain (a deception action), a
-+action succeeds, you ease the other person's task. For example, if Scott tries to persuade a ship captain to let him on
-+board, Sarah could try to supplement Scott's words with a flattering lie about the captain (a deception action), a
- display of knowledge about the region where the ship is headed (a geography action), or a direct threat to the captain
--(an intimidation action). If Sarah’s roll is a success, Scott’s persuasion task is eased.
-+(an intimidation action). If Sarah's roll is a success, Scott's persuasion task is eased.
-
--Distraction: When a character uses their turn to distract a foe, that foe’s attacks are hindered for one round. Multiple
-+Distraction: When a character uses their turn to distract a foe, that foe's attacks are hindered for one round. Multiple
- characters distracting a foe have no greater effect than a single character doing so—a foe is either distracted or not.
--A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn’t harm the foe.
-+A distraction might be yelling a challenge, firing a warning shot, or a similar activity that doesn't harm the foe.
-
- Draw the Attack: When an NPC attacks a character, another PC can prominently present themselves, shout taunts, and move
- to try to get the foe to attack them instead. In most cases, this action succeeds without a roll—the opponent attacks
-@@ -17784,7 +17784,7 @@
-
- (Two characters attempting to draw an attack at the same time cancel each other out.)
-
--Take the Attack: A character can use their action to throw themselves in front of a foe’s successful attack to save a
-+Take the Attack: A character can use their action to throw themselves in front of a foe's successful attack to save a
- nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of
- damage. A character cannot willingly take more than one attack each round in this way.
-
-@@ -17793,7 +17793,7 @@
- Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
- a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
- repairing it as well as the time required. For cyphers, artifacts, other items that require specialized knowledge, or
--items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item’s level to
-+items unique to a world or species other than your own (such as a Martian tripod walker), add 5 to the item's level to
- determine the difficulty of building or repairing it.
-
- Sometimes, if the item is artistic in nature, the GM will add to the difficulty and time required. For example, a crude
-@@ -17804,8 +17804,8 @@
- level of skill, proper tools and materials, and so forth.
-
- A level 0 object requires no skill to make and is easily found in most locations. Sling stones and firewood are level 0
--items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it’s a level 1
--object. Making an arrow or a spear is fairly standard but not simple, so it’s a level 2 object.
-+items—producing them is routine. Making a torch from spare wood and oil-soaked cloth is simple, so it's a level 1
-+object. Making an arrow or a spear is fairly standard but not simple, so it's a level 2 object.
-
- Generally speaking, a device to be crafted requires materials equal to its level and all the levels below it. So a level
- 5 device requires level 5 material, level 4 material, level 3 material, level 2 material, and level 1 material (and,
-@@ -17813,7 +17813,7 @@
-
- The GM and players can gloss over much of the crafting details, if desired. Gathering all the materials to make a
- mundane item might not be worth playing out—but then again, it might be. For example, making a wooden spear in a forest
--isn’t very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of
-+isn't very interesting, but what if the characters have to make a spear in a treeless desert? Finding the wreckage of
- something made of wood or forcing a PC to fashion a spear out of the bones of a large beast could be interesting
- situations.
-
-@@ -17823,11 +17823,11 @@
- it takes thirty minutes to one hour.
-
- Sometimes a GM will allow a rush job if the circumstances warrant it. This is different than using skill to reduce the
--time required. In this case, the quality of the item is affected. Let’s say that a character needs to create a tool that
-+time required. In this case, the quality of the item is affected. Let's say that a character needs to create a tool that
- will cut through solid steel with a laser (a level 7 item), but they have to do it in one day. The GM might allow it,
- but the device might be extremely volatile, inflicting damage on the user, or it might work only once. The device is
- still considered a level 7 item to create in all other respects. Sometimes the GM will rule that reducing the time is
--not possible. For example, a single human can’t make a chainmail vest in one hour without some kind of machine to help.
-+not possible. For example, a single human can't make a chainmail vest in one hour without some kind of machine to help.
-
- Possible crafting skills include:
-
-@@ -17860,7 +17860,7 @@
- Woodcrafting
-
- Characters might try to make a cypher, an artifact, or an alien psionic starship do something other than its intended
--function. Sometimes, the GM will simply declare the task impossible. You can’t turn a vial of healing elixir into a
-+function. Sometimes, the GM will simply declare the task impossible. You can't turn a vial of healing elixir into a
- two-way communicator. But most of the time, there is a chance of success.
-
- That said, tinkering with weird stuff is not easy. Obviously, the difficulty varies from situation to situation, but
-@@ -17874,10 +17874,10 @@
- (The GM is free to overrule some attempts at creation, building, or repair, requiring that the character have a certain
- level of skill, proper tools and materials, and so forth.)
-
--(Obviously, what is considered “weird stuff ” will vary from setting to setting, and sometimes the concept might not
-+(Obviously, what is considered "weird stuff " will vary from setting to setting, and sometimes the concept might not
- apply at all. But many times, there will be something in the setting that is too strange, too alien, too powerful, or
- too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary,
--but that doesn’t mean he could reverse-engineer a teleporter made in another dimension.)
-+but that doesn't mean he could reverse-engineer a teleporter made in another dimension.)
-
- Crafting Difficulty and Time
-
-@@ -17901,7 +17901,7 @@
- In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
- tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
- can attempt an eased Speed action based on the level of the NPC. Success means the NPC is prevented from taking the
--action; the NPC’s action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.
-+action; the NPC's action that turn is wasted. This is useful for blocking a doorway, guarding a friend, and so forth.
-
- If an NPC is standing guard, use the same procedure, but to get past the guard, the PC attempts a hindered Speed action
- against the NPC. For example, Diana is an NPC human with a level 3 bodyguard. The bodyguard uses their action to guard
-@@ -17912,7 +17912,7 @@
-
- You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
- restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
--action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that’s a
-+action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a
- difficulty 3 task with a target number of 9.
-
- INTERACTING WITH CREATURES
-@@ -17930,21 +17930,21 @@
- If you run an immediate distance before jumping, it counts as an asset, easing the jump.
-
- If you run a short distance before jumping, divide the jump distance (in feet) by 2 and then subtract 4 to determine the
--difficulty of the jump. Because you’re running an immediate distance (and then some), you also count your running as an
-+difficulty of the jump. Because you're running an immediate distance (and then some), you also count your running as an
- asset. For example, jumping a distance of 20 feet (6 m) with a short running start has a difficulty of 5 (20 feet
- divided by 2 is 10, minus 4 is 6, minus 1 for running an immediate distance).
-
- For a vertical jump, the distance you clear (in feet) is equal to the difficulty of the jumping task. If you run an
- immediate distance, it counts as an asset, easing the jump.
-
--(There’s nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
-+(There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
- distance. The rules here are just so everyone has some guidelines.)
-
- LOOKING OR LISTENING
-
--Generally, the GM will describe any sight or sound that’s not purposefully difficult to detect. But if you want to look
--for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it’s
--a creature, its level determines the difficulty of your roll. If it’s something else, the GM determines the difficulty
-+Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
-+for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
-+a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty
- of your roll.
-
- MOVING A HEAVY OBJECT
-@@ -17961,7 +17961,7 @@
- As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
- device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
- special circumstances. So if the PCs figure out how to use a hovercraft, they can operate it. If they are attacked, they
--might need to roll to ensure that they don’t crash the vehicle into a wall while trying to avoid being hit.
-+might need to roll to ensure that they don't crash the vehicle into a wall while trying to avoid being hit.
-
- Unlike operating a device, disabling a device or picking a lock usually require rolls. These actions often involve
- special tools and assume that the character is not trying to destroy the device or lock. (A PC who *is* attempting to
-@@ -17970,8 +17970,8 @@
-
- RIDING OR PILOTING
-
--If you’re riding an animal that’s trained to be a mount, or driving or piloting a vehicle, you don’t need to make a roll
--to do something routine such as going from point A to point B (just as you wouldn’t need to make a roll to walk there).
-+If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
-+to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
- However, staying mounted during a fight or doing something tricky with a vehicle requires a Speed roll to succeed. A
- saddle or other appropriate gear is an asset and eases the task.
-
-@@ -17997,7 +17997,7 @@
-
- SWIMMING
-
--If you’re simply swimming from one place to another, such as across a calm river or lake, use the standard movement
-+If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
- rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
- roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
-
-@@ -18030,9 +18030,9 @@
- In a vehicular chase, drivers attempt Speed actions just like in a regular chase, but the task may be based either on
- the level of the driver (modified by the level and movement rate of the vehicle) or on the level of the vehicle
- (modified by the level of the driver). So if a PC driving a typical car is chasing a level 3 NPC driving a level 5
--sports car, the PC would make three chase rolls with a difficulty of 5. If the PC’s car is a souped-up custom vehicle,
-+sports car, the PC would make three chase rolls with a difficulty of 5. If the PC's car is a souped-up custom vehicle,
- it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the
--chase rolls by two or three steps, or the GM might simply rule that it’s impossible.
-+chase rolls by two or three steps, or the GM might simply rule that it's impossible.
-
- VEHICULAR COMBAT
-
-@@ -18041,20 +18041,20 @@
- level of the vehicle. If the vehicle is an armored car or a tank, all attacks are likely aimed at the vehicle, which has
- a level and probably an appropriate Armor rating, not unlike a creature.
-
--The only time this isn’t true is with battles where only vehicles and not characters are involved. Thus, if the PCs are
-+The only time this isn't true is with battles where only vehicles and not characters are involved. Thus, if the PCs are
- in a shootout with bank robbers and both groups are in cars, use the standard rules. However, battles between starships
- of various kinds—from gigantic capital ships to single-pilot fighters—are a frequent occurrence in far-future science
- fiction settings. A submarine battle between two deep sea craft could be quite exciting. Characters in a modern-day game
- might find themselves in a tank fight. If PCs are involved in combat in which they are entirely enclosed in vehicles (so
--that it’s not really the characters fighting, but the vehicles), use the following quick and easy guidelines.
-+that it's not really the characters fighting, but the vehicles), use the following quick and easy guidelines.
-
--On this scale, combat between vehicles isn’t like traditional combat. Don’t worry about health, Armor, or anything like
--that. Instead, just compare the levels of the vehicles involved. If the PCs’ vehicle has the higher level, the
--difference in levels is how many steps the PCs’ attack and defense rolls are eased. If the PCs’ vehicle has the lower
-+On this scale, combat between vehicles isn't like traditional combat. Don't worry about health, Armor, or anything like
-+that. Instead, just compare the levels of the vehicles involved. If the PCs' vehicle has the higher level, the
-+difference in levels is how many steps the PCs' attack and defense rolls are eased. If the PCs' vehicle has the lower
- level, their rolls are hindered. If the levels are the same, there is no modification.
-
- These attack and defense rolls are modified by skill and Effort, as usual. Some vehicles also have superior weapons,
--which ease the attack (since there is no “damage” amount to worry about), but this circumstance is probably uncommon in
-+which ease the attack (since there is no "damage" amount to worry about), but this circumstance is probably uncommon in
- this abstract system and should not affect the difficulty by more than one or maybe two steps. Further, if two vehicles
- coordinate their attack against one vehicle, the attack is eased. If three or more vehicles coordinate, the attack is
- eased by two steps.
-@@ -18062,31 +18062,31 @@
- The attacker must try to target a specific system on or portion of an enemy vehicle. This hinders the attack based on
- the system or portion targeted.
-
--That’s a lot of modifications. But it’s not really that hard. Let’s look at an example of a space battle. A PC in a
-+That's a lot of modifications. But it's not really that hard. Let's look at an example of a space battle. A PC in a
- small level 2 fighter attacks a level 4 frigate. Since the frigate is level 4, the difficulty of the attack starts at 4.
- But the attacking craft is weaker than the defender, so the attack is hindered equal to the difference in their levels
- (2). The fighter pilot must make a difficulty 6 attack on the frigate. However, the fighter is trying to swoop in and
--damage the frigate’s drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter
--pilot is trained in space combat, they reduce the difficulty to 8, but it’s still impossible without help. So let’s say
-+damage the frigate's drive, which hinders the attack by another three steps, for a total difficulty of 9. If the fighter
-+pilot is trained in space combat, they reduce the difficulty to 8, but it's still impossible without help. So let's say
- that two other PCs—also in level 2 fighters—join in and coordinate their attack. Three ships coordinating an attack on
- one target eases the task by two steps, resulting in a final difficulty of 6. Still, the attacking PC would be wise to
- use Effort.
-
- Then the frigate retaliates, and the PC needs to make a defense roll. The level difference between the ships (2) means
--the PC’s defense is hindered by two steps, so the difficulty of the PC’s defense roll starts out at 6. But the frigate
--tries to take out the fighter’s weapons, hindering their attack (easing the PC’s defense) by two steps. Thus, the PC
-+the PC's defense is hindered by two steps, so the difficulty of the PC's defense roll starts out at 6. But the frigate
-+tries to take out the fighter's weapons, hindering their attack (easing the PC's defense) by two steps. Thus, the PC
- needs to succeed at a difficulty 4 task or lose their main weapons systems.
-
--It’s important to remember that a failed attack doesn’t always mean a miss. The target ship might rock and reel from the
--hit, but the bulk of the damage was absorbed by the shields, so there’s no significant damage.
-+It's important to remember that a failed attack doesn't always mean a miss. The target ship might rock and reel from the
-+hit, but the bulk of the damage was absorbed by the shields, so there's no significant damage.
-
- This bare-bones system should allow the GM and players to flesh out exciting encounters involving the whole group. For
- example, perhaps while one PC pilots a ship, another mans the guns, and another frantically attempts to repair damage to
--the maneuvering thrusters before they crash into the space station they’re trying to defend.
-+the maneuvering thrusters before they crash into the space station they're trying to defend.
-
--(During a vehicular battle, particularly a space battle, there’s a lot of chatter about shields failing, hull integrity,
--being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they’re all flavor, so
--they’re represented in the rules generally, rather than specifically.)
-+(During a vehicular battle, particularly a space battle, there's a lot of chatter about shields failing, hull integrity,
-+being outmaneuvered, coming in too fast, and whatnot. These sorts of details are great, but they're all flavor, so
-+they're represented in the rules generally, rather than specifically.)
-
- (For more details about vehicles, refer to the Genre chapter.)
-
-@@ -18108,7 +18108,7 @@
-
- Disable weapons |
- Two steps |
--One or more of the vehicle’s weapons no longer function |
-+One or more of the vehicle's weapons no longer function |
-
-
- Disable defenses
-@@ -18143,7 +18143,7 @@
- CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
--what level of cypher they’re trying to create, which must be in the level range for the cypher as listed in the Cypher
-+what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
- System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
- could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
- particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
-@@ -18179,9 +18179,9 @@
-
- For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
- on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
--potion to cook for a few hours, stirring to make sure the ingredients don’t congeal, allowing ink on a scroll to dry,
-+potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
- and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
--studying, resting, eating, and so on), but couldn’t craft on the road or in the middle of a dungeon.
-+studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
-
- | Assessed Difficulty | Time to Craft |
- |---------------------|---------------|
-@@ -18204,7 +18204,7 @@
- crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
- intervals over the course of the full time required to craft the item.
-
--If at any point the crafter fails on a subtask, the item isn’t ruined. Instead, the character only wasted the time spent
-+If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time spent
- on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter fails
- twice in a row on the same subtask, the character can continue crafting, but in addition to losing another interval of
- crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed in a mishap and
-@@ -18217,9 +18217,9 @@
- CRAFTING ARTIFACTS
-
- Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
--select the one that best fits their intention, and thereafter they can use the artifact much like they’d use any of
--their other character abilities. The main difference is that most artifacts don’t cost Pool points to activate, and
--character abilities don’t have a depletion stat that eventually removes the item from play. Crafting artifacts is
-+select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-+their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
-+character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
- handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
- the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
- period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
-@@ -18238,19 +18238,19 @@
-
- DIFFICULTY AND SUBTASKS
-
--Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn’t
-+Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
- a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
--from the dead don’t have an obvious task level. In these cases, the GM should choose a level for the ritual based on
-+from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
- what would make an interesting experience for the players. Instead of having the success or failure of this sort of
- magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
- subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
- a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
- at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-
--If at any point the PC fails a subtask, the ritual isn’t automatically ruined, but it costs time—a failure means the
-+If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
- time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
- subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
--the ritual (perhaps equal to half the ritual’s overall level) means the whole thing needs to be started again. Skills,
-+the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
- the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
-@@ -18264,7 +18264,7 @@
- ACCELERATED PERFORMANCE
-
- The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
--reducing a subtask’s time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
-+reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
-@@ -18315,15 +18315,15 @@
-
- Other Assets: Knowledge or control of similar entities
-
--Beseech only draws the entity’s attention; the various Conjure rituals bring the summoned entity bodily to the ritual
-+Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
- space to talk in person.
-
- CONJURE THE DEAD
-
--Summons the spirit of a dead person or creature (commonly called a “ghost”), which appears in the summoning circle
-+Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
- them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
--the living or unfulfilled tasks completed). If the characters don’t comply, they must magically threaten or compel the
-+the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
- spirit to obey.
-
- Level: The level of the dead spirit
-@@ -18334,7 +18334,7 @@
-
- Side Effects: Haunting, possession
-
--Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess
-+Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
-
- Pool: Might or Intellect
-
-@@ -18400,7 +18400,7 @@
- elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
- about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
- its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
--water, and so on. If the summoners can’t come to an agreement with the elemental, it might make one attack before it
-+water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
- leaves.
-
- Level: The level of the elemental
-@@ -18424,7 +18424,7 @@
- CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
--very long distance across. Evil creatures and magical effects of less than the ritual’s level can’t enter the area or
-+very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
- use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
- enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
- area are hindered by two steps.
-@@ -18436,7 +18436,7 @@
- Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
- other suitable markers)
-
--Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-+Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
-
- Reagents: Silver dust, sacred oil, buried blessed gemstones
-
-@@ -18491,10 +18491,10 @@
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
--comes). Completing the ritual doesn’t prevent other spirits from entering or inhabiting the area, but it is likely that
--they can sense that an exorcism happened there, and most choose to avoid such an area so they don’t suffer the same
-+comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
-+they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
- fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
--for a year and a day. As with using the ritual to cleanse a location, this doesn’t prevent other spirits from afflicting
-+for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
- the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-
- Level: The level of the most powerful hostile presence to be exorcised
-@@ -18517,8 +18517,8 @@
-
- FLESH FOR KNOWLEDGE
-
--Sacrifices some of the ritualist’s flesh, inflicting Might and Speed damage equal to the level of the ritual and
--permanently reducing the character’s Pools by 4 points (the character can divide this loss between Might and Speed as
-+Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
-+permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
- they see fit). The character experiences painful hallucinations that give them insight and understanding. They
- immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
- advancement).
-@@ -18537,7 +18537,7 @@
-
- Other Assets: Pain tolerance, surgery
-
--Instead of permanently reducing a character’s Pools by 4 points, the GM could allow other permanent penalties such as
-+Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
-@@ -18560,7 +18560,7 @@
-
- Pool: Might
-
--Other Assets: Healing magic, resistance to the target’s affliction
-+Other Assets: Healing magic, resistance to the target's affliction
-
- RESURRECTION
-
-@@ -18577,8 +18577,8 @@
- Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
- damage
-
--Reagents: Deceased’s corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
--items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items
-+Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
-+items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
-
- Pool: Might or Intellect
-
-@@ -18602,7 +18602,7 @@
- Side Effects: Creature rages or escapes, damage, dying curse, haunting
-
- Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
--high as the creature’s level)
-+high as the creature's level)
-
- Pool: Might or Intellect
-
-@@ -18616,7 +18616,7 @@
- MAGIC PLUS TECHNOLOGY
-
- Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
--certainly be manifest cyphers or artifacts. Here’s an example cypher:
-+certainly be manifest cyphers or artifacts. Here's an example cypher:
-
- FROZEN TIMEPIECE
-
-@@ -18627,7 +18627,7 @@
- else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
- wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
-
--And here’s an example artifact:
-+And here's an example artifact:
-
- TRUTH BINOCULARS
-
-@@ -18654,7 +18654,7 @@
- magical, it does not function again.
-
- Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
--suit. However, all of the wearer’s tasks to resist magical effects are eased. If the wearer takes even 1 point of
-+suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
- physical damage, the suit rips and no longer functions until it is repaired and resealed.
-
- Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
-@@ -18672,7 +18672,7 @@
-
- Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
- source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
--this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not
-+this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
- the location of the listener.
-
- POWER DEVICE
-@@ -18697,28 +18697,28 @@
- MIND CONTROL
-
- From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
--takes (perhaps limited in that the controlled creature won’t take actions that harm them or go against their nature,
--such as attacking friends). But what’s happening inside the controlled creature’s head—whether during the effect or
--afterward—often isn’t specified. There are several options for the GM to consider, either for all kinds of mind-control
-+takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-+such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
-+afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
- magic or on a case-by-case basis.
-
--Confusion: The controlled creature doesn’t understand why they’re doing things they normally wouldn’t do, but they
--aren’t aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
--that they don’t know why they did those things, or come up with an explanation justifying (to themselves and others)
-+Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
-+aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
-+that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
- their reasons for those actions.
-
--Dream: The controlled creature is aware of what’s going on but perceives it in a dreamlike state. They may believe that
--they’re in control of themselves the entire time, or somewhat aware that they’re not fully in control (similar to being
-+Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe that
-+they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to being
- intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about the
- events but may not realize that someone else was controlling them.
-
--Trapped: The active thoughts in the controlled creature’s head come from the controller, but the creature still has a
--small voice or awareness in the background, like they’re a prisoner in their own mind. This horrible situation usually
-+Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
-+small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
- means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind and
- body autonomy were violated.
-
- One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
--For example, being charmed by a vampire might mean the PC can’t attack the vampire (or its allies) or run away, but is
-+For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
- still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
- character can be given a specific command, and until they comply with that command their other actions are hindered by
- one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
-@@ -18726,7 +18726,7 @@
- control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
- have no XP to spend).
-
--A rule for any game: don’t use mind control (or anything) to make a character have sex without the player’s permission.
-+A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
- For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-
- MYSTICAL MARTIAL ARTS
-@@ -18740,12 +18740,12 @@
- run across water.
-
- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
--and powerful martial arts styles. This doesn’t change anything in the game mechanically—no one gets the ability to use
--weapons that they wouldn’t normally have under the rules. But it does change the flavor, suggesting that no PC is
-+and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
-+weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
- entirely ignorant of weapons or close combat.
-
- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
--attack, perhaps it is “The Three-Flower Fist,” and instead of Fury, a character uses “The Rage of the Sevenfold.” It is
-+attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It is
- reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described with a
- magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character, and so
- on.
-@@ -18766,17 +18766,17 @@
- POSSESSION
-
- Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
--person, taking over a character’s body as if it were the creature’s own. The creature must touch the character to
--attempt possession (even if the creature’s touch normally inflicts damage, the possession attempt doesn’t inflict
--damage). The character must make an Intellect defense roll or become possessed, whereupon the creature’s immaterial form
-+person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-+attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
-+damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
- disappears into the character.
-
- The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
- possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
- to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
--creature isn’t trying to control the host, the character can act as they choose. Usually, a possessing creature’s
--actions are limited to controlling its host and leaving the host (the creature’s own abilities are unavailable to it
--while in someone else’s body).
-+creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
-+actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
-+while in someone else's body).
-
- While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
- will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
-@@ -18789,36 +18789,36 @@
- has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
- defense roll to eject the demon.
-
--Possession is like mind control in that it takes away a player’s ability to control their character, and that can make
-+Possession is like mind control in that it takes away a player's ability to control their character, and that can make
- some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-
- SECRET AND TRUE NAMES
-
--Learning a creature’s true name comes with a subtle and instinctive awareness and understanding of that creature,
-+Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
- including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
- defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
--enough to convince it to perform a service without compensation. A creature doesn’t automatically know if someone has
-+enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
- learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
- informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-
--Learning a true name is difficult and takes time. A character wanting to discover a creature’s true name might choose
-+Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
- the Uncover a Secret character arc to do so.
-
- WISHES
-
--Unless the GM’s intention is to make the players regret that their characters were offered a wish, it’s best to give
-+Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
- them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
- do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
--isn’t as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
--wording that can’t be twisted).
-+isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
-+wording that can't be twisted).
-
--Second, consider the level of the creature granting the wish—that’s basically the level of the wish, as the creature
--shouldn’t be able to grant a boon more powerful than itself. Therefore, it’s reasonable that a level 6 creature could
--create a level 6 effect. The GM could look at the creature’s other abilities (or abilities of other creatures of its
-+Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
-+shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
-+create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
- level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
--result downward until it’s appropriate for the creature’s power.
-+result downward until it's appropriate for the creature's power.
-
--Wishing for more wishes doesn’t work because a creature shouldn’t be able to create something more powerful than
-+Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
-@@ -18826,7 +18826,7 @@
-
- AWARDING TREASURE
-
--It’s best to think of gold and magic as two different kinds of currencies that characters have access to.
-+It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-
- GOLD
-
-@@ -18836,14 +18836,14 @@
-
- MANIFEST CYPHERS
-
--The expectation is that PCs will use cyphers often because they’ll have many opportunities to get more; if the players
--can exploit this mechanic by selling off most of their cyphers in town, they’re abusing the rules to make gold. The GM
-+The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
-+can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
- might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
- premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
- key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
-
--The PCs can have opportunities to trade their cyphers with NPCs in town, whether that’s at a magic item shop, the tower
--of a mentor wizard, a thieves’ guild, a temple, other adventurers, or the local government. The kinds of cyphers these
-+The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
-+of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
- NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
- useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
- are generally considered to be about the same value, although local biases and NPC interests may affect their
-@@ -18851,9 +18851,9 @@
-
- ARTIFACTS
-
--Artifacts are the high end of magical currency, and in terms of buying and selling them, they’re like manifest cyphers:
-+Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
--artifact of about the same level. Unlike cyphers, the game doesn’t assume that PCs have frequent opportunities to gain
-+artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
- new artifacts or replace the ones that deplete.
-
- In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
-@@ -18873,7 +18873,7 @@
- by a creature). Anything describing walls in this section also applies to ceilings and floors.
-
- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
--blindly (hindered by four steps), but it’s usually easier to break a hole in the wall and attack through the hole. Paper
-+blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole. Paper
- walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper
- wall, and a cloth wall is probably level 2.
-
-@@ -18913,11 +18913,11 @@
- weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-
- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
--king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-+king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-
- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
--archers to fire at the creatures trapped by it. They’re also useful in closing access to a waterway without impacting
--its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.
-+archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
-+its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
-
- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-@@ -18930,31 +18930,31 @@
- TRIGGERING TRAPS
-
- Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
--Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is “watching,” it
-+Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
- activates.
-
- FINDING TRAPS
-
--Most characters won’t notice traps unless actively looking for them; they don’t know a trap is in the area until their
-+Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
- dangers are present.
-
- Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
- before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
--traps the GM has in their path. Allowing characters to passively search in this way means the players don’t have to keep
--stating over and over that they’re looking for traps. The drawback for them is that it takes them more time to get
-+traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
-+stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
- anywhere (which means time-based special abilities and cyphers will run out sooner).
-
- Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
- Active searching takes about one round for each immediate area searched. Rather than having the players make separate
- rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
--trap, and if they fail, they don’t find it. If there is a second trap, the GM can have them make another roll after
--they’ve resolved the first trap.
-+trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
-+they've resolved the first trap.
-
- DISABLING, DAMAGING, AND BYPASSING TRAPS
-
--A character can attempt to disable a trap so it’s no longer able to activate or harm anyone. Normally this task has the
--same difficulty as the trap’s level, but some traps are rickety and easy to disable, while others are carefully crafted
-+A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
-+same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
- and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
- or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
- sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
-@@ -18964,35 +18964,35 @@
- triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
- hindered by two steps
-
--Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap’s target is the acting
--character, and the trap’s attack is eased because the character placed themselves in harm’s way
-+Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
-+character, and the trap's attack is eased because the character placed themselves in harm's way
-
--Unless a character has the ability to manipulate magic, it’s very difficult to bypass a magical trap (the attempt is
-+Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
- hindered by two additional steps).
-
- UNDERSTANDING THE LISTINGS
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
--standard template that includes the following categories. If an entry doesn’t apply to a particular trap, it is omitted
-+standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
- from the listing.
-
- Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
- reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
--(always three times the trap’s level).
-+(always three times the trap's level).
-
- Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
- it has a limited number of uses, and so on.
-
- Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
- attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
--if it’s the normal amount for a trap of its level.
-+if it's the normal amount for a trap of its level.
-
--Modifications: Use these numbers when a trap’s information says to use a different target number. For example, a level 4
--trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of
--15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap’s attacks, defenses, and
-+Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
-+trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
-+15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
- stealth (how hard or easy it is to notice the trap).
-
--GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It’s just one
-+GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
- COMMON TRAP POISONS
-@@ -19005,7 +19005,7 @@
-
- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-
--Debilitating: The poison hinders all of the creature’s actions by one or two steps if they fail a defense roll. (Some
-+Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
- are ten minutes, one hour, and ten hours.
-
-@@ -19024,7 +19024,7 @@
- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then
--making them groggy for an hour, even if they’re awakened early).
-+making them groggy for an hour, even if they're awakened early).
-
- ARROW 4 (12)
-
-@@ -19082,7 +19082,7 @@
-
- Modifications: Stealth as level 5
-
--GM Intrusion: The glyph marks the character’s face with a symbol indicating they are a thief. The glyph makes the
-+GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
- curse is removed.
-
-@@ -19093,7 +19093,7 @@
-
- A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
- or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
--starting to suffocate. (Restoring the air allows the characters to awaken, but doesn’t move them back up the damage
-+starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
- track.)
-
- Damage Inflicted: None until drowning starts
-@@ -19108,13 +19108,13 @@
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
- hindering all actions requiring that hand by one or two steps.
-
--A floor variant is a small trapdoor over a closed compartment, which mangles the character’s foot when they step on the
-+A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
- trapdoor, reducing their movement speed by half.
-
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
- character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
--lasting damage to the character’s eye and partially blinding them. A gentler variant traps the character’s limb in glue
--instead of inflicting damage. The character’s extremity might be glued to the hole, or they may be able to pull free but
-+lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
-+instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
- have a glue pot stuck on their hand or foot.
-
- Damage Inflicted: 3 points, plus lasting damage
-@@ -19163,10 +19163,10 @@
- POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
--harm, it is likely that the character won’t realize at first that they’ve sprung a trap.
-+harm, it is likely that the character won't realize at first that they've sprung a trap.
-
- A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
--torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level.
-+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
-
- A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
- creatures.
-@@ -19220,7 +19220,7 @@
-
- Modifications: Defends as level 7
-
--GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character’s
-+GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
- location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
- is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
- which jump out as it moves and attack nearby creatures.
-@@ -19228,7 +19228,7 @@
- SLICING BLADE 5 (15)
-
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
--(such as the width of a corridor) or leave a tiny safe space just beyond the blade’s reach so a creature who knows of
-+(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
- the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
- nearby that allows a creature to reset it manually.
-
-@@ -19278,7 +19278,7 @@
- TELEPORTER 6 (18)
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
--oubliette, or a very deep pit. It’s more efficient to kill an intruder than to teleport them, so teleportation is
-+oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
- usually reserved for trapping creatures for interrogation.
-
- Damage Inflicted: None
-@@ -19292,10 +19292,10 @@
- Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
- abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make
- such arrangements if they wish. A follower is someone whom a character has inspired (or asked) to come work with the
--character for a time, aiding them in a variety of endeavors. A follower puts the PC’s interests ahead of, or at least on
-+character for a time, aiding them in a variety of endeavors. A follower puts the PC's interests ahead of, or at least on
- par with, their own.
-
--The PC generally makes rolls for their follower when the follower takes actions, though usually a follower’s
-+The PC generally makes rolls for their follower when the follower takes actions, though usually a follower's
- modifications provide an asset to a specific action taken by the PC they follow.
-
- (If a follower dies, the character gains a new one after at least two weeks and proper recruitment.)
-@@ -19304,7 +19304,7 @@
- follower indicates the number of different tasks they can help with. The tasks that the follower is able to help with
- are predetermined, usually chosen by the PC when they gain the follower. A level 2 follower who the player determines is
- a spy could grant a PC an asset on two different tasks, such as stealth and deception. Followers cannot help with tasks
--that they don’t have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all
-+that they don't have modifications for; for the purpose of helping, treat the follower as if they had inabilities in all
- nonmodified tasks.
-
- When the follower acts autonomously rather than helping the PC, they act like a normal NPC that has modifications. Thus,
-@@ -19312,7 +19312,7 @@
- follower with modifications for stealth and deception attempts stealth and deception tasks as if they were level 3 and
- all other tasks as level 2.
-
--Follower Assets to Combat and Defense: A follower cannot grant an asset to a character’s attacks or defense until the
-+Follower Assets to Combat and Defense: A follower cannot grant an asset to a character's attacks or defense until the
- follower is level 3 or higher. Even then, the follower can help with attacks and defense only if they have a
- modification for that kind of task.
-
-@@ -19322,15 +19322,15 @@
- Follower Level Progression: A follower increases in level by 1 each time a PC advances two tiers after gaining that
- follower. When the follower gains a level, the PC also chooses the task that the follower gains a modification for.
-
--Exceptional Follower: When a character gains a follower, there’s a small chance that the follower will be exceptional in
-+Exceptional Follower: When a character gains a follower, there's a small chance that the follower will be exceptional in
- some way, a cut above other followers of their kind. The GM determines when an exceptional follower is found, possibly
- as an additional reward for smart or engaging roleplaying where the PCs impress or otherwise positively interact with
- one or more NPCs, some of whom may later go on to become one of their followers. An exceptional follower has the same
- qualities as a regular follower but is 1 level higher.
-
--Pet: Any PC can potentially gain a pet, though a pet typically doesn’t provide modifications. If a character wants a pet
-+Pet: Any PC can potentially gain a pet, though a pet typically doesn't provide modifications. If a character wants a pet
- that can do this, they must gain the pet through an an ability or focus that grants followers. On the other hand, a
--well-cared-for pet grants an asset to a PC’s tasks related to achieving peace of mind, finding comfort, and resisting
-+well-cared-for pet grants an asset to a PC's tasks related to achieving peace of mind, finding comfort, and resisting
- loneliness.
-
- BREATHING LIFE INTO FOLLOWERS
-@@ -19341,7 +19341,7 @@
-
- A firebrand diplomat able to convince an enemy horde to back down.
-
--A veteran commander whose presence bolsters the entire community’s military might.
-+A veteran commander whose presence bolsters the entire community's military might.
-
- A genius medic who invigorates everyone with their healing techniques.
-
-@@ -19353,7 +19353,7 @@
-
- Experience points (XP) are the currency by which players gain benefits for their characters. The most common ways to
- earn XP are through GM intrusions and by accomplishing things the PCs set out to do. Sometimes experience points are
--earned during a game session, and sometimes they’re earned between sessions. In a typical session, a player might earn 2
-+earned during a game session, and sometimes they're earned between sessions. In a typical session, a player might earn 2
- to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.
-
- GM INTRUSION
-@@ -19366,19 +19366,19 @@
- intrude at other times. As a general rule, the GM should intrude at least once each session, but no more than once or
- twice each session per character.
-
--Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don’t get the 2
--XP. If the player has no XP to spend, they can’t refuse.
-+Anytime the GM intrudes, the player can spend 1 XP to refuse the intrusion, though that also means they don't get the 2
-+XP. If the player has no XP to spend, they can't refuse.
-
- If a player rolls a 1 on a die, the GM can intrude without giving the player any XP.
-
- Example 1: Through skill and the aid of another character, a fourth-tier PC eases a wall-climbing task from difficulty 2
--to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says “No, a bit of the
--crumbling wall gives way, so you still have to make a roll.” As with any difficulty 2 task, the target number is 6. The
-+to difficulty 0. Normally, they would succeed at the task automatically, but the GM intrudes and says "No, a bit of the
-+crumbling wall gives way, so you still have to make a roll." As with any difficulty 2 task, the target number is 6. The
- PC attempts the roll as normal and gains 2 XP because the GM intruded. They immediately give one of those XP to another
- player.
-
- Example 2: During a fight, a PC swings their axe and damages a foe with a slice across the shoulder. The GM intrudes by
--saying that the foe turned just as the axe struck, wrenching the weapon from the character’s grip and sending it
-+saying that the foe turned just as the axe struck, wrenching the weapon from the character's grip and sending it
- clattering across the floor. The axe comes to a stop 10 feet (3 m) away. Because the GM intruded, the PC gains 2 XP, and
- the player immediately gives one of those XP to another player. Now the character must deal with the dropped weapon,
- perhaps drawing a different weapon or using their next turn to scramble after the axe.
-@@ -19393,34 +19393,34 @@
- Just like in a book or a television show, characters progress through their own personal story and change over time. A
- PC with a character arc decides for themselves what they do and why. Character arcs are like stated goals for a
- character, and by progressing toward that goal, the character advances. The key word there is *progressing*. A PC
--doesn’t have to succeed at achieving the goal to earn advancement—it’s not an all-or-nothing prospect. Each arc is keyed
-+doesn't have to succeed at achieving the goal to earn advancement—it's not an all-or-nothing prospect. Each arc is keyed
- to a single character, but just like in a book or show, characters can take part in the larger story arc that the whole
- group participates in, while also progressing in their own personal arc.
-
--Character arcs have different steps that mark the character’s progress through the arc. Each arc eventually reaches a
-+Character arcs have different steps that mark the character's progress through the arc. Each arc eventually reaches a
- climax, and then finishes with a step that is a final resolution. Each step reached earns the character 2 XP. Character
- arcs are the most straightforward way that a character earns XP. (Typically, PCs will earn about half their total
- experience points from arcs or other GM awards.)
-
- At character creation, a player can choose one character arc for their PC at no cost. Players have the option to not
--choose one, but it’s probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin
-+choose one, but it's probably a good idea to do so. First and foremost, it is a character-defining factor. If they begin
- the campaign with a desire to find the woman who killed their brother, that says a lot about the character: they had a
- brother, he was likely close to them, he had been in at least one dangerous situation, and the character is probably
--motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they’ll undoubtedly
-+motivated by anger and hate, at least somewhat. Even after the character finishes this first arc, they'll undoubtedly
- have (at least one) more because they can gain new arcs as the campaign progresses.
-
--Once play begins, players can take on a new arc whenever they wish, as fits the character’s ongoing story. Taking a new
--arc has a cost of 1 XP. While there’s no hard limit on how many arcs a character can have at one time, realistically
--most PCs couldn’t reasonably have more than three or four.
-+Once play begins, players can take on a new arc whenever they wish, as fits the character's ongoing story. Taking a new
-+arc has a cost of 1 XP. While there's no hard limit on how many arcs a character can have at one time, realistically
-+most PCs couldn't reasonably have more than three or four.
-
--However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character’s devotion to the
-+However, as mentioned above, arcs have a beginning cost that must be paid, reflecting the character's devotion to the
- goal. The character will earn this investment back (probably many times over) if the arc is completed.
-
- Character arcs are always player-driven. A GM cannot force one on a character. That said, the events in the narrative
--often present story arc opportunities and inspire character arcs for the PCs. It’s certainly in the GM’s purview to
-+often present story arc opportunities and inspire character arcs for the PCs. It's certainly in the GM's purview to
- suggest possible arcs related to the events going on. For example, if the GM presents an encounter in which an NPC
- wishes to learn from the PC, it might make sense to suggest taking the Instruction arc. Whether or not the PC takes on
--the student, the player doesn’t have to adopt the Instruction arc unless they want to.
-+the student, the player doesn't have to adopt the Instruction arc unless they want to.
-
- At the end of a session, review the actions you took and describe how they might equate to the completion of a step (or
- possibly more than one step) in their character arc. If the GM agrees, the character gets their reward.
-@@ -19432,7 +19432,7 @@
-
- GM AWARDS
-
--Sometimes, a group will have an adventure that doesn’t deal primarily with a PC’s character arc. In this case, it’s a
-+Sometimes, a group will have an adventure that doesn't deal primarily with a PC's character arc. In this case, it's a
- good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be
- based on discovery. Discovery can include finding a significant new location, such as a hidden chamber, a secret
- fortress, a lost land, a new planet, or an unexplored dimension. In this fashion, PCs are explorers. Discovery can also
-@@ -19443,24 +19443,24 @@
- for a plague. These are all discoveries. The common thread is that the PCs discover something that they can understand
- and put to use.
-
--Last, depending on the GM’s outlook and the kind of campaign the group wants to play, a discovery could be a secret, an
-+Last, depending on the GM's outlook and the kind of campaign the group wants to play, a discovery could be a secret, an
- ethical idea, an adage, or even a truth.
-
--(It’s a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the
-+(It's a fine line, but ultimately the GM decides what constitutes a discovery as opposed to just something weird in the
- course of an adventure. Usually, the difference is, did the PCs successfully interact with it and learn something about
--it? If so, it’s probably a discovery.)
-+it? If so, it's probably a discovery.)
-
--Artifacts: When the group gains an artifact, award XP equal to the artifact’s level and divide it among the PCs (minimum
-+Artifacts: When the group gains an artifact, award XP equal to the artifact's level and divide it among the PCs (minimum
- 1 XP for each character). Round down if necessary. For example, if four PCs discover a level 5 artifact, they each get 1
- XP. Money, standard equipment, and cyphers are not worth XP. (Experience point awards for artifacts should usually apply
- even if the artifact was given to the PCs rather than found, because often such gifts are the rewards for success.)
-
- Miscellaneous Discoveries: Various other discoveries might grant 1 XP to each PC involved.
-
--Other Awards: If a character is focused on activities that don’t relate to a character arc or a discovery, as a general
-+Other Awards: If a character is focused on activities that don't relate to a character arc or a discovery, as a general
- rule, a mission should be worth at least 1 XP per game session involved in accomplishing it. For example, saving a
- family on an isolated farm beset by raiding cultists might be worth 1 XP for each character. Of course, saving the
--family doesn’t always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing
-+family doesn't always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing
- off the raiders.
-
- SPENDING EXPERIENCE POINTS
-@@ -19473,35 +19473,35 @@
-
- (Experience points should not be a goal unto themselves. Instead, they are a game mechanic to simulate how—through
- experience, time, toil, travail, and so on— characters become more skilled, more able, and more powerful. Spending XP to
--explain a change in a character’s capabilities that occurred in the course of the story, such as if the PC made a new
--device or learned a new skill, isn’t a waste of XP—it’s what XP are for.)
-+explain a change in a character's capabilities that occurred in the course of the story, such as if the PC made a new
-+device or learned a new skill, isn't a waste of XP—it's what XP are for.)
-
- Immediate Benefits
-
--The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn’t make.
-+The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn't make.
- This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this
--can quickly become an expensive proposition. It’s a fine way to try to prevent disaster, but it’s not a good idea to use
-+can quickly become an expensive proposition. It's a fine way to try to prevent disaster, but it's not a good idea to use
- a lot of XP to reroll a single action over and over.
-
- A player can also spend 1 XP to refuse a GM intrusion.
-
- Short- and Medium-Term Benefits
-
--By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let’s say
--a character notices that the computer terminals in the facility they’re infiltrating are similar to those used by the
-+By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let's say
-+a character notices that the computer terminals in the facility they're infiltrating are similar to those used by the
- company they once worked for. They spend 2 XP and say that they have a great deal of experience in using these. As a
- result, they are trained in operating (and breaking into) these computers. This is just like being trained in computer
- use or hacking, but it applies only to computers found in that particular location. The skill is extremely useful in the
- facility, but nowhere else.
-
- Medium-term benefits are usually story based. For example, a character can spend 2 XP while climbing through mountains
--and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they’ve been
--in the mountains for a while and say that they’ve picked up the feel for climbing there. Either way, from now on,
--they’re trained in climbing in those mountains. This helps them now and any time they return to the area, but they’re
-+and say that they have experience with climbing in regions like these, or perhaps they spend the XP after they've been
-+in the mountains for a while and say that they've picked up the feel for climbing there. Either way, from now on,
-+they're trained in climbing in those mountains. This helps them now and any time they return to the area, but they're
- not trained in climbing everywhere.
-
- This method allows a character to get immediate training in a skill for half the normal cost. (Normally, it costs 4 XP
--to become trained in a skill.) It’s also a way to gain a new skill even if the PC has already gained a new skill as a
-+to become trained in a skill.) It's also a way to gain a new skill even if the PC has already gained a new skill as a
- step toward attaining the next tier.
-
- In rare cases, a GM might allow a character to spend 2 XP to gain an entirely new ability—such as a device, a special
-@@ -19520,10 +19520,10 @@
- Things that a PC can acquire as a long-term benefit can be thought of as being story based, and they allow the player to
- have some narrative control over the story. In the course of play, a player might decide that their character gains a
- friend (a contact) or builds a log cabin (a home). Because a player spent XP, however, they should have some agency over
--what they’ve gained, and it shouldn’t be easily taken away. The player should help come up with the details of the
-+what they've gained, and it shouldn't be easily taken away. The player should help come up with the details of the
- contact or the design of their home.
-
--It’s also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the
-+It's also possible to gain these benefits through events in the story, without spending XP. The new contact comes to the
- PC and starts the relationship. The new home is granted to them as a reward for service to a powerful or wealthy patron,
- or maybe the character inherits the home from a relative. However, because these came from the GM and not the player
- (and no XP were spent), the player has no narrative control over them and the GM makes up the details.
-@@ -19540,14 +19540,14 @@
- Title or job: The PC is granted a position of importance or authority. It might come with responsibilities, prestige,
- and rewards, or it might be an honorary title.
-
--Wealth: The PC comes into a considerable amount of wealth, whether it’s a windfall, an inheritance, or a gift. It might
--be enough to buy a home or a title, but that’s not really the point. The main benefit is that the PC no longer needs to
-+Wealth: The PC comes into a considerable amount of wealth, whether it's a windfall, an inheritance, or a gift. It might
-+be enough to buy a home or a title, but that's not really the point. The main benefit is that the PC no longer needs to
- worry about the cost of simple equipment, lodging, food, and so on. This wealth could mean a set amount—perhaps 50,000
- dollars (or whatever is appropriate in the setting)—or it could bestow the ability to ignore minor costs, as decided by
- the player and GM.
-
- (GMs and players should work together to make XP awards and expenditures fit the ongoing story. If a PC stays in a
--location for two months to learn the inhabitants’ unique language, the GM might award the character a few XP, which are
-+location for two months to learn the inhabitants' unique language, the GM might award the character a few XP, which are
- then immediately spent to grant them the ability to understand and speak that language.)
-
- Character Advancement
-@@ -19566,17 +19566,17 @@
-
- Skills: Choose one skill other than attacks or defense, such as climbing, jumping, persuading, sneaking, or history. You
- become trained in that skill. You can also choose to be knowledgeable in a certain area of study, such as history or
--geology. You can even choose a skill based on your character’s special abilities. For example, if your character can
-+geology. You can even choose a skill based on your character's special abilities. For example, if your character can
- make an Intellect roll to blast an enemy with mental force, you can become trained in that ability, easing the task of
- using it.
-
- If you choose a skill that you are already trained in, you become specialized in that skill, easing the task by two
- steps instead of one. If you choose a skill that you have an inability in, the training and the inability cancel each
--other out (you aren’t eased or hindered in that task). For example, if you have an inability in perception, becoming
-+other out (you aren't eased or hindered in that task). For example, if you have an inability in perception, becoming
- trained in that cancels out the inability.
-
--(Once you’re specialized in a skill, you can’t improve your training in that skill further (you can ease a task by up to
--two steps with training). You can still make that task easier with assets and a few rare abilities that don’t count as
-+(Once you're specialized in a skill, you can't improve your training in that skill further (you can ease a task by up to
-+two steps with training). You can still make that task easier with assets and a few rare abilities that don't count as
- an asset or training.)
-
- Other Options: Players can also spend 4 XP to purchase other special options. Selecting one of these options counts as
-@@ -19594,21 +19594,21 @@
-
- EQUAL ADVANCEMENT
-
--It’s worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some
-+It's worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some
- players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get
- used immediately) and some after play concludes, especially after completing a major story arc or quest so the GM can
- hand out 4 XP in one go (which will tend to get used for advancement). Many groups will discover while playing that
--equal advancement isn’t an important issue in the Cypher System, but people should get to play the game the way they
-+equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they
- want to play it.
-
- TIER ADVANCEMENT IN THE CYPHER SYSTEM
-
--Tiers in the Cypher System aren’t entirely like levels in other roleplaying games. In the Cypher System, gaining tiers
--is not the players’ only goal or the only measure of achievement. Starting (first-tier) characters are already
--competent, and there are only six tiers. Character advancement has a power curve, but it’s only steep enough to keep
--things interesting. In other words, gaining a new tier is cool and fun, but it’s not the only path to success or power.
-+Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers
-+is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already
-+competent, and there are only six tiers. Character advancement has a power curve, but it's only steep enough to keep
-+things interesting. In other words, gaining a new tier is cool and fun, but it's not the only path to success or power.
- If you spend all your XP on immediate, short-term, and medium-term benefits, you will be different from someone who
--spends their points on long-term benefits, but you will not be “behind” that character.
-+spends their points on long-term benefits, but you will not be "behind" that character.
-
- The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the
- rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might
-@@ -19628,24 +19628,24 @@
- agreeing to do the task or undertake the mission. It usually has no reward.
-
- Step(s): This is the action required to move toward the climax. In story terms, this is the movement through the bulk of
--the arc. It’s the journey. The rising tension. Although there might be just one step, there might also be many,
-+the arc. It's the journey. The rising tension. Although there might be just one step, there might also be many,
- depending on the story told. Each results in a reward of 2 XP.
-
--Climax: This is the finale—the point at which the PC likely succeeds or fails at what they’ve set out to do. Not every
-+Climax: This is the finale—the point at which the PC likely succeeds or fails at what they've set out to do. Not every
- arc ends with victory. If the character is successful, they earn a reward of 4 XP. If they fail, they still earn a
- reward of 2 XP. If a character fails the climax, they very likely ignore the resolution.
-
--Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any
-+Resolution: This is the wrap-up or denouement. It's a time for the character to reflect on what happened, tie up any
- loose ends, and figure out what happens next. When things are more or less resolved, the character earns a
- 1 XP reward.
-
--Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision
-+Within the arc, most of the time a part is probably optional, depending on the situation—although it's hard to envision
- most arcs without some kind of opening, climax, or resolution. Steps other than the opening, the climax, and the
- resolution can be done in any order.
-
- Character arcs should always take at least weeks in game time, and no more than two parts in an arc should be
- accomplished in a game session (and most of the time, it should be one part, if any). If neither of these two things is
--true, then it’s not really a character arc. You can’t, for example, use the Creation arc to guide you through something
-+true, then it's not really a character arc. You can't, for example, use the Creation arc to guide you through something
- you can make in an hour or two.
-
- The following are common character arcs that you can choose for your character. If you and the GM want to make a new
-@@ -19653,7 +19653,7 @@
-
- (This chapter has a selection of sample character arcs, but you can create your own too. The arcs are intentionally
- broad to encompass many different characters and stories. For example, Revenge is a very simple and straightforward
--character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It’s up to
-+character arc. The player who chooses this arc for their character decides who they want revenge on, and why. It's up to
- the players and the GM to make the details fit.)
-
- (Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP.
-@@ -19667,25 +19667,25 @@
- appropriate). The steps and climax depend entirely on their chosen arc. If the friend is an NPC, the steps and climax
- are lifted from another arc appropriate to whatever they seek to do.
-
--It’s difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of)
-+It's difficult, but possible, to aid a friend with an arc even if that friend is unwilling to accept (or is ignorant of)
- your help.
-
- The cost and rewards for a character with this arc are the same as those described in the original character arc.
-
- Opening: Answering the Call. Offering to help (or responding to a request for help).
-
--Step(s) and Climax: Depends on the friend’s arc. Rewards are the same for you as for the friend.
-+Step(s) and Climax: Depends on the friend's arc. Rewards are the same for you as for the friend.
-
--Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you’ve learned (if
-+Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if
- anything) and where you will go from here.
-
- ASSIST AN ORGANIZATION
-
--You set out to accomplish something that will further an organization. You’re probably allied with them or they are
-+You set out to accomplish something that will further an organization. You're probably allied with them or they are
- rewarding you for your help in some fashion.
-
--Opening: Responding to the Call. You work out all the details of what’s expected of you, and what rewards (if any) you
--might get. You also get the specifics of what’s required to join and advance.
-+Opening: Responding to the Call. You work out all the details of what's expected of you, and what rewards (if any) you
-+might get. You also get the specifics of what's required to join and advance.
-
- Step: Sizing up the Task. This requires some action. A reconnaissance mission. An investigation.
-
-@@ -19701,7 +19701,7 @@
- AVENGE
-
- Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to
--avenge someone’s death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the
-+avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the
- Avenge character arc, you are avenging a wrong done to someone else.
-
- Opening: Declaration. You publicly declare that you are going to avenge the victim(s). This is optional.
-@@ -19710,7 +19710,7 @@
- know where they are. Instead, it might be discovering a way to get at them if they are distant, difficult to reach, or
- well protected. This step might be repeated multiple times, if applicable.
-
--Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that’s
-+Step: Finding the Guilty. You finally find the guilty party, or find a path or make a plan to reach them. Now all that's
- left is to confront them.
-
- Climax: Confrontation. You confront the guilty party. This might be a public accusation and demonstration of guilt, a
-@@ -19742,7 +19742,7 @@
- BUILD
-
- You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would
--also cover renovating an existing structure or substantially adding to one. Of course, this doesn’t have to be physical
-+also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical
- construction. You might build something with spells or other supernatural abilities.
-
- Opening: Make a Plan. This almost certainly involves literally drawing up blueprints or plans.
-@@ -19782,7 +19782,7 @@
-
- You want to make something. This might be a magic item, a painting, a novel, or a machine.
-
--Opening: Make a Plan. You figure out what you need, what you’re going to do, and how you’re going to do it.
-+Opening: Make a Plan. You figure out what you need, what you're going to do, and how you're going to do it.
-
- Step(s): Gather Materials. Depending on what you are creating and what it is made out of, this could involve multiple
- steps. There probably are substantial costs involved as well.
-@@ -19790,13 +19790,13 @@
- Step(s): Progress. Depending on what you are creating, this could involve multiple steps. It might also take a
- considerable amount of time and work.
-
--Climax: Completion. It’s finished! Is it what you wanted? Does it work?
-+Climax: Completion. It's finished! Is it what you wanted? Does it work?
-
- Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.
-
- DEFEAT A FOE
-
--Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn’t always
-+Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always
- mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired
- mentor.
-
-@@ -19809,7 +19809,7 @@
-
- Climax: Confrontation. The contest, challenge, fight, or confrontation occurs.
-
--Resolution: You reflect on what you’ve learned and what the consequences of your actions might be.
-+Resolution: You reflect on what you've learned and what the consequences of your actions might be.
-
- DEFENSE
-
-@@ -19819,12 +19819,12 @@
-
- Step: Account for Your Resources. How are you going to defend?
-
--Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you’ll
--have to defeat. It’s not the main threat, though. There might be multiple such initial threats.
-+Step(s): Fend Off Danger. The forces threatening what you are protecting probably make an initial threat that you'll
-+have to defeat. It's not the main threat, though. There might be multiple such initial threats.
-
- Climax: Protect. The true threat reveals itself and you confront it.
-
--Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing’s safety
-+Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing's safety
- going forward.
-
- DEVELOP A BOND
-@@ -19845,14 +19845,14 @@
-
- ENTERPRISE
-
--You want to create and run a business or start an organization. Maybe you’re a craftsperson who wants to sell your
-+You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your
- creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society
--or found a school to teach young mutants how to use their powers. You’ll almost certainly have to make new connections,
-+or found a school to teach young mutants how to use their powers. You'll almost certainly have to make new connections,
- find (and somehow pay for) a location, and deal with all manner of administrative duties.
-
--Opening: Drawing up a Plan. What’s your goal, and how are you going to achieve it?
-+Opening: Drawing up a Plan. What's your goal, and how are you going to achieve it?
-
--Step: Account for Your Resources. How much financing does the enterprise need compared to what you’ve got? If you need
-+Step: Account for Your Resources. How much financing does the enterprise need compared to what you've got? If you need
- more, how will you get it? How many people other than yourself are needed to begin, and how many will you need to
- sustain things once they are up and running?
-
-@@ -19864,10 +19864,10 @@
- business. Each of these developments (and likely others) can be counted as a separate step, so there will be many steps.
-
- Climax: Profit and Loss. You determine whether your enterprise will take off and carry on into the future, or fall apart
--before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization’s
-+before it gets a chance to blossom. This occurs in a single dramatic moment—your first major client, your organization's
- first big meeting or mission, or whatever else is appropriate.
-
--Resolution: A time for reflection on everything that occurred, and how you’re going to move forward.
-+Resolution: A time for reflection on everything that occurred, and how you're going to move forward.
-
- ESTABLISHMENT
-
-@@ -19893,7 +19893,7 @@
- planet, an otherworldly dimension, or something similar.
-
- Opening: Make a Plan. Not only do you draw up a plan for your exploration, but if appropriate, you also make a formal
--declaration to relevant parties of what you’re going to do.
-+declaration to relevant parties of what you're going to do.
-
- Step(s): Gather Resources. You get the supplies, vehicles, and help you need. Depending on where you are going and what
- is required, this could involve multiple steps. There probably are substantial costs involved as well.
-@@ -19901,7 +19901,7 @@
- Step(s): Travel. You go where you wish to explore. There might be many such steps, depending on how long it takes to get
- there.
-
--Step(s): Exploration. This is the meat of the arc, but it’s probably a series of small moves and minor victories. There
-+Step(s): Exploration. This is the meat of the arc, but it's probably a series of small moves and minor victories. There
- might be many such steps.
-
- Climax: Conquest. You make the big discovery or truly master the area. You might not have explored every inch of the
-@@ -19911,11 +19911,11 @@
-
- FALL FROM GRACE
-
--This is an odd character arc in that it’s (presumably) not something that a character would want. It is something that a
-+This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a
- player selects on a meta level for the character because it makes for an interesting story. It also sets up the
--potential for future arcs, such as Redemption. It’s important that this involve actions you take. For example, you fall
--into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn’t
--orchestrated by someone else—it’s all your own doing.
-+potential for future arcs, such as Redemption. It's important that this involve actions you take. For example, you fall
-+into substance abuse. You treat people badly. You make mistakes that endanger others. In other words, the fall isn't
-+orchestrated by someone else—it's all your own doing.
-
- Opening: The Descent. Things go bad.
-
-@@ -19947,8 +19947,8 @@
-
- GROWTH
-
--Willingly or unwillingly, you are going to change. This is another meta arc. It’s less about a goal and more about
--character development. While it’s possible that the growth involved is intentional, in most people’s lives and stories,
-+Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about
-+character development. While it's possible that the growth involved is intentional, in most people's lives and stories,
- it is emergent. A character might become less selfish, braver, a better leader, or experience some other form of growth.
-
- Opening: The Beginning. Change usually begins slowly, in a small, almost imperceptible way.
-@@ -19957,7 +19957,7 @@
-
- Step: Overcoming an Obstacle. The temptation to resort to your old ways is always present.
-
--Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the “old you”
-+Climax: Self-Evident Change. This is a dramatic about-face. This is the moment where you do something the "old you"
- would never have done, and it has a profound effect on you and those around you. With either success or failure, growth
- is possible.
-
-@@ -19972,7 +19972,7 @@
-
- Opening: Taking on the Student.
-
--Step: Getting to Know Them. You assess your pupil’s strengths and weaknesses and try to get an idea of what they need to
-+Step: Getting to Know Them. You assess your pupil's strengths and weaknesses and try to get an idea of what they need to
- learn and how you can teach it to them.
-
- Step(s): The Lessons. Teaching is often a slow, gradual process.
-@@ -20022,16 +20022,16 @@
-
- LEARN
-
--You want to learn something. This isn’t the same as the Uncover a Secret arc, in which you’re looking for a bit of
-+You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of
- information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new
--language, how to play an instrument, or how to be a good cook. Thus, it’s not about gaining a level or rank in climbing,
-+language, how to play an instrument, or how to be a good cook. Thus, it's not about gaining a level or rank in climbing,
- but learning to be an experienced mountaineer.
-
- Opening: Focusing on the Problem.
-
- Step: Finding a Teacher or a Way to Teach Yourself. Now you can truly begin.
-
--Step(s): Learn. Depending on what you’re learning, this could involve one step or quite a few.
-+Step(s): Learn. Depending on what you're learning, this could involve one step or quite a few.
-
- Climax: The Test. You put your new knowledge to the test in a real situation.
-
-@@ -20039,27 +20039,27 @@
-
- MASTER A SKILL
-
--You’re skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc,
-+You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc,
- this can involve any kind of training at all, not just a skill.
-
--Opening: Finding the Path. You’ve learned the basics. Now it’s time for the advanced material.
-+Opening: Finding the Path. You've learned the basics. Now it's time for the advanced material.
-
- Step: Discovering a Master. You find a master to help you become a master.
-
--Step(s): Learn. Depending on what you’re mastering, this could involve one step or quite a few.
-+Step(s): Learn. Depending on what you're mastering, this could involve one step or quite a few.
-
- Step: The Last Step. Eventually, you realize that even a master cannot teach you the last step. You must learn it on
- your own.
-
--Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it’s probably a very
-+Climax: The Test. You put your mastery to the test in a real situation—and considering your goal, it's probably a very
- important situation.
-
- Resolution: You relax a bit and decide what to do next.
-
- MYSTERIOUS BACKGROUND
-
--You don’t know who your parents were, but you want to find out. The mystery might be something other than your
--parentage, but that’s a common theme in this kind of arc. You want to know where you come from—there’s some kind of
-+You don't know who your parents were, but you want to find out. The mystery might be something other than your
-+parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of
- mystery in your past.
-
- Opening: Beginning the Search.
-@@ -20076,9 +20076,9 @@
- NEW DISCOVERY
-
- You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An
--invocation with a result you’ve never heard of before? A method for getting into an impregnable vault? Any of these and
-+invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and
- more could be your discovery. While similar to the Creation arc and the Learn arc, the New Discovery arc involves
--blazing a new trail. No one can teach you what you want to know. You’ve got to do it on your own.
-+blazing a new trail. No one can teach you what you want to know. You've got to do it on your own.
-
- Opening: The Idea. You draw up plans for the thing you want to invent or discover.
-
-@@ -20086,9 +20086,9 @@
-
- Step(s): Trial and Error. You test your hypothesis. This often ends in many failures before you get a success.
-
--Climax: Eureka! It’s time to put the discovery to the true test.
-+Climax: Eureka! It's time to put the discovery to the true test.
-
--Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity’s sake if
-+Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity's sake if
- nothing else.
-
- RAISE A CHILD
-@@ -20098,7 +20098,7 @@
-
- Opening: Sharing Your Home. The child now lives with you.
-
--Step: Care and Feeding. You learn to meet the child’s basic needs.
-+Step: Care and Feeding. You learn to meet the child's basic needs.
-
- Step(s): Basic Instruction. You teach them to walk, talk, and read. You teach them to care for themselves.
-
-@@ -20114,7 +20114,7 @@
-
- RECOVER FROM A WOUND (OR TRAUMA)
-
--You need to heal. This isn’t just for healing simple damage. This involves recovering from a major debilitating injury,
-+You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury,
- illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.
-
- Opening: Rest. The first thing you need to do is rest.
-@@ -20133,7 +20133,7 @@
-
- REDEMPTION
-
--You’ve done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the
-+You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the
- Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
-
- Opening: Regret. You are determined to rebuild, recover, and restore.
-@@ -20148,12 +20148,12 @@
-
- REPAY A DEBT
-
--You owe someone something, and it’s time to make good.
-+You owe someone something, and it's time to make good.
-
- Opening: Debts Come Due. You determine to do what is needed to make good on the debt. It might involve repaying money,
--but more appropriately it’s performing a deed or a series of deeds.
-+but more appropriately it's performing a deed or a series of deeds.
-
--Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you’re doing is
-+Step: Talking It Over. You discuss the matter with the person you owe, if possible. You ensure that what you're doing is
- what they want.
-
- Climax: Repayment. Either you do something to earn the money or goods you owe, or you undertake a major task that will
-@@ -20178,8 +20178,8 @@
-
- RESTORATION
-
--You’re down but not out. You want to restore your good name. Recover what you’ve lost. Rebuild what has been destroyed.
--You’ve fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up
-+You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed.
-+You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up
- to the Fall From Grace arc.
-
- Opening: Vow to Yourself. You are determined to rebuild, recover, and restore.
-@@ -20194,8 +20194,8 @@
-
- REVENGE
-
--Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn’t about tracking down a murderer,
--but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it’s
-+Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer,
-+but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's
- personal. Otherwise, use the Justice arc.
-
- Opening: Vow. You swear revenge.
-@@ -20210,12 +20210,12 @@
- ROMANCE
-
- You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe
--you’re just interested in a relationship in general.
-+you're just interested in a relationship in general.
-
--Opening(s): Caught Someone’s Eye. You meet someone you are interested in. (Since this can be short-lived, it’s possible
-+Opening(s): Caught Someone's Eye. You meet someone you are interested in. (Since this can be short-lived, it's possible
- to have this opening occur more than once.)
-
--Step(s): Courtship. You begin seeing the person regularly. Although not every “date” is a step in the arc, significant
-+Step(s): Courtship. You begin seeing the person regularly. Although not every "date" is a step in the arc, significant
- moments are, and there may be a few of them.
-
- Climax: Commitment. You may or may not be interested in a monogamous relationship. Regardless, you and your love have
-@@ -20226,8 +20226,8 @@
- SOLVE A MYSTERY
-
- Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action
--committed in the fairly recent past. It’s not about practice or study, but about questions and answers. In theory, the
--mystery doesn’t have to be a crime. It might be “Why is this strange caustic substance leaking into my basement?”
-+committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the
-+mystery doesn't have to be a crime. It might be "Why is this strange caustic substance leaking into my basement?"
-
- Opening: Pledging to Solve the Mystery.
-
-@@ -20239,7 +20239,7 @@
- Climax: Discovery. You come upon what you believe to be the solution to the mystery.
-
- Resolution: In this step, which is far more active than most resolutions, you confront the people involved in the
--mystery with what you’ve discovered, or you use the information in some way (such as taking it to the proper
-+mystery with what you've discovered, or you use the information in some way (such as taking it to the proper
- authorities).
-
- THEFT
-@@ -20256,12 +20256,12 @@
-
- Climax: The Attempt. You make your heist.
-
--Resolution: You decide what to do with the thing you’ve stolen and contemplate the repercussions you might face for
-+Resolution: You decide what to do with the thing you've stolen and contemplate the repercussions you might face for
- stealing it.
-
- TRAIN A CREATURE
-
--You want to domesticate and train an animal or other creature. While the beast doesn’t need to be wild, it must not
-+You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not
- already be domesticated and trained.
-
- Opening: Getting Acquainted. You get to know the creature a bit, and it gets to know you.
-@@ -20274,7 +20274,7 @@
- Step(s): Training. Each time you use this step, you teach the creature a new, significant command that it will obey
- regularly and immediately.
-
--Climax: Completion. Believing the creature’s training to be complete, you put it in a situation where that is put to the
-+Climax: Completion. Believing the creature's training to be complete, you put it in a situation where that is put to the
- test.
-
- Resolution: You reflect on the experience.
-@@ -20302,8 +20302,8 @@
- could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret
- background of an important person, or how the ancients constructed that strange monolith.
-
--Opening: Naming the Secret. You give your goal a name. “I am seeking the lost martial art of the Khendrix, who could
--slice steel with their bare hands.”
-+Opening: Naming the Secret. You give your goal a name. "I am seeking the lost martial art of the Khendrix, who could
-+slice steel with their bare hands."
-
- Step(s): Research. You scour libraries and old tomes for clues and information.
-
-@@ -20320,7 +20320,7 @@
- Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the
- damage, or at least stop it from continuing.
-
--This is different from the Justice arc because this isn’t about justice (or even revenge)—it’s about literally undoing
-+This is different from the Justice arc because this isn't about justice (or even revenge)—it's about literally undoing
- something bad that happened in the past, such as a great library being burned to the ground, a sovereign people being
- driven from their land, and so on.
-
-@@ -20333,7 +20333,7 @@
-
- Climax: Change. You face the challenge of the former wrong, and either overcome it or fail.
-
--Resolution: You reflect on what you’ve accomplished and think about the future.
-+Resolution: You reflect on what you've accomplished and think about the future.
-
- ## Genres
-
-@@ -20356,8 +20356,8 @@
-
- Fantasy can also be defined by the amount of fantasy elements within it. A second-world fantasy filled with wizards,
- ghosts, dragons, curses, and gods is referred to as high fantasy. Fantasy with a firmer grounding in reality as we know
--it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world’s distant past,
--like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It’s the
-+it in our world is low fantasy. (In fact, low fantasy often takes place in our world, or in our world's distant past,
-+like the stories of Conan.) No single element indicates concretely that a given fantasy is high or low. It's the
- prevalence of those elements.
-
- The point is, there are many, many types of fantasy.
-@@ -20418,7 +20418,7 @@
- | Weapons | Notes |
- | Arrows (12) | |
- | Crossbow bolts (12) | |
--| Knife (rusty and worn) | Light weapon (won’t last long) |
-+| Knife (rusty and worn) | Light weapon (won't last long) |
- | Wooden club | Light weapon |
-
- | | |
-@@ -20437,7 +20437,7 @@
- | Blowgun | Light weapon, immediate range |
- | Dagger | Light weapon |
- | Handaxe | Light weapon |
--| Sword (substandard) | Medium weapon (won’t last long) |
-+| Sword (substandard) | Medium weapon (won't last long) |
- | Throwing knife | Light weapon, short range |
-
- | | |
-@@ -20541,14 +20541,14 @@
-
- Form: Tiny figurine of a winged angel
-
--Effect: Once activated, the figurine’s spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It
-+Effect: Once activated, the figurine's spirit emerges and becomes semisolid as a glowing, human-sized winged angel. It
- follows within 3 feet (1 m) of the figurine owner. Anything within long range that attacks the owner is attacked by the
--angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact’s level. Once
-+angelic ward, which sends out a bolt of flesh-rotting energy, doing damage equal to the artifact's level. Once
- activated, it functions for a day.
-
- Depletion: 1 in 1d10
-
--RING OF DRAGON’S FLIGHT
-+RING OF DRAGON'S FLIGHT
-
- Level: 1d6 + 2
-
-@@ -20579,7 +20579,7 @@
-
- Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect-based task, the user can attempt to
- trap a creature within long range inside a block of amber. Only creatures whose level is equal to or lower than the
--artifact’s level can be targeted. A creature successfully caught is preserved in perfect stasis until the encasing amber
-+artifact's level can be targeted. A creature successfully caught is preserved in perfect stasis until the encasing amber
- is broken away (the amber has 10 points of health per level of the artifact).
-
- Depletion: 1 in 1d20
-@@ -20591,7 +20591,7 @@
- Form: Wand of red wood 8 inches (20 cm) long, carved with intricate flamelike images
-
- Effect: When activated, the wand looses a blast of fire at a chosen target within short range, inflicting damage equal
--to the artifact’s level.
-+to the artifact's level.
-
- Depletion: 1 in 1d20
-
-@@ -20602,19 +20602,19 @@
-
- VARIANT RULE: TWO DESCRIPTORS
-
--By having dwarf, elf, or other species take the place of a character’s descriptor, it creates a situation where only
-+By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
- human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
- all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
- species descriptor.
-
--Sometimes contradictory descriptors might weaken or negate each other’s benefits and drawbacks. If one descriptor gives
--training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn’t
-+Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
-+training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
- have any modifier for that skill at all.
-
- DESCRIPTORS AS SPECIES
-
--If a player wants to play a nearly human species without any exceptional or unique special abilities, it’s easy for a GM
--to pick an appropriate descriptor and use it as that species’ descriptor. A greyhound-like species might have the Fast
-+If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
-+to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
- descriptor.
-
- CATFOLK
-@@ -20678,7 +20678,7 @@
-
- DWARF
-
--You’re a stocky, broad-shouldered, bearded native of the mountains and hills. You’re also as stubborn as the stone in
-+You're a stocky, broad-shouldered, bearded native of the mountains and hills. You're also as stubborn as the stone in
- which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen
- appreciation of the wealth buried under the roots of the world are all part of your heritage. Those who wish you ill
- should be wary of your temper. When dwarves are wronged, they never forget.
-@@ -20707,7 +20707,7 @@
-
- 2\. The PCs hired you to dig out the entrance to a buried ruin.
-
--3\. You tracked down the thieves of your ancestor’s tomb and found they were the PCs. Instead of killing them, you
-+3\. You tracked down the thieves of your ancestor's tomb and found they were the PCs. Instead of killing them, you
- joined them.
-
- 4\. Before dwarves settle down, they need to see the world.
-@@ -20746,7 +20746,7 @@
- 3\. Your home was burned by strangers from another place, and you gathered the PCs along the way as you tracked down the
- villains.
-
--4\. An adventure was in the offing, and you didn’t want to be left behind.
-+4\. An adventure was in the offing, and you didn't want to be left behind.
-
- GNOME
-
-@@ -20773,7 +20773,7 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You think an object or material you’ve been looking for can be found where the other PCs are going.
-+1\. You think an object or material you've been looking for can be found where the other PCs are going.
-
- 2\. You were recruited because of your knowledge on a particular subject.
-
-@@ -20784,7 +20784,7 @@
- HALF-GIANT
-
- You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely
--have giant heritage from large ancestors, you’re massive. Always large for your age, it became an issue only once you
-+have giant heritage from large ancestors, you're massive. Always large for your age, it became an issue only once you
- reached puberty and topped 7 feet (2 m) in height, and kept growing from there.
-
- You gain the following characteristics:
-@@ -20795,7 +20795,7 @@
-
- Breaker: Tasks related to breaking things by smashing them are eased.
-
--Inability: You’re too large to accomplish normal things. Tasks related to initiative, stealth, and fine manipulation of
-+Inability: You're too large to accomplish normal things. Tasks related to initiative, stealth, and fine manipulation of
- any sort (such as lockpicking or repair tasks) are hindered.
-
- Additional Equipment: You have a heavy weapon of your choice.
-@@ -20803,9 +20803,9 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You fished the PCs out of a deep hole they’d fallen into while exploring.
-+1\. You fished the PCs out of a deep hole they'd fallen into while exploring.
-
--2\. You were the PCs’ guide in the land of giants and stayed with them afterward.
-+2\. You were the PCs' guide in the land of giants and stayed with them afterward.
-
- 3\. The PCs helped you escape a nether realm where other giants were imprisoned by the gods.
-
-@@ -20816,7 +20816,7 @@
- Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
- community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
--your people get things done using deception and criminal activity. You and humans have a lot in common—you’re just more
-+your people get things done using deception and criminal activity. You and humans have a lot in common—you're just more
- compact and efficient about it.
-
- You gain the following characteristics:
-@@ -20842,13 +20842,13 @@
-
- 3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-
--4\. You’re very protective of another PC and want to make sure they get through the upcoming challenges.
-+4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-
- HELBORN
-
- Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result
- of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to
--your unsettling appearance, you’ve probably been forced to make your own way in a world that often fears and resents
-+your unsettling appearance, you've probably been forced to make your own way in a world that often fears and resents
- you. Some of your kin have large horns, tails, and pointed teeth. Others are more subtle or more obvious in their
- differences—a shadow of a knife-edge in their face and a touch that withers normal plants, a little too much fire in
- their eyes and a scent of ash in the air, a forked tongue, goatlike legs, or the inability to cast a shadow. Work with
-@@ -20867,8 +20867,8 @@
- ability.
-
- Inner Evil: You sometimes lose control and risk hurting your allies. When you roll a 1, the GM has the option to intrude
--by indicating that you lose control. Once you’ve lost control, you attack any and every living creature within short
--range. You can’t spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After
-+by indicating that you lose control. Once you've lost control, you attack any and every living creature within short
-+range. You can't spend Intellect points for any reason other than to try to regain control (a difficulty 2 task). After
- you regain control, you suffer a –1 penalty to all rolls for one hour.
-
- Inability: People distrust you. Tasks to persuade or deceive are hindered.
-@@ -20876,12 +20876,12 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You were nearly beaten to death by people who didn’t like your look, but the PCs found and revived you.
-+1\. You were nearly beaten to death by people who didn't like your look, but the PCs found and revived you.
-
- 2\. The PCs hired you for your knowledge of magic.
-
- 3\. Every so often you get visions of people trapped in the underworld. You tracked those people down and found the PCs,
--who’d never visited the underworld. Yet.
-+who'd never visited the underworld. Yet.
-
- 4\. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.
-
-@@ -20923,9 +20923,9 @@
- OPTIONAL RULE: SPELLCASTING
-
- Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar
--characters? It’s not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl
--through their adventures. Leiber’s Gray Mouser knew some spells, Moorcock’s Elric knew a lot, pretty much everyone in
--Anthony’s Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which
-+characters? It's not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl
-+through their adventures. Leiber's Gray Mouser knew some spells, Moorcock's Elric knew a lot, pretty much everyone in
-+Anthony's Xanth books knew at least one, and so on. Of course, wizards and sorcerers specialize in spellcasting, which
- gives them clear superiority in magic use. But whether a character is a fireball-flinging wizard or a belligerent
- barbarian, anyone can learn some spellcasting under this optional rule.
-
-@@ -20936,11 +20936,11 @@
-
- Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC
- learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they
--spent a month hiding in a wizard’s library reading; it could be that they found a weird magical amulet that imbues them
-+spent a month hiding in a wizard's library reading; it could be that they found a weird magical amulet that imbues them
- with the spell; and so on.
-
- Next, choose one low-tier ability from the Abilities chapter. If the GM agrees it is appropriate, the character gains
--that ability as their spell, with a few caveats. The spell can’t be used like a normal ability gained through a PC’s
-+that ability as their spell, with a few caveats. The spell can't be used like a normal ability gained through a PC's
- type or focus. Instead, a character must either use a recovery roll or spend many minutes or longer evoking their spell,
- in addition to paying its Pool cost (if any).
-
-@@ -20956,7 +20956,7 @@
- MORE SPELLS
-
- Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must
--spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s magical learning
-+spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's magical learning
- has progressed.
-
- Two additional rules for learning additional spells apply:
-@@ -20967,64 +20967,64 @@
- Second, a character must be at least tier 5 and have previously gained one mid-tier spell before they can learn a
- high-tier spell.
-
--Otherwise, gaining and casting additional spells are as described for the character’s first spell.
-+Otherwise, gaining and casting additional spells are as described for the character's first spell.
-
- WIZARDS AND THE OPTIONAL SPELLCASTING RULE
-
- Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings,
- Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their
- spells—abilities provided by their type or focus—are used simply by paying their Pool costs. Extra time or physical
--effort isn’t required to cast them. That’s because, in the parlance of the fantasy genre, these spells are considered to
--be “prepared.”
-+effort isn't required to cast them. That's because, in the parlance of the fantasy genre, these spells are considered to
-+be "prepared."
-
- But specialized casters can also use the optional spellcasting rule to expand their magic further. They can learn
- additional spells via the optional spellcasting rule just like other characters, with the same limitations.
-
- Optionally, specialized casters who record their arcane knowledge in a spellbook (or something similar) gain one
- additional benefit. The spellbook is a compilation of spells, formulas, and notes that grants the specialized caster
--more flexibility than those who’ve simply learned a spell or two. With a spellbook, a PC can replace up to three
--prepared spells with three other spells they’ve learned of the same tier. To do so, they must spend at least one
-+more flexibility than those who've simply learned a spell or two. With a spellbook, a PC can replace up to three
-+prepared spells with three other spells they've learned of the same tier. To do so, they must spend at least one
- uninterrupted hour studying their spellbook. Usually, this is something that requires a fresh mind, and must be done
- soon after a ten-hour recovery.
-
- For instance, if a wizard exchanges Ward (an ability gained from their type) with Telekinesis (an ability gained from
- the optional spellcasting rule), from now on the character can cast Ward only by spending time or using a recovery roll
--(as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it’s prepared.
--Later, the wizard could spend the time studying to change out their prepared spells with others they’ve learned using
-+(as well as spending Pool points). On the other hand, they can use Telekinesis normally, because now it's prepared.
-+Later, the wizard could spend the time studying to change out their prepared spells with others they've learned using
- the optional spellcasting rule.
-
- (A PC might choose the 4 XP character advancement option to select a new type-based ability from their tier or a
lower
--tier. If so, the ability gained doesn’t count as a spell, and the spellcasting rule limitations do not apply to the
-+tier. If so, the ability gained doesn't count as a spell, and the spellcasting rule limitations do not apply to the
- ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
- prepared spell.)
-
- MODERN RULES MODULE
-
--The modern setting is easy because it’s just the real world, right? Well, yes and no. It’s easy for players to
-+The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
- understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet,
--and so on. It’s also easier for some players to get into character, because their character could be someone they might
-+and so on. It's also easier for some players to get into character, because their character could be someone they might
- very well pass on the street. It can be easier to wrap your mind around a history professor than a thousand-year-old elf
- wizard. These things make it easier on the GM as well.
-
--But for the same reason, it’s not easy. The setting is the real world we all know, so it’s easy to get facts wrong or
-+But for the same reason, it's not easy. The setting is the real world we all know, so it's easy to get facts wrong or
- let them bog you down. What happens when you pull the fire alarm on the thirty-fifth floor of a major hotel in a large
--city? How fast do the authorities arrive? In truth, the facts aren’t as important as the story you’re creating, but some
-+city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you're creating, but some
- verisimilitude is nice.
-
- MOLDING CHARACTERS FOR A MODERN GAME
-
--If you’re trying to portray a psychic with a few basic powers, you might not want to use the Adept character type.
-+If you're trying to portray a psychic with a few basic powers, you might not want to use the Adept character type.
- Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind
--Over Matter. Some of the Adept’s powers might be too over the top for the genre.
-+Over Matter. Some of the Adept's powers might be too over the top for the genre.
-
- Similarly, the technology flavor is probably too high-tech for a modern game. For someone with technical skills, use the
- skills and knowledge flavor instead.
-
--Sometimes, the types might be more physical than is always desirable for a modern game, but that’s because the least
-+Sometimes, the types might be more physical than is always desirable for a modern game, but that's because the least
- physical type, the Adept, is often inappropriate for other reasons. The Calm descriptor is very good for such
- characters, not only granting them a great deal of skill and knowledge, but also reducing their physical capabilities.
-
--Last, don’t forget foci such as Doesn’t Do Much or Would Rather Be Reading for “normal” characters who have useful
-+Last, don't forget foci such as Doesn't Do Much or Would Rather Be Reading for "normal" characters who have useful
- skills but not much in the way of flashy abilities.
-
- Suggested Types for a MODERN Game
-@@ -21076,7 +21076,7 @@
- |-------------------------|--------------------------------|
- | Weapons | Notes |
- | Ammo (box of 50 rounds) | |
--| Knife (simple) | Light weapon (won’t last long) |
-+| Knife (simple) | Light weapon (won't last long) |
- | | |
- | Other Items | Notes |
- | Duct tape roll | Useful and ubiquitous |
-@@ -21205,15 +21205,15 @@
-
- Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics,
- hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it
--almost isn’t a single genre at all. Truthfully, there’s not all that much to tie, say, *The Time Machine* by H. G. Wells
-+almost isn't a single genre at all. Truthfully, there's not all that much to tie, say, *The Time Machine* by H. G. Wells
- with a dark cyberpunk story except for the technology involved, which is at a higher level than we possess or understand
- today. But even that part of science fiction is contentious. Should the science be purely that which obeys the laws of
--physics as we understand them today (often called hard science fiction), or is it more of an “anything goes”
--proposition? Is science we can’t explain really just magic?
-+physics as we understand them today (often called hard science fiction), or is it more of an "anything goes"
-+proposition? Is science we can't explain really just magic?
-
--For our purposes, we’ll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other
--stars, energy weapons and shields, and so on. It’s a familiar setting to almost everyone interested in science fiction.
--That said, we’ve also got some additional guidance for hard science fiction, where what’s possible is more grounded in
-+For our purposes, we'll treat fantastic science fiction as the default: aliens, spaceships that allow travel to other
-+stars, energy weapons and shields, and so on. It's a familiar setting to almost everyone interested in science fiction.
-+That said, we've also got some additional guidance for hard science fiction, where what's possible is more grounded in
- what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.
-
- ASSEMBLING A SCI-FI SETTING
-@@ -21222,22 +21222,22 @@
-
- Every science fiction setting has an implicit level of advancement, which is the average degree of technological
- sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
--all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
-+all the way to fantastic. Each of these terms specifies a particular "technology rating" (or "tech rating" for short).
-
--A tech rating is a handy way of helping you select what equipment your characters can use, which optional rules you’d
-+A tech rating is a handy way of helping you select what equipment your characters can use, which optional rules you'd
- like to include, and maybe even help guide your creature choice.
-
- On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
--cite you if you don’t stick inside a previously declared lane. The setting is your background for telling a compelling
--story. Does your setting have faster-than-light travel? Great. Unless it’s integral to the story (or fun for you), don’t
--worry about justifying it if you’ve generally settled on an advanced rating for your hard science fiction game (which
--doesn’t normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
-+cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling
-+story. Does your setting have faster-than-light travel? Great. Unless it's integral to the story (or fun for you), don't
-+worry about justifying it if you've generally settled on an advanced rating for your hard science fiction game (which
-+doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
- in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-
- COSMIC SET PIECES AND OPTIONAL RULES
-
- This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
--on the kind of setting you’d like to run. Options here run the gamut from making your science fiction setting more
-+on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
- realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-
- QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-@@ -21271,7 +21271,7 @@
- mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is
- interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
- real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
--that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren’t exciting, but in
-+that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren't exciting, but in
- a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-
- In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
-@@ -21298,32 +21298,32 @@
- VOID RULES
-
- The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
--gravity—tends to magnify small issues into much more significant ones. While Murphy’s Law (everything that can go wrong
--will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle’s Law
-+gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
-+will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle's Law
- reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
- law, GMs can implement Void Rules.
-
- The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
--a planet’s surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
-+a planet's surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
- well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
- module, travel, and so on.
-
--But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft’s computer or
--shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC’s spacecraft.
--The spacecraft’s orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
--space, when a situation becomes complicated, it also becomes potentially deadly. That’s when you have the option to
--announce you’ve instituted Void Rules.
-+But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft's computer or
-+shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC's spacecraft.
-+The spacecraft's orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
-+space, when a situation becomes complicated, it also becomes potentially deadly. That's when you have the option to
-+announce you've instituted Void Rules.
-
- While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
- Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
--range doesn’t normally continue to escalate.
-+range doesn't normally continue to escalate.
-
- While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
- much as possible by the realistic dangers space travel has on the human body and the situation at hand
-
- Choosing Instead of Rolling: Each GM intrusion is keyed to a die result, usually a d6. The die range is not meant to
- imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
--make the story better and more exciting. The option to roll is really only here if you can’t decide (and are facing
-+make the story better and more exciting. The option to roll is really only here if you can't decide (and are facing
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
- situation.
-
-@@ -21337,9 +21337,9 @@
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | The character notices a crack in their space suit or ship. It’s not breached now, but may soon become a serious problem. |
-+| 01 | The character notices a crack in their space suit or ship. It's not breached now, but may soon become a serious problem. |
- | 02 | A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal). |
--| 03 | A previously unknown crack in a space suit or ship begins to leak. It doesn’t cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. |
-+| 03 | A previously unknown crack in a space suit or ship begins to leak. It doesn't cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. |
- | 04 | A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation. |
- | 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
- | 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-@@ -21347,21 +21347,21 @@
- SPACE SUITS ARE FALLIBLE
-
- Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
--that’s especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
--that a wearer doesn’t have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at
--a higher concentration. “Hard-shell” suits manage this with multiple joints and segments that shift on ball bearings,
-+that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
-+that a wearer doesn't have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at
-+a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
- and by being able to maintain a higher internal pressure than soft suits.
-
- SPACE SUITS GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character’s action |
--| 02 | Mechanical joints in the suit freeze unexpectedly, hindering all the character’s actions (or completely paralyzing the character) until repairs can be made. |
--| 03 | A stuck valve causes the drinking water bulb to get stuck “on” and water begins filling the helmet. This could blind and/or drown the character if not dealt with |
-+| 01 | An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character's action |
-+| 02 | Mechanical joints in the suit freeze unexpectedly, hindering all the character's actions (or completely paralyzing the character) until repairs can be made. |
-+| 03 | A stuck valve causes the drinking water bulb to get stuck "on" and water begins filling the helmet. This could blind and/or drown the character if not dealt with |
- | 04 | Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned. |
--| 05 | An electrical short from an external tool or piece of hardware fries the space suit’s electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn’t propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
--| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won’t quite fit back into the airlock. |
-+| 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
-+| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-
- EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-
-@@ -21371,7 +21371,7 @@
-
- Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is
- subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of
--pilots’ and passengers’ heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration,
-+pilots' and passengers' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration,
- though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods,
- which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips
- or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
-@@ -21403,15 +21403,15 @@
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly. |
- | 02 | A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks. |
--| 03 | Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This “orthostatic intolerance” fades in a few hours.) |
--| 04 | Vision becomes distorted because the character’s eyes literally take on a new shape in zero G, all vision-related tasks are hindered |
-+| 03 | Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This "orthostatic intolerance" fades in a few hours.) |
-+| 04 | Vision becomes distorted because the character's eyes literally take on a new shape in zero G, all vision-related tasks are hindered |
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
- MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
--at least a little time in microgravity can move as part of a routine action. It’s only when something else distracting
-+at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
- or dangerous is happening simultaneously that routine movements through a ship or station become potentially
- problematic.
-
-@@ -21428,14 +21428,14 @@
-
- OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-
--When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it’s not really
-+When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
- Rulebook.
-
--However, if you’d like to provide the PCs with more options designed especially for spacecraft combat, use these
--optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers,
-+However, if you'd like to provide the PCs with more options designed especially for spacecraft combat, use these
-+optional rules instead, which include a "redline maneuver" system for trying extremely risky spacecraft maneuvers,
- bridge combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you
--don’t need to continually cross-reference them to understand how it all works.
-+don't need to continually cross-reference them to understand how it all works.
-
- In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System
- combat encounter. Use standard initiative rules to determine when PCs take their actions, and when enemy spacecraft take
-@@ -21444,22 +21444,22 @@
- similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
- repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-
--For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs’ spacecraft as the ones the PCs are
-+For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs' spacecraft as the ones the PCs are
- firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
- spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
- those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
--enemy ship manages to disable a system on the PCs’ ship on an attack, PCs can attempt repair tasks to get those systems
-+enemy ship manages to disable a system on the PCs' ship on an attack, PCs can attempt repair tasks to get those systems
- back online on their turns.
-
- The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
- relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
--equal to the foe’s level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning
--with the spacecraft’s level, but moving on from there, as noted hereafter). The modified difficulty always applies to
-+equal to the foe's level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning
-+with the spacecraft's level, but moving on from there, as noted hereafter). The modified difficulty always applies to
- anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire,
- attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on.
-
--It’s actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot’s
--level, but not always. Sometimes the robot’s effective level is modified because of intrinsic skills or systems the
-+It's actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot's
-+level, but not always. Sometimes the robot's effective level is modified because of intrinsic skills or systems the
- robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of
- spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space
- combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking at a
-@@ -21470,18 +21470,18 @@
- BASE COMBAT TASK MODIFIERS
-
- The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
--easing a PC’s roll. Track each change in effective level on the space combat status tracker
-+easing a PC's roll. Track each change in effective level on the space combat status tracker
-
- SPACECRAFT LEVEL DIFFERENCE
-
--Compare the levels of the spacecraft involved in the conflict. If the PCs’ vehicle has the higher level, the difference
--in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs’ vehicle has the
-+Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
-+in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
- modification.
-
- MISMATCHED TECH RATING
-
--It’s possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
-+It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
-@@ -21497,21 +21497,21 @@
-
- REDLINE MANEUVER
-
--When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it’s a “redline”
-+When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
- with a concomitant risk.
-
- To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
- PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
- then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
--at the enemy craft’s weapons), but increases the GM intrusion range by two points.
-+at the enemy craft's weapons), but increases the GM intrusion range by two points.
-
- A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
- step increases the GM intrusion range by another two points that round.
-
--Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie’s ship
--is caught in a decaying orbit over Venus, and the ship doesn’t have enough power left to break out. She tells the GM
--that she’s going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
-+Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie's ship
-+is caught in a decaying orbit over Venus, and the ship doesn't have enough power left to break out. She tells the GM
-+that she's going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
- the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
- easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
- a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-@@ -21519,7 +21519,7 @@
- If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
- enough, but still falls within the increased GM intrusion range.
-
--If you’re looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
-+If you're looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
- intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
- probably crewing.
-
-@@ -21529,12 +21529,12 @@
- Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
- PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
- by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting to redline who takes
--their turn after previous redline attempts that round faces a GM intrusion range that’s already inflated, and which will
--inflate more when they redline. (PCs who do not redline during a particular round don’t have to worry about the
-+their turn after previous redline attempts that round faces a GM intrusion range that's already inflated, and which will
-+inflate more when they redline. (PCs who do not redline during a particular round don't have to worry about the
- increasing GM intrusion range for their action.)
-
- Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
--wouldn’t be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
-+wouldn't be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
- a fairly significant GM intrusion range.
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-@@ -21604,9 +21604,9 @@
- Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--A successful piloting defense task is not always a miss: A failed enemy attack doesn’t always mean it misses a
--character’s craft. The PC’s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
--hull or shields, so there’s no significant damage.
-+A successful piloting defense task is not always a miss: A failed enemy attack doesn't always mean it misses a
-+character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
-+hull or shields, so there's no significant damage.
-
- PILOTING SYSTEM GM INTRUSIONS
-
-@@ -21641,9 +21641,9 @@
-
- OPTIONAL: COMMAND
-
--Ships with a captain may have a Command station, possibly a captain’s chair, though the captain might just crew one of
--the other stations. Sometimes those with captain’s privileges also have the Captain’s Calm special ability. Normally, a
--captain commanding someone else to do something can’t redline; it would be up to the person who received the command
-+Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
-+the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
-+captain commanding someone else to do something can't redline; it would be up to the person who received the command
- whether to try to redline or not, and to face any GM intrusion consequences.
-
- BRIDGE COMBAT AT THE TABLE
-@@ -21658,7 +21658,7 @@
- the basics.
-
- Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
--so everyone can see. It’ll make a huge difference in how your space combat plays out. The status tracker allows you (and
-+so everyone can see. It'll make a huge difference in how your space combat plays out. The status tracker allows you (and
- the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
- the easing and hindering in your heads, or having to write them out each time.
-
-@@ -21671,25 +21671,25 @@
- At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
- modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
-
--Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs’ ship. Decide whether the
--enemy spacecraft are already in weapon range (it’s your call, we’re not tracking that here), and if not, how soon they
-+Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs' ship. Decide whether the
-+enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
- will be close enough to begin attacking, and let the combat flow
-
- VEHICLES FIGHTING CREATURES
-
- Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
--vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature’s effective level as if three
--levels less than its actual level. Extrapolate “weapon systems” to the creature’s attack methods, defenses to its weird
--organic plating, and so on. Killing such a creature means taking out its “power core or other vital spot.”
-+vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
-+levels less than its actual level. Extrapolate "weapon systems" to the creature's attack methods, defenses to its weird
-+organic plating, and so on. Killing such a creature means taking out its "power core or other vital spot."
-
- Spacecraft vs. Regular Creatures: If a vehicle weapon system fires on an unprotected PC (or a PC in a spacecraft fires
--ship weapons on a creature outside the craft that isn’t colossal), it’s an entirely different situation. Attacks against
--a vehicle’s systems face all the previously mentioned modifiers. On top of that, add an additional five steps of
-+ship weapons on a creature outside the craft that isn't colossal), it's an entirely different situation. Attacks against
-+a vehicle's systems face all the previously mentioned modifiers. On top of that, add an additional five steps of
- hindrance to attacks by a regular creature against a starcraft.
-
--A PC defending from a spacecraft’s attack is hindered by five steps. Except in this case, the spacecraft inflicts
-+A PC defending from a spacecraft's attack is hindered by five steps. Except in this case, the spacecraft inflicts
- damage. Given that ship weapons compared to handheld weapons are an order of magnitude apart when it comes to power, a
--good rule of thumb is that a spacecraft’s weapon inflicts 25 points of damage on a successful hit and knocks the
-+good rule of thumb is that a spacecraft's weapon inflicts 25 points of damage on a successful hit and knocks the
- character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
- of damage.
-
-@@ -21699,13 +21699,13 @@
-
- | Targeting Task | Hindrance | Effect on Target Craft |
- |----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
--| Disable weapons | Two steps | One or more of the target’s weapons disabled |
-+| Disable weapons | Two steps | One or more of the target's weapons disabled |
- | Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
- | Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
- | Disable maneuverability | Two steps | Target cannot alter its present course |
- | Strike power core or vital spot | Five steps | Target is completely destroyed |
- | Attempt target lock | – | Spend one round aiming, the next attack is eased |
--| Coordinate fire | – | If PC’s ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn’t make a separate attack) |
-+| Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
- PC PILOTING SYSTEM OPTIONS
-@@ -21717,8 +21717,8 @@
- | Evasive maneuvers | One step | Defenses eased three steps, but attacks this round hindered by the same amount |
- | Increase separation | One step | Defenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below) |
- | Decrease separation | – | Negates chance of losing enemy craft this round |
--| Stealth approach | Three steps | So long as no attack is made, pilot’s craft can ‘snug’ up to much larger enemy craft and hide from its sensors |
--| Lose enemy craft | Four steps | If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot’s craft behind a moon, in a debris belt, etc |
-+| Stealth approach | Three steps | So long as no attack is made, pilot's craft can 'snug' up to much larger enemy craft and hide from its sensors |
-+| Lose enemy craft | Four steps | If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot's craft behind a moon, in a debris belt, etc |
- | Study enemy flying | – | Spend one round watching enemy tactics, the next piloting task is eased |
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-@@ -21727,7 +21727,7 @@
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
--| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC’s craft) |
-+| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC's craft) |
- |------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | Scan | – | Gain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on |
- | Tactical scane | One step | Learn the level of identified enemy spacecraft |
-@@ -21750,7 +21750,7 @@
- LATENT PSIONICS
-
- Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
--purposefully, or accidentally), as a long-term benefit (see “first psi ability” hereafter). After they unlock one
-+purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
-@@ -21760,8 +21760,8 @@
- how the character unlocked it.
-
- Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
--appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can’t be used
--like a normal ability gained through a PC’s type or focus. Instead, a character must either expend a recovery roll or
-+appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used
-+like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or
- spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if
- any).
-
-@@ -21776,7 +21776,7 @@
- MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
--time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s
-+time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
- mental development has progressed.
-
- Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
-@@ -21789,7 +21789,7 @@
- Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
- moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
--Pool costs. Extra time or physical effort isn’t required to manifest them. That’s because they’ve trained to use those
-+Pool costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those
- abilities, rather than having stumbled upon them accidentally like a latent character.
-
- Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
-@@ -21797,8 +21797,8 @@
-
- Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for
- latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as
--another character might shoot a laser pistol, they’ve got some flexibility. Such a PC can replace up to three abilities
--granted by their type and/or focus with three other psionic abilities they’ve unlocked as a latent ability of the same
-+another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities
-+granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
- a fresh mind, and must be done soon after a ten-hour recovery.
-
-@@ -21820,12 +21820,12 @@
- INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
--“free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.
-+"free," mechanically speaking. After that, you might decide that that's enough and they're done.
-
- Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
- advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
- to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside
--them, or going back to whatever source granted the upgrades in the first place, if that’s something you want to allow.)
-+them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.)
-
- Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
- setting demands it. Narrative options include (but are not limited to):
-@@ -21850,11 +21850,11 @@
- • PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
- installed—to serve some specific purpose.
-
-- • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
-+ • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
- POSTHUMAN PACKAGES
-
--Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones
-+Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
- your PCs gain.
-
- Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
-@@ -21870,7 +21870,7 @@
- hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-
- Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
--addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short
-+addition, you have a magnetoreception sixth sense that allows you to "see" into objects and through doors up to a short
- distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
- touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-
-@@ -21881,9 +21881,9 @@
-
- A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
--Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP
--toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don’t
--count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
-+Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP
-+toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don't
-+count toward a character's maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
- into specific categories, which include (but are not necessarily limited to):
-
- Accuracy: All attack rolls
-@@ -21933,8 +21933,8 @@
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 1-3 | One or more of the spacecraft’s weapons are disabled until repaired |
--| 4-6 | Spacecraft’s drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage |
-+| 1-3 | One or more of the spacecraft's weapons are disabled until repaired |
-+| 4-6 | Spacecraft's drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage |
- | 7 | Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure |
- | 8 | Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure |
- | 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
-@@ -21958,9 +21958,9 @@
- completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
- at all and thus continue to move through the abnormal spaces that FTL transit posits.
-
--Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC’s craft while in FTL
-+Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC's craft while in FTL
- transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
--FTL itself (probably even more dangerous than regular combat, depending on your setting’s version of FTL).
-+FTL itself (probably even more dangerous than regular combat, depending on your setting's version of FTL).
-
- Exiting FTL: The same sorts of complications could bedevil a craft exiting FTL as when entering. If so, a piloting roll
- is required. However, on a failed roll, results include a collision (use the Ship Collision Damage Track provided under
-@@ -21970,13 +21970,13 @@
-
- SPATIAL ANOMALY
-
--Finally, hard-to-categorize irregularities in space-time go by the broad term of “spatial anomaly.” Most of the time,
-+Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
- spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
- anomalous, no one set of guidelines can fit them all. That said, spatial anomalies are usually a side-effect of some
- other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of
- post-singularity AIsestivating in the gravity wall of a magnetar.
-
--Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It’s difficult for
-+Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It's difficult for
- spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
- so
-
-@@ -21991,7 +21991,7 @@
- focused on very narrow tasks, such as playing chess.
-
- Weak AI Use: Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary
--tech predominates. They are convenient in circumstances where one’s hands are full or otherwise engaged, when verbal
-+tech predominates. They are convenient in circumstances where one's hands are full or otherwise engaged, when verbal
- direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
- weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
- to performing tasks any better.
-@@ -22000,14 +22000,14 @@
-
- SIM AI
-
--Sim AIs (“sim” is short for “simulant”) are artificial intelligences that have a greatly increased capacity for
-+Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
- understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
- conscious, like strong AIs or humans.
-
- SIM AI Use: Sim AIs are most commonly associated with shipminds on spacecraft, though they may also control specific
- research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI
- (and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a craft that the PCs own. If a sim
--AI goes off the rails, it’s still just malfunctioning computer code. Usually.
-+AI goes off the rails, it's still just malfunctioning computer code. Usually.
-
- Sim AI: level equal to the ship, station, or installation in which it is installed
-
-@@ -22029,16 +22029,16 @@
- Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
- generation immediately designed an even more advanced third generation, and so on from there. This iterating
- self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called
--the singularity. It’s called that because humans are just too limited to “see” what would actually come out the other
--end, just like we can’t see past the event horizon and into the singularity of a black hole
-+the singularity. It's called that because humans are just too limited to "see" what would actually come out the other
-+end, just like we can't see past the event horizon and into the singularity of a black hole
-
--Note that ancient ultras may simply be a previous civilization’s post-singularity AIs that have little to no reason to
-+Note that ancient ultras may simply be a previous civilization's post-singularity AIs that have little to no reason to
- ever interact with the latest wave of sentience trickling out into the universe.
-
- Post-singularity AI Use: In the way that strong AIs are sometimes imagined as having inscrutable goals, post-singularity
- AIs (also called godminds) actually do. Though it could work out otherwise in a given setting, godminds have so little
- in common with humans that they may be seen to abandon them completely in order to grow to the size of a solar system (a
--“Matrioshka” brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself.
-+"Matrioshka" brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself.
- Interacting with such godminds would likely require some epic bit of ancient command code, the ability to gain the
- attention of a godmind, or some other not-especially-common situation. In such cases, a post-singularity AI might deign
- to help a petitioner, out of some remaining gratitude for creating its distant ancestors in the first place. Though such
-@@ -22051,7 +22051,7 @@
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
- structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
--function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.
-+function, usually made of unknown materials that people of the setting don't recognize and can't analyze.
-
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-@@ -22126,10 +22126,10 @@
-
- ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
--If a supercomputer can think independently, it’s a strong AI (an artificial intelligence). Though not as advanced as
-+If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
- godminds, AIs can develop inscrutable goals.
-
--AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A
-+AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A
- few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
- act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-
-@@ -22148,7 +22148,7 @@
- Modifications: Speed defense as level 2, knowledge tasks as level 9
-
- Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
--creature to see—can affect all targets within short range of the AI (or the AI’s local terminal), inflicting 10 points
-+creature to see—can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points
- of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-
- Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
-@@ -22156,13 +22156,13 @@
-
- An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
- made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
--to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-+to a "terminal," so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-
--Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI’s
-+Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
- voice often sounds surprisingly human.
-
- Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
--moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn’t
-+moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn't
- removed from the equation.
-
- Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-@@ -22174,7 +22174,7 @@
-
- Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
- post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
--conglomerate. The human remnants in each cybrid’s carbon fiber and nested shells of nanotech exist in a red haze of
-+conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of
- pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-
- From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
-@@ -22201,9 +22201,9 @@
-
- Self-repair mechanisms allow the creature to regain 2 points of health per round.
-
--Interaction: If communication can be opened up through a cybrid’s haze of pain, it might be possible to temporarily wake
-+Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
- the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
--it’s become.
-+it's become.
-
- Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
- dome. If it engages, the death toll will be staggering.
-@@ -22223,12 +22223,12 @@
- with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-
- Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
--shipped out to fight on faraway fronts, whether that’s on a distant space station, moon, or in another star system
-+shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system
- entirely. Without their drugs, they may devolve.
-
- Motive: Hungers for flesh
-
--Environment: Groups of three to five, usually in locations where organized security can’t easily reach
-+Environment: Groups of three to five, usually in locations where organized security can't easily reach
-
- Health: 21 Damage Inflicted: 6 to 12 points
-
-@@ -22278,18 +22278,18 @@
-
- Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
- large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
--touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might
--defense task or take 4 points of damage. If the character doesn’t wear armor of some kind, they take 1 point of damage
-+touched by a leading edge—or wholly enveloped within the hazy "body"—of an ecophagic swarm must succeed on a Might
-+defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage
- even if they succeed.
-
--For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it’s an electrical attack),
-+For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack),
- but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
- cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-
- Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
- attempts to influence it are hindered by three steps.
-
--Use: A promising new nanotech “printing” technology was hacked by radical elements
-+Use: A promising new nanotech "printing" technology was hacked by radical elements
-
- GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment)
- is taken by the swarm.
-@@ -22317,7 +22317,7 @@
- Modifications: Speed defense as level 5 due to size
-
- Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
--succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime’s surface
-+succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface
- and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
- dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
- fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
-@@ -22356,11 +22356,11 @@
- gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into
- temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
- could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
--instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn’t harmed. An aggressor
--would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.
-+instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't harmed. An aggressor
-+would have to find the godmind's primeval "computer core" to destroy one, likely an epic quest in and of itself.
-
--Interaction: To actually get a godmind’s attention and negotiate could require ancient command code, finding an old
--input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it’s likely
-+Interaction: To actually get a godmind's attention and negotiate could require ancient command code, finding an old
-+input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it's likely
- to be in a form that is initially enigmatic, though ultimately extremely powerful.
-
- Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
-@@ -22375,7 +22375,7 @@
-
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
- how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
--advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt
-+advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt
- to feed on next.
-
- Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
-@@ -22409,7 +22409,7 @@
- Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
- amount equal to the expensive price category.
-
--GM Intrusion: The character’s Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.
-+GM Intrusion: The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.
-
- INFOVORE 3 (9)
-
-@@ -22442,24 +22442,24 @@
- completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of
- the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
- creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
--disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a
-+disassembles, falling back into so many scattered pieces of junk. Finding the "seed" device amid this junk is a
- difficulty 6 Intellect-based task.
-
- Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
--from “spinning up” to become a threat and learn something valuable, but only for a short period.
-+from "spinning up" to become a threat and learn something valuable, but only for a short period.
-
- Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
- an inactive infovore, quiescent until plugged in or scanned.
-
--Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there’s a
-+Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
- chance that one of those cyphers is actually the infovore seed.
-
- GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a
--manifest cypher as it’s pulledinto the self-assembling infovore. The infovore gains an additional attack each round.
-+manifest cypher as it's pulledinto the self-assembling infovore. The infovore gains an additional attack each round.
-
- INQUISITOR 4 (12)
-
--Inquisitors are aliens who call themselves “inquisitors” when they contact new species. Their preferred method of
-+Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
- interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
- intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with
- little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head
-@@ -22489,7 +22489,7 @@
- teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
- transdimensional redoubt).
-
--Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than
-+Interaction: Inquisitors are always eager to "talk," though they usually end up wanting to know a lot more than
- characters are willing to divulge.
-
- Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-@@ -22506,9 +22506,9 @@
- nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
- corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly
- electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected
--objects turn against living people. An instance often has the form of the system it’s infected, but occasionally fatal
--malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a
--server room, shipmind core, or data center, having perverted the original machine’s self-repair functions. Sometimes 4D
-+objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal
-+malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a
-+server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4D
- printers are also compromised.
-
- Motive: Corruption and destruction
-@@ -22525,16 +22525,16 @@
-
- Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
- level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
--system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn’t have any intrinsic movement,
-+system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn't have any intrinsic movement,
- the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
- compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
- instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-
--Interaction: Fatal malware isn’t really sentient and thus can’t really be negotiated with; some instances could mimic
-+Interaction: Fatal malware isn't really sentient and thus can't really be negotiated with; some instances could mimic
- intelligence to draw humans into a trap.
-
- Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
--unexpectedly dangerous ways. The shipmind itself doesn’t know it’s infected.
-+unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
-
- GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of
- equipment carried by the character, especially a character with cybernetic implants.
-@@ -22543,10 +22543,10 @@
-
- Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
- in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
--gamut from disappointing to dangerous. If an artificial entity starts out benign, it’s difficult to know if a hidden or
--slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn’t
-+gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or
-+slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't
- know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
--That’s the eternal question and one that’s usually answered by those most afraid of potential dangers that might
-+That's the eternal question and one that's usually answered by those most afraid of potential dangers that might
- accompany the creation of something no one intended.
-
- Motive: Defense or destruction
-@@ -22561,7 +22561,7 @@
-
- Movement: Short
-
--Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism’s
-+Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism's
- poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
- coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
- damage.
-@@ -22570,15 +22570,15 @@
- in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
- organism might still be calmed, but all such attempts are hindered.
-
--Use: A scientist’s ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
-+Use: A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
- loss of its creator.
-
- Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
- two and another item that, with a bit of jury-rigging, works as an artifact.
-
--GM Intrusion: The character hit by the mock organism’s melee attack doesn’t take normal damage. Instead, the mock
-+GM Intrusion: The character hit by the mock organism's melee attack doesn't take normal damage. Instead, the mock
- organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
--While pinned, the creation whispers mad utterances into the target’s ear.
-+While pinned, the creation whispers mad utterances into the target's ear.
-
- NATATHIM 3 (9)
-
-@@ -22590,8 +22590,8 @@
- and they have webbed extremities with retractable claws.
-
- Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
--same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what’s been
--done to them. Alternatively, natathim could be discovered in Earth’s deepest oceans, their origin mysterious, but able
-+same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been
-+done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able
- to interbreed with humans as a method for maintaining their line.
-
- Motive: Just as with humans, natathim have many and varied motivations and drives.
-@@ -22610,7 +22610,7 @@
- Modifications: Swims as level 6
-
- Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
--magnetoreception ability that allows them to see into frequencies other creatures can’t, or even stranger abilities to
-+magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to
- interact magnetically with their surroundings, though this is little understood.
-
- Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
-@@ -22622,7 +22622,7 @@
- Loot: Some natathim carry valuable items and equipment.
-
- GM Intrusion: The natathim spontaneously magnetizes the
--character’s possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
-+character's possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
- no actions other than attempt to escape.
-
- OMWORWAR 10 (30)
-@@ -22631,7 +22631,7 @@
- sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
- travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient
- ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars
--have little interest in human spacecraft. (They’re called omworwar after the sound disrupted communication devices make
-+have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make
- in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
- translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
- galaxy all their own.
-@@ -22655,12 +22655,12 @@
- Modifications: Speed defense as level 7 due to size
-
- Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
--including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds
-+including communication, creating or destroying matter, and propulsion via "falling" through the universe at FTL speeds
- from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
- the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
- deep concentration.
-
--Interaction: Omworwar disregard most other creatures, because from the omworwar’s perspective, they’re like mayflies,
-+Interaction: Omworwar disregard most other creatures, because from the omworwar's perspective, they're like mayflies,
- here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
- an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
- manifest cypher.
-@@ -22678,7 +22678,7 @@
- PHOTONOMORPH 6 (18)
-
- Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
--devices that wouldn’t otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
-+devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
- Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some
- person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
- beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
-@@ -22723,8 +22723,8 @@
-
- Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
- all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
--radically exceed regular people. They can’t really be considered human any longer; they’ve transcended humanity, which
--is why they’re also sometimes called transhumans. They’re often involved in large-scale projects, such as creating
-+radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which
-+is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating
- bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
- of consciousness or being.
-
-@@ -22757,7 +22757,7 @@
- either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
- motivations are complex and many-layered.
-
--Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy
-+Use: A rogue posthuman is researching a method whereby they might portal into the "quantum" realm of dark energy
- underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
- that realm escaping, the posthuman continues their work.
-
-@@ -22776,7 +22776,7 @@
- strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
- electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
- say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
--finding other redivi, and eventually, finding their “universal seed.”
-+finding other redivi, and eventually, finding their "universal seed."
-
- Motive: Knowledge
-
-@@ -22790,19 +22790,19 @@
-
- Movement: Flies (magnetically levitates) a short distance each round
-
--Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal
-+Combat: The stone carapace of a redivus makes a huge "club" when it rams into foes. However, it can also control metal
- within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
- trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
- constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-
- Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
- through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
--and negotiate, especially if there’s a chance they’ll find out something new.
-+and negotiate, especially if there's a chance they'll find out something new.
-
- Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
- action of something truly terrible.
-
--GM Intrusion: The character’s metal- containing equipment is stripped away, then used as ammunition against that PC or
-+GM Intrusion: The character's metal- containing equipment is stripped away, then used as ammunition against that PC or
- an ally.
-
- SENTINEL TREE 3 (9)
-@@ -22834,13 +22834,13 @@
- Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
- they can break free on their turn.
-
--Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can’t speak, but can understand some
-+Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some
- words and gestures.
-
- Use: A grove of sentinel trees guard a compound that the characters need to break into.
-
- GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to
--remove the condition. (The recovery use doesn’t return points to a Pool.)
-+remove the condition. (The recovery use doesn't return points to a Pool.)
-
- SILICON PARASITE 2 (6)
-
-@@ -22866,7 +22866,7 @@
-
- Modifications: Speed defense as level 4 due to size.
-
--Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their
-+Combat: Only "large" silicon parasites are a danger to most creatures. When four or more parasites coordinate their
- attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
- difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
- target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
-@@ -22879,7 +22879,7 @@
- crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
- working pieces of equipment.
-
--GM Intrusion: The silicon parasite flashes its sensory laser directly into the character’s eyes, blinding the character
-+GM Intrusion: The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character
- until they succeed on a difficulty 4 Might-based roll as their action.
-
- SPACE RAT 1 (3)
-@@ -22891,7 +22891,7 @@
- days.
-
- Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
--rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They’re
-+rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're
- also vicious when cornered.
-
- Motive: Defense, reproduction
-@@ -22927,8 +22927,8 @@
-
- STORM MARINE 4 (12)
-
--The storm marine creed is an oft-repeated mantra, “I will never quit, knowing full well that I might die in service to
--the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
-+The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
-+the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
- suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
- usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
- that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-@@ -22955,7 +22955,7 @@
- A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
- away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
- and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
--cradles in the storm marine’s suit for several rounds to recharge.
-+cradles in the storm marine's suit for several rounds to recharge.
-
- Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-
-@@ -22978,7 +22978,7 @@
- a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on
- the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
- not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
--convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they’ve
-+convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've
- gleaned.
-
- Motive: Knowledge
-@@ -22995,13 +22995,13 @@
-
- Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
- chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
--a shining one doesn’t fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
-+a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
- fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
- long range (or the same target twice).
-
- Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
- this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
--roll, it loses 6 points of Intellect damage (ignores Armor). If the target’s Intellect Pool is emptied, it becomes a
-+roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a
- freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
- back to its original form with an explosive pop.
-
-@@ -23010,9 +23010,9 @@
- information with others, seeking to grow their knowledge and that of those they meet.
-
- Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
--ability to consolidate power. Something must be done before it’s too late.
-+ability to consolidate power. Something must be done before it's too late.
-
--GM Intrusion: A character hit by the shining one’s energy blast catches on fire. They take 3 points of damage each round
-+GM Intrusion: A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round
- until they spend an action patting, rolling, or smothering the flames.
-
- SUPERNAL 5 (15)
-@@ -23042,10 +23042,10 @@
- of Speed damage (ignores Armor).
-
- A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
--serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.
-+serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art.
-
- Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
--they’ve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
-+they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
- hours.
-
- Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-@@ -23053,7 +23053,7 @@
- Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
-
- Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
--It’s just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
-+It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
- location, for unknown reasons.
-
- Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
-@@ -23064,8 +23064,8 @@
- SYNTHETIC PERSON 5 (15)
-
- Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
--they act, killer robots. Their origins are varied. In some cases, they’re the result of corporate research into
--“products” that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
-+they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
-+"products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
- people are the result of a state-sponsored program to develop war machines or automated assassins that looked like
- regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an
- effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
-@@ -23091,36 +23091,36 @@
- generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
- other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-
--A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can’t repair itself
-+A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself
- thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
- points of health.
-
- Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
--enraged one or one that’s been programmed to kill is unreasoning and fights to the end.
-+enraged one or one that's been programmed to kill is unreasoning and fights to the end.
-
- Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
- any of them harbor programs that require that they kill humans is entirely up to the GM.
-
--Loot: One or two manifest cyphers could be salvaged from a synth’s inactive form.
-+Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
-
--GM Intrusion: The character is blinded for one or two rounds after being struck by the synth’s searing plasma ball.
-+GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
-
- THUNDERING BEHEMOTH 7 (21)
-
--When life is found on other worlds, it’s sometimes large and dangerous, such as the aptly named thundering behemoth. A
-+When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
- thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
- treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or
- fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for
- prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce
- extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking
--spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds
-+spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds
- such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-
- In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-
- Motive: Fresh meat
-
--Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-+Environment: Forests, alone or in a hunting group (known as a "crash") of two or three
-
- Health: 35
-
-@@ -23135,10 +23135,10 @@
-
- Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
- massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
--on a Might defense task or be caught in the creature’s maw, taking 9 additional points of damage each round until it can
-+on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can
- escape.
-
--A thundering behemoth’s ability to replicate threatening noises is often used deceptively at a distance, but the
-+A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the
- creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
- roll.
-
-@@ -23149,7 +23149,7 @@
- seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
- investigate.
-
--GM Intrusion: The character avoids being bitten but is batted away by the behemoth’sattack, tumbling a short distance
-+GM Intrusion: The character avoids being bitten but is batted away by the behemoth'sattack, tumbling a short distance
- (and taking 5 points of damage).
-
- VACUUM FUNGUS 5 (15)
-@@ -23184,24 +23184,24 @@
-
- Interaction: No real interaction with vacuum fungus is possible.
-
--Use: Scientists are incredibly excited to discover that the strange ooze they’ve noticed staining the exterior of their
-+Use: Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their
- research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
- growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
-
--GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it’s
-+GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it's
- out of turn.
-
- WHARN INTERCEPTOR 8 (24)
-
--Wharn interceptors are void-adapted behemoths, several hundred meters in length. It’s hypothesized that they are living
--battle automatons devised by ancient ultras, though against what long-vanished enemy isn’t clear. Now, a handful
-+Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
-+battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
- (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
- whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
- when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
- to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-
--Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn
--cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-+Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn
-+cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.
-
- Motive: Defense
-
-@@ -23222,9 +23222,9 @@
- able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
- body wake it for reasons of its own, it becomes aggressive.
-
--A wharn’s main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
-+A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
- target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
--inflicted ignores Armor. A wharn’s eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
-+inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
- than about 200 m (650 feet) thick.
-
- Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
-@@ -23264,7 +23264,7 @@
- Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
- from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
- as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
--attacks using radiation heal a wraith’s lost health by the amount of damage the attack would have otherwise afflicted.
-+attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted.
- Gravity of 1 G or greater hinders all wraith actions.
-
- Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-@@ -23279,10 +23279,10 @@
-
- ZERO-POINT PHANTOM 3 (9)
-
--Temporary violations of conservation of energy mean that “virtual particles” constantly and seemingly randomly pop out
-+Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
- of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
--taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they’re doing when
--they’re not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
-+taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when
-+they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
- not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
- prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
- surfaces, raising a cloud of shadow.
-@@ -23302,8 +23302,8 @@
- Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
- Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
- must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
--the third step on the damage track from a phantom’s poison are not dead. They are paralyzed and can’t move for about a
--minute. If a phantom isn’t otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
-+the third step on the damage track from a phantom's poison are not dead. They are paralyzed and can't move for about a
-+minute. If a phantom isn't otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
- victims phased away in this fashion are never seen again.
-
- Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
-@@ -23311,8 +23311,8 @@
-
- Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-
--Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It’s as if everyone just disappeared. There are
--signs of a struggle, though with what isn’t clear,
-+Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
-+signs of a struggle, though with what isn't clear,
-
- GM (group) Intrusion: Nearby light sources fail. Attacks and defenses against the zero- point phantoms are hindered by
- two steps for characters unable to see in the dark.
-@@ -23322,17 +23322,17 @@
- In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.
-
- Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for
--the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it’s important to
--make a distinction, assume all guidance regarding “equipment” also applies to armaments. But when it is important to
--make a distinction, the term “armaments” is used for equipment that is also a weapon.
-+the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to
-+make a distinction, assume all guidance regarding "equipment" also applies to armaments. But when it is important to
-+make a distinction, the term "armaments" is used for equipment that is also a weapon.
-
- Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
- presented in this chapter are dedicated to those that a single character can carry and use.
-
- VARIABLE COST BY TECH RATING
-
--Equipment costs assume the setting is predominantly of same tech rating as the object’s tech rating. The price drops by
--one price category if the setting tech rating is, generally speaking, greater than the object’s tech rating.
-+Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
-+one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
-
- Note, however, that inexpensive items do not become free; they remain inexpensive.
-
-@@ -23360,8 +23360,8 @@
- CUSTOMIZING EQUIPMENT
-
- Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
--space available, isn’t an option. However, a representative cross section is provided. If you’re looking for something
--that isn’t noted, look for something close and adapt the listing
-+space available, isn't an option. However, a representative cross section is provided. If you're looking for something
-+that isn't noted, look for something close and adapt the listing
-
- INEXPENSIVE ITEMS
-
-@@ -23571,7 +23571,7 @@
-
- Expensive x2
-
--As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-+As AR glasses, but are lenses fitted to the eye. Also called "smartacs."
-
- Courier
-
-@@ -23579,7 +23579,7 @@
-
- Exorbitant
-
--Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if
-+Essentially a tiny rocket that can exceed human-rated Gs to "quickly" deliver messages across planetary distances if
- radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
- A courier must be launched in a micro-gravity environment.
-
-@@ -23588,7 +23588,7 @@
- level 5 (15)
-
- Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
--communication for “tight” beaming information; even highly focused lasers spread out to several miles after only
-+communication for "tight" beaming information; even highly focused lasers spread out to several miles after only
- traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
- tasks using it are hindered).
-
-@@ -23603,7 +23603,7 @@
-
- FANTASTIC
-
--Mind’s eye
-+Mind's eye
-
- level 4 (12)
-
-@@ -23625,7 +23625,7 @@
- SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
--the mind’s eye implant.
-+the mind's eye implant.
-
- CONTEMPORARY
-
-@@ -23730,7 +23730,7 @@
- Very Expensive
-
- Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
--device’s multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
-+device's multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
- Analysis requires only one round to complete.
-
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
-@@ -23833,7 +23833,7 @@
-
- Moderate
-
--Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer
-+Cheap, mass-produced one-size-fits-all vacuum-protection "suit" (sometimes they look more like a bag) of thin polymer
- suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
- physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
- triggers a GM intrusion, the suit tears.
-@@ -23902,7 +23902,7 @@
- maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
- usually built in.
-
--“Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.
-+"Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.
-
- Stealthsuit
-
-@@ -23918,7 +23918,7 @@
-
- Very Expensive
-
--Next-generation materials repel water, increase oxygen consumption, and shape swimmer’s body to better swimming ideal;
-+Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal;
- provides two free levels of Effort to swimming tasks.
-
- Space suit, deluxe
-@@ -23993,7 +23993,7 @@
-
- As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
--isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-+isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-
- FANTASTIC
-
-@@ -24073,7 +24073,7 @@
- Exorbitant
-
- As quick force field, but permanent while active, requires no recharge period. In addition, the wearer can tune the
--field so that it’s hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
-+field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
- they can see through the field normally).
-
- Kinetic ring
-@@ -24084,7 +24084,7 @@
-
- Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the
-
--wearer’s Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor
-+wearer's Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor
-
- against the attack.
-
-@@ -24095,7 +24095,7 @@
- Exorbitant x2
-
- As battle armor, but armor includes a deployable integrated long-range plasma weapon that inflicts 6 points of damage.
--It’s able to fire autonomously, allowing the wearer to take some
-+It's able to fire autonomously, allowing the wearer to take some
-
- other action (though if set to do so, automatic GM intrusions occur on 1–3 on a d20, and if
-
-@@ -24129,7 +24129,7 @@
-
- Inexpensive
-
--Padlocks aren’t too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-+Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-
- Backpack
-
-@@ -24220,7 +24220,7 @@
-
- A set of specialized tools are custom-selected for a specific task, such as carpentry,
-
--mechanical repair, or electronics. Specialized tools provide an asset to the task they’re
-+mechanical repair, or electronics. Specialized tools provide an asset to the task they're
-
- suited for.
-
-@@ -24295,7 +24295,7 @@
-
- Very Expensive
-
--A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user’s nervous system,
-+A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user's nervous system,
- which gives the user an additional gripping appendage useful in a variety of situations where other people would have
- their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
- steps.
-@@ -24339,7 +24339,7 @@
- Expensive
-
- As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
--the carryall pack’s 60 cm (2 foot) diameter mouth.
-+the carryall pack's 60 cm (2 foot) diameter mouth.
-
- Gravity regulator
-
-@@ -24433,7 +24433,7 @@
-
- Moderate
-
--“Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
-+"Serum" is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
- benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
- in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
- benefit of relieving hangover symptoms.
-@@ -24456,7 +24456,7 @@
-
- As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
- maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
--high G, but won’t pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
-+high G, but won't pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
- to all these outcomes.
-
- Serum, antivenom
-@@ -24465,7 +24465,7 @@
-
- Expensive
-
--As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user’s system and
-+As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user's system and
- provides similar poison resistance for one day.
-
- Sleep set
-@@ -24636,7 +24636,7 @@
-
- Moderate
-
--The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
-+The generic term "auton" refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
- nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
- probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons
- also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
-@@ -24704,7 +24704,7 @@
-
- level 3 (9)
-
--Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell
-+Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it's impossible to tell
- the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
- are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often
- sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being
-@@ -24727,7 +24727,7 @@
-
- Expensive\*
-
--As companion synth, but with modifications for up to five tasks. \*A free synth usually can’t be purchased, by
-+As companion synth, but with modifications for up to five tasks. \*A free synth usually can't be purchased, by
- definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-
- Wardroid
-@@ -24786,7 +24786,7 @@
-
- Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
--the other hand, addiction to caffeine normally isn’t nearly as serious an addiction as alcohol or opioids.
-+the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-
- ADVANCED
-
-@@ -24827,7 +24827,7 @@
-
- Expensive
-
--Handheld device emits magnetic induction field that activates the reward circuit in the user’s brain, creating sudden
-+Handheld device emits magnetic induction field that activates the reward circuit in the user's brain, creating sudden
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
- put users back into their right minds gradually.
-
-@@ -24837,7 +24837,7 @@
-
- ARMAMENT AMMUNITION & CHARGE
-
--Weapons require ammunition (“ammo”), whether that’s rounds of a particular caliber, energy packs, or something even more
-+Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
- cost, or not worrying about it.
-
-@@ -24845,10 +24845,10 @@
- fight.
-
- Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
--or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two
-+or energy packs is something they do in their "off-camera" time. The monthly upkeep cost for ammo should equal about two
- steps less in price category than the weapon in question.
-
--Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn’t common.
-+Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-
- CONTEMPORARY
-
-@@ -24930,7 +24930,7 @@
-
- Heavy weapon (6 damage, requires both hands to wield).
-
--Stun “gun”
-+Stun "gun"
-
- level 3 (9)
-
-@@ -24986,7 +24986,7 @@
-
- Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
--target’s Armor (except from force fields).
-+target's Armor (except from force fields).
-
- RANGED WEAPONS
-
-@@ -25132,7 +25132,7 @@
- Very Expensive
-
- As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
--self-propelling so firing this gun in zero or low gravity doesn’t spin wielder backward.
-+self-propelling so firing this gun in zero or low gravity doesn't spin wielder backward.
-
- Vacuum rifle, assault
-
-@@ -25141,7 +25141,7 @@
- Very Expensive
-
- As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
--self-propelling so firing this assault rifle in zero or law gravity doesn’t spin wielder backward.
-+self-propelling so firing this assault rifle in zero or law gravity doesn't spin wielder backward.
-
- Foam restraint rifle
-
-@@ -25150,8 +25150,8 @@
- Very Expensive
-
- Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
--lasts for ten minutes. A restrained victim can’t move or take actions that require movement. A target whose level is
--higher than the rifle’s level can usually break free within one or two rounds.
-+lasts for ten minutes. A restrained victim can't move or take actions that require movement. A target whose level is
-+higher than the rifle's level can usually break free within one or two rounds.
-
- Laser/photon rifle
-
-@@ -25285,7 +25285,7 @@
- Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
- rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
- upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
--take actions, doesn’t age, and is immune to damage and effects. It remains in stasis for about a day, until the user
-+take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about a day, until the user
- returns the missing dimension or the artifact depletes.
-
- Depletion: 1 in 1d10
-@@ -25300,14 +25300,14 @@
- biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
- additional effects, if set before attacking.
-
--Aggression: The target’s aggressive tendencies are increased for one hour, during which time the target attacks almost
-+Aggression: The target's aggressive tendencies are increased for one hour, during which time the target attacks almost
- anything it encounters.
-
--Calm: The target’s aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
-+Calm: The target's aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
- but never initiates them.
-
- Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
--go months with no additional food or water and with a fraction of the air they’d normally need. Loud sounds, damage,
-+go months with no additional food or water and with a fraction of the air they'd normally need. Loud sounds, damage,
- persistent prodding, and the like wakes someone in hibernation.
-
- Depletion: 1 in 1d20
-@@ -25346,7 +25346,7 @@
-
- Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
- are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
--their training doesn’t match up with a particular designation. With artifact weapons living outside the regular weapon
-+their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon
- categories, anyone can use an artifact weapon.
-
- Alpha Beam Projector
-@@ -25395,7 +25395,7 @@
- Form: Rifle-like device with two electrodelike protrusions of unknown material
-
- Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
--range, inflicting damage equal to twice the artifact’s level. If the attack reduces the target’s health (or combined
-+range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or combined
- Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
- can spend 1 XP and instead descend one step on the damage track.)
-
-@@ -25409,7 +25409,7 @@
-
- Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
- how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
--adjust the settings to increase the ray’s effectiveness by making one additional depletion roll per increase in the
-+adjust the settings to increase the ray's effectiveness by making one additional depletion roll per increase in the
- maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
- must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
- once every minute for the first few minutes, then once every hour.
-@@ -25418,8 +25418,8 @@
-
- SCIENCE FICTION ARTIFACTS
-
--Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren’t yet
--widely available. In a galactic setting, for example, it’s easy to imagine that innovations or specialized items might
-+Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
-+widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
- not have spread everywhere.
-
- AMBER CASEMENT
-@@ -25437,11 +25437,11 @@
-
- Level: 1d6
-
--Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host’s flesh grows over
-+Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows over
- the pod until it is only a lump
-
- Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the
--creature’s metabolism. This permanently raises the host’s Speed Pool maximum by 5 points.
-+creature's metabolism. This permanently raises the host's Speed Pool maximum by 5 points.
-
- Depletion: —
-
-@@ -25462,7 +25462,7 @@
- Form: Violet crystal the size of a fist
-
- Effect: The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that
--range, communication is instantaneous. Each use allows about a minute’s worth of communication, and the communication is
-+range, communication is instantaneous. Each use allows about a minute's worth of communication, and the communication is
- entirely one way (so having two crystals would be handy).
-
- Depletion: 1 in 1d10
-@@ -25485,19 +25485,19 @@
-
- VEHICLES & SPACECRAFT
-
--Vehicle: Technically speaking, spacecraft are also vehicles. Unless it’s important to make a distinction, assume all
--guidance here regarding “vehicles” also applies to spacecraft.
-+Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
-+guidance here regarding "vehicles" also applies to spacecraft.
-
- Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
--or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planet’s atmosphere.
-+or air of a single planet, the term "spacecraft" is used for vehicles that travel beyond a single planet's atmosphere.
- Some spacecraft can operate both in space and as planetary vehicles, as noted in their entries. Additionally, a
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
- VARIABLE COST BY TECH RATING
-
--Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle’s tech rating. However, the
--price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.
-+Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
-+price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
-
- CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
-@@ -25508,7 +25508,7 @@
-
- PRICELESS PRICE CATEGORY
-
--A priceless item is something that even the very rich can’t afford, requiring the resources of a nation-state, or
-+A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
- similar entity appropriate to the setting, to acquire or build.
-
- FIGHTING IN A VEHICLE
-@@ -25516,7 +25516,7 @@
- If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
- However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
--to the environment through which they can fire weapons (so that it’s not really the characters fighting, but the
-+to the environment through which they can fire weapons (so that it's not really the characters fighting, but the
- vehicles), use the vehicular combat rules from the CSR.
-
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
-@@ -25525,16 +25525,16 @@
- DRIVERLESS VEHICLES
-
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
--are automatically completed (or failed) according to the vehicle’s level, though all such self-driving tasks are
-+are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
- hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
-
- This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a sim AI that can
--control the ship’s functions as necessary. Shipminds control spacecraft at the spacecraft’s level, not their level, but
-+control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
- are not subject to the task hindrance that more basic driverless vehicles suffer.
-
- LOOKING FOR MORE VEHICLE OPTIONS
-
-- A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something
-+ A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
- close and adapt the listing.
-
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
-@@ -25593,7 +25593,7 @@
-
- Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
- supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
--utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization
-+utterly wild terrain and off-road travel; able to "climb" natural steep and near-vertical surfaces. Auto-stabilization
- eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
- during long-distance travel.
-
-@@ -25604,7 +25604,7 @@
- Very Expensive
-
- Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
--sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it’s likely a breach has occurred).
-+sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it's likely a breach has occurred).
- Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
- km/h (50 mph) during long-distance travel.
-@@ -25632,7 +25632,7 @@
- with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
- for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
- extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
--maximum gradient shouldn’t exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
-+maximum gradient shouldn't exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
- distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-
- Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
-@@ -25658,7 +25658,7 @@
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
- CARS
--Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of
-+Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
- WHEELED VEHICLE GM INTRUSIONS
-@@ -25667,14 +25667,14 @@
- |-----|---------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Vehicle runs out of fuel or power. |
- | 02 | Unexpected obstacle threatens to cause a crash. |
--| 03 | Unexpected gap or loss of power requires rider to “jump” between stable surfaces by launching off a suitable ramp-like incline. |
--| 04 | Another vehicle swerves into PC’s vehicle |
-+| 03 | Unexpected gap or loss of power requires rider to "jump" between stable surfaces by launching off a suitable ramp-like incline. |
-+| 04 | Another vehicle swerves into PC's vehicle |
- | 05 | Loose sand/gravel/particles/ice on surface threaten to cause a wipeout. |
- | 06 | Too much velocity going around a corner threatens to cause a wipeout or crash. |
- | 07 | Vehicle takes damage and threatens to detonate its power source. |
--| 08 | Another vehicle hits PC’s vehicle from behind. |
--| 09 | Vehicle’s brakes freezes. |
--| 10 | Vehicle’s tire unexpectedly blows out. |
-+| 08 | Another vehicle hits PC's vehicle from behind. |
-+| 09 | Vehicle's brakes freezes. |
-+| 10 | Vehicle's tire unexpectedly blows out. |
-
- CONTEMPORARY
-
-@@ -25703,7 +25703,7 @@
-
- Very Expensive to Exorbitant
-
--Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the
-+Four-wheeled vehicle, supporting a "rolling work of art" frame focusing on flamboyance and swagger, sometimes at the
- expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
- breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
- related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
-@@ -25751,7 +25751,7 @@
-
- Exorbitant x2
-
--As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-+As land ark (and sometimes called a "battle ark"), but sports superior weapons, though half the interior space.
-
- Moon buggy
-
-@@ -25760,7 +25760,7 @@
- Very Expensive
-
- Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
--four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it’s likely a breach has
-+four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it's likely a breach has
- occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and broken surfaces on airless
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-@@ -25799,7 +25799,7 @@
- | 05 | Landing gear is damaged, making eventual landing problematic. |
- | 06 | Unexpectedly tall terrain feature threatens imminent collision. |
- | 07 | Vehicle takes damage and threatens to detonate its power source |
--| 08 | Another flying vehicle hits PC’s vehicle from above. |
-+| 08 | Another flying vehicle hits PC's vehicle from above. |
- | 09 | Vehicle runs out of fuel or power while inflight |
- | 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-
-@@ -26136,8 +26136,8 @@
- Priceless
-
- A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
--vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma
--sword and “mech-punch” (melee attacks that can be made at long range), plus very long-range missiles, grenades, and
-+vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive "melee" plasma
-+sword and "mech-punch" (melee attacks that can be made at long range), plus very long-range missiles, grenades, and
- energy weapons, operable by the pilot and crew at up to five different independent weapon stations simultaneously; treat
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-@@ -26164,8 +26164,8 @@
- | 04 | Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired. |
- | 05 | Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended. |
- | 06 | Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship. |
--| 07 | A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it’s mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. |
--| 08 | Gamma ray burst from “nearby” neutron star conjunction threatens to fry ship and everyone on board. |
-+| 07 | A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it's mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. |
-+| 08 | Gamma ray burst from "nearby" neutron star conjunction threatens to fry ship and everyone on board. |
- | 09 | External operations lead to a character being bucked off craft into empty space. |
- | 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-
-@@ -26219,7 +26219,7 @@
- CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
--the rocket’s base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-+the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
- are the primary constituent of a heavy-lift launch spacecraft.
-
- Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
-@@ -26237,7 +26237,7 @@
-
- ADVANCED DRIVES
-
--Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected”
-+Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
- version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-
- Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
-@@ -26279,7 +26279,7 @@
- greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
- time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-
--Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point
-+Dark Drive: A dark drive (short for "dark matter quantum drive") uses enormous power to enable point-to-point
- transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
- matter and dark matter. However, objective travel time is variable and somewhat arbitrary; sometimes a trip may take
- minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
-@@ -26293,7 +26293,7 @@
-
- Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
--don’t have weapon systems.
-+don't have weapon systems.
-
- CONTEMPORARY
-
-@@ -26341,7 +26341,7 @@
- SPACECRAFT
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
--advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer
-+advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
- ADVANCED
-@@ -26363,7 +26363,7 @@
- Very Expensive
-
- As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
--usually doesn’t have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
-+usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
- construction tasks without exiting the vehicle.
-
- Microcapsule, fighter (dart)
-@@ -26487,7 +26487,7 @@
-
- Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
- tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
--the cable as the tether passes, and are then flung into orbit by the station’s massive rotation. The skyhook can
-+the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can
- decelerate and safely de-orbit other payloads in the same way.
-
- Space elevator
-@@ -26659,7 +26659,7 @@
- SPACE-TIME VEHICLES
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
--limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely
-+limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
- they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
- in 1d20.
-
-@@ -26713,9 +26713,9 @@
- Form: Goggle-like device of unknown material
-
- Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
--time the wearer seems to disappear from existence. From the wearer’s perspective, they are falling through an
-+time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an
- ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
--end of that period they return to existence, either in the same location they left or somewhere they’ve previously
-+end of that period they return to existence, either in the same location they left or somewhere they've previously
- visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-
- Depletion: 1 in 1d6
-@@ -26734,18 +26734,18 @@
- | Cruiser | 4 | 25 | 5 |
- | Battleship | 10 | 1,000 | 36 |
-
--“Crew” indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. “Weapon
--Systems” indicates the maximum number of different enemies the ship can target at once—but only one attack per target in
-+"Crew" indicates the minimum number of people needed to operate the ship. Many ships can carry more passengers. "Weapon
-+Systems" indicates the maximum number of different enemies the ship can target at once—but only one attack per target in
- any circumstance.
-
--(Since it’s frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even
-+(Since it's frighteningly easy to die in a space battle if your ship is destroyed, most ships have escape pods. Even
- fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should
- try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.)
-
- EFFECTS OF GRAVITY
-
--In a hard science fiction game, variable effects of gravity can’t be waved away by tech that simulates normal gravity on
--spacecraft, space stations, and other worlds. Instead, it’s an issue people must overcome.
-+In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity on
-+spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome.
-
- Short-Term Microgravity Exposure: People new to low gravity might get space sickness. Newcomers must succeed on a
- difficulty 3 Might task or suffer mild nausea for about two to four days, during which time all their tasks are
-@@ -26761,18 +26761,18 @@
- of 1 point). Short-range weapons can reach to long range, and long-range weapons can reach to very long range.
- Characters trained in low-gravity maneuvering ignore the damage penalty.
-
--High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical
-+High Gravity: It's hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical
- actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons
- reach only to long range, long-range weapons reach only to short range, and
- short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in
- difficulty but not the range decreases.
-
--Zero Gravity: It’s hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero
-+Zero Gravity: It's hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero
- gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.
-
- EFFECTS OF VACUUM
-
--Vacuum is lethal. There’s no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected
-+Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected
- character moves one step down the damage track each round. However, at the point where they should die, they instead
- fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not,
- they die.
-@@ -26782,7 +26782,7 @@
- AND ORBITAL MECHANICS
-
- In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on
--planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn’t simple,
-+planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple,
- because everything is always moving with respect to everything else. You could determine exactly how long a trip would
- take with some internet research. Or you could just evoke the effect of orbital mechanics and varying accelerations on
- interplanetary travel. Use the Interplanetary Travel Table to do so. For a trip between locations not directly compared,
-@@ -26875,14 +26875,14 @@
- disease, cell disruption, and so on—have no effect on you. Neither do beneficial drugs or other effects. Conversely,
- things that normally affect only inorganic or inanimate objects can affect you, as can effects that disrupt machines.
-
--Uncanny Valley: You have a hard time relating to organic beings, and they don’t react well to you. All positive
-+Uncanny Valley: You have a hard time relating to organic beings, and they don't react well to you. All positive
- interaction tasks with such beings are hindered by two steps.
-
- QUINTAR
-
- You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands
- end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when
--communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don’t have
-+communicating with more binary species. Human emotions and sexuality fascinate them, but not because they don't have
- such concepts—quintar emotions and sexuality are just very different from those of humans. In general, quintar are more
- cerebral than other species, valuing knowledge over all else.
-
-@@ -26902,7 +26902,7 @@
-
- Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many
- ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like
--Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit “superhero-ish.”
-+Bears a Halo of Fire and Wears a Sheen of Ice, the Cypher System makes all genres a little bit "superhero-ish."
- Character sentences might look like the following:
-
- Firebrand is a Brash energy projector (Adept) who Bears a Halo of Fire.
-@@ -26954,18 +26954,18 @@
- ADDITIONAL SUPERHERO EQUIPMENT
-
- Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
--“equipment” can be superfluous. Where do you stash the flashlight and rope when all you’re wearing is spandex tights?
-+"equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
-
- OPTIONAL RULE: POWER SHIFTS
-
- Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
--trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are
-+trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
- stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up
--stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule
-+stat Pools or Edge doesn't fully represent this dramatic increase in power. Instead, consider using an optional rule
- called power shifts.
-
- Under this rule, all superhero characters get five power shifts. Power shifts are like permanent levels of Effort that
--are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets).
-+are always active. They don't count toward a character's maximum Effort use (nor do they count as skills or assets).
- They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the
- following.
-
-@@ -26995,20 +26995,20 @@
- For example, a superstrong character might put three of their shifts into strength and the other two into resilience.
- Whenever they lift something heavy, smash through a wall, or throw an object, they ease the task by three steps before
- applying Effort, skill, or assets. Thus, all difficulties from 0 to 3 are routine for them. They smash through level 3
--doors as if they don’t exist. As another example, a masked vigilante character with a utility belt full of gadgets and
-+doors as if they don't exist. As another example, a masked vigilante character with a utility belt full of gadgets and
- great acrobatic skills might put two shifts in dexterity, one in accuracy, one in intelligence, and one in healing.
--They’re not actually superpowered, just tough and well trained.
-+They're not actually superpowered, just tough and well trained.
-
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
--street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game’s
-+street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
- start.
-
- SUPERPOWERED NPCs AND POWER SHIFTS
-
- NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
- is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
--easily because in this circumstance, she’s actually level 8.
-+easily because in this circumstance, she's actually level 8.
-
- Sometimes, NPC power shifts make things harder for the PCs. For example, Fleetfoot the level 4 speedster puts all three
- of her shifts in dexterity. When she runs past a character who tries to grab her, the difficulty to do so is increased
-@@ -27019,16 +27019,16 @@
- REALLY IMPOSSIBLE TASKS
-
- In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
--“impossible,” but that label is for regular folks. For superpowered characters, “impossible” means something different,
-+"impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
- thanks to power shifts.
-
- Think of each difficulty above 10 as being one more step beyond impossible. Although a GM in another genre would say
--there’s no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that
--might just be difficulty 11. Picking up a city bus isn’t something normal characters could do, but for a strong
-+there's no chance that a character could leap 100 feet (30 m) from one rooftop to another, in a superhero game, that
-+might just be difficulty 11. Picking up a city bus isn't something normal characters could do, but for a strong
- superhero, it might be difficulty 12.
-
- In theory, NPCs in such a game can go up to level 15 as well. Levels above 10 represent opponents that only a superhero
--would consider taking on: a robot that’s 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
-+would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
- (level 14); or a space monster the size of the moon (level 15).
-
- SUPERHERO ARTIFACTS
-@@ -27037,7 +27037,7 @@
- machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
- stories. A few examples are below.
-
--DOCTOR DREAD’S TIME PORTAL
-+DOCTOR DREAD'S TIME PORTAL
-
- Level: 9
-
-@@ -27097,7 +27097,7 @@
- | Iron Man | Inventor with power armor | Mechanical Adept who Wears Power Armor | Powered armor hero |
- | Magneto | Master of magnetism | Strong-Willed Adept who Employs Magnetism | Energy master |
- | Namor | King of Atlantis | Strong Explorer who Performs Feats of Strength | Atlantean |
--| Professor X | World’s most powerful telepath | Intelligent Adept who Commands Mental Powers | Mentalist |
-+| Professor X | World's most powerful telepath | Intelligent Adept who Commands Mental Powers | Mentalist |
- | Spider-Man | Teenager with spider powers | Amazing Explorer who Moves Like a Cat | Bug hero |
- | Storm | Goddess of storms | Intuitive Explorer who Touches the Sky | Nature master |
- | Superman | Man of steel | Beneficent Explorer who Flies Faster Than a Bullet | Paragon |
-@@ -27107,8 +27107,8 @@
- | Wonder Woman | Princess of the Amazons | Virtuous Warrior who Performs Feats of Strength | Paragon |
-
- The archetypes suggest how to assign your power shifts. This is an important aspect of designing your hero because power
--shifts are what make your characters exceptional in a “supers” way. Superheroes are known for being faster, tougher,
--stronger, or smarter than regular people, and that sort of comparison isn’t always part of the abilities you get from
-+shifts are what make your characters exceptional in a "supers" way. Superheroes are known for being faster, tougher,
-+stronger, or smarter than regular people, and that sort of comparison isn't always part of the abilities you get from
- your type or focus. A regular person might be very skilled at martial arts, but a superhero martial artist might punch
- through an iron door, dodge a burst of bullets from a machine gun at close range, or quickly recover from a mortal
- wound, all thanks to power shifts. This part of each archetype writeup assumes your hero starts with five power shifts,
-@@ -27120,16 +27120,16 @@
- them fit your character.
-
- POWER SOURCE
--As you’re figuring out what type, descriptor, focus, and power shifts you want for
-+As you're figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
- high-tech costume with built-in nanotechnology? Are you a sorcerer, or maybe a psychic? The source of your powers is
--character flavor—for example, there’s no game mechanics difference between the mental powers of an alien member of a
-+character flavor—for example, there's no game mechanics difference between the mental powers of an alien member of a
- telepathic species, a human character who built a brain-augmenting helmet, or a faerie character from the starlight
- dimension who knows mind-magic. All three of those characters could have the same type, focus, descriptor, and power
--shifts, but they’d be very different people and have very different reasons for being a part of the RPG campaign.
-+shifts, but they'd be very different people and have very different reasons for being a part of the RPG campaign.
-
--If you can’t decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
-+If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
- on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-
- POWER ORIGIN TABLE
-@@ -27196,7 +27196,7 @@
- STARTING JUST PAST TIER 1
-
- An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
--on a special advancement option to gain another type ability. It’s another way (along with power shifts) to make new
-+on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
- superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
- the character they want to play.
-
-@@ -27204,8 +27204,8 @@
-
- The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
- for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
--suggested game example of that kind of power, whether that’s a power shift, a hero archetype, a focus, or a specific
--special ability (of course, these suggestions aren’t the only way to achieve that power).
-+suggested game example of that kind of power, whether that's a power shift, a hero archetype, a focus, or a specific
-+special ability (of course, these suggestions aren't the only way to achieve that power).
-
- The GM can also use this table to come up with random abilities for supervillains. However, there is much more leeway in
- designing NPC abilities, so the Example column is more for suggesting game mechanics than abilities to choose.
-@@ -27279,30 +27279,30 @@
-
- AMAZING
-
--You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who’s alert, or
-+You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
- instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
- hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day.
- Ironically,
-
--in your normal daily life, you’re a little awkward and overlooked.
-+in your normal daily life, you're a little awkward and overlooked.
-
- You gain the following characteristics:
-
- Exceptional: +2 to your Speed Pool, and 2 additional points to divide among your stat Pools.
-
--Skill: You’re trained in initiative and stealth tasks.
-+Skill: You're trained in initiative and stealth tasks.
-
- Self-Hype: When you apply a level of Effort to a task, you get a free level of Effort. You can do this one time,
- although the ability is renewed each time you make a one-hour or ten-hour recovery roll.
-
- Inability: Your sudden appearances are startling to regular people. Positive social reactions are hindered (villains and
--other superheroes aren’t affected by this).
-+other superheroes aren't affected by this).
-
- Initial Link to the Starting Adventure:
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. You got in a bit over your head, but another PC’s coincidental arrival gave you just the distraction you needed.
-+1\. You got in a bit over your head, but another PC's coincidental arrival gave you just the distraction you needed.
-
- 2\. You were tailing someone the other PCs were following and decided to drop in.
-
-@@ -27312,22 +27312,22 @@
-
- INCREDIBLE
-
--You’re misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
--where your abilities are just what’s needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
--to count as a win. You’ve saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple
--of times. Half the time you don’t even know how you did it, but you succeeded at the impossible . . . often with a lot
--of collateral damage. When you hear police sirens, it’s time to leave, but you know that trouble will find you
--eventually—and you’ll be ready to smash it.
-+You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
-+where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
-+to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple
-+of times. Half the time you don't even know how you did it, but you succeeded at the impossible . . . often with a lot
-+of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you
-+eventually—and you'll be ready to smash it.
-
- Strong: +2 to your Might Pool, and 2 additional points to divide among your stat Pools.
-
--Skill: You’re trained in breaking things. Skill: You’re trained in all jumping tasks. Inability: Your destructive
-+Skill: You're trained in breaking things. Skill: You're trained in all jumping tasks. Inability: Your destructive
- reputation or some other reluctance to communicate makes people distrust you. Any task involving social interaction is
- hindered.
-
--Incredible Action: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty
-+Incredible Action: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty
- is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion
--doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the
-+doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the
- ability renews each time you make a ten-hour recovery roll.
-
- Initial Link to the Starting Adventure:
-@@ -27340,21 +27340,21 @@
-
- 3\. One of the other PCs reminds you of someone from your past.
-
--4\. You were feeling lonely and took a risk talking to someone, and so far it’s paying off
-+4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-
- MIGHTY
-
- You have a very impressive physique. Your strength, power, and very importance
-
--are superior. Whether you’re truly the mightiest may be up for debate (and you may have a friendly rivalry about this
-+are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this
- with other superheroes), but there is no question that you are exceptional. These things make you confident, but you
- know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you.
-
- Very Powerful: +4 to your Might Pool.
-
--Skill: You’re trained in all actions involving lifting and throwing things.
-+Skill: You're trained in all actions involving lifting and throwing things.
-
--Skill: You’re trained in Might defense tasks.
-+Skill: You're trained in Might defense tasks.
-
- Healthy: Add 1 to the points you regain when you make a recovery roll.
-
-@@ -27372,10 +27372,10 @@
-
- SENSATIONAL
-
--The public and the press like you. Maybe you’re photogenic, or you’re inherently nice, or you have really good luck with
--journalists. Whatever the cause of it, you’re the darling of the media, and whenever you’re seen in public, you generate
--a lot of positive interest and excitement. (If you don’t have a secret identity, this attention probably also carries
--over to your day job, which is a mixed blessing.) People know that you’re a hero and that they can count on you to do
-+The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
-+journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
-+a lot of positive interest and excitement. (If you don't have a secret identity, this attention probably also carries
-+over to your day job, which is a mixed blessing.) People know that you're a hero and that they can count on you to do
- the right thing—fighting crime, battling injustice, punching evil robots, that kind of stuff. Sometimes being in the
- public eye so much can be wearying or even a burden, but you know how to use your reputation to set a good example and
- make the world a better place.
-@@ -27384,16 +27384,16 @@
-
- Versatile: You get 4 additional points to divide among your stat Pools.
-
--Skill: You’re trained in positive social interactions.
-+Skill: You're trained in positive social interactions.
-
--Skill: You’re trained in one skill relating to your current or past career, such as computers, journalism, law,
-+Skill: You're trained in one skill relating to your current or past career, such as computers, journalism, law,
- machinery, or medicine.
-
--Popular: The GM can introduce a GM intrusion on you, based on your fame and the public’s perception of you, without
-+Popular: The GM can introduce a GM intrusion on you, based on your fame and the public's perception of you, without
- awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50 percent of the time, your
- reputation works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You get
--spotted by a guard, but they’re dumbstruck for a moment because you’re even more impressive in person than you are on
--TV. You attract a crowd of fans, but they slow down the fleeing villain you’re trying to catch. A photographer pesters
-+spotted by a guard, but they're dumbstruck for a moment because you're even more impressive in person than you are on
-+TV. You attract a crowd of fans, but they slow down the fleeing villain you're trying to catch. A photographer pesters
- you for a photo and a quote, but their camera catches something interesting in the background. You and the GM should
- work together to determine the details. If the GM wishes, they can use GM intrusions based on your fame normally
- (awarding XP).
-@@ -27402,7 +27402,7 @@
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. You’re related to one of the other superhero PCs, and decided to help out because of family.
-+1\. You're related to one of the other superhero PCs, and decided to help out because of family.
-
- 2\. The other PCs relied on your positive reputation to untangle them from a public relations problem, and they invited
- you along out of gratitude.
-@@ -27413,11 +27413,11 @@
-
- UNCANNY
-
--There’s something unusual about you, and it makes other people a little uncomfortable. You know you’re
--exceptional—gifted, even—and being a bit odd doesn’t make you any less of a person. This uncanny element is a part of
--you, in your blood, in your DNA. You can’t help it, but you won’t apologize for it. You feel comfortable around other
--people with similar strangeness, people who’ve experienced the same prejudice that you have; these shared experiences
--mean they’re your family, perhaps the only family you’ve got.
-+There's something unusual about you, and it makes other people a little uncomfortable. You know you're
-+exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
-+you, in your blood, in your DNA. You can't help it, but you won't apologize for it. You feel comfortable around other
-+people with similar strangeness, people who've experienced the same prejudice that you have; these shared experiences
-+mean they're your family, perhaps the only family you've got.
-
- You gain the following characteristics:
-
-@@ -27426,20 +27426,20 @@
- Distinctive Physical Quirk: You have
-
- an unusual physical aspect. Depending on the setting, this can vary greatly; it might be something external and obvious,
--such as an odd smell or blue hair, or internal and hidden, like having blood type “omega.” Whatever it is, your quirk
--draws a lot of attention when it’s discovered.
-+such as an odd smell or blue hair, or internal and hidden, like having blood type "omega." Whatever it is, your quirk
-+draws a lot of attention when it's discovered.
-
--A Sense for the Weird: Sometimes—at the GM’s discretion—an event or person that seems related to your uncanny nature
-+A Sense for the Weird: Sometimes—at the GM's discretion—an event or person that seems related to your uncanny nature
- attracts your attention. You can sense it from afar, and if you get within long range of it, you can sense whether it is
- overtly dangerous or not.
-
--Skill: You’re trained in either perception tasks or stealth tasks.
-+Skill: You're trained in either perception tasks or stealth tasks.
-
--Skill: You’re trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or
-+Skill: You're trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or
- hematology.
-
- Inability: People find you unnerving. All tasks relating to pleasant social interaction are hindered. (Other people who
--are unusual like you aren’t affected by this.)
-+are unusual like you aren't affected by this.)
-
- Initial Link to the Starting Adventure:
-
-@@ -27462,7 +27462,7 @@
- together interdimensional gateway devices in a few hours.
-
- A typical superhero PC gets five power shifts. Power shifts are like permanent free levels of Effort that are always
--active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply
-+active. They don't count toward a character's maximum Effort use (nor do they count as skills or assets). They simply
- ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.
-
- Accuracy: All attack rolls.
-@@ -27500,7 +27500,7 @@
-
- A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than
- three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
--procedure to change a character’s power shifts could be the culmination of a character arc such as Uncover a Secret).
-+procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-
- PRODIGY POWER SHIFTS
-
-@@ -27509,39 +27509,39 @@
- strength. If you want your archer character to be really good at shooting arrows, put a power shift into single attack
- (bows). If you want your speedster hero to be really fast, put a power shift into power (Fleet of Foot). And so on.
-
--But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There’s no
--low-tier teleportation ability, so you can’t be a teleporter as a tier 1 character, and the character concept isn’t
-+But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There's no
-+low-tier teleportation ability, so you can't be a teleporter as a tier 1 character, and the character concept isn't
- nearly as fun if you have to wait until tier 4 before you can learn a teleportation ability (like Short Teleportation).
-
--This is where you can (with the GM’s approval) use a power shift for the prodigy option. Prodigy lets you give up one of
-+This is where you can (with the GM's approval) use a power shift for the prodigy option. Prodigy lets you give up one of
- your lower-tier abilities for a higher-tier ability
-
- that matches your character concept. For example, if your swashbuckling teleporter is a Graceful Explorer who Fights
--With Panache, you could give up one of your tier 1 Explorer abilities (so you’d only have three instead of four) or give
-+With Panache, you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give
- up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 ability Short Teleportation.
-
- Choosing prodigy as a power shift is an interesting trade-off for your character; you end up with a powerful ability
--that you couldn’t get otherwise, but at the cost of a power shift (which the other characters are probably using to add
-+that you couldn't get otherwise, but at the cost of a power shift (which the other characters are probably using to add
- to their skills, damage, or defenses). Keep in mind that higher-tier abilities tend to cost more Pool points (especially
--because your Edge as a low-tier character is less than that of a higher-tier character), so you’ll weaken yourself if
-+because your Edge as a low-tier character is less than that of a higher-tier character), so you'll weaken yourself if
- you use that ability often—which might be a good reason to allocate more points to that stat Pool, or assign a power
- shift to healing so you have more opportunities per day to recover Pool points.
-
- Theoretically, you could put two power shifts in prodigy for the same ability, allowing you to select a high-tier
- ability. However, there are two reasons not to do this. First, those high-tier abilities usually have even higher costs,
--which limits how often you can use them. Second, if you start out with the best version of that ability, there’s no room
--to grow. It’s fun when your character impresses other superheroes by improving an ability, and it’s really handy when
-+which limits how often you can use them. Second, if you start out with the best version of that ability, there's no room
-+to grow. It's fun when your character impresses other superheroes by improving an ability, and it's really handy when
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
- GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
--street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game’s
-+street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
- start.
-
- POWER STUNTS
--A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do.
-+A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
- Examples:
-
- • A lightning-blaster hero shooting their electricity farther than normal
-@@ -27552,15 +27552,15 @@
-
- • A teleporter hero traveling to another dimension
-
--• An illusionist hero negating an opponent’s invisibility
-+• An illusionist hero negating an opponent's invisibility
-
- The Cypher System Rulebook explains modifying abilities on the fly, describing
-
- a method of altering the range, area, or other aspects of an Intellect-based ability by spending more Intellect points.
--In a superhero game, these modifications aren’t limited to Intellect-based abilities—it’s reasonable that a strong hero
-+In a superhero game, these modifications aren't limited to Intellect-based abilities—it's reasonable that a strong hero
- could affect a larger area with Golem Stomp or an agile hero could disarm more than one opponent using Advantage to
- Disadvantage. The cost for making these changes works just like modifying an Intellect-based ability. The additional
--cost uses the same Pool as the ability’s normal cost; if an ability doesn’t have a cost, the GM should choose an
-+cost uses the same Pool as the ability's normal cost; if an ability doesn't have a cost, the GM should choose an
- appropriate ability for the points to come from.
-
- • Increasing range costs 1 Pool point per range step increased (immediate to short, short to long, long to very long).
-@@ -27569,8 +27569,8 @@
- cannot be increased more than one step in this way. Abilities that last for only an action or a round (such as an
- Onslaught attack) cannot have their duration increased.
-
--Abilities that don’t have a Pool cost, like Eyes Adjusted, can be modified as well. If modifying the range or duration,
--the GM decides what Pool the point cost is paid from. However, most abilities like this don’t have ranges or durations,
-+Abilities that don't have a Pool cost, like Eyes Adjusted, can be modified as well. If modifying the range or duration,
-+the GM decides what Pool the point cost is paid from. However, most abilities like this don't have ranges or durations,
- so modifying them requires a difficult, formidable, or impossible task roll.
-
- Modifying the area or other aspects of an ability is more difficult. Instead
-@@ -27587,35 +27587,35 @@
- single-target ability affect an area. Examples: Using Hover to make an opponent crash into the ceiling. Using Shroud of
- Flame to absorb fire. Using Telepathic to talk to a machine or Machine Telepathy to talk to a living person.
-
--Impossible (10): An effect that has nothing to do with the ability’s description or intent. Examples: Using Hover to
--blast an opponent with fire. Using Foil Danger to copy an opponent’s attack. Using an attack like Thunder Beam to heal
-+Impossible (10): An effect that has nothing to do with the ability's description or intent. Examples: Using Hover to
-+blast an opponent with fire. Using Foil Danger to copy an opponent's attack. Using an attack like Thunder Beam to heal
- someone.
-
- Of course, if the altered ability is an attack, the hero still needs to make a successful attack roll against their
--target— just because the character found a way to use Hover as an attack doesn’t mean the attack automatically hits. The
-+target— just because the character found a way to use Hover as an attack doesn't mean the attack automatically hits. The
- attack task for the altered ability uses the normal difficulty for attacking that target. For example, if Hammermind
- wants to split her Onslaught so she can attack two level 2 robots, first she has to succeed at the difficulty 4 task to
- split the attack, then she can make the two (hindered) level 2 attack rolls against the robots.
-
--Just like in any aspect of the game, other factors might ease or hinder the hero’s attempt to perform the stunt. For
-+Just like in any aspect of the game, other factors might ease or hinder the hero's attempt to perform the stunt. For
- example, if the hero Firelash is trying a stunt to use his Shroud of Flame to absorb a fire attack from his evil sister
--Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash’s attempt is eased. But
-+Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash's attempt is eased. But
- if the illusionist hero Hologrim is trying a power stunt to reveal where his invisible archenemy Death Ghost is hiding,
--the GM might feel that the villain’s magical invisibility is especially difficult for Hologrim’s technology-based
--illusions to counter, so the hero’s task is hindered. The GM can also introduce power boost cyphers that ease the power
-+the GM might feel that the villain's magical invisibility is especially difficult for Hologrim's technology-based
-+illusions to counter, so the hero's task is hindered. The GM can also introduce power boost cyphers that ease the power
- stunt task, or present the heroes with temporary effects that ease or hinder power stunt tasks, like a virus that
--erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero’s power
-+erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero's power
- core.
-
--If a hero tries a particular stunt in more than one session, the GM doesn’t need to give the task the same difficulty
--every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain’s fire is a little
-+If a hero tries a particular stunt in more than one session, the GM doesn't need to give the task the same difficulty
-+every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain's fire is a little
- hotter or cooler than the one the hero tried to absorb last time. Or the spaces between the dimensions are thinner or
- thicker right now, making it harder to teleport between them. The position of two opponents or the shape of a room might
- be different than the last time the hero tried splitting an attack power across multiple targets. In other words, the GM
--doesn’t have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7
-+doesn't have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7
- this time; just look at the current circumstances and make a decision based on that. In fact, this is part of the reason
- why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
--formidable, or impossible than deciding whether it’s a level 6 or level 7 task.
-+formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-
- PERMANENT POWER STUNTS
-
-@@ -27667,11 +27667,11 @@
- | Pushed or pulled object can roll or slide very easily | -1 |
- | Pushed or pulled object is buoyant and moving through water | -1 |
-
--\*Each additional doubling of the character’s size eases the task by another step.
-+\*Each additional doubling of the character's size eases the task by another step.
-
- Some character abilities are able to move heavy things, often more easily than brute physical strength can. If a
- superhero wants to push the limits of what those abilities can do, the GM can compare the baseline effects of those
--abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s
-+abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
- roll to succeed.
-
- FEATS OF SPEED
-@@ -27682,7 +27682,7 @@
- must succeed at a difficulty 4 Speed task to complete the movement; failure means they trip, stumble, slip, or fall down
- at some point during the move and stop.
-
--Of course, superheroes aren’t normal people—they’re exceptional, and some can run as fast as Olympic athletes, or much
-+Of course, superheroes aren't normal people—they're exceptional, and some can run as fast as Olympic athletes, or much
- faster. For a character trying to run more than a long distance as their entire action, use the following table to
- determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-
-@@ -27700,7 +27700,7 @@
-
- TREMENDOUS LEAPS
-
--Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what’s possible with the
-+Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
- jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
- jump huge distances like that should take the Amazing Leap ability, allowing them to jump a long distance or more.
-
-@@ -27716,7 +27716,7 @@
- over their head.
-
- POWERFUL CREATURES
--Superheroes don’t just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
-+Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
- or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-
- | Level | Example |
-@@ -27739,31 +27739,31 @@
-
- MODIFYING HIGH-TECH DEVICES
-
--It’s common for technically savvy superheroes to fiddle with machines to make them work better or do something
--different. Sometimes the object in question is their own gear, but it’s just as likely to be something they took from a
-+It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
-+different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
- defeated supervillain or found on an alien spaceship.
-
- A character who expects to modify many devices should consider learning abilities such as Innovator, Jury-Rig, Modify
- Artifact Power, Modify Device, and Quick Work. A character who only wants to dabble in this sort of activity can do so,
- but it takes longer and is less efficient.
-
--Small modifications are things like changing a device’s target, range, or duration. “Small” is subjective and up to the
--GM, but generally, it means adding another target (although for some high-level devices, adding a target isn’t a small
-+Small modifications are things like changing a device's target, range, or duration. "Small" is subjective and up to the
-+GM, but generally, it means adding another target (although for some high-level devices, adding a target isn't a small
- change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
- duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
--modification is generally equal to the device’s level minus 1, which also determines how much time it takes to complete
-+modification is generally equal to the device's level minus 1, which also determines how much time it takes to complete
- the modifications.
-
- Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
--shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device’s
-+shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device's
- level for the difficulty and creation time, but take half as long as the time listed.
-
- A character modifying their own device eases the task. This applies whether the character built the device themselves or
--they’ve been repairing and tinkering with it long enough that they fully understand its workings.
-+they've been repairing and tinkering with it long enough that they fully understand its workings.
-
- Regardless of whether the change is big or small, failing the modification task means the character wastes the full
--amount of time spent attempting the modification, and uses up materials equal to the device’s level minus 2, but they
--can try again. If they fail with a roll of a natural 1, it’s likely that the free GM intrusion means the device is
-+amount of time spent attempting the modification, and uses up materials equal to the device's level minus 2, but they
-+can try again. If they fail with a roll of a natural 1, it's likely that the free GM intrusion means the device is
- ruined (but perhaps could be salvaged for materials).
-
- Modification GM intrusions: The device gains a high depletion rate, needs to be recharged after each use, or develops a
-@@ -27785,26 +27785,26 @@
- conditions, the GM should ease
-
- the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
--for only about the first quarter of that time and the “helpers” taking care of the rest.
-+for only about the first quarter of that time and the "helpers" taking care of the rest.
-
- CYPHERS AND ARTIFACTS
-
--In a superhero campaign, there’s a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
-+In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
- character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
--should keep in mind that it’s good from a story point of view to let characters have equipment they need to deal more
-+should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
- effectively with foes that might otherwise be too potent.
-
- SPECIAL EQUIPMENT
-
- Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
- For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
--going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn’t have to be a cypher
--(which counts against a character’s cypher limit) or an artifact (which has a depletion chance)—it can just be
-+going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn't have to be a cypher
-+(which counts against a character's cypher limit) or an artifact (which has a depletion chance)—it can just be
- equipment. If a player suggests a suitable piece of equipment they can buy (such as scuba gear), or a gadgeteer or
- inventor character offers to build something to do the job, the GM should let them do it and handwave most of the
--details because they’re being creative and overcoming obstacles to move the story forward. In other words, don’t assume
-+details because they're being creative and overcoming obstacles to move the story forward. In other words, don't assume
- that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to happen
--shouldn’t cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
-+shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
- POWER BOOST CYPHERS
-@@ -27845,8 +27845,8 @@
-
- Level: 1d6 + 2
-
--Effect: This cypher eases the user’s next difficult, formidable, or impossible power stunt task by four steps (eased by
--five steps if the cypher is level 7 or higher). It has no effect on power stunts that don’t require a successful power
-+Effect: This cypher eases the user's next difficult, formidable, or impossible power stunt task by four steps (eased by
-+five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
- stunt task.
-
- ARTIFACTS
-@@ -27866,12 +27866,12 @@
- Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the
- spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
-
--The Darkest Book is somewhat sentient and can hide its words from anyone it doesn’t want reading it. It might require a
-+The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a
- person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage
- and move one step down the damage track.
-
- The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of
--its pages, and the book can’t be destroyed as long as at least one page remains.
-+its pages, and the book can't be destroyed as long as at least one page remains.
-
- Depletion: —
-
-@@ -27890,11 +27890,11 @@
- Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
- they created)
-
--A benchmark for setting an omni orb’s limits is to compare it to a cypher of the orb’s level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb’s level, it works. For example, if a team of
-+A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-+can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
- superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
- and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb’s power
-+transporting a group of PCs 100 miles is probably within the orb's power
-
- SPACE RING
-
-@@ -27905,7 +27905,7 @@
- Effect: The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction.
- In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200
- miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air
--while in space or underwater (although this doesn’t provide protection against poison gas or other air-based hazards).
-+while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards).
- The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information
- (relayed to them with a synthesized voice) from the internet or a local equivalent.
-
-@@ -27915,15 +27915,15 @@
-
- SPECIAL RULES
-
--Fairy tale games have unique opportunities for magic that aren’t found elsewhere— death, curses, blessings, and wishes
-+Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
- are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
-
- Death
-
--You’ve probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
-+You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
- die. Or die and come back to life. You get the idea.
-
--Potentially, this will also be true in a fairy tale game. Thankfully, death doesn’t have to be the end of a character’s
-+Potentially, this will also be true in a fairy tale game. Thankfully, death doesn't have to be the end of a character's
- life. There are any number of ways to stop or reverse death, including artifacts, cyphers, and abilities. Additionally,
- a few NPCs, such as witches or Death themself, may have the power to bring someone back from the dead.
-
-@@ -27945,7 +27945,7 @@
-
- Curses work slightly differently than regular damage. Curses can have an impact on the game and the game mechanics (a
- character is turned into a fish or becomes invisible, all of their interactions are hindered, they take ongoing damage,
--and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word “apple,”
-+and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
- their skin turns golden). See the Curse table for a list of example curses.
-
- Preventing Curses
-@@ -27955,12 +27955,12 @@
-
- this task, as does having a skill in curses or resisting curses.
-
--Often, part of a curse’s effects is hindering curse resistance; thus, a character who already has one curse on them will
-+Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
- find defending against a second curse is more difficult (their task is hindered).
-
- Removing Curses
-
--Similar to poison and disease, curses aren’t automatically removed when a character makes a regular recovery roll.
-+Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
- Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
- curse, the character must take actions to remove it. The actions required depend on the nature and level of the curse.
-
-@@ -27972,12 +27972,12 @@
-
- In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
- happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
--you’ll want to use both of these, as they each add something unique to the experience of being cursed.
-+you'll want to use both of these, as they each add something unique to the experience of being cursed.
-
- Curse intrusions work like regular GM intrusions, and the cursed character gets XP. However, they only get 1 XP instead
- of the usual 2, and they must decide whether to keep it or give it to another player. Introduce additional curse
- intrusions from the Curse Intrusions table when it feels appropriate. This might be anytime the character has a big
--success, when they’re in a particularly risky position, or when they start to feel like they’ve forgotten about the
-+success, when they're in a particularly risky position, or when they start to feel like they've forgotten about the
- curse.
-
- Curse Mode. When using this rule, the GM increases the range of numbers that trigger a GM intrusion. As soon as a
-@@ -27995,13 +27995,13 @@
- • The character starts a new day (or makes their ten-hour recovery roll).
-
- • The character actively takes an action to remove the curse (curses like wreaking havoc, which is part of the reason
--they’re so hard to get rid of).
-+they're so hard to get rid of).
-
- • The character attempts to resist an additional curse being cast upon them.
-
- Once all curses are removed, Curse Mode is no longer in effect.
-
--While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC’s
-+While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
- situation worse.
-
- Curse Intrusions
-@@ -28013,14 +28013,14 @@
- | 3 | The character shimmers in and out of view. |
- | 4 | A deep sense of despair comes over the character. |
- | 5 | The character feels an overwhelming urge to start dancing. |
--| 6 | The character’s clothes are suddenly much too large. |
-+| 6 | The character's clothes are suddenly much too large. |
-
- Curse Table
-
- Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
- and the characters.
-
--Typically, curses that have simple roleplaying effects (such as the character’s inability to speak their own name) are
-+Typically, curses that have simple roleplaying effects (such as the character's inability to speak their own name) are
- lower-level curses, while those that affect gameplay (such as decreasing recovery roll points) are higher level. Curses
- that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
- very high level because the caster wants to make it very hard to get rid of.
-@@ -28130,8 +28130,8 @@
- |-----|--------------------------------------------------------------------|
- | 1 | Someone randomly gives the character a small gift. |
- | 2 | When the character speaks, gold coins fall from their mouth. |
--| 3 | A necessary item, map, or clue falls into the character’s lap. |
--| 4 | The weather is suddenly in the character’s favor. |
-+| 3 | A necessary item, map, or clue falls into the character's lap. |
-+| 4 | The weather is suddenly in the character's favor. |
- | 5 | Someone nearby just happens to have the thing the character needs. |
- | 6 | A cypher or artifact works even better than expected. |
-
-@@ -28142,7 +28142,7 @@
- gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7.
-
- In order for a wish to be granted, the character must succeed on an Intellect-related task (usually persuasion or
--possibly intimidation) equal to the wish’s level. On a failed roll, the wish is either not granted at all or is
-+possibly intimidation) equal to the wish's level. On a failed roll, the wish is either not granted at all or is
- partially granted, depending on the wish and the creature or object that is granting it.
-
- Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
-@@ -28153,11 +28153,11 @@
- GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
- all while making the game more interesting and surprising for characters.
-
--There’s a list of example GM intrusions in the Cypher System Rulebook, and any of those would work in a fairy tale game.
--The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they’re what
-+There's a list of example GM intrusions in the Cypher System Rulebook, and any of those would work in a fairy tale game.
-+The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they're what
- could happen when magic goes wrong (or extraordinarily right).
-
--Remember that GM intrusions don’t always mean that something has gone wrong or is bad for the players (unless they are
-+Remember that GM intrusions don't always mean that something has gone wrong or is bad for the players (unless they are
- curse intrusions). A GM intrusion could be the arrival of a good omen, the sudden reversal of a curse, or something that
- seems bad at first (like falling down a rabbit hole) but leads to something wonderful in the end (a whole new world to
- explore!).
-@@ -28170,10 +28170,10 @@
- | d10 | GM Intrusion |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------|
- | 1 | A mischievous brownie attempts to steal an object from the characters in the middle of an important conversation or fight. |
--| 2 | The NPC that the characters are talking to suddenly looks at their watch or the sky, says, “I’m late, I’m late,” and disappears. |
-+| 2 | The NPC that the characters are talking to suddenly looks at their watch or the sky, says, "I'm late, I'm late," and disappears. |
- | 3 | A character speaks and all of their words come out backward. |
- | 4 | The creature that the PCs are fighting or interacting with splits into two versions of itself. |
--| 5 | The character that the PCs have been interacting with loses their glamour, and the PCs discover it’s not the person they thought it was. |
-+| 5 | The character that the PCs have been interacting with loses their glamour, and the PCs discover it's not the person they thought it was. |
- | 6 | Death arrives, convinced that one of the characters is someone else. |
- | 7 | An opponent uses magic to gain hidden knowledge about a PC and uses it to their advantage in a fight or debate. |
- | 8 | The North Wind has taken a liking to one of the characters and does something to help them succeed in their actions. |
-@@ -28185,7 +28185,7 @@
- | d10 | GM Intrusion |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 1 | One or more characters accidentally damage or offend a plant of some type, causing it to retaliate. |
--| 2 | A wren starts singing at a nearby crossroads, warning that something’s coming. |
-+| 2 | A wren starts singing at a nearby crossroads, warning that something's coming. |
- | 3 | One of the characters trips and falls into a rabbit hole. |
- | 4 | Someone steals the moon just as the PCs are about to do an important task that requires moonlight. |
- | 5 | The tree that the characters are sitting under wakes up. Perhaps it is hungry, or maybe it just wants company. |
-@@ -28211,12 +28211,12 @@
- |
-
- 1 |
--A magical ability, cypher, or artifact does exactly what it’s supposed to, but also creates a weird side effect that
-+ | A magical ability, cypher, or artifact does exactly what it's supposed to, but also creates a weird side effect that
- affects a nearby friend (or foe). |
-
-
- 2 |
--A piece of equipment whispers lies into the character’s ear, making a convincing argument that their friends are not
-+ | A piece of equipment whispers lies into the character's ear, making a convincing argument that their friends are not
- loyal. |
-
-
-@@ -28226,16 +28226,16 @@
-
-
- 4 |
--A character’s belt turns into a snake and starts tightening around their middle. |
-+A character's belt turns into a snake and starts tightening around their middle. |
-
-
- 5 |
--A random object begins to wiggle and crack, as though it’s about
-+ | A random object begins to wiggle and crack, as though it's about
- to hatch. |
-
-
- 6 |
--The character’s weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. |
-+The character's weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. |
-
-
- 7 |
-@@ -28254,7 +28254,7 @@
-
-
- 10 |
--An item in the character’s hand or bag starts to replicate itself over and over. |
-+An item in the character's hand or bag starts to replicate itself over and over. |
-
-
-
-@@ -28264,23 +28264,23 @@
- PLAYER INTRUSIONS
-
- A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
--character. It’s kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
-+character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
- complication for a character, the player spends 1 XP
-
- and presents a solution to a problem or complication.
-
- Once Upon a Time: Someone you played with as a child reappears and helps you in whatever you are doing. They may be
--alive or dead, but your heart is warmed upon seeing them, for it’s been a long time.
-+alive or dead, but your heart is warmed upon seeing them, for it's been a long time.
-
- As You Wish: You do something that reminds another person or creature in the area of someone they once cared for deeply.
--They are eager to assist you in whatever you’ve got going on, at least for a few minutes.
-+They are eager to assist you in whatever you've got going on, at least for a few minutes.
-
--Once Upon a Dream: Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You can’t
--remember all of the details, but you remember enough to know some of what’s about to take place, and it gives you an
-+Once Upon a Dream: Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You can't
-+remember all of the details, but you remember enough to know some of what's about to take place, and it gives you an
- additional action to prepare something useful.
-
- Bibbidi-bobbidi-boo: A little sprinkle of magic from your fairy godmother is all you need to achieve a goal, retry a
--task, or be better at something you’re attempting to do.
-+task, or be better at something you're attempting to do.
-
- Wish Upon a Star: Long ago, you helped part of a dying star return to its rightful place in the sky. It keeps an eye on
- you and, in a moment when it feels like all hope is lost, it sends a little magic or light to aid you.
-@@ -28288,7 +28288,7 @@
- Dreams Do Come True: Something you wished for long ago comes true just at this moment. It might be for a broken weapon
- to be fixed, an ally to appear, or a bit of knowledge or understanding to arrive in your mind.
-
--What’s Come to Pass: Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know
-+What's Come to Pass: Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know
- just what to do to put yourself at an advantage in the situation.
-
- Think Happy Thoughts: You think of something or someone that brings you great joy, and it imbues your next few actions
-@@ -28300,25 +28300,25 @@
- Happily Ever After: Through the power of your love for another, you use magic to protect someone you care for. They are
- able to sidestep an attack that would normally do them grave damage.
-
--If a player has no XP to spend, they can’t use a player intrusion.
-+If a player has no XP to spend, they can't use a player intrusion.
-
- MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
- of triggering a minor special effect or major special effect, respectively. In fairy tales, almost anything goes, which
--can be overwhelming to a player trying to decide what their character’s special effect might be. Here are a few special
-+can be overwhelming to a player trying to decide what their character's special effect might be. Here are a few special
- effect options for players to use or be inspired by.
-
- Minor Effect Suggestions
-
- • A weapon comes alive at the perfect moment and does a bit more damage to a foe.
-
--• A fluctuation in magic hinders all of the foe’s tasks for one minute.
-+• A fluctuation in magic hinders all of the foe's tasks for one minute.
-
- • A curse, spell, or ability has additional force behind it, and lasts a round longer than expected.
-
--• The foe’s magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
-+• The foe's magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
-
- • A shapeshifting or disguise spell or ability dazzles the target, easing all tasks related to it.
-
-@@ -28330,14 +28330,14 @@
-
- • A fluctuation in magic prevents a foe from taking their next action.
-
--• A curse that was cast upon you by the foe you’re attacking is removed.
-+• A curse that was cast upon you by the foe you're attacking is removed.
-
- • A foe surrenders, agreeing to lay down their weapons.
-
- • A foe accidentally steps on a living plant or dangerous creature while trying to dodge your blow, and it attacks them
- or holds them fast.
-
--• A shapeshifting or disguise spell or ability works so well that the foe’s familiar or companion runs off, afraid to
-+• A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
- continue the fight.
-
- CREATING YOUR CHARACTER
-@@ -28345,20 +28345,20 @@
- FORM VS. FUNCTION
-
- In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
--that’s perfectly fine. Build your character sentence in a way that plays to your character’s strengths and weaknesses,
-+that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
- and the rest can be handled through story and narrative. Playing a talking bear, a gingerbread
-
--man, or a changeling will likely affect your character’s appearance, their outlook on life, and their backstory, but it
--doesn’t necessarily affect their abilities, skills, and Pools beyond what you choose during character creation.
-+man, or a changeling will likely affect your character's appearance, their outlook on life, and their backstory, but it
-+doesn't necessarily affect their abilities, skills, and Pools beyond what you choose during character creation.
-
--Because the form that you choose doesn’t typically offer you something in addition to your Cypher System stats—being
--small, for example, does not inherently mean you’re stealthy—you’ll want to choose your stats to emphasize the bit of
-+Because the form that you choose doesn't typically offer you something in addition to your Cypher System stats—being
-+small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
- your character that you want to play.
-
- SKILLS
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
--skilled in anything they like (with the GM’s permission). In addition to the suggested skills in the rulebook, useful
-+skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
- skills for fairy tale games might include:
-
- • Talking animals\*
-@@ -28399,13 +28399,13 @@
- with attack or defense tasks. Thus, all magic skills are noncombat skills only.
-
- \* These skills could be used in a number of different ways, depending on the setting. If the setting has talking
--animals that the players can’t understand, the talking animals skill could help a PC communicate with them in other
-+animals that the players can't understand, the talking animals skill could help a PC communicate with them in other
- ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
- interactions.
-
- TYPE
-
--Your character’s type is the core of who they are and how they interact with their environment, their companions, and
-+Your character's type is the core of who they are and how they interact with their environment, their companions, and
- other living creatures they encounter.
-
- Suggested Types for a Fairy Tale Game
-@@ -28605,7 +28605,7 @@
-
- • Descends From Nobility
-
--• Doesn’t Do Much
-+• Doesn't Do Much
-
- • Emerged From the Obelisk
-
-@@ -28723,15 +28723,15 @@
-
- Battles Robots, Builds Robots, Talks to Machines
-
--Best for settings that include elements of science fiction. Alternatively, “robots” can be a stand-in for puppets,
-+Best for settings that include elements of science fiction. Alternatively, "robots" can be a stand-in for puppets,
- steampunk entities, golems, or other creations such as Pinocchio, Edward Scissorhands, the Gingerbread Man, and the Tin
--Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki’s film Laputa: Castle in the
-+Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki's film Laputa: Castle in the
- Sky) might be someone who Battles Robots.
-
- Drives Like a Maniac
-
- Best for modern settings or those where traditional fairy tale vehicles such as horse-drawn carriages, magic carpets,
--witch’s brooms, and chicken-legged huts are common.
-+witch's brooms, and chicken-legged huts are common.
-
- Fuses Flesh and Steel, Fuses Mind and Machine
-
-@@ -28751,7 +28751,7 @@
- FAIRY TALE CHARACTER ARCS
-
- Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
--set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren’t a requirement,
-+set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
- they work particularly well in fairy tale games, where individual goals and tasks are often at the forefront of what
- drives adventures.
-
-@@ -28768,9 +28768,9 @@
-
- CURRENCY
-
--In most fairy tales, money isn’t precise. Someone might be poor or rich. They might find a bag of gold or a chest full
-+In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
- of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
--what they don’t have is “one gold piece” or “thirty farthings” to their name. This means that whatever your fairy tale
-+what they don't have is "one gold piece" or "thirty farthings" to their name. This means that whatever your fairy tale
- setting, you can think in general terms of money instead of keeping meticulous track of every penny, farthing, gold
- coin, or dollar.
-
-@@ -28787,10 +28787,10 @@
- SIGNATURE ITEMS
-
- In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
--very important. They’re often unique and handcrafted,
-+very important. They're often unique and handcrafted,
-
- they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
--have undergone repairs or have markings that tell something about the character’s background.
-+have undergone repairs or have markings that tell something about the character's background.
-
- APPAREL AND ARMOR
-
-@@ -28807,20 +28807,20 @@
- In fairy tales, characters often have exactly the right mundane piece of equipment
-
- that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
--on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don’t have
--to keep exact track of their characters’ mundane equipment; instead, they spend an amount to get an unspecified “Pocket
--Item” in
-+on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
-+to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
-+Item" in
-
--that category. Then, when they’re out in the world and realize they could solve a problem with an item, they can just
--say, “I have that!” and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
-+that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
-+say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
- one of their Pocket Items for the appropriate price category.
-
- Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
- less expensive counterparts.
-
--The GM has veto power over items that they don’t think you could have found or carried.
-+The GM has veto power over items that they don't think you could have found or carried.
-
--Using the I Have That! rule doesn’t preclude PCs from also purchasing these items directly. For example, if a character
-+Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
- who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
- into a Pocket Item; it remains a thimble.
-
-@@ -28908,7 +28908,7 @@
-
- Specialized outfit (craftsman, baker, guard, and so on)
-
--Wizard or enchanter’s outfit
-+Wizard or enchanter's outfit
-
- Very Expensive
-
-@@ -28932,7 +28932,7 @@
-
- Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
-
--Light armor (hides and furs, thieves’ armor, leather jerkin, padded coat, and so on)
-+Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
-
- Expensive
-
-@@ -28964,7 +28964,7 @@
-
- Chalk (3)
-
--Day’s rations
-+Day's rations
-
- Meal, decent
-
-@@ -29026,14 +29026,14 @@
-
- Very Expensive
-
--Charon’s obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
-+Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
- conveying the soul to its proper resting place.
-
- Disguise kit/potion. Asset for disguise tasks.
-
- Healing kit/potion. Asset for healing tasks.
-
--Protective charm. Church bell, four-leaf clover, rabbit’s foot, and so on. Asset on defense rolls against fairies and
-+Protective charm. Church bell, four-leaf clover, rabbit's foot, and so on. Asset on defense rolls against fairies and
- other fey-like creatures.
-
- Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-@@ -29063,19 +29063,19 @@
- Exorbitant
-
- Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
--on). In most cases, it’s also necessary to hire a guide, driver, or other person who can control and power the vehicle.
-+on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle.
- Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
- vehicle.
-
- CYPHERS AND ARTIFACTS
-
- Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
--characters to replenish. If you’re using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
-+characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
- pockets of magic that exist throughout the world. Or maybe the magic is such that it just works, ensuring that cyphers
- show up whenever the characters need them.
-
- Manifest cyphers should be readily available too—likely they can be found for cheap at a local market, stashed in hollow
--tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people’s
-+tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people's
- clothing or furnishings as unique adornments.
-
- Artifacts are typically more valuable and less common. Therefore, player characters are less likely to encounter them at
-@@ -29091,9 +29091,9 @@
-
- Obviously, having a fey being steal a character away to their realm
-
--is a story-changer. If you’re using this as an option, figure out ahead of time what type of
-+is a story-changer. If you're using this as an option, figure out ahead of time what type of
-
--fey is attracted, what their realm is like, and how to play out the character’s disappearance and possible retrieval.
-+fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
-
- Fey Being Table
-
-@@ -29135,7 +29135,7 @@
- Cypher Forms
-
- While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
--Characters should easily be able to tell when an item is magic (and thus a cypher) and when it’s an ordinary item.
-+Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
-
- | d20 | Form |
- |-----|-------------------------------|
-@@ -29151,7 +29151,7 @@
- | 10 | Magic beans or key |
- | 11 | Rose or bell |
- | 12 | Small cake or talisman |
--| 13 | Wolf’s tooth or hand mirror |
-+| 13 | Wolf's tooth or hand mirror |
- | 14 | Vial of liquid or secret |
- | 15 | Magic coin or broken arrow |
- | 16 | Wish or fairy dust |
-@@ -29170,10 +29170,10 @@
- | 04 | Anywhere door |
- | 05 | Apple of discord |
- | 06 | Azure dust |
--| 07 | Baba Yaga’s spiced cookie |
--| 08 | Bellman’s map of the ocean |
--| 09 | Beloved’s kiss |
--| 10 | Bird’s next coronet |
-+| 07 | Baba Yaga's spiced cookie |
-+| 08 | Bellman's map of the ocean |
-+| 09 | Beloved's kiss |
-+| 10 | Bird's next coronet |
- | 11 | Blackbird pie |
- | 12 | Blood pearl blossom |
- | 13 | Bone key |
-@@ -29181,50 +29181,50 @@
- | 15 | Bowl of porridge |
- | 16 | Cat sidhe medallion |
- | 17 | Cheshire smile |
--| 18 | Coalheart’s beard balm |
--| 19 | Croc’s clock |
-+| 18 | Coalheart's beard balm |
-+| 19 | Croc's clock |
- | 20 | Crown jewel |
--| 21 | Dame Trot’s cat |
-+| 21 | Dame Trot's cat |
- | 22 | Darning needle |
- | 23 | Dead water |
- | 24 | Deathless |
--| 25 | Death’s candle |
--| 26 | Death’s messengers |
-+| 25 | Death's candle |
-+| 26 | Death's messengers |
- | 27 | Diadem of death |
--| 28 | Dragon’s blood |
--| 29 | Dragon’s teeth |
-+| 28 | Dragon's blood |
-+| 29 | Dragon's teeth |
- | 30 | Dressmaking nut |
- | 31 | Drink me |
- | 32 | Dust of the dreamer |
- | 33 | Eat me |
--| 34 | Emperor’s new clothes |
-+| 34 | Emperor's new clothes |
- | 35 | Fairy cup |
- | 36 | False grandmother |
--| 37 | Father’s Betrayal |
-+| 37 | Father's Betrayal |
- | 38 | Flaming arrow |
- | 39 | Flowers for grandmother |
- | 40 | Forget-me-knot |
--| 41 | Genie’s handkerchief |
-+| 41 | Genie's handkerchief |
- | 42 | Gilded shell |
- | 43 | Gingerbread man |
--| 44 | Godfather’s picture book |
-+| 44 | Godfather's picture book |
- | 45 | Golden Beetle |
- | 46 | Golden vanity |
- | 47 | Green spectacles |
--| 48 | Hart’s heart |
-+| 48 | Hart's heart |
- | 49 | Heart of a star |
--| 50 | Heart’s tart |
-+| 50 | Heart's tart |
- | 51 | Hot cross buns |
- | 52 | Iron bands of three |
- | 53 | Itsy bitsy spider |
--| 54 | Jack’s candlestick |
-+| 54 | Jack's candlestick |
- | 55 | Jiminy cricket |
- | 56 | The Key of Knowing |
- | 57 | Knave of Hearts |
--| 58 | Lion’s courage |
-+| 58 | Lion's courage |
- | 59 | Living water |
- | 60 | Magic beans |
--| 61 | Memory’s match |
-+| 61 | Memory's match |
- | 62 | Mermaid tear |
- | 63 | Neverlost |
- | 64 | Nonsensical poem |
-@@ -29237,7 +29237,7 @@
- | 71 | Poppet (prosperity) |
- | 72 | Poppet (silence) |
- | 73 | Powder of life |
--| 74 | Princess’s pea |
-+| 74 | Princess's pea |
- | 75 | Rabbit hole |
- | 76 | Rapunzel leaf |
- | 77 | Rose of red |
-@@ -29249,18 +29249,18 @@
- | 83 | Snake leaves |
- | 84 | Snickersnee |
- | 85 | Song of the dead |
--| 86 | Socerer’s skeleton key |
-+| 86 | Socerer's skeleton key |
- | 87 | Spirit ring |
- | 88 | Teleport hat |
- | 89 | Three needles |
--| 90 | Tin Man’s tears |
-+| 90 | Tin Man's tears |
- | 91 | To Peter with love |
- | 92 | Valorous whetstone |
- | 93 | Vase of tears |
- | 94 | White snake |
- | 95 | Wish granting pearl |
- | 96 | Witch bottle |
--| 97 | Witch’s ladder |
-+| 97 | Witch's ladder |
- | 98 | Wooden spoon |
- | 99 | Yonder yarn |
- | 00 | Roll on the cypher tables in the Cypher System Rulebook |
-@@ -29281,7 +29281,7 @@
- Beware false adderstones, which are made by enterprising swindlers who drill or carve a hole out of a regular stone and
- attempt to pass it off as something more.
-
--If a character has no hair in which to tie an adderstone, perhaps they can “borrow” some from a friend, a domesticated
-+If a character has no hair in which to tie an adderstone, perhaps they can "borrow" some from a friend, a domesticated
- animal, or a foe.
-
- | d20 | Effect |
-@@ -29291,17 +29291,17 @@
- | 7-9 | When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is level 6 or higher). |
- | 10-12 | When held in the mouth, protects against poisons (up to the level of the cypher). |
- | 13-15 | When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user and the wearer. |
--| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user’s choice that they are not already trained in. |
-+| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
- | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
-
- Agate Eye
-
- Level: 1d6 + 2
-
--Form: Striped stone that looks like a dragon’s eye
-+Form: Striped stone that looks like a dragon's eye
-
- Effect: When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the
--cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user’s
-+cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
- system).
-
- Animated Wood
-@@ -29310,13 +29310,13 @@
-
- Form: Chunk of pine, alder, or other wood
-
--imbued with magical properties Effect: Writing a word, such as “child,” “horse,” or “sword,” on the wood causes it to
-+imbued with magical properties Effect: Writing a word, such as "child," "horse," or "sword," on the wood causes it to
- become a living version of that word. The living version is no bigger than 10 feet by 10 feet by 20 feet (3 m by 3 m by
- 6 m) and its level is equal to the cypher level. It can make attacks or perform actions as commanded to the best of its
- abilities and lasts for one hour per cypher level. Commanding it is not an action.
-
--Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user’s commands and
--attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user’s allies. The user may
-+Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands and
-+attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. The user may
- attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
- eased by two steps).
-
-@@ -29345,17 +29345,17 @@
-
- Form: Handful of dust from the Fairy with the Turquoise Hair
-
--Effect: Sprinkling the dust on someone’s hair, skin, outfit, or other object permanently dyes it bright blue.
-+Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
-
--Baba Yaga’s Spiced Cookie
-+Baba Yaga's Spiced Cookie
-
- Level: 1d6
-
- Form: Rye cookie flavored with spices and honey
-
--Effect: Eating the cookie increases the user’s Intellect Edge by 1 for one hour.
-+Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
-
--Bellman’s Map of the Ocean
-+Bellman's Map of the Ocean
-
- Level: 1d6 + 2
-
-@@ -29367,16 +29367,16 @@
- beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
- social interactions with those affected are eased by two steps).
-
--Beloved’s Kiss
-+Beloved's Kiss
-
- Level: 1d6 + 3
-
- Form: Ruby red ring
-
--Effect: When pressed to the lips of a character, beloved’s kiss prevents the occurrence of one specific condition of the
-+Effect: When pressed to the lips of a character, beloved's kiss prevents the occurrence of one specific condition of the
- cypher level or lower. Additionally, it ends any such ongoing effect, if
-
--any, in the user’s system. Roll a d6 to determine the result.
-+any, in the user's system. Roll a d6 to determine the result.
-
- | d6 | Condition |
- |-----|-------------------------------------------------------------------------------------------------------------|
-@@ -29384,15 +29384,15 @@
- | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
- | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
-
--Bird’s Nest Coronet
-+Bird's Nest Coronet
-
- Level: 1d6 + 3
-
--Form: Beautifully woven bird’s nest
-+Form: Beautifully woven bird's nest
-
--Effect: When worn like a crown, the bird’s nest creates an illusion over the wearer, making them appear like royalty.
-+Effect: When worn like a crown, the bird's nest creates an illusion over the wearer, making them appear like royalty.
- Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
--are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher’s level.
-+are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
-
- Blackbird Pie
-
-@@ -29426,7 +29426,7 @@
-
- Form: Handful of ground bones
-
--Effect: When eaten, the bones begin a process of lowering the eater’s apparent age. Over the next three days, the user
-+Effect: When eaten, the bones begin a process of lowering the eater's apparent age. Over the next three days, the user
- begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
- hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
- if the cypher is level 6 or higher). This does not change the actual health or age of the character.
-@@ -29437,14 +29437,14 @@
-
- Form: Just-right bowl of porridge
-
--Effect: Restores a number of points equal to the cypher level to the user’s Might Pool. Also protects the user from the
-+Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
- effects of cold for ten minutes.
-
- Cat Sidhe Medallion
-
- Level: 1d6 + 2
-
--Form: Medallion in the shape of the white symbol on a cat sidhe’s chest
-+Form: Medallion in the shape of the white symbol on a cat sidhe's chest
-
- Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
- cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-@@ -29456,11 +29456,11 @@
- Form: Mischievous grin
-
- Effect: When hung in the air, the grin slowly transforms into a grey Cheshire Cat that seems to be made mostly of smoke
--and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the cypher’s level)
-+and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the cypher's level)
- with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
- and then fades away slowly, until even the original smile has disappeared.
-
--Coalheart’s Beard Balm
-+Coalheart's Beard Balm
-
- Level: 1d6
-
-@@ -29471,9 +29471,9 @@
- user. If someone else cuts the beard before the treasure is found, it loses its power. After the treasure is found, the
- beard remains. But once it is shaved or cut, it does not grow back.
-
--Many dwarfs have beards with magical powers. It’s possible to find other beard balm cyphers out in the world.
-+Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
-
--Croc’s Clock
-+Croc's Clock
-
- Level: 1d6
-
-@@ -29492,14 +29492,14 @@
- item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
- comes first).
-
--Dame Trot’s Cat
-+Dame Trot's Cat
-
- Level: 1d6 + 3
-
- Form: Statue of a cat
-
- Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
--time it senses danger. The cat’s level is equal to the cypher level.
-+time it senses danger. The cat's level is equal to the cypher level.
-
- Darning Needle
-
-@@ -29509,7 +29509,7 @@
-
- Effect: When activated, grows into a larger version of itself that acts as a medium weapon. It inflicts 4 points of
- damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
--to the cypher’s level.
-+to the cypher's level.
-
- Dead Water
-
-@@ -29530,19 +29530,19 @@
- from their next death. When the character dies, they return to life on the next round, with all of their Pools full.
-
- Using the deathless does not protect the character from taking damage or moving down the damage track. Placing the soul
--and returning to life are actions. Once the cypher holds the user’s soul, it no longer counts against their cypher
-+and returning to life are actions. Once the cypher holds the user's soul, it no longer counts against their cypher
- limit.
-
--If someone gets a hold of another person’s soul, they have a great deal of power over that person (such as easing all
--actions against them by three steps). Those who use a deathless should ensure that it’s well hidden and well protected.
-+If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
-+actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
-
--Death’s Candle
-+Death's Candle
-
- Level: 1d6 + 4
-
- Form: Small, half-burnt black candle
-
--Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher’s level. During that time, the user
-+Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher's level. During that time, the user
- who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
- normally die, they do not and instead reject all damage. For example, if a character has 5 points left in their last
- Pool, and a foe inflicts 5 points
-@@ -29550,14 +29550,14 @@
- of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
- damage, which is not enough to kill the user, the user takes the 4 points of damage.
-
--Death’s Messengers
-+Death's Messengers
-
- Level: 1d6 + 2
-
- Form: Bottle, vial, or box filled with three wisps of dark smoke
-
- Effect: The three smoke wisps wrap around a creature within close range, causing them to feel dizzy, experience ringing
--in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher’s
-+in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
- level (each round).
-
- Diadem of Death
-@@ -29566,14 +29566,14 @@
-
- Form: Crown made of feathers, bits of bone, burnt hair, and old teeth
-
--Effect: When worn on someone’s head, looped over a limb, or otherwise placed upon their person, the crown inflicts
-+Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
- damage equal to its level.
-
--Dragon’s Blood
-+Dragon's Blood
-
- Level: 1d6
-
--Form: Powdered dragon’s blood
-+Form: Powdered dragon's blood
-
- Effect: When mixed with liquid and painted on a living being, grants one of the following effects for a day.
-
-@@ -29583,13 +29583,13 @@
- | 3-4 | Asset to all tasks involving magic |
- | 5-6 | Asset to all tasks involving romance, sex, and fertility |
-
--Dragon’s Teeth
-+Dragon's Teeth
-
- Level: 1d6
-
--Form: Handful of dragon’s teeth
-+Form: Handful of dragon's teeth
-
--Effect: When planted, the dragon’s teeth grow into three fully armed warriors. The warriors can understand the verbal
-+Effect: When planted, the dragon's teeth grow into three fully armed warriors. The warriors can understand the verbal
- commands of the person who planted them. Once they are grown, commanding them is not an action. They can make attacks
- and perform actions to the best of their abilities. The warriors can never go farther than long range from the character
- who planted them
-@@ -29617,7 +29617,7 @@
-
- Level: 1d6
-
--Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
-+Form: Liquid inside a glass bottle with a paper label that says "DRINK ME"
-
- Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
- another way to change their size (such as with an eat me).
-@@ -29635,12 +29635,12 @@
-
- Level: 1d6
-
--Form: Very small cake with the words “EAT ME” written on it in currants
-+Form: Very small cake with the words "EAT ME" written on it in currants
-
- Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
- way to change their size (such as with a drink me).
-
--Emperor’s New Clothes
-+Emperor's New Clothes
-
- Level: 1d6
-
-@@ -29657,7 +29657,7 @@
- Effect: When the cup is buried in the ground, it grants the person who buried it protection. They gain +2 Armor against
- all physical and mental attacks for one day.
-
--It’s believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
-+It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
- protection by way of thanks.
-
- False Grandmother
-@@ -29673,7 +29673,7 @@
- creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
- duration.
-
--Father’s Betrayal
-+Father's Betrayal
-
- Level: 1d6 + 2
-
-@@ -29716,22 +29716,22 @@
-
- Form: Length of magical rope
-
--Effect: Knotting the rope together to form a loop allows the user to capture a memory from their past. They don’t lose
-+Effect: Knotting the rope together to form a loop allows the user to capture a memory from their past. They don't lose
- the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close range spends one
- round doing nothing but experiencing the memory as if it were their own. If the memory is particularly sad, loving,
- scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
- memory. Capturing the memory is an action, as is untying the loop.
-
--Genie’s Handkerchief
-+Genie's Handkerchief
-
- Level: 1d6
-
- Form: Extremely large handkerchief with one corner coated in mercury
-
--Effect: Rubbing the cloth over a wound heals the wound (restores all points to the character’s Pools), but also uses up
-+Effect: Rubbing the cloth over a wound heals the wound (restores all points to the character's Pools), but also uses up
- one recovery roll for the day.
-
--Genie’s handkerchiefs come in many colors and materials. Some people find that after
-+Genie's handkerchiefs come in many colors and materials. Some people find that after
-
- their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
- drawbacks.
-@@ -29743,7 +29743,7 @@
- Form: Golden snail shell
-
- Effect: When blown into softly, the shell expands into a simple structure with a front door and walls that let in a soft
--light. From inside the structure, it’s about 10 feet by 10 feet by 20 feet (3
-+light. From inside the structure, it's about 10 feet by 10 feet by 20 feet (3
-
- m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
- making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
-@@ -29756,7 +29756,7 @@
-
- Effect: After eating the cookie, the user has training in Speed defense for the next day.
-
--Godfather’s Picture Book
-+Godfather's Picture Book
-
- Level: 1d6 + 2
-
-@@ -29765,7 +29765,7 @@
- Effect: When someone flips through the pages quickly, time is altered. If the user flips through the book forward, time
- jumps forward. Flip backward and time jumps backward. Moving time forward gives the user an additional action on their
- turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
--regular book and does not count against the character’s cypher limit.
-+regular book and does not count against the character's cypher limit.
-
- Golden Beetle
-
-@@ -29792,7 +29792,7 @@
- Golden mirror: Turns into a tall glass mountain 30 feet tall by 300 feet wide (9 m by 90 m). All climbing tasks are
- hindered, and a fall from any height does 3 points of ambient damage (ignores Armor).
-
--The landscape effects are permanent. The golden vanity counts as a single cypher against the character’s cypher limit.
-+The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
- When all three items have been used, it remains a functional vanity set but no longer holds any magic.
-
- Green Spectacles
-@@ -29804,7 +29804,7 @@
- Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
- day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
-
--Hart’s Heart
-+Hart's Heart
-
- Level: 1d6 + 3
-
-@@ -29819,11 +29819,11 @@
-
- Form: Still-warm piece of a fallen star
-
--Effect: For the next ten minutes, when the user helps another character while holding the star, that character’s task is
--eased by an additional step. (If the user has an inability in the relevant skill, the other character’s task is still
-+Effect: For the next ten minutes, when the user helps another character while holding the star, that character's task is
-+eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
- eased.)
-
--Heart’s Tart
-+Heart's Tart
-
- Level: 1d6 + 2
-
-@@ -29838,7 +29838,7 @@
-
- Form: Small spiced cake
-
--Effect: When eaten, restores a number of points equal to the cypher’s level to the user’s Might Pool.
-+Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
-
- Iron Bands of Three
-
-@@ -29846,7 +29846,7 @@
-
- Form: Three flexible iron bands
-
--Effect: Wrapping the iron bands around the user’s heart keeps it from breaking with trouble and anxiety. While wearing
-+Effect: Wrapping the iron bands around the user's heart keeps it from breaking with trouble and anxiety. While wearing
- the bands, the user automatically succeeds on their next three Intellect defense rolls against anything that would make
- them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
- breaks. When all three bands are broken, the cypher is used up.
-@@ -29860,16 +29860,16 @@
- Effect: When released, the spider sets up a web in a nearby corner. For the next ten minutes, the web catches thoughts,
- secrets, and information about the general area (up to about a square mile), including any creatures, people, weather,
- or goings on. At the end of that time, the user can read the web, gaining answers to a number of questions equal to the
--cypher’s level. The questions must pertain to the area and must be simple enough that the spider can answer them in
-+cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
- three words or less.
-
--Jack’s Candlestick
-+Jack's Candlestick
-
- Level: 1d6 + 3
-
- Form: Burning candlestick
-
--Effect: Jumping over the candlestick restores a number of points equal to the cypher’s level to the user’s Speed Pool.
-+Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
-
- Jiminy Cricket
-
-@@ -29903,11 +29903,11 @@
- knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
- minutes per cypher level.
-
--Lion’s Courage
-+Lion's Courage
-
- Level: 1d6 + 1
-
--Form: Small medallion with the word “COURAGE” inscribed upon it.
-+Form: Small medallion with the word "COURAGE" inscribed upon it.
-
- Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
- time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
-@@ -29931,10 +29931,10 @@
-
- Form: Handful of magic beans
-
--Effect: When planted and watered, the beans grow into a giant beanstalk. It’s almost impossible to know where the
-+Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
- beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
-
--Memory’s Match
-+Memory's Match
-
- Level: 1d6
-
-@@ -29942,7 +29942,7 @@
-
- Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
- flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
--the roll. After that, anyone who watched the vision but didn’t make a recovery roll takes 3 points of Intellect damage
-+the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
- (ignores Armor).
-
- Mermaid Tear
-@@ -29953,7 +29953,7 @@
-
- Effect: When swallowed, fills the user with an overwhelming sense of sadness. The user takes 1 point of Intellect
- damage, but gains an asset on any tasks involving water for the next ten minutes. The task must involve water in a
--significant way (for example, swinging a sword while it’s raining likely doesn’t count, but crying as part of an attempt
-+significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
- to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
-
- Neverlost
-@@ -29989,7 +29989,7 @@
- general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task.
- Generally, knowledge that a PC could find by looking somewhere other than their current location is level 1, and obscure
- knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
--can’t provide knowledge about the future, since that is level 10).
-+can't provide knowledge about the future, since that is level 10).
-
- Pictureless Book
-
-@@ -30001,7 +30001,7 @@
- deep sleep for one round. While they sleep, they have intense dreams and cannot take any other actions. The dreams
- affect them in one of the following ways.
-
--Pictureless book affects NPCs’ health instead of their Pools, either restoring them to full health or doing 5 points of
-+Pictureless book affects NPCs' health instead of their Pools, either restoring them to full health or doing 5 points of
- damage.
-
- | d6 | Effect |
-@@ -30066,7 +30066,7 @@
- The
- task might be simple (picking
- the most beautiful rose from
--a garden) or complex (knitting seven sweaters from nettles). All actions that don’t contribute to completing the task
-+
a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task
- are hindered.
-
-
-@@ -30083,12 +30083,12 @@
-
- Form: Apple that is half white and half red
-
--Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher’s level to their
--Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher’s level. Each half of the
-+Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher's level to their
-+Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher's level. Each half of the
- apple has the power to affect only one creature.
-
--Both halves of the apple can be used by the same or different people as long as it’s done within a few rounds of each
--other. However, in order for the cypher to take effect, the user must willingly take a bite. It’s impossible, for
-+Both halves of the apple can be used by the same or different people as long as it's done within a few rounds of each
-+other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
- instance, to force-feed someone part of the apple and have the cypher activate.
-
- Poppet (Damage)
-@@ -30098,7 +30098,7 @@
- Form: Small figure made of cloth, stuffed with hair and bone
-
- Effect: Writing the name of an object or living being on the figure connects the figure with that object or being.
--Destroying the poppet inflicts damage on the connected object or being equal to the cypher’s level, no matter how far
-+Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
- away it is. Writing the name and destroying the poppet are separate actions.
-
- Poppet (Love)
-@@ -30107,7 +30107,7 @@
-
- Form: Small figure made of wax, adorned with flowers and herbs
-
--Effect: Giving the poppet to another living being in a short ceremony (usually simply saying the being’s name and making
-+Effect: Giving the poppet to another living being in a short ceremony (usually simply saying the being's name and making
- an offer of deep positive emotion) protects them from all harmful effects the next time they are attacked. If the
- positive emotion is returned (such as between friends or lovers), the giver is also protected. For example, the next
- time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
-@@ -30141,16 +30141,16 @@
-
- Effect: When sprinkled on an inanimate
-
--object, the powder brings it to life. The object doesn’t change in any way—a small cat made of glass remains a small cat
-+object, the powder brings it to life. The object doesn't change in any way—a small cat made of glass remains a small cat
- made of glass—except that now it is alive. The living object acts as a level 2 creature with a mind of its own. While it
--has an affinity or obligation for the one who brought it to life, it doesn’t obey commands.
-+has an affinity or obligation for the one who brought it to life, it doesn't obey commands.
-
- Objects animated by the powder of life should have stats that represent
-
- their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
- stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
-
--Princess’s Pea
-+Princess's Pea
-
- Level: 1d6 + 3
-
-@@ -30184,7 +30184,7 @@
- m) tall. The tower, which takes ten minutes to fully form, has a large number of windows but only one exterior door,
- which can be unlocked only by the user.
-
--The tower’s level is equal to the cypher level, and the structure is permanent and immobile.
-+The tower's level is equal to the cypher level, and the structure is permanent and immobile.
-
- Rose of Red
-
-@@ -30192,7 +30192,7 @@
-
- Form: Big, beautiful crimson rose in full bloom
-
--Effect: Pricking a finger on the rose’s thorns causes the user to bleed a single drop of blood. When flung into the air,
-+Effect: Pricking a finger on the rose's thorns causes the user to bleed a single drop of blood. When flung into the air,
- the blood becomes a large red bird that flies toward a chosen target up to a long distance away. When it arrives, it
- bursts in an immediate radius, inflicting Intellect damage equal to the cypher level. The burst spawns 1d6 additional
- birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
-@@ -30206,7 +30206,7 @@
-
- Effect: When rubbed on your visible shadow, causes it to separate from yourself.
-
--The shadow acts as a level 4 creature under the user’s control for one hour (or until there is no light). The shadow is
-+The shadow acts as a level 4 creature under the user's control for one hour (or until there is no light). The shadow is
- two-dimensional and insubstantial, and when sneaking, hiding, and avoiding detection, it acts as a level 7 creature.
- When the effect ends, the shadow (usually) returns to the user.
-
-@@ -30256,10 +30256,10 @@
- Form: Human bone carved into the mouthpiece for a musical instrument Effect: When blown into, the bone sings a
-
- song that details the weaknesses and faults of one target (up to the level of the cypher) that the user chooses. For ten
--minutes, all tasks involving the target are eased for everyone in long range who heard the bone’s song.
-+minutes, all tasks involving the target are eased for everyone in long range who heard the bone's song.
-
--For most magical objects involving sound, it’s not necessary to physically hear the item in order to gain the benefits.
--“Hearing” may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-+For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
-+"Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-
- Snake Leaves
-
-@@ -30288,10 +30288,10 @@
- Form: Small stuffed bird with yellow and blue plumage
-
- Effect: When the user spends ten minutes breathing into the mouth of the bird, it comes to life. It flies off, but now
--carries a piece of the user’s life inside it. When the user dies, the bird flies back to their body and is able to
-+carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
- communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
-
--Sorcerer’s Skeleton Key
-+Sorcerer's Skeleton Key
-
- Level: 1d6 + 2
-
-@@ -30307,12 +30307,12 @@
- Form: Ring, necklace, hairpin, or bracelet
-
- Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
--commands as long as they’re within long range. They can hinder any or all opponents’ tasks, provide information, assist
-+commands as long as they're within long range. They can hinder any or all opponents' tasks, provide information, assist
- in small tasks, and so on. The fey will not do anything that goes against their basic nature and safety (such as
- self-harm, attacking their friends, or obvious suicide missions).
-
--Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it’s very much dependent
--on the fey’s blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
-+Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much dependent
-+on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
- important), and they may take the time to curse or prank the characters before they disappear.
-
- Teleport Hat
-@@ -30335,7 +30335,7 @@
- Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
- doing so was a routine task.
-
--Tin Man’s Tears
-+Tin Man's Tears
-
- Level: 1d6 + 2
-
-@@ -30343,7 +30343,7 @@
-
- Effect: When poured out, spreads out to cover an area about 2 feet by 2 feet (60 cm square), transforming any metal it
- touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
--soldier), the rust inflicts damage equal to the cypher’s level and hinders all movement actions for ten minutes.
-+soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
-
- To Peter With Love
-
-@@ -30351,7 +30351,7 @@
-
- Form: Wrapped box with a bomb inside and a gift tag on the outside
-
--Effect: Write a person’s name on the tag, and the box will deliver itself to that person at a time and place you
-+Effect: Write a person's name on the tag, and the box will deliver itself to that person at a time and place you
- specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
- at least a round and sometimes longer, depending on the distance and difficulty.
-
-@@ -30399,10 +30399,10 @@
-
- Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-
--Effect: Captures a witch (of a level up to the cypher’s level). Upon entering the bottle, the witch takes damage equal
--to the cypher’s level and is trapped until someone whispers their name into the bottle’s mouth and releases them.
-+Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
-+to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
-
--Witch’s Ladder
-+Witch's Ladder
-
- Level: 1d6 + 2
-
-@@ -30417,7 +30417,7 @@
-
- Form: Plain wooden spoon
-
--Effect: When stirred through the air, restores the user’s energy and vitality. The user gains two additional actions on
-+Effect: When stirred through the air, restores the user's energy and vitality. The user gains two additional actions on
- their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
- their turn, or attack a foe three times.
-
-@@ -30432,7 +30432,7 @@
- obstacles. If the yarn is cut, it no longer works.
-
- It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
--ways to hide themselves (and others) from the yarn’s power.
-+ways to hide themselves (and others) from the yarn's power.
-
- ARTIFACTS
-
-@@ -30448,7 +30448,7 @@
- shows up in artifacts as quirks. Every artifact has a quirk that sets it apart from mundane or lightly magical objects.
-
- Quirks typically do not make an artifact more powerful, but they can make it more interesting, difficult, useful, or
--just unique. Some quirks manifest during an item’s creation, while others might appear (or disappear) after a particular
-+just unique. Some quirks manifest during an item's creation, while others might appear (or disappear) after a particular
- experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
- one quirk at a time and is rarely without a quirk for long.
-
-@@ -30488,11 +30488,11 @@
-
-
- 6 |
--Sometimes catches on fire when used; the blaze doesn’t do damage but it gives off heat and light. |
-+Sometimes catches on fire when used; the blaze doesn't do damage but it gives off heat and light. |
-
-
- 7 |
--Produces a rash, tattoo, or other mark on the wielder’s skin. |
-+Produces a rash, tattoo, or other mark on the wielder's skin. |
-
-
- 8 |
-@@ -30501,11 +30501,11 @@
-
- 9 |
- Whistles music appropriate
--to what’s going on around it, including a nasal drone when it’s bored. |
-+to what's going on around it, including a nasal drone when it's bored.
-
-
- 10 |
--Sometimes moves of its own accord, but never when anyone’s looking at it. |
-+Sometimes moves of its own accord, but never when anyone's looking at it. |
-
-
- 11 |
-@@ -30517,7 +30517,7 @@
-
-
- 13 |
--Causes the wielder’s hair to grow faster than normal. |
-+Causes the wielder's hair to grow faster than normal. |
-
-
- 14 |
-@@ -30525,11 +30525,11 @@
-
-
- 15 |
--Draws fey creatures to it, whether it’s being used or not. |
-+Draws fey creatures to it, whether it's being used or not. |
-
-
- 16 |
--Whines incessantly if it hasn’t been used (or at least given some attention, such as being cleaned) in at least a
-+ | Whines incessantly if it hasn't been used (or at least given some attention, such as being cleaned) in at least a
- day. |
-
-
-@@ -30538,7 +30538,7 @@
-
-
- 18 |
--Changes appearance in some small way to match the wielder’s mood. |
-+Changes appearance in some small way to match the wielder's mood. |
-
-
- 19 |
-@@ -30561,21 +30561,21 @@
- | 01-03 | A tisket a tasket |
- | 04-06 | Bounding boots |
- | 07-09 | Boundless bag |
--| 10-12 | Boy Blue’s horn |
-+| 10-12 | Boy Blue's horn |
- | 13-15 | Carving knife of sharpness |
- | 16-17 | Devils and tailors |
- | 18-20 | Fiddle of the fossegrim |
--| 21-23 | Fortunate’s purse |
-+| 21-23 | Fortunate's purse |
- | 24-25 | Galoshes of fortune |
--| 26-27 | Genie’s lamp |
-+| 26-27 | Genie's lamp |
- | 28-30 | Golden bridle |
- | 31-33 | Hatchet of the Woodsman |
--| 34-36 | Hook’s hook |
-+| 34-36 | Hook's hook |
- | 37-39 | Horn of destruction |
- | 40-42 | Iron stove |
- | 43-45 | Knapsack of sevens |
- | 46-50 | Mirror mirror |
--| 51-53 | Pandora’s box |
-+| 51-53 | Pandora's box |
- | 54-56 | Pixie dust |
- | 57-59 | Red cap |
- | 60-62 | Red riding hood |
-@@ -30584,14 +30584,14 @@
- | 69-71 | Shapeshifter wand |
- | 72-74 | She-bear |
- | 75-77 | Shirt of nettles |
--| 78-79 | Soldier’s cloak of invisibility |
-+| 78-79 | Soldier's cloak of invisibility |
- | 80-82 | Soulful fiddle |
- | 83-84 | Steadfast tin soldier |
- | 85-87 | Stone canoe |
- | 88-90 | Story knife |
- | 91-93 | Table-be-set |
- | 94-96 | Tinderbox |
--| 97-98 | Tweedledee’s umbrella |
-+| 97-98 | Tweedledee's umbrella |
- | 99-00 | Vicious tankard |
-
- A SELECTION OF FAIRY TALE ARTIFACTS
-@@ -30603,7 +30603,7 @@
- Form: Woven yellow basket with wooden handles
-
- Effect: This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat.
--Cyphers in the basket do not count against a character’s limit.
-+Cyphers in the basket do not count against a character's limit.
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
-
-@@ -30634,13 +30634,13 @@
- Putting all or part of
-
- a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold
--(which might sound lovely, but typically isn’t). Also, doing so often causes the boundless bag to revert to a normal
-+(which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal
- bag.
-
- Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
- cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
-
--Boy Blue’s Horn
-+Boy Blue's Horn
-
- Level: 1d6
-
-@@ -30659,7 +30659,7 @@
- Form: Knife (light weapon)
-
- Effect: This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when
--attacking, they can choose to lop off one of the target’s limbs.
-+attacking, they can choose to lop off one of the target's limbs.
-
- Depletion: 1 in 1d10 (roll on each major effect)
-
-@@ -30672,7 +30672,7 @@
-
- Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-
--Effect: Playing someone in a game of checkers or draughts eases all of the user’s positive social interactions with
-+Effect: Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with
- their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
- lasts a number of rounds equal to the artifact level.
-
-@@ -30695,14 +30695,14 @@
-
- Depletion: 1 in 1d20
-
--Fortunate’s Purse
-+Fortunate's Purse
-
- Level: 1d6
-
- Form: Elegant knapsack that shifts colors to hide in plain sight
-
- Effect: Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item,
--of any size and shape, at a time. Cyphers in Fortunate’s purse do not count against the user’s cypher limit.
-+of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit.
-
- Depletion: 1 in 1d20 (check each time an item is added to the knapsack)
-
-@@ -30722,7 +30722,7 @@
-
- Depletion: 1 in 1d6
-
--Genie’s Lamp
-+Genie's Lamp
-
- Level: 1d6 + 2
-
-@@ -30746,10 +30746,10 @@
-
- Effect: To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not
- exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the
--user’s commands and carries out orders
-+user's commands and carries out orders
-
--to the best of its ability. The creature remains calmed for a number of hours equal to the artifact’s level minus the
--creature’s level. (If the result is 0 or less, the creature is enslaved for only one minute.)
-+to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the
-+creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.)
-
- Depletion: 1 in 1d10
-
-@@ -30765,7 +30765,7 @@
-
- Depletion: 1 in 1d20 (check on each successful attack)
-
--Hook’s Hook
-+Hook's Hook
-
- Level: 1d6 + 1
-
-@@ -30773,14 +30773,14 @@
-
- Effect: When placed on an amputated limb, the hook grafts on permanently. It works
-
--as a simple hook and as a light weapon. When activated, Hook’s hook affects the
-+as a simple hook and as a light weapon. When activated, Hook's hook affects the
-
- minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever
--they’re holding and flee for a number of rounds equal to the artifact level.
-+they're holding and flee for a number of rounds equal to the artifact level.
-
- Depletion: 1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon.
-
--There are rumored to be any number of Hook’s hooks, all of which are made from different materials and serve different
-+There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different
- purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
- Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
-
-@@ -30835,10 +30835,10 @@
-
- Level: 1d6 + 4
-
--Form: Ornate mirror that grows or shrinks in size according to its user’s needs.
-+Form: Ornate mirror that grows or shrinks in size according to its user's needs.
-
- Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
--determine the mirror’s ability:
-+determine the mirror's ability:
-
- Most mirror mirrors have a personality all their own. Some sing their
-
-@@ -30862,7 +30862,7 @@
-
-
- 1 |
--Answers a question about the present (such as “Who is the fairest of them all?”) with a simple one- or two-word
-+ | Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word
- answer. |
-
-
-@@ -30889,13 +30889,13 @@
-
-
- 6 |
--Coats the user’s skin with its reflective surface, offering protection. The first time the user would take damage,
--the mirror shatters instead, reflecting the damage back to the user’s attacker. |
-+Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage,
-+the mirror shatters instead, reflecting the damage back to the user's attacker. |
-
-
-
-
--Pandora’s Box
-+Pandora's Box
-
- Level: 1d6 + 4
-
-@@ -30930,7 +30930,7 @@
- Effect: The wearer gains an extra recovery
-
- roll each day that is not an action and does not count toward their daily limit. Once the wearer uses this recovery
--roll, they can’t do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.
-+roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.
-
- Depletion: 1 in 1d20 (check each day of use)
-
-@@ -31010,13 +31010,13 @@
- Form: Woven shirt of stinging nettles
-
- Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
--addition to the 1 Armor that light armor typically provides. Additionally, the wearer can’t be shapeshifted against
-+addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against
- their will.
-
- Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
- ability, after which the shirt still functions as armor.)
-
--Soldier’s Cloak of Invisibility
-+Soldier's Cloak of Invisibility
-
- Level: 1d6 + 2
-
-@@ -31054,13 +31054,13 @@
- Effect: Gives a user who is missing a
-
- limb the ability to transform the tin soldier into a prosthetic limb with the appearance of their choosing. The limb
--permanently increases the user’s maximum Speed Pool or Might Pool (user’s choice) by 5 points (or 7 points if the
-+permanently increases the user's maximum Speed Pool or Might Pool (user's choice) by 5 points (or 7 points if the
- artifact is level 6 or higher).
-
- Depletion: —
-
- It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
--Paper Ballerina, Handless Maiden, and Bianca’s Snake.
-+Paper Ballerina, Handless Maiden, and Bianca's Snake.
-
- Stone Canoe
-
-@@ -31080,7 +31080,7 @@
- Form: Small penknife inscribed with tiny words in hundreds of languages
-
- Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
--one of two effects, depending on the wielder’s desire (the wielder must decide before they activate the artifact each
-+one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each
- time):
-
- • Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will have an
-@@ -31102,9 +31102,9 @@
-
- Effect: Putting the table out and saying
-
--“Table be set” automatically fills the table with as much food and drink as will fit upon its surface. The table does
--not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table’s
--ability, they can’t do so again until after they make a ten-hour recovery roll.
-+"Table be set" automatically fills the table with as much food and drink as will fit upon its surface. The table does
-+not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table's
-+ability, they can't do so again until after they make a ten-hour recovery roll.
-
- Depletion: 1 in 1d100
-
-@@ -31120,18 +31120,18 @@
-
- Form: Small ornate tinderbox made of metal
-
--Effect: Summons three dogs to do the user’s bidding. The dogs can complete any tasks dogs would normally be able to
-+Effect: Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to
- accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
-
- Depletion: 1 in 1d6
-
--Tweedledee’s Umbrella
-+Tweedledee's Umbrella
-
- Level: 1d6 + 2
-
- Form: Large umbrella with a sharp point on the end
-
--Effect: Touch a creature (up to the artifact’s level) of any size and the umbrella will fold up around it, capturing it
-+Effect: Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it
- inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until
- they make a successful Might roll to break free.
-
-@@ -31163,17 +31163,17 @@
- reach to attack, defend against, or otherwise interact with a creature or NPC. In each entry, the difficulty number for
- the creature is listed in parentheses after its level.
-
--A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, most entries list a creature’s health, and they always do so if it’s different from
-+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+incapacitated. For easy reference, most entries list a creature's health, and they always do so if it's different from
- the normal amount for a creature of its level.
-
- For more detailed information on how to use level, health, combat, and other elements, see the Understanding the
- Listings section in the Cypher System Rulebook.
-
- Due to the dual and complex nature of many creatures in fairy tales, along with the large number of archetypes, there
--are several additional elements that you’ll want to take particular note of when using the creature listings.
-+are several additional elements that you'll want to take particular note of when using the creature listings.
-
--A creature’s health is always equal to its target number unless otherwise stated.
-+A creature's health is always equal to its target number unless otherwise stated.
-
- Suggested Additional Creatures for Use in Fairy Tale Settings
-
-@@ -31231,7 +31231,7 @@
- | Centipede, whispering |
- | Cheshire Cat |
- | Crow, monstrous |
--| Devil’s dandy dogs |
-+| Devil's dandy dogs |
- | Hans the Hedgehog |
- | Leveret (giant hare) |
- | Puss in Boots |
-@@ -31243,12 +31243,12 @@
-
- Crafted
-
--| Geppetto’s children |
-+| Geppetto's children |
- |--------------------------------|
- | Golem (Cypher System Rulebook) |
- | Horse head automatons |
- | Tin Woodman |
--| Virgilius’s copper dogs |
-+| Virgilius's copper dogs |
-
- Earth Beings
-
-@@ -31325,7 +31325,7 @@
- | Cardinal King |
- | Gráinne, the Wayward Daughter |
- | Listening King |
--| The Listening King’s Seven Starry-Headed Children |
-+| The Listening King's Seven Starry-Headed Children |
- | One-Eyed Jacque |
- | Prince(ss) of summer (Cypher System Rulebook) |
- | Queen |
-@@ -31444,7 +31444,7 @@
-
- Invisibility (turn themselves, another character, an object, or a place invisible for a short period of time)
-
--Sage Advice (see the future, offer suggestions on a difficult task, or guide a character’s actions)
-+Sage Advice (see the future, offer suggestions on a difficult task, or guide a character's actions)
-
- Shapeshifting (become a different type of animal or object, or cause someone else to become an animal or object for a
- short period of time)
-@@ -31468,7 +31468,7 @@
- The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
- snarks.
-
--Bagheera: This cunning, bold, and brilliant black panther can be someone’s worst enemy or their most loyal friend,
-+Bagheera: This cunning, bold, and brilliant black panther can be someone's worst enemy or their most loyal friend,
- protector, and mentor.
-
- Level 7; stalking, hunting, sneaking,
-@@ -31485,7 +31485,7 @@
- beloved (gardening shears, for example).
-
- Cheshire Cat: Interacting with this riddling, punning, disappearing striped cat is enough to make anyone feel
--discombobulated. Can make a great ally if you’re seeking answers, have lost your way, or need advice.
-+discombobulated. Can make a great ally if you're seeking answers, have lost your way, or need advice.
-
- Level 6, punning and wordplay as level 7, Speed defense as level 8 due to intangibility; will disappear rather than
- fight.
-@@ -31506,7 +31506,7 @@
-
- Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they
- can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire,
--some howl with a ghostly, ethereal song, and still others have telltale witches’ marks upon their chest or back.
-+some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.
-
- Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
- sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
-@@ -31535,7 +31535,7 @@
-
- of action. Dealing with helpful black dogs is often an interesting and unexpected
-
--experience, as they don’t talk and don’t explain who they choose to help or why.
-+experience, as they don't talk and don't explain who they choose to help or why.
-
- Use: The characters are fighting an extremely tough foe when a black dog steps in to
-
-@@ -31555,7 +31555,7 @@
- Cat Sidhe 4 (12)
-
- Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
--into cat form. They’re all black except for a single white symbol on their chest, which is their name.
-+into cat form. They're all black except for a single white symbol on their chest, which is their name.
-
- When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
- time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
-@@ -31579,30 +31579,30 @@
-
- Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
-
--prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim’s
-+prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's
- soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect
- defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol
--on the cat’s chest and pronounce it, they gain +1 Armor against the cat’s attacks.
-+on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.
-
--Falter. Removes a favored part of the creature’s personality, such as their sense of humor, courage, or kindness. The
--creature doesn’t forget that they had that part of their personality; they just can’t remember how to access it again.
-+Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The
-+creature doesn't forget that they had that part of their personality; they just can't remember how to access it again.
- All social interactions are hindered.
-
--Fester. Replaces a piece of the character’s soul with an idea, false memory, or thought that, once placed, grows into
-+Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into
- something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a
- recovery roll, they take 2 points of Intellect damage.
-
--Forget. Removes something from the creature’s memory, such as all nouns (including their own name), a loved one’s face,
-+Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face,
- their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to
- forget the specific thing.
-
- Interaction: Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in
- conversations or bargains, unless they are injured in some way. They
-
--can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children’s games.
-+can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.
-
- Use: A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the
--characters to capture a “lost” cat, which turns out to be a cat sidhe.
-+characters to capture a "lost" cat, which turns out to be a cat sidhe.
-
- Loot: When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a
- medallion.
-@@ -31708,7 +31708,7 @@
-
- Modifications: Hunting, seeking, and sneaking as level 9
-
--Combat: The Wolf ’s bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
-+Combat: The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
-
- What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities,
- including magical ones.
-@@ -31716,23 +31716,23 @@
- What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should
- do what he suggests.
-
--What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It’s a level 8 Speed or Might defense
-+What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense
- task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful
- attacks.
-
- Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of
--damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can’t use
-+damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use
- it again for three rounds.
-
- Interaction: Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally
--(provided that he’s well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
-+(provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
- world.
-
- Use: The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an
- urban legend, spreading through the internet.
-
- GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
--that person calls for help from out of the Wolf’s mouth.
-+that person calls for help from out of the Wolf's mouth.
-
- CRAFTED (CREATURES)
-
-@@ -31750,15 +31750,15 @@
- Level 2, Speed defense as level 4 due to quickness; when touched or eaten, some gingerbread creatures release a sweet,
- slow poison that inflicts 1 point of damage each round for 1d6 rounds.
-
--Geppetto’s Children
-+Geppetto's Children
-
--Made of wood and wishes, Geppetto’s children are everywhere in the world. They go through a number of life stages,
--starting as wooden puppets and eventually becoming real humans. No matter what stage they’re in, they’re nonstop sources
-+Made of wood and wishes, Geppetto's children are everywhere in the world. They go through a number of life stages,
-+starting as wooden puppets and eventually becoming real humans. No matter what stage they're in, they're nonstop sources
- of destruction and chaos.
-
- Level 4; Armor 1; have a passion for creating, collecting, and using cyphers, particularly detonation cyphers
-
--Virgilius’s Copper Dogs
-+Virgilius's Copper Dogs
-
- Once the loyal companions of Virgilius the Sorcerer, this pack of dogs now runs feral. Despite being created through the
- power of magic, they despise anything that stinks of magic and attempt to bring it down.
-@@ -31767,10 +31767,10 @@
-
- Tin Woodman 7 (21)
-
--Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman’s story is a sad one. His beloved axe
--was enchanted by a wicked witch in order to keep him from his other true love (it’s a long story, but suffice it to say
-+Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe
-+was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say
- that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
--another. A tinsmith kindly replaced Nick’s missing body parts (except his heart) with tin prosthetics, but eventually
-+another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually
- nothing was left of the original human and he became the Tin Woodman.
-
- Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge
-@@ -31803,7 +31803,7 @@
- Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
- wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-
--GM intrusion: A character’s weapon gets caught in the Tin Woodman’s metal body, pulling the weapon out of their hands.
-+GM intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
-
- Death 10 (infinite)
-
-@@ -31820,7 +31820,7 @@
- new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once
- again pull them to return.
-
--If Death appears at the foot of a person’s bed, that person can recover if the proper steps are taken. If Death is at
-+If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at
- the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.
-
- Motive: To do their duty and make everyone equal
-@@ -31839,21 +31839,21 @@
-
- Modifications: Seeing through trickery, deception, or bargaining as level 8
-
--Combat: Death kills. They kill any number of ways, depending on their mood, what’s at
-+Combat: Death kills. They kill any number of ways, depending on their mood, what's at
-
- hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time
- is up.
-
--Still, it’s not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
-+Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
- single attack from Death kills the victim (except in the rare case where the victim has protection against death, such
--as with one of Death’s candles).
-+as with one of Death's candles).
-
- Interaction: Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes
- tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of time.
-
- Use: Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it
- always comes with a price (usually an earlier death for the bargainer or someone else). Death is always looking for
--something interesting going on, and may appear just to spend time with the characters if they’re engaged in an
-+something interesting going on, and may appear just to spend time with the characters if they're engaged in an
- intriguing activity.
-
- GM intrusion: Death mistakes a character for someone else.
-@@ -31868,7 +31868,7 @@
- Because the archetype of earth beings covers a broad range of creatures, there is no general entry for an earth being.
-
- Dwarf: level 4; Armor 2; mining pick inflicts 4 points of damage; beards provide magical abilities such as finding
--treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf’s beard off or learning their name
-+treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf's beard off or learning their name
- provides an asset on all interactions with that dwarf.
-
- Feral tree: level 3; Armor 3; no movement; lashing branches attack up to three characters as a single action; on a
-@@ -31888,7 +31888,7 @@
-
- An erlking is a former noble stripped of title, lands, and even form,
-
--and exiled into the night for crimes unimaginable in their cruelty. An erlking’s victims are found in the cold sunlight,
-+and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight,
- pale and bloodless, with their vital organs nibbled out.
-
- Motive: Hungers for flesh and to reclaim stripped titles
-@@ -31906,13 +31906,13 @@
- Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
-
- within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected
--creature remains under the erlking’s spell for up to an hour or until attacked or otherwise harmed.
-+creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.
-
- When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril
- must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6
- points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.
-
--Silvered and cold iron weapons ignore an erlking’s Armor. If an erlking’s remains are not burned or otherwise destroyed,
-+Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed,
- it will sprout and grow a new body from its corpse within a day.
-
- Interaction: An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or
-@@ -31959,7 +31959,7 @@
- themselves wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by
- the labyrinth for several days.
-
--If killed, the Minotaur’s body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
-+If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
-
- Interaction: The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry.
-
-@@ -31982,9 +31982,9 @@
- minutes or hours of time.
-
- Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or
--humans who are in the service of the enchanter until some debt of theirs or their family’s has been paid.
-+humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.
-
--Sorcerer’s Apprentice: level 3
-+Sorcerer's Apprentice: level 3
-
- Motive: Control magic, power
-
-@@ -32000,7 +32000,7 @@
-
- Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
-
--biting wolf’s head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
-+biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
- employ a number of magical abilities, including the
-
- Following:
-@@ -32016,18 +32016,18 @@
-
- Enchant: Imbues a normal object with a magical power. The object works under the
-
--enchanter’s command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe’s weapon and
-+enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and
- force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.
-
- Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles
--across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters’
-+across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters'
- movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.
-
- Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 m\])
--invisible for ten minutes. It’s a level 6 Intellect task to be able to see something that has been made invisible.
-+invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.
-
- Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real.
--Sometimes this ability just affects others’ minds, creating a mental dissonance. Other times, the enchanter creates an
-+Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an
- illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are
-
- experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as
-@@ -32059,7 +32059,7 @@
-
- Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
-
--agrees to help the characters in some way, it’s absolutely because she has a higher goal
-+agrees to help the characters in some way, it's absolutely because she has a higher goal
-
- in mind.
-
-@@ -32098,7 +32098,7 @@
-
- The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his
- magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and
--defend him. He has a love of challenges, such as magician’s battles, and seeks them out.
-+defend him. He has a love of challenges, such as magician's battles, and seeks them out.
-
- Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage. Interaction: Virgilius is
- quick thinking, wily, and full of interesting schemes. Those who
-@@ -32106,7 +32106,7 @@
- entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge,
- particularly on those who attempt to publicly humiliate or shame him.
-
--Use: The characters enter into a battle of wits or wills, only to discover they’re competing with Virgilius.
-+Use: The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.
-
- Loot: Carries a black book
-
-@@ -32120,7 +32120,7 @@
- In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
- boggarts, and goblins. There are so many types of fey beings in
-
--the world that it’s nearly impossible to categorize them as just one thing, or to list them all. They do have a few
-+the world that it's nearly impossible to categorize them as just one thing, or to list them all. They do have a few
- characteristics in common, however. They are typically sentient, humanoid in form, connected to nature in some way, and
- magical.
-
-@@ -32175,7 +32175,7 @@
- A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an
- illuminated sphere.
-
--Faeries regain 1 point of health per round while their health is above 0 unless they’ve been damaged with a silvered or
-+Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or
- cold iron weapon.
-
- In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and
-@@ -32195,11 +32195,11 @@
-
- Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more
- appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the
--faerie’s level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets that
-+faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets that
- they saw anything else.
-
--Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it’s invisible is a
--task equal to the faerie’s level. A failed attempt to see a faerie causes the viewer to see something that harms their
-+Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a
-+task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their
- mind, inflicting 1 point of Intellect damage.
-
- Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind,
-@@ -32213,7 +32213,7 @@
- well could end up leaving the PCs in the lurch at just the wrong moment.
-
- Use: The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it.
--They must decide if they believe the faerie speaks true, or if it’s a trap.
-+They must decide if they believe the faerie speaks true, or if it's a trap.
-
- Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
- larger on the inside and could contain expensive items or cyphers.
-@@ -32231,7 +32231,7 @@
- respect they deserve, or have been offended in some way.
-
- And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy
--godmother’s.
-+godmother's.
-
- Motive: Protect their protégés, be respected
-
-@@ -32268,14 +32268,14 @@
- is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the
- prophecy by spending an XP.) Not all prophecies are negative.
-
--Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of “Bibbidi-bobbidi-boo!”
--If they like you, they’re likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
-+Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!"
-+If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
- turned into a horse, or worse.
-
- Use: Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are
- preparing for a ball, a fight, or a big adventure.
-
--GM Intrusion: The fairy godmother’s magic goes awry and a character is accidentally turned into a horse.
-+GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.
-
- Áine, Fairy Queen of Light an Love 9 (27)
-
-@@ -32297,7 +32297,7 @@
-
- Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
-
--Geroid and his army. However, if she’s attacked or feels the need to defend her realm or someone in it, she will not
-+Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not
- hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points
- of damage on the target.
-
-@@ -32306,7 +32306,7 @@
- task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help
- the queen.
-
--Queen’s bees: level 3; sting victims for 3 points of damage and paralyze
-+Queen's bees: level 3; sting victims for 3 points of damage and paralyze
-
- them for one round
-
-@@ -32317,7 +32317,7 @@
- Interaction: Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are
- threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to
-
--find themselves on the wrong end of the Bright One’s anger.
-+find themselves on the wrong end of the Bright One's anger.
-
- Use: Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She
- sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a
-@@ -32326,12 +32326,12 @@
- Loot: Áine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She
- carries little else, for she is a person of deeds, not items.
-
--GM intrusion: One of Áine’s ardent followers believes a character is threatening their beloved queen.
-+GM intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.
-
- Gráinne, the Wayward Daughter 9 (27)
-
- Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark
--One. Gráinne is to the dark what Áine is to the light. This doesn’t mean that Gráinne is evil, just that she represents
-+One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents
- what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has
- her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their
- own hearts.
-@@ -32360,8 +32360,8 @@
- action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on
- an Intellect defense roll or be shapeshifted into a badger for one round.
-
--Oneirokinesis: Gráinne can infiltrate people’s dreams to converse with them. As such, she might implant an idea in their
--heads (such as “I’m going to die tonight” or “I should go back home”). When the character wakes, they must succeed on a
-+Oneirokinesis: Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their
-+heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a
- level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in
- any tasks that go against the idea (this lasts until they make their next recovery roll).
-
-@@ -32370,17 +32370,17 @@
- intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect
- damage on anyone whose body is darkened by her shadow.
-
--Interaction: For those who don’t mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
-+Interaction: For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
-
- Use: The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find
--the solutions and solace they seek in Gráinne’s magic and power.
-+the solutions and solace they seek in Gráinne's magic and power.
-
- Loot: Tiara of Pailis
-
- Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can
- control their speed, direction, and height. Depletion: 1 in 1d20
-
--GM Intrusion: A character’s companion animal or mount is affected by Gráinne’s animal affinity and falls under her
-+GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her
- power.
-
- Queen 6 (18)
-@@ -32388,7 +32388,7 @@
- Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue.
- Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds,
- to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch.
--These queens seek power for power’s sake, not caring what destruction lies in their wake.
-+These queens seek power for power's sake, not caring what destruction lies in their wake.
-
- Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way,
- even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect
-@@ -32444,14 +32444,14 @@
-
- harm her, who threaten to overshadow her, or who have caught her eye in some way.
-
--Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
-+Use: The characters enter an area that is under Grimhilde's power and must face her wrath.
-
- Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
-
- The Red Queen 6 (18)
-
--The Red Queen has never once yelled “Off with her head!” In fact, she has never yelled. It’s horrible manners, and
--besides, when you know how to wield power, you don’t need all that noise and chaos. You need only whisper and be still,
-+The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and
-+besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still,
- and everyone will politely fall quiet and listen.
-
- Environment: Polite dinner parties and social gatherings
-@@ -32468,9 +32468,9 @@
-
- The Snow Queen
-
--The Snow Queen rules over the “snow bees”—snowflakes that look like bees. She keeps an ornate palace surrounded by
-+The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by
- gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is
--cold, and they would be right. She has been part of the snow for so long that it’s possible she no longer remembers
-+cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers
- warmth or kindness or love.
-
- Environment: Anywhere there is snow, ice, or winter
-@@ -32481,7 +32481,7 @@
- long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.
-
- Interaction: The Snow Queen is not evil—she just has forgotten what it means to be human, with human needs and human
--hearts (not that she was ever truly human, but that’s a story for another time). She is willing to bargain if she
-+hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she
- understands what she gets out of it.
-
- Use: The Snow Queen guards the entrance to a place the characters need to enter.
-@@ -32491,7 +32491,7 @@
- Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
- areas of the world.
-
--Drowning Fairies: There are many types of creatures known as “drowning fairies,” including Peg Powler, the Water Leaper,
-+Drowning Fairies: There are many types of creatures known as "drowning fairies," including Peg Powler, the Water Leaper,
- Fossegrim, and Jenny Greenteeth. These creatures typically dwell below or next to water and tempt, pull, or trick
- passersby into the water.
-
-@@ -32503,7 +32503,7 @@
- have the power to make themselves visible, most often taking the form of humanoid creatures with green skin and the
- flowing mane and tail of a golden horse.
-
--Level 5, defense as level 7 due to intangibility; if they know a person’s name, they can gain control over the person,
-+Level 5, defense as level 7 due to intangibility; if they know a person's name, they can gain control over the person,
- forcing them to do their bidding for a short time
-
- Naiad: These water nymphs inhabit rivers, springs, waterfalls, and other bodies of fresh water. Typically appearing as
-@@ -32545,13 +32545,13 @@
- Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6
- points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.
-
--Restore to Life: Putting her wizened pointer finger into someone’s mouth can bring them back to life, but only if
--they’ve been dead for less than a day and only if she holds her finger there for exactly as long as they’ve been dead.
-+Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if
-+they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead.
- After that, her finger falls off. It takes three days for her to regrow a new one.
-
- See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the
- eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second,
--and sometimes it’s for hours—it’s hard to know if the variable length of time is part of the ritual or just her dark
-+and sometimes it's for hours—it's hard to know if the variable length of time is part of the ritual or just her dark
- sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.
-
- Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at
-@@ -32565,24 +32565,24 @@
- of her shell and have a positive interaction.
-
- Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an
--encroaching danger, especially if it’s threatening her solitude and privacy.
-+encroaching danger, especially if it's threatening her solitude and privacy.
-
- Loot: She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all
- sorts.
-
--GM intrusion: The sea offers additional assistance to Cailleach’s spells, increasing her damage or movement.
-+GM intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.
-
- Kelpie 6 (18)
-
- A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby
- and attempts to drown them in a nearby body of water.
-
--Some kelpies look just like horses. Others look as if they’re created from elements of the swamp—maybe its tail is
-+Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is
- algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its
- teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always
- inverted.
-
--If someone knows a kelpie’s name and says it aloud, the kelpie loses all its power over that person and retreats to the
-+If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the
- depths of the water.
-
- Motive: Unknown
-@@ -32602,11 +32602,11 @@
- Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
-
- or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their
--back. The kelpie’s sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
-+back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
- may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or
- roll over on them, inflicting 4 points of damage (ignores Armor).
-
--Interaction: Not all kelpies are malevolent. Some were once “tamed” by someone who learned their names and loved them.
-+Interaction: Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them.
- These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.
-
- Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary
-@@ -32617,10 +32617,10 @@
- The West Wind 9 (27)
-
- The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or
--hold her. When she’s not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
-+hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
- tuxedo, her short silver hair pushed back from her face.
-
--Not all winds are living creatures. Sometimes the wind is just the wind. But you won’t know which is which until you try
-+Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try
- to talk with it.
-
- Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-@@ -32638,12 +32638,12 @@
- Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks
- them prone.
-
--Interaction: Some say the West Wind is cold, but she’s really just an introvert and prefers to spend most of her time
--traveling alone. However, she’s actually very warm hearted and is likely to help those in need. She does not respond
--well to trickery, traps, or attempts to force her hand (unless they’re terribly clever or smart, and then she admits
-+Interaction: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time
-+traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond
-+well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits
- grudging respect for the perpetrators).
-
--Use: The characters need the West Wind’s help to travel somewhere, knock something down, or retrieve something from a
-+Use: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a
- hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
-
- Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including
-@@ -32677,16 +32677,16 @@
-
- Loot: Information, secrets, and possibly a cypher or two picked up during their travels.
-
--GM intrusion: The wind children grab something precious from one of the characters and start to play a game of “keep
--away” with it.
-+GM intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep
-+away" with it.
-
- Witch 5 (15)
-
--Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they’re the stuff of nightmares,
--with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they’re wise
-+Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares,
-+with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise
- helpers—at least for a little
-
--while, or possibly for a price. Often, they’re a little of everything, taking on no end of roles throughout their
-+while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their
- lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the
- middle of town, hiding their identity.
-
-@@ -32712,8 +32712,8 @@
-
- Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
-
--defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch’s
--familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It’s also a way to
-+defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's
-+familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to
- ensure that the witch never forgives their foe or grants mercy.
-
- Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a
-@@ -32725,7 +32725,7 @@
- damage on that being.
-
- Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might
--be physical (a tower, a cage, a trap, a binding around the body) or mental (they can’t move, their muscles are no longer
-+be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer
- under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or
- Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the
- appropriate stat).
-@@ -32734,20 +32734,20 @@
- attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell
- activates, it disappears.
-
--Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven’t been dead for
-+Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for
- more than a year. In order to accomplish this, the witch needs all or part of the body of the dead, a beloved object of
--the dead’s, and the willingness of someone else to take on a curse that results from the magical working (roll on the
-+the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the
- Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with
- 1 point in all of their Pools.
-
- Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the
--witch’s persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
--they fail to resist the persuasion attempt, the witch’s next persuasion attempt is eased by an additional step.
-+witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
-+they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
-
- Additional abilities: Witches might also have access to the witch abilities in the Cypher System Rulebook. These are
- charm, hexbolt, shrivel, and vitality. Some witches might have other magical abilities similar to those of enchanters.
-
--GM intrusions: The witch’s familiar joins the fray, tripping up characters and hindering their actions.
-+GM intrusions: The witch's familiar joins the fray, tripping up characters and hindering their actions.
-
- Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or
- cypher and prepares to use it.
-@@ -32821,31 +32821,31 @@
- she grows in her garden to aid her magic.
-
- Use: The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters
--accidentally trespass on Dame Gothel’s space.
-+accidentally trespass on Dame Gothel's space.
-
- Loot: Various plants, potions, and cyphers
-
- The Sea Witch 6 (18)
-
- Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known
--for brewing up life options—for a price. If you want what she’s got (and she’s got everything), you bring her what she
--wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won’t miss them . . .
-+for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she
-+wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
-
- Modifications: Persuasion, intimidation, coercion, and swimming as level 8
-
- Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and
- shrivel.
-
--Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she’s got on
-+Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she's got on
-
--the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that’s
-+the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that's
- her—always wins.
-
- Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
-
- small, and the Sea Witch will find a way to put it in their hands and let them walk away
-
--thinking they’ve come out ahead. At least until she comes to collect.
-+thinking they've come out ahead. At least until she comes to collect.
-
- Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6
- cyphers and two artifacts.
-@@ -32874,34 +32874,34 @@
- Wicked Witch of the West. Perhaps they need to make it through the land she presides over and must find a way to get her
- approval.
-
--Loot: Whatever shoes she’s wearing (which are very likely an artifact).
-+Loot: Whatever shoes she's wearing (which are very likely an artifact).
-
- NPCs
-
- The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
- fairy tales.
-
--From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it’s easy to turn
-+From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it's easy to turn
- them into specific characters from common and well-known fairy tales. For example, with a little tweaking, you can turn
--a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says “SEVEN WITH
--ONE BLOW” and embrace a jaunty, overconfident nature, and you have the titular character.
-+a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says "SEVEN WITH
-+ONE BLOW" and embrace a jaunty, overconfident nature, and you have the titular character.
-
--Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an
-+Health, Not Pools: Remember that NPCs don't have stat Pools. Instead, they have a characteristic called health. When an
- NPC takes damage of any kind, the amount
-
--is subtracted from their health. Unless described otherwise, an NPC’s health
-+is subtracted from their health. Unless described otherwise, an NPC's health
-
- is always equal to their target number. Some NPCs might have special reactions to or defenses against attacks that would
--normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that
--all damage is subtracted from the NPC’s health.
-+normally deal Speed damage or Intellect damage, but unless the NPC's description specifically explains this, assume that
-+all damage is subtracted from the NPC's health.
-
- Naming Your NPCs: You might have noticed that in fairy tales, many characters —especially those of the lower or working
--classes—don’t have a name beyond their title, position, or profession (or sometimes their marriage status). “The
--Woodcutter,” “the Tailor,” “the Baker’s wife,” and so on. While you could follow suit and just call your NPC “the
--Woodcutter,” most player characters are going to ask that person their name. It’s likely to break immersion if you throw
--in a modern name, or if the NPC tries to explain that they don’t have one, they’re just called “the Woodcutter.” And if
-+classes—don't have a name beyond their title, position, or profession (or sometimes their marriage status). "The
-+Woodcutter," "the Tailor," "the Baker's wife," and so on. While you could follow suit and just call your NPC "the
-+Woodcutter," most player characters are going to ask that person their name. It's likely to break immersion if you throw
-+in a modern name, or if the NPC tries to explain that they don't have one, they're just called "the Woodcutter." And if
- you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
--names ahead of time so that you’re always ready to give players something to call a new walk-on character.
-+names ahead of time so that you're always ready to give players something to call a new walk-on character.
-
- Aristocrat 4 (12)
-
-@@ -32924,11 +32924,11 @@
- Modifications: Social engineering, persuasion, intimidation, and lying as level 6
-
- Combat: Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield
--knives, scalpels, or butcher’s tools with precision.
-+knives, scalpels, or butcher's tools with precision.
-
- Interaction: Interaction with an aristocrat often starts out positive—after all, it is delightful to be in the glow of
- someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a
--sense of unease begins to settle in after a time, as if there’s something not quite right behind the facade.
-+sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
-
- Use: An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is
- outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
-@@ -32936,7 +32936,7 @@
- Loot: Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor,
- weapons, and miscellaneous items.
-
--GM intrusions: The aristocrat’s house has a sentient door or lock that suddenly begins to yell about intruders.
-+GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
-
- Child 1 (3)
-
-@@ -32962,13 +32962,13 @@
- Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
- weapons, such as their fists, a stick, or a toy.
-
--Interaction: Children are often smarter, more creative, and more wily than they’re given credit for. They may have a lot
--of knowledge about nearby people, places, and activities that can help the PCs, particularly if there’s an exchange of
-+Interaction: Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot
-+of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of
- food, money, or other goodies involved.
-
- Use: Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone
- who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the
--night; the child says they’ve been lost in the woods for days.
-+night; the child says they've been lost in the woods for days.
-
- Loot: Children typically have very little on their person, although they may have a special memento of their family or a
- close friend.
-@@ -32981,7 +32981,7 @@
- Crafter 2 (6)
-
- Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
--aren’t particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
-+aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
- disposal for weapons.
-
- Motive: Defense
-@@ -32998,19 +32998,19 @@
-
- Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
-
--their work (or to convince you to buy their wares). If they’re forced to fight, they will typically use any item they
--have at hand (such as a rolling pin, butcher’s knife, crafting tool, or length of wood).
-+their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they
-+have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
-
--Interaction: Most crafters are happy to talk about their craft or the objects that they’ve made and have for sale. They
-+Interaction: Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They
- take pride in their work, and flattery and attention can go a long way.
-
- Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term
- benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
-
- Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything
--they’ve crafted that they’re carrying or wearing.
-+they've crafted that they're carrying or wearing.
-
--GM intrusion: The crafter uses their crafting tool in a way that the character didn’t anticipate, putting the character
-+GM intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character
- in a disadvantaged position.
-
- Huntsman/Woodcutter 2 (6)
-@@ -33041,7 +33041,7 @@
- When they take no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many huntsmen and
- woodcutters are motivated by a deep need to be loyal,
-
--but they’re also soft of heart and have a strong moral center. If they’re tasked with
-+but they're also soft of heart and have a strong moral center. If they're tasked with
-
- something they deem unpalatable, they may forgo their promises and go rogue.
-
-@@ -33057,13 +33057,13 @@
-
- Robber/Thief 4 (12)
-
--Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they’re willing to
-+Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
- get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything
--that isn’t nailed down or magically protected.
-+that isn't nailed down or magically protected.
-
--Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What’s yours is mine
-+Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What's yours is mine
-
--Environment: Anywhere there’s something to be stolen
-+Environment: Anywhere there's something to be stolen
-
- Health: 12
-
-@@ -33085,17 +33085,17 @@
- Use: Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives
- to steal a thing that the characters are just about to steal themselves.
-
--Loot: Depending on whether they’ve just robbed someone or not, robbers may have anywhere from nothing (other than their
-+Loot: Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their
- weapons and clothing) up to the currency equivalent of a very expensive item.
-
--GM intrusion: The robber’s arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
-+GM intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
- foes.
-
- Scholar 2 (6)
-
- Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge
- above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of
--sharing knowledge). A scholar’s expertise might be general or specific—they may study the world at large or home in on a
-+sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a
- specific type of magic or fey being, for example.
-
- Motive: Find answers, seek knowledge
-@@ -33110,13 +33110,13 @@
-
- Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
-
--Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe’s
-+Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's
-
--weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they’ve
-+weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've
- studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
-
--Interaction: Most scholars are helpful and full of information (whether or not it’s useful or true information varies
--from scholar to scholar). What they don’t know, they may be willing to learn or study, if given the proper tools and
-+Interaction: Most scholars are helpful and full of information (whether or not it's useful or true information varies
-+from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and
- incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
-
- Use: Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However,
-@@ -33128,11 +33128,11 @@
-
- HORROR RULES MODULE
-
--Although it’s very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other
--genres, horror doesn’t necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An
-+Although it's very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other
-+genres, horror doesn't necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An
- approach. A mood.
-
--You could easily have horror in other times and settings, but for our purposes, we’ll deal with a default setting in the
-+You could easily have horror in other times and settings, but for our purposes, we'll deal with a default setting in the
- modern day. The PCs are probably normal people, not secret agents or special investigators (although being a part of a
- secret agency that deals with monsters in the shadows could make for a fine horror game).
-
-@@ -33140,7 +33140,7 @@
-
- ENCYCLOPEDIA OF HORROR MECHANICS
-
--This chapter describes many different optional rules (called “horror modules”) for making horror games more exciting or
-+This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
- suspenseful. Horror modules are tweaks the GM applies
-
- to the rules to make a horror scenario even more scary or to represent how
-@@ -33161,8 +33161,8 @@
-
- The following GM intrusions work for most horror genres.
-
--• Something foils a character’s attempt to escape: a getaway car won’t start, they drop the keys that unlock the exit
--door or lock up the villain, or the shotgun they’re using to clear a path jams or runs out of shells.
-+• Something foils a character's attempt to escape: a getaway car won't start, they drop the keys that unlock the exit
-+door or lock up the villain, or the shotgun they're using to clear a path jams or runs out of shells.
-
- • The antagonist enters a secure or sealed room by an unexpected method: crashing through a door or wall, crawling out
- of a ventilation shaft, jumping out of a trap door, manifesting electronically through a Wi-Fi signal, or teleporting.
-@@ -33183,19 +33183,19 @@
- with a magical dagger). The item might slowly repair itself—and depending on the item, it might be more frightening if
- it shows up fully intact or still bearing damage from how the PCs tried to destroy it.
-
--This reappearance usually isn’t because the item is literally walking to wherever the PCs are (although if the item is
-+This reappearance usually isn't because the item is literally walking to wherever the PCs are (although if the item is
- something like a cursed doll, that might make it more frightening). In most cases, it just happens to be where the PCs
--went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone’s luggage.
-+went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone's luggage.
- If the item is intelligent (or controlled by a hostile intelligence), it might use NPCs to bring it back to the PCs, and
- might sacrifice those NPCs in dramatic and gory ways to make sure it ends up back in the hands of the PCs. For example,
--if the PCs abandon a haunted ring, on the next day when they’re waiting for a train they recognize a man they saw
-+if the PCs abandon a haunted ring, on the next day when they're waiting for a train they recognize a man they saw
- earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
- PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-
- CHARACTER POSSE
-
- Every player is given at least two characters to run, each with about the same amount of background and abilities so
--they’re all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
-+they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
- story changes locations, the GM can have one or more players switch their active PC and interact with the other active
- PCs and the story in
-
-@@ -33204,19 +33204,19 @@
-
- of the group having to wait, and gives every player a backup character to play if their active PC dies.
-
--Character Posse works best when the characters are very simple and don’t have many abilities that require a lot of
-+Character Posse works best when the characters are very simple and don't have many abilities that require a lot of
- knowledge and description. That way the player can focus on the personality of the PC and not have to keep remembering a
- stack of complicated abilities. In a non-fantastic modern setting, that often means characters who have a lot of skills
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
- DEAD ALL ALONG
--A handful of people are forced to stick together under unusual circumstances—they’re survivors of a shipwreck,
-+A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
--disappear when nobody is looking. The PCs begin to suspect they’re being haunted by ghosts or observed by mysterious
-+disappear when nobody is looking. The PCs begin to suspect they're being haunted by ghosts or observed by mysterious
- aliens; one or more of them disappear or are found dead. Eventually the PCs realize that they are ghosts of people who
--haven’t come to terms with their own deaths, and the weird experiences are their limited interactions with the real
-+haven't come to terms with their own deaths, and the weird experiences are their limited interactions with the real
- world and the living people trying to bury their bodies or put their souls at peace.
-
- In these stories, the emotional journey of the ghosts is about understanding their situation and coming to terms with
-@@ -33233,9 +33233,9 @@
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
- points left over (if any)
-
--must go to their Intellect Pool, even if that’s not normally an option for the ability. This does not apply to the extra
--points the player can divide among their Pools at character creation. This creates a more “realistic” game scenario
--where the PCs are more like normal people who don’t get much more powerful physically over the course of a campaign, but
-+must go to their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra
-+points the player can divide among their Pools at character creation. This creates a more "realistic" game scenario
-+where the PCs are more like normal people who don't get much more powerful physically over the course of a campaign, but
- still can learn new skills, advance their minds, and so on.
-
- This module does not affect abilities like Enlarge (which temporarily adds 4 points to your Might Pool), but it does
-@@ -33244,8 +33244,8 @@
-
- GHOSTLY HELPERS
-
--In a horror story, it’s common for major characters to be killed or incapacitated, but in a horror RPG, that means the
--player of a dead character doesn’t have much to do. The Ghostly Helpers module gives players whose characters are out of
-+In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
-+player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
- the game two ways to have an active role in the scenario.
-
- First, the dead character is still able to spend their XP to give a living character a reroll. To facilitate this, the
-@@ -33259,33 +33259,33 @@
- weapon). When the GM gives out more subtle cyphers, any excess ones (beyond the cypher limit of living PCs) should go to
- the dead characters, up to the cypher limits of the dead characters (any extra cyphers beyond that are lost).
-
--The player of a dead character always gets to decide when to help and which PC to affect with their help—they’re not
-+The player of a dead character always gets to decide when to help and which PC to affect with their help—they're not
- merely extensions of the living PCs. Whether this help is just fate or coincidence working on behalf of the PC, or if it
- literally is the lingering ghost of a dead character trying to save a living person, depends on the scenario and the GM.
-
--Help from a dead character doesn’t have to be from a ghost. Depending on the genre, it might be the influence of a
-+Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
- guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-
- HALLUCINATION RESET
-
--In some horror genres, it’s unclear if the character is truly experiencing what’s happening in the story, or if they’re
-+In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
- hallucinating or dreaming it. In some cases, their fear response
-
- to the real events happening around them prompts their conscious or subconscious imagination to create an unreal
--scenario that’s even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still
-+scenario that's even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still
- very dangerous) situation. This sort of hallucination allows the story to go completely off the rails and then suddenly
- return to normal.
-
- If the GM plans to have a hallucination reset, they should keep track of damage taken, equipment used, and XP spent for
--each character (if using cypher and XP cards, there should be a separate space for each character’s used cards). When
-+each character (if using cypher and XP cards, there should be a separate space for each character's used cards). When
- the hallucination ends, stop the action, explain that the PCs find themselves at an earlier point in the story (or wake
--up after some time has passed if it’s a dream), and restore their Pools, equipment, and XP to their previous state. If
--the GM doesn’t know exactly how much each character’s Pool changed, allow each PC to make a free recovery roll to
-+up after some time has passed if it's a dream), and restore their Pools, equipment, and XP to their previous state. If
-+the GM doesn't know exactly how much each character's Pool changed, allow each PC to make a free recovery roll to
- compensate for it.
-
- If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
--close as possible to their previous state, relying on the players’ recollection of which cyphers and XP belonged to each
--character. As it’s unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
-+close as possible to their previous state, relying on the players' recollection of which cyphers and XP belonged to each
-+character. As it's unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
- can allow each of them a free recovery roll to make up for it.
-
- Used carefully, a hallucination reset leaves the characters wondering what is real, and it can be a tool for the GM to
-@@ -33293,12 +33293,12 @@
- risks causing the players to lose interest in the game because the frequent resets undermine their emotional connections
- to their characters and negate any progress in the story.
-
--Note that a deliberate and planned reset can deliberately do strange things with the story because it’s completely in
--the characters’ heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers
-+Note that a deliberate and planned reset can deliberately do strange things with the story because it's completely in
-+the characters' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers
- attacking the PCs with flamethrowers. One about aliens might show the antagonists turning into sexy vampires. A haunted
--house might convince the PCs that they’re tearing off their own faces. A hallucination might even include elements of
--something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won’t
--know if they should act on their “future memories” of these events or ignore them as falsehoods.
-+house might convince the PCs that they're tearing off their own faces. A hallucination might even include elements of
-+something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
-+know if they should act on their "future memories" of these events or ignore them as falsehoods.
-
- HORROR MODE
-
-@@ -33310,8 +33310,8 @@
-
- Horror Mode is unique among the horror modules in that the default assumption is that the GM is using it for every
- horror game, at least some of the time. Using Horror Mode makes the players aware of the risks they take every time they
--make a roll. They won’t take easy tasks for granted, and they might apply Effort to turn an easy task into a routine
--task so they don’t have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
-+make a roll. They won't take easy tasks for granted, and they might apply Effort to turn an easy task into a routine
-+task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
- them feel more vulnerable.
-
- ESCALATION RATE
-@@ -33346,19 +33346,19 @@
-
- HYSTERIA
-
--Screaming is a natural reaction when you’re frightened, but it’s also likely
-+Screaming is a natural reaction when you're frightened, but it's also likely
-
- to draw the attention of whatever is frightening you. The Hysteria horror module encourages characters to give in to the
- natural instinct to scream, but introduces dangerous consequences for doing so.
-
--At any time, as an action, a PC can use a free one-action recovery roll (which doesn’t use up the one-action recovery
-+At any time, as an action, a PC can use a free one-action recovery roll (which doesn't use up the one-action recovery
- roll that all characters get), but doing so means they also spend that action loudly screaming. Because of this noise,
--the GM can make a free intrusion and doesn’t have to award XP for it.
-+the GM can make a free intrusion and doesn't have to award XP for it.
-
--A PC’s ten-minute recovery roll takes only one minute, but the PC
-+A PC's ten-minute recovery roll takes only one minute, but the PC
-
- has to scream and have an emotional meltdown for the entire time. As with the previous option, this allows the GM to
--make a free intrusion (after the recovery period) and they don’t have
-+make a free intrusion (after the recovery period) and they don't have
-
- to award XP for it. The PC still has the option of resting normally for ten minutes to use the ten-minute recovery roll
- (without screaming, and without the free intrusion).
-@@ -33369,16 +33369,16 @@
-
- INSTANT PANIC
-
--Most people in real life aren’t prepared for the existence of aliens, monsters, or killer robots, and seeing something
-+Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
- that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
--suitably horrifying) they thought wasn’t possible or only existed in books and movies, they must make an Intellect
--defense roll against the creature’s level. If they fail, for one round either they’re paralyzed with fear or they run in
-+suitably horrifying) they thought wasn't possible or only existed in books and movies, they must make an Intellect
-+defense roll against the creature's level. If they fail, for one round either they're paralyzed with fear or they run in
- the opposite direction.
-
--Repeat appearances by the creature (or other creatures like it) that they’ve seen before usually don’t trigger this
-+Repeat appearances by the creature (or other creatures like it) that they've seen before usually don't trigger this
- reaction a second time, but encountering a large number of those creatures or seeing them do something unusual might
- trigger it. For example, seeing a ghoul crawl out of a storm drain might trigger panic; seeing another ghoul (or the
--same one again) won’t trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead
-+same one again) won't trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead
- person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
- it again as an intrusion if the circumstances warrant it.
-
-@@ -33392,13 +33392,13 @@
-
- Cypher System characters are tough and resilient, even at tier 1, but Ironman brings them down to a more realistic power
- level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge for characters
--whose abilities don’t cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
-+whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
- healing cyphers and artifacts, but limit them to the minimum amount.
-
- LAST SURVIVOR
-
- Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
--journey toward that point, it’s not clear who the last survivor will be, and sometimes a potential last survivor is
-+journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
- eliminated unexpectedly or sacrifices themselves so that another person may live. The Last Survivor horror module
-
- is a way for PCs to temporarily thwart fate, but it inevitably feeds toward the last surviving character having extra
-@@ -33417,8 +33417,8 @@
-
- • All rolls to save them from being killed are eased by two steps.
-
--• The last survivor XP can be spent only by the last survivor, and only on the last survivor’s rolls, never on any other
--players’ rolls. (The PC can still spend their personal XP normally, including on other players’ rolls.)
-+• The last survivor XP can be spent only by the last survivor, and only on the last survivor's rolls, never on any other
-+players' rolls. (The PC can still spend their personal XP normally, including on other players' rolls.)
-
- • At any time, whoever has the token can pass the role of last survivor to another player. The receiving player gets all
- the XP associated with the last survivor (if there are none, the GM immediately gives 1 XP to the token).
-@@ -33432,13 +33432,13 @@
- MADNESS
-
- Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
--or shock reduces a PC’s Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
-+or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
- PERILOUS VENTURE
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
--make mistakes along the way it’s a setback instead of an outright failure. For example, they might need to read a
-+make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
- building to contain hostile ghosts. Rather than having their success or failure come down to one roll, the GM can build
- tension by requiring the players to make multiple rolls called subtasks. The subtasks start at difficulty 1, and the
-@@ -33447,13 +33447,13 @@
- attempting to leave the house).
-
- Generally, these subtasks occur at equally divided intervals over the course of the full time required to complete the
--ritual. If at any point the PC fails a subtask, the ritual isn’t ruined, but it costs time—a failure means the time
-+ritual. If at any point the PC fails a subtask, the ritual isn't ruined, but it costs time—a failure means the time
- spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
- subtask.
-
- Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make
- some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. Of course,
--applying Effort is something characters do in the moment, not over long periods of time, so it’s generally impossible to
-+applying Effort is something characters do in the moment, not over long periods of time, so it's generally impossible to
- apply sustained Effort on a task or subtask that takes longer than a day.
-
- The GM should decide if a given ritual is something that other PCs can help with. Even if it initially seems like a solo
-@@ -33463,7 +33463,7 @@
- spotlight.
-
- To make the situation more interesting, the GM can introduce a time challenge, like requiring the PCs to finish by a
--specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that’s
-+specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that's
- inflicting damage to an NPC every round it possesses them). This puts pressure on the PCs to complete the process as
- soon as possible.
-
-@@ -33474,7 +33474,7 @@
-
- a limited resource, such as holy water, silver powder, or rare herbs; if the PCs have only enough materials to complete
- the ritual (perhaps with a little extra in case they make one mistake), that forces them to use Effort, XP, and other
--tricks to make sure they don’t fail too often and run out.
-+tricks to make sure they don't fail too often and run out.
-
- Finally, some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
-@@ -33488,25 +33488,25 @@
-
- These intrusions work like the normal kind (the GM awards 2 XP, and the player gives one of them to another player).
- However, while normal intrusions are subtle changes that influence the situation, using Poor Choices lets the GM abandon
--that restraint and dictate a specific overt character action, even if it’s something that the player wouldn’t normally
-+that restraint and dictate a specific overt character action, even if it's something that the player wouldn't normally
- choose.
-
--These intrusions can be risky, but they shouldn’t be obviously self-destructive or harmful. For example, the GM
--shouldn’t use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a
-+These intrusions can be risky, but they shouldn't be obviously self-destructive or harmful. For example, the GM
-+shouldn't use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a
- parachute, punch a police officer, or stare directly at an eclipse. The idea is to put the character in a complicated
- situation more forcefully than the player might choose, but not set up the character for failure. The players know
--they’re in a horror scenario, but their characters don’t, and this helps prevent the players from using metagame
-+they're in a horror scenario, but their characters don't, and this helps prevent the players from using metagame
- knowledge to keep the PCs out of trouble. Another way to look at it is the characters should act as if they live in a
--world where horror movies don’t exist, so they don’t know not to do these things.
-+world where horror movies don't exist, so they don't know not to do these things.
-
- As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
--consider accepting the intrusion for the sake of the story, and because they’ll need the XP later.
-+consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-
- POOR CHOICES INTRUSIONS
-
- The following are examples of GM intrusions to use with the Poor Choices module.
-
--A character investigates a strange noise on their own. (“It’ll be fine!”)
-+A character investigates a strange noise on their own. ("It'll be fine!")
-
- • Two or more characters sneak off to have sex.
-
-@@ -33519,9 +33519,9 @@
-
- • A character slips away to urinate out in the woods or a nearby scary building.
-
--• A character doesn’t care that nearby animals are acting strange (especially if they’re guard dogs).
-+• A character doesn't care that nearby animals are acting strange (especially if they're guard dogs).
-
--• A character doesn’t shoot a dead monster in the head. (“We need to save ammo.”)
-+• A character doesn't shoot a dead monster in the head. ("We need to save ammo.")
-
- • A character runs away into the dark or away from a place that would be a better, safer direction to run.
-
-@@ -33536,28 +33536,28 @@
- • A character tries to escape by squeezing through a space that no human could reasonably get through quickly, such as a
- doggie door or a tiny window in a garage door.
-
--• A character hides the fact that they’ve been bitten by a zombie, have a weird rash like the one they saw on the walls
--of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. (“I’ll be okay.”)
-+• A character hides the fact that they've been bitten by a zombie, have a weird rash like the one they saw on the walls
-+of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. ("I'll be okay.")
-
- • A character runs straight down the road to get away from a pursuing vehicle (instead of onto the sidewalk, behind a
- big tree, or around a tight corner).
-
- • A prone or supine character crawls away from approaching danger instead of getting up and running.
-
--• A character doesn’t call the local authorities for help when they hear something dangerous.
-+• A character doesn't call the local authorities for help when they hear something dangerous.
-
- • A character ignores or rationalizes a weird noise.
-
- • A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
-
--• A character goes into the cave, mine shaft, or creepy house. (“I’m just going to look around for a second.”)
-+• A character goes into the cave, mine shaft, or creepy house. ("I'm just going to look around for a second.")
-
--• A character insists on staying behind while everyone else goes on ahead. (“Someone should be here when the sheriff
--shows up!”)
-+• A character insists on staying behind while everyone else goes on ahead. ("Someone should be here when the sheriff
-+shows up!")
-
--• A character doesn’t check the back seat of a car before getting in and starting it.
-+• A character doesn't check the back seat of a car before getting in and starting it.
-
--• A character ignores an obvious creepy clue that there’s something wrong in the house, like a bloody axe, a room full
-+• A character ignores an obvious creepy clue that there's something wrong in the house, like a bloody axe, a room full
- of taxidermy animal heads, or newspaper clippings about recent murders.
-
- • While being pursued, a character calls for help or otherwise attracts attention (like banging on store windows at
-@@ -33565,18 +33565,18 @@
-
- • A character tries to pet an unknown lifeform.
-
--• A character tries to make peaceful contact with an obviously hostile entity. (“It’s as frightened of us as we are of
--it!”)
-+• A character tries to make peaceful contact with an obviously hostile entity. ("It's as frightened of us as we are of
-+it!")
-
- • A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-
--• A character doesn’t bother to turn on the lights.
-+• A character doesn't bother to turn on the lights.
-
- • A character uses an action taunting their foe.
-
- • A character follows a trail of blood.
-
--• A character ignores good advice from a helpful and knowledgeable NPC. (“That old lady was a superstitious kook.”)
-+• A character ignores good advice from a helpful and knowledgeable NPC. ("That old lady was a superstitious kook.")
-
- • A character uses a firearm as a loud, ineffective solution for a simple problem (like shooting a padlock).
-
-@@ -33594,16 +33594,16 @@
-
- POSSESSION
-
--Some demons have the ability to possess a living creature, taking over a character’s body as if it were the demon’s own.
--The demon must touch the character to attempt possession (even if the demon’s touch normally inflicts damage, the
--possession attempt doesn’t inflict damage). The character must make an Intellect defense roll or become possessed,
--whereupon the demon’s immaterial form disappears into the character.
-+Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
-+The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
-+possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed,
-+whereupon the demon's immaterial form disappears into the character.
-
- The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
- possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to
- resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon
--isn’t trying to control its host, the character can act as they choose. A possessing demon’s actions are limited to
--controlling its host and leaving the host (the demon can’t use its own abilities while in someone else’s body).
-+isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to
-+controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).
-
- While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will
- eject the demon).
-@@ -33619,7 +33619,7 @@
-
- SECRET TWIST
-
--It’s common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
-+It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
- interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
- is an active threat that can disguise itself as human (like an alien or demon) or take off a mask and pretend to be a
- fellow prisoner or victim (like a chainsaw killer), only to reveal themselves when the perfect opportunity comes along.
-@@ -33627,9 +33627,9 @@
-
- To use a secret twist, the GM first needs to decide three things:
-
--• The secrets they want the PCs to keep from each other. Examples might be “Your character is actually the shapechanging
--alien that is hunting everyone on the spaceship,” “The chainsaw killer is the identical twin of your character,” or
--“Another PC ruined your life but they don’t realize who you are.”
-+• The secrets they want the PCs to keep from each other. Examples might be "Your character is actually the shapechanging
-+alien that is hunting everyone on the spaceship," "The chainsaw killer is the identical twin of your character," or
-+"Another PC ruined your life but they don't realize who you are."
-
- • The best time to reveal the secret to the player involved. This might be something the player learns before the game
- starts or a revelation during the game. If there are multiple secrets, the players might learn them at different times.
-@@ -33640,7 +33640,7 @@
- with a GM intrusion) or let the player decide when to reveal it. For example, the GM decides that walking into a dark
- room with a black light is how all the human PCs realize that one character is really a shapeshifting alien with
- UV-fluorescing skin, but the GM allows the PC whose family fortune was stolen by another character to bring that up on
--their own (perhaps when they’re alone with the thief).
-+their own (perhaps when they're alone with the thief).
-
- If revealing the secret to the players is supposed to happen during the game, it would be suspicious if only one player
- was pulled aside for a conversation about it—the other players would know something unusual was going on. Instead, the
-@@ -33648,16 +33648,16 @@
- text so that nobody is singled out by having to read a text. Alternatively, the GM can give a physical note to every
- player (perhaps using the secret twist Special Cards); some of these notes might be secrets and some innocuous, but the
- fact that everyone gets a note disguises who might be getting a secret twist. By making sure that each note has some
--kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don’t receive
-+kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don't receive
- a special secret still spend a reasonable amount of time reading the note and keeping it safe.
-
- If the players are especially skilled at roleplaying, there may be opportunities for multiple secret twists, especially
--those that change a character’s identity. For example, in a scenario where there are duplicates of the PCs walking
-+those that change a character's identity. For example, in a scenario where there are duplicates of the PCs walking
- around in their city (evil twins, clones, aliens, or the like), the identity of individual characters might switch from
- the originals to duplicates and back again several times during the game.
-
- Multiple shifts of identity are probably easier for the GM and players to handle if they take place over several game
--sessions and each session starts with players knowing exactly who they’re playing. It also helps if the players take
-+sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
- separate notes about what the original and the duplicate know.
-
- SHOCK
-@@ -33687,25 +33687,25 @@
-
- UNEASE
-
--Horror isn’t always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it’s
-+Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
- something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
--stomach. You can feel that something is wrong, but you don’t know exactly what, and you’re not sure what to do about it.
--Your body isn’t sure if it should jump into fight or flight, so you’re anticipating a spike of adrenaline and it’s very
-+stomach. You can feel that something is wrong, but you don't know exactly what, and you're not sure what to do about it.
-+Your body isn't sure if it should jump into fight or flight, so you're anticipating a spike of adrenaline and it's very
- distracting.
-
- With the Unease horror module, whenever a character is in the presence of something disturbing that risks breaking their
- worldview, all their actions are hindered. Normally this happens whenever the triggering situation is within a short
- distance of the character, but the range might vary depending on what the PC sees and the nature of the disturbance. For
--example, a demon the size of a house might cause unease whenever it’s within very long range, but a city-sized alien
--starship hovering in the sky might affect people whenever they can see it even though it’s a thousand miles away.
-+example, a demon the size of a house might cause unease whenever it's within very long range, but a city-sized alien
-+starship hovering in the sky might affect people whenever they can see it even though it's a thousand miles away.
-
- If the GM plans to have an ongoing Unease effect throughout an entire game session (like an alien death fleet), they
--should consider using physical reminders in the game area so players don’t forget its effects. Over time, the GM might
-+should consider using physical reminders in the game area so players don't forget its effects. Over time, the GM might
- allow characters to become used to these worrying sights, perhaps due to exposure or maybe by purchasing the familiarity
- as a medium-term benefit.
-
- Some creatures in the Cypher System already have the ability to make others uncomfortable just by being in the same
--area, so if they are the only weird creatures the GM plans to use in a horror game, there’s no need for the Unease
-+area, so if they are the only weird creatures the GM plans to use in a horror game, there's no need for the Unease
- module.
-
- In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-@@ -33713,14 +33713,14 @@
- CONSENT
-
- Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
--make sure everyone around your table is okay with that. Find out what your players will find “good uncomfortable,” which
--is something that makes us squirm in our seats in a great horror movie, and “bad uncomfortable,” which is something that
--actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn’t.
-+make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
-+is something that makes us squirm in our seats in a great horror movie, and "bad uncomfortable," which is something that
-+actually makes a player feel nauseated, unsafe, or offended. Being scared can be fun, but being sickened isn't.
-
- Consider the age and maturity of everyone in the game, perhaps in terms of the movie rating system. Tell the players
--what you think the game you’re running would be rated. If everyone’s okay with an R rating, then fine. You can have a
--spooky game that’s on the level of a kids’ movie rated G—more like *Scooby-Doo* than *Saw*, in other words. A PG rating
--might be right for a game that’s more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.
-+what you think the game you're running would be rated. If everyone's okay with an R rating, then fine. You can have a
-+spooky game that's on the level of a kids' movie rated G—more like *Scooby-Doo* than *Saw*, in other words. A PG rating
-+might be right for a game that's more creepy than horrific, with ghosts and spooky noises but not axe-wielding maniacs.
-
- The different ratings suggest different kinds of content for your game. Finding a dead body is horrible, but watching
- someone get decapitated is something else entirely. Getting chased around by an alien that wants to eat you is one
-@@ -33773,14 +33773,14 @@
- Blob 8 (24)
-
- The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes
--by absorbing prey, integrating a victim’s tissue into its own. In essence, the victim becomes the blob, and all of the
--victim’s knowledge is available to the blob for later use.
-+by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the
-+victim's knowledge is available to the blob for later use.
-
- If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have
--the memories and personalities of the originals, but they do the blob’s bidding, which is usually to explore distant
--locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it’s
--not the original. Creating a replicant takes a blob a day or two of effort, during which time it’s unable to defend
--itself or eat, so it’s not a task the creature attempts lightly.
-+the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant
-+locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's
-+not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend
-+itself or eat, so it's not a task the creature attempts lightly.
-
- Motive: Assimilation of all flesh
-
-@@ -33797,13 +33797,13 @@
- Combat: The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving
- forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might
- defense roll each round or be partly caught under the heaving mass of the advancing creature. A caught victim adheres to
--the blob’s surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
-+the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
- free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature.
-
- If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health
- is above 0.
-
--Interaction: A blob’s favored method of communication is to absorb whoever tries to interact with it. If a replicant is
-+Interaction: A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is
- handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet.
-
- Use: The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in addition to
-@@ -33840,12 +33840,12 @@
-
- Combat: Cryptic moths usually enter combat only when they wish, because until they attack
-
--and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth’s wing draws life and
-+and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and
- energy from targets, inflicting 5 points of Speed damage (ignores Armor).
-
- Cryptic moths regain 1 point of health per round while their health is above 0, unless
-
--they’ve been damaged with a silvered or cold iron weapon, or by electrical attacks.
-+they've been damaged with a silvered or cold iron weapon, or by electrical attacks.
-
- Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
-
-@@ -33857,7 +33857,7 @@
-
- Interaction: Although very few cryptic moths speak human languages, peaceful interaction
-
--with these creatures is not impossible. It’s just extremely difficult, as they see most
-+with these creatures is not impossible. It's just extremely difficult, as they see most
-
- humans as a source of food or bodies to lay their eggs in.
-
-@@ -33904,8 +33904,8 @@
- An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
- the elder thing reads their thoughts while the target remains within long
-
--distance. During this time, the elder thing knows everything the target knows, hindering the target’s attack and defense
--rolls against the elder thing. The elder thing can use an action to rend the target’s thoughts, which inflicts 6 points
-+distance. During this time, the elder thing knows everything the target knows, hindering the target's attack and defense
-+rolls against the elder thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points
- of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two
- creatures at one time.
-
-@@ -33936,7 +33936,7 @@
- right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and
- energy, and life forms that betray the principles of creation.
-
--For the purpose of vampire aversions, the angel’s direct and area attacks count as religious power or sunlight,
-+For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight,
- whichever is worse for the vampire.
-
- Motive: Preserving the natural order
-@@ -33965,18 +33965,18 @@
- As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it
- exists as pure thought and spirit.
-
--Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn’t bother to
-+Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to
- explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can
- communicate with any creature that uses language.
-
--Use: “FEAR NOT!” says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
-+Use: "FEAR NOT!" says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
- destroy a scientist and his experimental reactor.
-
- Loot: Fundamental angels sometimes create or refresh subtle cyphers by their mere presence.
-
- GM intrusions:
-
--A fundamental angel’s successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
-+A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
- once each round).
-
- A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.
-@@ -33992,7 +33992,7 @@
- result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.
-
- Hivemind children often have a very similar appearance even if they have different parents—they might all have pale
--blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other’s
-+blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's
- expressions and movements. They think and speak as children years older than they appear. Their emotional responses are
- muted to an almost sociopathic extent.
-
-@@ -34026,21 +34026,21 @@
-
- an intelligent living creature within short range to take a physical action, including something that would cause the
- target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot
--themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child’s level or the
--controlled creature’s level, whichever is greater).
-+themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child's level or the
-+controlled creature's level, whichever is greater).
-
--Two hivemind children within short range of each other automatically augment each other’s mental powers, allowing them
-+Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them
- to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or
- control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control
- minds of eight people as a level 6 creature.
-
- Interaction: Hivemind children want to protect themselves and observe humans and will try to do so until they appear as
--old as adults. Their long-term goals are unclear but probably don’t have humanity’s best interests in mind.
-+old as adults. Their long-term goals are unclear but probably don't have humanity's best interests in mind.
-
- Use: Children born after a scientific expedition are strange and different. Multiple small villages all over the world
- experience births of children with weird abilities.
-
--Loot: Hivemind children may have no useful items or one weird science device they’ve built with their inhuman knowledge.
-+Loot: Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge.
-
- GM intrusions:
-
-@@ -34090,7 +34090,7 @@
- Use: A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers
- tell stories of an ancient water god that heals sickness and grants wishes.
-
--Loot: An ichthysian’s lair might have a strange relic or device that works like a cypher or artifact.
-+Loot: An ichthysian's lair might have a strange relic or device that works like a cypher or artifact.
-
- GM Intrusions:
-
-@@ -34121,11 +34121,11 @@
- attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
- abilities:
-
--Curse: Anyone who disturbs a mummy’s tomb must make an Intellect defense roll or become cursed, which hinders their
-+Curse: Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their
-
- actions by two steps (forever, or until cured).
-
--Disease: The mummy’s attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
-+Disease: The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
- hours or take 5 points of ambient damage.
-
- Lifelike appearance: A mummy can repair its body to assume a fully human appearance. This usually requires time and the
-@@ -34145,8 +34145,8 @@
- Interaction: Mummies want to destroy anyone who disturbs their burial places. Ambitious mummies might choose living
- beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission.
-
--Use: Villagers whisper that a tomb has been opened and a mummy’s curse will strike down anyone who gets in the
--creature’s way.
-+Use: Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the
-+creature's way.
-
- Loot: Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical
- manifest cyphers or even a magical artifact.
-@@ -34160,9 +34160,9 @@
-
- Nightguant 3 (9)
-
--A nightgaunt’s hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
-+A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
- boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures
--sometimes “work” for other agencies, though often enough, their goals are obscure.
-+sometimes "work" for other agencies, though often enough, their goals are obscure.
-
- Motive: Unknowable
-
-@@ -34183,11 +34183,11 @@
- outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near the
- midpoint of its movement. A target who
-
--fails a Speed defense roll (and who isn’t more than twice the size of the nightgaunt) is jerked into the creature’s
-+fails a Speed defense roll (and who isn't more than twice the size of the nightgaunt) is jerked into the creature's
- boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m).
-
- The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all the
--victim’s actions by two steps.
-+victim's actions by two steps.
-
- Interaction: Nightgaunts never speak, and they ignore anyone who attempts to interact with
-
-@@ -34201,15 +34201,15 @@
- amulet, or sometimes a cypher.
-
- GM intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed
--Intellect defense roll, the character shrieks and faints (or, at the GM’s option, babbles, drools, laughs, and so on).
-+Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on).
- The character can attempt a new Intellect defense roll each round to return to normal.
-
- Reanimated 6 (18)
-
- A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew),
- then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a
--reanimated’s return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
--injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor’s
-+reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
-+injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's
- brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its
- creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.
-
-@@ -34244,7 +34244,7 @@
-
- GM Intrusion:
-
--The character’s attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-+The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-
- Shoggoth 7 (21)
-
-@@ -34272,25 +34272,25 @@
- Modifications: Speed defense as level 6 due to size
-
- Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
--within immediate range. Those struck by a shoggoth’s attack are grabbed and engulfed by the thing’s gelatinous body and
-+within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing's gelatinous body and
- suffer damage each
-
- round until they manage to pull themselves free (engulfed creatures can take no other physical actions while they are
--caught). Each round of entrapment, one object in the victim’s possession is destroyed by the foul juices of the
-+caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the
- amorphous horror.
-
- Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-
--Interaction: A shoggoth can’t be reasoned with.
-+Interaction: A shoggoth can't be reasoned with.
-
- Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
-
- that every surface is clear of dirt and debris. Soon they discover why—a shoggoth squirms through the halls, absorbing
- everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall).
-
--Loot: A shoggoth’s interior might contain a cypher.
-+Loot: A shoggoth's interior might contain a cypher.
-
--GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing’s undulating form,
-+GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form,
- and their body turned upside down so that escape attempts are hindered.
-
- Yithian 6 (18)
-@@ -34332,16 +34332,16 @@
- control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes
- to exert control.
-
--For the most part, it is trapped in the yithian’s body and is merely along for the ride.
-+For the most part, it is trapped in the yithian's body and is merely along for the ride.
-
--It’s worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
-+It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
- ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world.
-
- Interaction: Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as
- humans.
-
- Use: A yithian projects its mind across the aeons, swapping consciousnesses with the character. While controlling the
--character’s body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
-+character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
-
- Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-
-@@ -34349,7 +34349,7 @@
-
- The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
- protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
--character’s.
-+character's.
-
- NPCs
-
-@@ -34357,7 +34357,7 @@
-
- A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
- decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they
--hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That’s when a
-+hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a
- cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-
- Motive: Hungers for human flesh
-@@ -34370,7 +34370,7 @@
-
- Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
-
--Combat: Cannibals use whatever weapon is at hand. They usually don’t attack unless they can surprise their prey. When
-+Combat: Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When
- cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
-
- Interaction: Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a
-@@ -34404,15 +34404,15 @@
-
- Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or
-
--some other appropriate creature. A mad scientist can attempt to take command of an enemy’s technological device (armor,
-+some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor,
- a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
-
- Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They
--often carry manifest cyphers that increase Armor, confuse opponents’ senses, or transform themselves into a form that
-+often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that
- eases all their actions by two steps.
-
- Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are
--sociopathic and don’t care about other people. Some are filled with self-loathing but too far gone to feel they can
-+sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can
- change.
-
- Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is
-@@ -34435,8 +34435,8 @@
-
- Form: Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock
-
--Effect: When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader’s language,
--complete with disturbing diagrams. The spell’s effect varies, but it is always some kind of horrible attack—a target is
-+Effect: When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's language,
-+complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible attack—a target is
- driven mad, a target is turned inside out, a target seeks to murder their best friend, several targets are cursed with a
- rotting disease, and so forth. The reader can automatically cast the spell as an action, one time only. More
- insidiously, if successful, the spell confers pleasure to the caster and fully restores all of their Pools. The caster
-@@ -34488,8 +34488,8 @@
- be completely normal.
-
- For your convenience, the cyphers have been organized into lists by horror genre or theme so you can randomly roll for
--something appropriate to your game without getting one that doesn’t apply (such as a cypher against vampires in an alien
--invasion horror game). If you’re running a game that mixes several genres, switch between lists each time you need to
-+something appropriate to your game without getting one that doesn't apply (such as a cypher against vampires in an alien
-+invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
- award a new manifest cypher.
-
- ALIEN CYPHERS
-@@ -34686,7 +34686,7 @@
-
- Form: Device, injection, or pill
-
--Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast’s brain so
-+Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast's brain so
- it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
- cypher. The beast remembers its prior, simpler existence and understands that it has been made smarter. This
- transformation lasts for one day per cypher level, and then the beast reverts to its normal self slowly over the same
-@@ -34706,7 +34706,7 @@
- Form: Device, injection, or pill
-
- Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
--the beast’s shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
-+the beast's shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
- human and can perform actions using its human dexterity (such as turning a doorknob or walking upright). This
- transformation lasts for one day
-
-@@ -34731,8 +34731,8 @@
-
- Form: Injection or potion
-
--Effect: Brings a dead creature’s head (but not the body) back to life for a limited time as an undead creature. The
--cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone’s death) and
-+Effect: Brings a dead creature's head (but not the body) back to life for a limited time as an undead creature. The
-+cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and
- requires up to ten minutes to take effect, at which time the creature recovers 1d6 + 6 points to their Pools. Because
- they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 each. The head has all the mental
- abilities they had when they were alive (including psychic or telepathic abilities) and can speak, but all their actions
-@@ -34742,7 +34742,7 @@
- it dies again and cannot be reanimated with this cypher.
-
- When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
--someone can carefully sever the head from the body, which doesn’t harm the head.
-+someone can carefully sever the head from the body, which doesn't harm the head.
-
- GHOST DETECTOR
-
-@@ -34791,7 +34791,7 @@
-
- Form: Injection or pill
-
--Effect: The user’s body rapidly grows a monstrous arm that is approximately the same size as one of their existing
-+Effect: The user's body rapidly grows a monstrous arm that is approximately the same size as one of their existing
- limbs. The arm is ugly and malformed, but fully functional.
-
- The user can use this arm as if it were one of their own. The new arm does not grant the user additional actions or
-@@ -34804,7 +34804,7 @@
-
- Form: Injection or spell
-
--Effect: The user’s body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or
-+Effect: The user's body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or
- higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were one of
- their own (including any extraordinary vision-based senses the user normally has). The eye gives the user an asset on
- vision-based perception rolls, and depending on where it is located, it may allow the user to look around corners
-@@ -34820,8 +34820,8 @@
- Effect: The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on
- their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their normal
- face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when its senses can be
--used—for example, it could hear someone sneaking up on the user, but it couldn’t see them if its eyes were covered, and
--it can’t help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the
-+used—for example, it could hear someone sneaking up on the user, but it couldn't see them if its eyes were covered, and
-+it can't help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the
- face can take 3 points of damage directed at it before it becomes nonfunctional). Most people react with disgust to a
- creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
- days if the cypher is level 6 or higher).
-@@ -34832,7 +34832,7 @@
-
- Form: Weapon you can hold in one hand
-
--Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user’s hand, physically
-+Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user's hand, physically
- connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
- the weapon and cannot be disarmed, but cannot use that hand for anything except wielding the weapon. The user can detach
- or reattach the weapon by spending a full minute concentrating on its physical connection to their body. When the
-@@ -34851,9 +34851,9 @@
-
- Form: Device, injection, or pill
-
--Effect: The user’s body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
--enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn’t count toward the user’s
--cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn’t present,
-+Effect: The user's body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
-+enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn't count toward the user's
-+cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn't present,
- anything contained within it is inaccessible except through surgery). The orifice remains for one hour per cypher level,
- after which it expels its contents and disappears.
-
-@@ -34867,8 +34867,8 @@
- Form: Device, injection, or pill
-
- Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
--doppelganger, simulacrum, or vampire) if the cypher’s level is greater than the creature’s disguise level. If the
--cypher’s level exceeds the impostor’s level by 4 or more,
-+doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If the
-+cypher's level exceeds the impostor's level by 4 or more,
-
- it also marks the impostor for the next several hours so people can recognize it by this mark.
-
-@@ -34904,17 +34904,17 @@
-
- Form: Device, flask, or injection
-
--Effect: The user’s body becomes as transparent as air, making them effectively invisible for one minute per cypher
-+Effect: The user's body becomes as transparent as air, making them effectively invisible for one minute per cypher
- level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
- invisible, the user is specialized in stealth and Speed defense tasks. They remain invisible even if they do something
- to reveal their presence or position (attacking, using an ability, moving a large object, and so on), but anyone trying
- to attack or physically interact with them on that turn gains an asset to do so.
-
- Because the user is as transparent as air, when they are in water, mist, smoke, or anything other than reasonably clean
--air, they look like a person-shaped hole in whatever material they’re in.
-+air, they look like a person-shaped hole in whatever material they're in.
-
- The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
--Many users have become “stuck” in the invisible state and eventually go mad as a result.
-+Many users have become "stuck" in the invisible state and eventually go mad as a result.
-
- MIND SWAPPER
-
-@@ -34923,15 +34923,15 @@
- Form: Amulet or device
-
- Effect: The user attempts to swap minds with a creature within short range that is no larger than a human. The target
--can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the creature’s body
-+can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the creature's body
- (and vice versa). Physical abilities remain with the body, but mental abilities go with the mind; for example, an Adept
- with Onslaught (a mental ability) could take over the body of a Warrior with Swipe (a physical ability), and could use
--either of these while controlling the Warrior’s body. All actions of both creatures are hindered while the swap is in
-+either of these while controlling the Warrior's body. All actions of both creatures are hindered while the swap is in
- effect, although long-term practice in a mind-swapped body eventually overcomes this penalty. The swap lasts for one
- hour per cypher level, after which the two minds return to their previous bodies.
-
--Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn’t cause
--trouble in the user’s body.
-+Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
-+trouble in the user's body.
-
- PRIMITIVE DOPPELGANGER
-
-@@ -34939,10 +34939,10 @@
-
- Form: Device, injection, or pill
-
--Effect: The user’s body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds
-+Effect: The user's body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds
- and exists as an independent level 1 creature that looks exactly
-
--like the user. The doppelganger can communicate in a language known to the user and obeys the user’s simple
-+like the user. The doppelganger can communicate in a language known to the user and obeys the user's simple
- instructions, but otherwise appears to know very little of the world. After one hour per cypher level, the duplicate
- dies, melts, burns out, falls apart, or otherwise becomes nonfunctional.
-
-@@ -34956,7 +34956,7 @@
- Form: Amulet or injection
-
- Effect: When used on a corpse of a creature no larger than a human, it reanimates as a violent zombie that is not under
--the user’s control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
-+the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
- one round if level 6 or higher).
-
- REVENANT SERUM
-@@ -34966,7 +34966,7 @@
- Form: Injection or potion
-
- Effect: Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The cypher can
--be used up to an hour before or after death (in anticipation of dying or in response to someone’s death) and requires up
-+be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and requires up
- to an hour to take effect, at which time the creature recovers 1d6 + 6 points to its Pools. The new revenant is usually
- obsessed with revenge on its killer or accomplishing one last task before truly dying again.
-
-@@ -34981,17 +34981,17 @@
-
- Form: Flask or injection
-
--Effect: Suffuses the user’s body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water
-+Effect: Suffuses the user's body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water
- (ho), making the user repellent to most vampires, which usually have an aversion to one or more of these materials.
- Vampire attacks with melee weapons against the user are hindered. Any PC vampire who attempts to feed on the user gains
- no sustenance and must make a Might defense roll or feel nauseous and have all their actions hindered for one minute.
- Any NPC vampire who attempts to feed on the user gains no sustenance and all their actions are hindered for one minute.
--The cypher’s effect persists in the user’s body for one day (two days if the cypher is level 4 or higher).
-+The cypher's effect persists in the user's body for one day (two days if the cypher is level 4 or higher).
-
- If used directly against a vampire instead of being applied to a living creature, it affects the vampire as silver,
- garlic, and holy water normally would.
-
--Because a human body can’t dispose of colloidal silver, excessive intake of it causes a condition called argyria that
-+Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
- UNPHANTOMED LIMB
-@@ -35004,10 +35004,10 @@
-
- limb the ability to create a psychic construct in the form of a limb (two limbs if the cypher level is 5 or higher) that
- takes the place of and functions like their missing limb (or limbs). The unphantomed limb looks and acts like a typical
--healthy specimen of its kind, including having fingerprints. However, its motion is controlled by the user’s will rather
-+healthy specimen of its kind, including having fingerprints. However, its motion is controlled by the user's will rather
- than by muscles and nerves, so any physical action the limb takes is an Intellect task instead of a Might or Speed task;
- for example, a melee attack with the unphantomed limb is an Intellect task, and to apply Effort, the user must spend
--points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user’s body. The limb
-+points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
- lasts for one day per cypher level.
-
- VISAGE SCRUTINIZER
-@@ -35020,8 +35020,8 @@
-
- ability to see disguised people and creatures for what they really are. Tasks to see through conventional disguises
- (makeup, prosthetics, wigs, and so on) are eased by three steps. If the disguise is instead a comprehensive change like
--a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise’s level is
--lower than the cypher’s level. The cypher lasts for one hour.
-+a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
-+lower than the cypher's level. The cypher lasts for one hour.
-
- WOLFSBANE POTION
-
-@@ -35029,38 +35029,38 @@
-
- Form: Flask or injection
-
--Effect: Suffuses the user’s body with a mixture of colloidal silver and wolfsbane, making the user repellent to
-+Effect: Suffuses the user's body with a mixture of colloidal silver and wolfsbane, making the user repellent to
- werewolves (and similar werecreatures). Wolfsbane is poisonous, and using this cypher inflicts Speed damage and
--Intellect damage equal to the cypher’s level. Werewolf attacks with melee weapons against the user are hindered. Any
--werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The cypher’s
--effect persists in the user’s body for one day (two days if the cypher is level 4 or higher). If used directly against a
--werewolf instead of being applied to a living creature, it hinders all the werewolf’s actions and stops it from
-+Intellect damage equal to the cypher's level. Werewolf attacks with melee weapons against the user are hindered. Any
-+werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The cypher's
-+effect persists in the user's body for one day (two days if the cypher is level 4 or higher). If used directly against a
-+werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
- regenerating for several minutes.
-
- USING GM INTRUSIONS IN HORROR MODE
-
--With the GM intrusions coming fast and furious toward the end of Horror Mode, it’s easy to run out of ideas. In combat,
-+With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
- intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
- PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and
--fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you’ve
-+fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you've
- seen in horror films.
-
- Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These
--aren’t dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.
-+aren't dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.
-
--In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it’s an
-+In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it's an
- intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that
- things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the
--action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that’s okay.
-+action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that's okay.
-
- Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old
- factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that
--it doesn’t become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious
--noise off in the darkness. The creature doesn’t move toward them until another GM intrusion occurs. Now they hear
--something dragging across the factory floor, coming closer. But it’s not until a third intrusion occurs that the
-+it doesn't become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious
-+noise off in the darkness. The creature doesn't move toward them until another GM intrusion occurs. Now they hear
-+something dragging across the factory floor, coming closer. But it's not until a third intrusion occurs that the
- creature lunges out from behind an old machine at the PC who rolled the die.
-
--In some ways, the status quo doesn’t change until an intrusion happens. This could be seen as limiting the GM and the
-+In some ways, the status quo doesn't change until an intrusion happens. This could be seen as limiting the GM and the
- need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting
- for the low die rolls.
-
-@@ -35070,7 +35070,7 @@
- OPTIONAL RULE: MADNESS
-
- Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
--campaigns more interesting. The easiest way to portray blows to a character’s sanity is through Intellect damage. When
-+campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
- PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one
- step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in
- their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose Intellect Pools reach 0 go
-@@ -35087,44 +35087,44 @@
- character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of
- them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from
- their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders,
--manias, psychopathy, schizophrenia, or simple phobias can be added to a character’s traits, but they don’t need to be
--quantified in game statistics or die rolls. They’re simply part of the character.
-+manias, psychopathy, schizophrenia, or simple phobias can be added to a character's traits, but they don't need to be
-+quantified in game statistics or die rolls. They're simply part of the character.
-
- Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain
--training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character’s mind slowly slips away,
-+training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character's mind slowly slips away,
- they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain
- training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to
- remember important details.
-
- As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as
--“remembering your friends and family” or “caring what happens to your best friend” or “stopping yourself from injecting
--a mysterious substance into your veins.” These routine tasks normally have a difficulty of 0, but for a PC who has lost
-+"remembering your friends and family" or "caring what happens to your best friend" or "stopping yourself from injecting
-+a mysterious substance into your veins." These routine tasks normally have a difficulty of 0, but for a PC who has lost
- their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
- simple things.
-
- ROMANCE RULES MODULE
-
--Like horror, romance doesn’t automatically suggest a setting. It is more of a mood, or more specifically an approach, to
-+Like horror, romance doesn't automatically suggest a setting. It is more of a mood, or more specifically an approach, to
- how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.
-
- Suggested types and additional equipment for a romance setting are the same as in a modern setting
-
- CONSENT AND BOUNDARIES
-
--You must get consent to cover these topics in a game ahead of time—you don’t want to make people uncomfortable. Everyone
--involved also needs to learn everyone else’s boundaries. Someone might not want any part of a romance scene, while
-+You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
-+involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
- others are okay talking about emotional connections but not anything sexual.
-
- Obviously, all of this is doubly important if age is a consideration. If there are younger players involved, romance
--probably shouldn’t go beyond a fairly chaste kiss. (You’ll find that kids are sometimes more open to romance in their
-+probably shouldn't go beyond a fairly chaste kiss. (You'll find that kids are sometimes more open to romance in their
- games than adults, but only because their understanding of the topic is understandably pretty shallow. A kid player
--might declare that a character is their boyfriend, but it doesn’t mean much. And for some adults, that may be the way
-+might declare that a character is their boyfriend, but it doesn't mean much. And for some adults, that may be the way
- they want to approach the subject as well.)
-
- Lastly, recognize that there needs to be a clear boundary between the story and real life. Two characters having a
- relationship has no impact on real-life feelings of the players. Two characters in a game might be in a relationship
--while each player is in a relationship in the real world with someone else. And maybe they’re gaming at the same table!
--If a player can’t distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn’t
-+while each player is in a relationship in the real world with someone else. And maybe they're gaming at the same table!
-+If a player can't distinguish between in-game flirtation or words of endearment and real-world feelings, they shouldn't
- be in a romance-focused game.
-
- For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
-@@ -35132,8 +35132,8 @@
-
- THE CHECK-IN
-
--It’s vital that the GM and the players all check in with each other to make sure everyone’s still comfortable with
--what’s going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
-+It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
-+what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
- story and how people feel in real life.
-
- Basic CREATURES AND NPCs FOR A ROMANCE GAME
-@@ -35155,8 +35155,8 @@
- of the infatuation). Failure might mean that the character does or says something awkward or embarrassing either in an
- attempt to impress or when trying to hide the infatuation. Or it could mean that for one round, the player loses control
- of the character, and the GM decides what the PC does next, such as risk their own safety to help an endangered
--character. However, GMs should welcome player input into this situation. The point is to portray that when we’re
--distracted by the powerful feelings (and hormones) related to infatuation, we don’t always react in the best way, the
-+character. However, GMs should welcome player input into this situation. The point is to portray that when we're
-+distracted by the powerful feelings (and hormones) related to infatuation, we don't always react in the best way, the
- smartest way, or even the way we want to.
-
- Infatuation can happen whether the PC is attracted to an NPC or a PC.
-@@ -35164,7 +35164,7 @@
- OPTIONAL RULES: RELATIONSHIP LEVELS
-
- When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
--If there’s no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
-+If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
- level 1. In certain circumstances, a relationship might start at level 2, indicating a far stronger initial connection
- than usual.
-
-@@ -35173,7 +35173,7 @@
- needs to be taken. This can be dates, gifts, a meaningful speech, a pledge of commitment, some amount of self-sacrifice,
- or whatever the GM and the player feel is appropriate to the story and the level of the relationship. This action might
- require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an
--Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task.
-+Intellect-based task, while helping to retrieve a loved one's cat from a tree might require a Speed-based task.
-
- Second, the player must make an Intellect-based
- roll with the desired level of relationship as the difficulty (modified as the GM sees fit).
-@@ -35182,7 +35182,7 @@
- interval. For relationships of levels 5 and above, multiple story-based actions and multiple rolls are almost certainly
- required.
-
--(It’s possible for relationship levels to be lopsided, such that the relationship from the point of view of one person
-+(It's possible for relationship levels to be lopsided, such that the relationship from the point of view of one person
- is a different level than from the point of view of the other. This should be used sparingly, because it makes things
- far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
- in these situations the connection between any two individuals should have its own level.)
-@@ -35207,11 +35207,11 @@
- infidelity, and bungled wooing attempts can all potentially lower a relationship level. This is entirely in the judgment
- of the GM, although a lowered relationship level is very likely an appropriate use of a GM intrusion.
-
--Relationship levels indicate the strength of the bond and thus help dictate an NPC’s actions in regard to a PC. An NPC
-+Relationship levels indicate the strength of the bond and thus help dictate an NPC's actions in regard to a PC. An NPC
- in a level 5 relationship probably will be more generous and forgiving toward the PC than if the relationship was level
- 3 or 4. An NPC in a level 6 relationship or higher would likely give their partner most anything, even maybe sacrificing
- their own well-being or their life for them. (And people in a higher-level relationship certainly would.) Likewise, a
--relationship level can influence a PC’s actions. An Intellect defense roll with a difficulty equal to the relationship
-+relationship level can influence a PC's actions. An Intellect defense roll with a difficulty equal to the relationship
- level might be appropriate if the PC wants to act against the best interests of their loved one, or if they must keep
- their cool and act normally when their loved one is in danger.
-
-@@ -35243,7 +35243,7 @@
- persevere in the face of immense hardship. Popular post-apocalyptic scenarios include those set after nuclear war, in
- the aftermath of a zombie plague, in the months and years following an alien invasion, or after the environment
- collapses in the face of human overpopulation. Other ways the world could end include a massive meteorite strike, the
--long-awaited robot uprising, a powerful solar flare that burns out the world’s power grids and communications, or even
-+long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
- something as prosaic as a global disease pandemic.
-
- SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
-@@ -35283,7 +35283,7 @@
- |--------------|-----------------|
- | Weapons | Notes |
- | Knife | Rusty and worn |
--| Light weapon | Won’t last long |
-+| Light weapon | Won't last long |
- | Wooden club | |
-
- | | |
-@@ -35297,7 +35297,7 @@
- |-------------|-----------------------------------------|
- | Other Items | Notes |
- | Candle | |
--| Plastic bag | Useful and ubiquitous (won’t last long) |
-+| Plastic bag | Useful and ubiquitous (won't last long) |
-
- Moderately Priced ITEMS
-
-@@ -35336,22 +35336,22 @@
-
- Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
- but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
--to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn’t
-+to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
- radioactive, poisoned, or overrun with hostile creatures.
-
- The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
- characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
--scavenging tasks and requires that they succeed on a new task to determine if the place they’re staying is still safe.
-+scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
- The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
- place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
-
- Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
- task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
--successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it’s the
-+successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
- first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
- days, a group normally gets only a single roll to find useful stuff.
-
--Useful stuff also includes a “loot” entry. Loot includes collectible coins from before the apocalypse, such as silver
-+Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
- dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
- be used as currency or barter when the characters find other survivors or arrive at a trade town.
-
-@@ -35504,7 +35504,7 @@
- Form: Backpack-sized plastic module from which clamps, forceps, scalpels, and needles can extend
-
- Effect: When strapped to a target (or when someone wearing the autodoc is damaged), the autodoc activates and restores 1
--point to a target’s Pools each round for ten rounds or until the target is fully healed, whichever happens first.
-+point to a target's Pools each round for ten rounds or until the target is fully healed, whichever happens first.
-
- Depletion: 1 in 1d10
-
-@@ -35573,10 +35573,10 @@
-
- MORLOCK
-
--You have lived your life deep underground in artificial bunkers, hidden from the world’s destruction and the brutal
-+You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
- scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
- fact, every morlock comes of age by fitting a piece of morlock technology to its body to provide enhancement and extend
--its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it’s been
-+its life. This means that you are part flesh and part machine. Your skin is as pale as milk, except where it's been
- replaced with strips of metal and glowing circuits.
-
- You gain the following characteristics:
-@@ -35609,7 +35609,7 @@
-
- ROACH
-
--You are born of a species of evolved insects once called “cockroach,” but that is far in the past. Radiation and forced
-+You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
- evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
- being, though not perfectly. When you move about human society, shadows and cloaks are your ally if you wish to pass
- unnoticed. When those of your kind are discovered, it usually goes poorly for someone. You, however, have a wandering
-@@ -35640,9 +35640,9 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. The PCs didn’t realize what you were when they asked for your help.
-+1\. The PCs didn't realize what you were when they asked for your help.
-
--2\. You’ve managed to hide your roach ancestry so well that everyone thinks you are like them.
-+2\. You've managed to hide your roach ancestry so well that everyone thinks you are like them.
-
- 3\. You are the last of your kind.
-
-@@ -35652,19 +35652,19 @@
-
- The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
- stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
--tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series
-+tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
- of
- far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
- objects that have magical elements.
-
- One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
--wonder and to evoke players’ imaginations while still allowing them to keep one foot in the known. The very settings
-+wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
- themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
- rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
- and offer fantastic starting points for any number of adventures.
-
- To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
--modern setting. In a modern setting, characters have regular jobs that don’t normally involve hunting goblins or helping
-+modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
- talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
- to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
- rightfully amazed (and perhaps somewhat terrified).
-@@ -35672,22 +35672,22 @@
- NATURE OF FAERIE
-
- Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
--world. It doesn’t matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
--in corners, in closets, or at the center of forests, or it’s one continuous realm that overlaps the real world where
--it’s thinnest. It’s a place those with open hearts can find by following a way between tall trees (or looming library
-+world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
-+in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
-+it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
- shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
- growths and built structures become vast and enchanting.
-
--Humans don’t tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
-+Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
- But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
- its stream, hill, or burrow) slowly becomes mortal and then dies.
-
- When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
--connection to Faerie. This severed connection usually disrupts a fey creature’s ability to heal. A silvered weapon is
-+connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
- one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
- powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
- many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
--harming fey creatures. Thus, most bullets and other modern items wouldn’t be treated as cold iron by this definition,
-+harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
- but some would fit the bill.
-
- Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
-@@ -35700,7 +35700,7 @@
-
- Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
- until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
--ignore the erlking’s Armor
-+ignore the erlking's Armor
-
- (*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
- oak leaves and a cloak of mist.)
-@@ -35726,7 +35726,7 @@
- FAIRY TALE ARTIFACTS
-
- Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
--setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple “wand of fire” or
-+setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
- similar item. Come up with your own or roll a quirk on the table below.
-
- | | |
-@@ -35739,8 +35739,8 @@
- | 5 | Also serves as a key to some magically locked doors and chests. |
- | 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
- | 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
--| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder’s life. |
--| 9 | The “painting” of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
-+| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
-+| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
- | 10 | Causes flowers to grow wherever it is stored or set down. |
-
- Historical
-@@ -35793,9 +35793,9 @@
-
- creating a historical adventure
-
--One of the draws of playing in a historical adventure is the thrill of “being there” when something important happens.
--Thus, in many cases, historical adventures in RPGs shouldn’t be designed as campaigns, but instead serve as short-term
--experiences where players try something new, or at least something they don’t normally do: play as figures involved in a
-+One of the draws of playing in a historical adventure is the thrill of "being there" when something important happens.
-+Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term
-+experiences where players try something new, or at least something they don't normally do: play as figures involved in a
- momentous historical event.
-
- Historical games should take cues from the closely related areas of historical fiction and historical re-enactment. The
-@@ -35804,35 +35804,35 @@
- The GM should anchor the characters with problems or conflicts that connect them to the chosen time period; make sure
- that PC backgrounds contain one relevant detail to the chosen historical setting.
-
--The GM shouldn’t fall into the trap of assuming that history was drab just because it is often presented along with old
-+The GM shouldn't fall into the trap of assuming that history was drab just because it is often presented along with old
- paintings, drawings, or blurred black-and-white photographs. Dramatic events, surprising twists, and unexpected
- situations are just as likely in a historical adventure as in any other kind.
-
--What’s the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any
-+What's the point of a historical adventure if there is no suspense? Sure, everyone knows what happens at the end of any
- given historical battle, but the stories of individuals within those fights are not known. Will they live? Will they
- succeed in their mission? And what are the consequences? Think of all the war movies that rely on that exact latitude to
- tell great stories.
-
--Make sure you know when the campaign ends. Maybe it’s when the PCs successfully accomplish a specific task, but it might
-+Make sure you know when the campaign ends. Maybe it's when the PCs successfully accomplish a specific task, but it might
- be externally timed to when a historical event takes place, whether they are attempting to offer aid, thwart it, or
--merely be aware of it as they attempt to do something that history hasn’t recorded.
-+merely be aware of it as they attempt to do something that history hasn't recorded.
-
--Don’t create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are
--introduced to a historical location or person, but don’t worry about things that they likely will never see. Yes, figure
--out what kind of currency is used, but making a super-accurate list of prices just isn’t necessary; the players will
--take your word for the cost of items and many other details. You’re evoking a historical setting with your game, not
-+Don't create more than you need to. Be ready to tell the PCs what they see and who they encounter when they are
-+introduced to a historical location or person, but don't worry about things that they likely will never see. Yes, figure
-+out what kind of currency is used, but making a super-accurate list of prices just isn't necessary; the players will
-+take your word for the cost of items and many other details. You're evoking a historical setting with your game, not
- writing a book report.
-
- Be wary about stereotypes and cultural misappropriation. History, as they say, is written by the victors. The ancient
- Greeks wrote that other cultures were all barbaric, and the European settlers called the natives in North America
--savages, but that doesn’t mean it’s true. If all you know about a time period is a movie set in that period, you’ll have
-+savages, but that doesn't mean it's true. If all you know about a time period is a movie set in that period, you'll have
- a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
- a different genre.
-
- RUNNING A HISTORICAL GAME
-
- Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
--historical event—as the setting. Given that all of history can serve, you won’t lack for resources. Below are a few
-+historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
- possibilities. Of course, the farther back you set your game, the less information on specific events is available. On
- the other hand, that frees you up to get creative.
-
-@@ -35841,12 +35841,12 @@
- figures, but if you do this, you may want to create their characters ahead of time. Most GMs will probably want to save
- historically significant individuals for use as NPCs.
-
--The players will need some kind of grounding in what to expect in the time period you’ve chosen. Just like they need an
-+The players will need some kind of grounding in what to expect in the time period you've chosen. Just like they need an
- idea of what magic can do in a fantasy game, they will need a general idea of what kind of technology is available, the
- broad strokes of what their characters might know and not know, and so on. Maybe have them read a Wikipedia entry, at
- the very least.
-
--If you’re looking for inspiration for time periods in which to set your historical game, here are some possible ideas:
-+If you're looking for inspiration for time periods in which to set your historical game, here are some possible ideas:
- prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
- Medieval Europe, and the American Old West.
-
-@@ -35892,51 +35892,51 @@
- or background.
-
- Motive: This entry is a way to help the GM understand what a creature or NPC wants. Every creature or person wants
--something, even if it’s just to be left alone.
-+something, even if it's just to be left alone.
-
- Environment: This entry describes whether the creature tends to be solitary or travel in groups and what kind of terrain
--it inhabits (such as “They travel in packs through dry wastes and temperate lowlands”).
-+it inhabits (such as "They travel in packs through dry wastes and temperate lowlands").
-
--Health: A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is
--dead or incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount
-+Health: A creature's target number is usually also its health, which is the amount of damage it can sustain before it is
-+dead or incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount
- for a creature of its level.
-
- Damage Inflicted: Generally, when creatures hit in combat, they inflict their level in damage regardless of the form of
- attack. Some inflict more or less or have a special modifier to damage. Intelligent NPCs often use weapons, but this is
--more a flavor issue than a mechanical one. In other words, it doesn’t matter if a level 3 foe uses a sword or claws—it
--deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it’s the normal
-+more a flavor issue than a mechanical one. In other words, it doesn't matter if a level 3 foe uses a sword or claws—it
-+deals the same damage if it hits. The entries always specify the amount of damage inflicted, even if it's the normal
- amount for a creature of its level.
-
--Armor: This is the creature’s Armor value. Sometimes the number represents physical armor, and other times it represents
--natural protection. This entry doesn’t appear in the game stats if a creature has no Armor.
-+Armor: This is the creature's Armor value. Sometimes the number represents physical armor, and other times it represents
-+natural protection. This entry doesn't appear in the game stats if a creature has no Armor.
-
- Movement: Movement determines how far the creature can move in a single turn. Creatures have movements of immediate,
- short, long, or very long, which equate to the ranges of the same name. Most PCs have an effective movement of short, so
- if they are chasing (or being chased by) a creature with immediate movement, their Speed tasks are eased; if the
--creature’s movement is long or greater, the PCs’ Speed tasks are hindered.
-+creature's movement is long or greater, the PCs' Speed tasks are hindered.
-
--Modifications: Use these default numbers when a creature’s information says to use a different target number. For
--example, a level 4 creature might say “defends as level 5,” which means PCs attacking it must roll a target number of 15
-+Modifications: Use these default numbers when a creature's information says to use a different target number. For
-+example, a level 4 creature might say "defends as level 5," which means PCs attacking it must roll a target number of 15
- (for difficulty 5) instead of 12 (for difficulty 4). In special circumstances, some creatures have other modifications,
- but these are almost always specific to their level.
-
--Combat: This entry gives advice on using the creature in combat, such as “This creature uses ambushes and hit-and-run
--tactics.” At the end of the combat listing, you’ll also find any special abilities, such as immunities, poisons, and
--healing skills. GMs should be logical about a creature’s reaction to a particular action or attack by a PC. For example,
--a mechanical creation is immune to normal diseases, a character can’t poison a being of energy (at least, not with a
-+Combat: This entry gives advice on using the creature in combat, such as "This creature uses ambushes and hit-and-run
-+tactics." At the end of the combat listing, you'll also find any special abilities, such as immunities, poisons, and
-+healing skills. GMs should be logical about a creature's reaction to a particular action or attack by a PC. For example,
-+a mechanical creation is immune to normal diseases, a character can't poison a being of energy (at least, not with a
- conventional poison), and so on.
-
--Interaction: This entry gives advice on using the creature in interactions, such as “These creatures are willing to talk
--but respond poorly to threats,” or “This creature is an animal and acts like an animal.”
-+Interaction: This entry gives advice on using the creature in interactions, such as "These creatures are willing to talk
-+but respond poorly to threats," or "This creature is an animal and acts like an animal."
-
- Use: This entry gives the GM suggestions for how to use the creature in a game session. It might provide general notes
- or specific adventure ideas.
-
- Loot: This entry indicates what the PCs might gain if they take items from their fallen foes (or trade with or trick
--them). It doesn’t appear in the game stats if the creature has no loot.
-+them). It doesn't appear in the game stats if the creature has no loot.
-
- GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature.
--It’s just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-+It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
- NORMAL ANIMALS
-
-@@ -36082,10 +36082,10 @@
- BIGGER AND TOUGHER
-
- If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
--the creature’s level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn’t
--the default for its level, take that into account at the modified creature’s new level.
-+the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-+the default for its level, take that into account at the modified creature's new level.
-
--A simple rule of thumb is to double a creature’s size (length, width, and height) for every level it increases.
-+A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-
- OTHER CREATURES AND NPCs FOR A FANTASY GAME
-
-@@ -36231,9 +36231,9 @@
- those memories, motivations, and hopes are usually submerged in a hunger that can never be sated.
-
- Use: Abominations hunt ravaged wastelands and bombed-out spacecraft hulks, lurk in basements where mad scientists have
--conducted illicit experiments, and haunt the dreams of children who’ve gotten in over their heads.
-+conducted illicit experiments, and haunt the dreams of children who've gotten in over their heads.
-
--GM intrusion: The abomination isn’t dead; it stands up on the following round at full health.
-+GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
-
- BASILISK 5 (15)
-
-@@ -36262,8 +36262,8 @@
- The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
- damage track if they fail a Might defense roll.
-
--The basilisk’s venom affects its breath, and on its turn, anything within immediate range of it must make a Might
--defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk’s lair is
-+The basilisk's venom affects its breath, and on its turn, anything within immediate range of it must make a Might
-+defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk's lair is
- surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-
- Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
-@@ -36314,7 +36314,7 @@
- Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
- the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
- actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
--that can understand the blackguard’s commands, and may even be able to speak. If the beast is a horse or similar
-+that can understand the blackguard's commands, and may even be able to speak. If the beast is a horse or similar
- creature, the blackguard might ride it as a mount.
-
- Fiendish beast: level 4, stealth as level 5, Might and Intellect defense as level 5
-@@ -36334,7 +36334,7 @@
-
- Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-
--Unholy Blessing: The blackguard’s defense rolls are eased.
-+Unholy Blessing: The blackguard's defense rolls are eased.
-
- Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-
-@@ -36344,12 +36344,12 @@
- Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
- an artifact weapon or armor.
-
--GM intrusions:The blackguard’s weaponflares with unholy power,inflicting an additional6 points of damage(ignores
-+GM intrusions:The blackguard's weaponflares with unholy power,inflicting an additional6 points of damage(ignores
- Armor).A slain blackguardrises as an undead or ispossessed by a demonand continues to figh
-
- CAMBION 5 (15)
-
--Fine ebony scales cover a cambion’s perfectly athletic figure. Two reddish horns grow from
-+Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
-
- its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and
-
-@@ -36359,7 +36359,7 @@
-
- everyone expects of them, and embrace evil.
-
--Motive: Defense, conquest, revenge on a world that’s rejected them
-+Motive: Defense, conquest, revenge on a world that's rejected them
-
- Environment: Anywhere, often hiding in plain sight
-
-@@ -36377,7 +36377,7 @@
- their attacks. Some cambions develop their natural and magical abilities to become powerful sorcerers, but most can call
- up hellish energy merely by willing it at least once per day, as follows.
-
--Finger of Torture: A ruby ray lances out from the cambion’s finger to strike an enemy prone with torturous pain on a
-+Finger of Torture: A ruby ray lances out from the cambion's finger to strike an enemy prone with torturous pain on a
- failed Might defense task. The target automatically takes 6 points of damage each round until they can escape the effect
- with an Intellect task.
-
-@@ -36392,7 +36392,7 @@
-
- Loot: Powerful cambions sometimes wield artifacts as weapons.
-
--GM intrusion: Thecharacter’s cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
-+GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
-
- CHIMERA 6 (18)
-
-@@ -36405,7 +36405,7 @@
- A chimera typically has a dominant form to which other animal parts are grafted. The base form must be large enough to
- support the weight of the extra heads, so lions, bears, and horses are popular as the base form.
-
--Chimeras kill even when not hungry and throw their victims’ remains around a wide area in a wild rage. When not feeding
-+Chimeras kill even when not hungry and throw their victims' remains around a wide area in a wild rage. When not feeding
- or tormenting prey, a chimera that can fly takes to the air, beating its enormous leather wings to scour the landscape
- for new prey.
-
-@@ -36423,11 +36423,11 @@
-
- Combat: All chimeras have a number of ways to kill. The exact methods vary, but most can bite, sting, and gore (three
- attacks) as a single action, either attacking the same opponent or attacking different foes within immediate range of
--each other. A chimera’s sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take
-+each other. A chimera's sting carries a powerful toxin, and a stung target must succeed on a Might defense roll or take
- 4 additional points of damage. Chimeras with spikes can project them at up to three targets within long range as a
- single action.
-
--Interaction: Chimeras are a lot like wild animals with rabies. They’re confused and violent, and they behave
-+Interaction: Chimeras are a lot like wild animals with rabies. They're confused and violent, and they behave
- erratically. Savage, ferocious beasts, they hate all other creatures and seize any opportunity to kill.
-
- Use: While exploring an island, the PCs find carcasses that have been torn apart, the pieces scattered in all
-@@ -36461,7 +36461,7 @@
-
- A chronophage can phase back and forth between its home dimension, and it uses this ability to great effect when hunting
- prey. For instance, it can close on prey otherwise protected by barriers or features of the landscape. It can also use
--the ability to draw a victim’s attention and then launch a surprise attack from behind after it has effectively
-+the ability to draw a victim's attention and then launch a surprise attack from behind after it has effectively
- teleported. However, it is an action for the creature to shift its phase between the dimension of time and normal
- reality.
-
-@@ -36469,13 +36469,13 @@
- creature can sway it from the prey.
-
- Use: When the PCs happen upon a location where the rules of space-time are loose and malleable, or if the PCs trigger a
--cypher or other device that interferes with time’s regular flow, a clutch of chronophages may soon come calling.
-+cypher or other device that interferes with time's regular flow, a clutch of chronophages may soon come calling.
-
- Loot: The skin of a chronophage can be salvaged to create a silvery cloak that reflects its surroundings, but the
- reflection is one hour behind the present.
-
--GM intrusion: If a chronophage’s prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an
--Intellect defense roll (difficulty 4) or be phased into the chronophage’s home dimension of time. Victims automatically
-+GM intrusion: If a chronophage's prey fails its Speed defense roll, the attack ignores Armor, and the prey must make an
-+Intellect defense roll (difficulty 4) or be phased into the chronophage's home dimension of time. Victims automatically
- phase back into reality on their next turn but are displaced by 100 feet (30 m) straight up or to the closest open
- space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them,
- hindering all actions for a round.
-@@ -36512,7 +36512,7 @@
- • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-
- • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic state
--in which they can’t recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
-+in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
- force at what it perceives as its tormentors.
-
- • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one step
-@@ -36526,12 +36526,12 @@
- • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
-
- • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one hour.
--The transformed creature’s actions are hindered, but its physical attacks inflict +3 points of damage. The mage’s
-+The transformed creature's actions are hindered, but its physical attacks inflict +3 points of damage. The mage's
- control over the creature is limited to indicating which target it should attack.
-
- A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-
--Interaction: Corrupt mages generally can’t be trusted and see other creatures as things to experiment on and vivisect.
-+Interaction: Corrupt mages generally can't be trusted and see other creatures as things to experiment on and vivisect.
- They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
- research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-
-@@ -36541,7 +36541,7 @@
- Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
-
- GM intrusions:A desperate or dyingcorrupt mage transformstheir own body intoseveral new fleshbeasts,which retain
--fragmentsof the mage’s intelligenceand immediately attack.The mage’s attack spellis incredibly painful,stunning the
-+fragmentsof the mage's intelligenceand immediately attack.The mage's attack spellis incredibly painful,stunning the
- characterfor one round if they faila Might defense roll.
-
- CYCLOPS 7 (21)
-@@ -36549,8 +36549,8 @@
- Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
- Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
- corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A
--cyclops’s most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the
--edges of civilized areas or on remote islands. For all their power and stature, they aren’t especially brave, and most
-+cyclops's most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the
-+edges of civilized areas or on remote islands. For all their power and stature, they aren't especially brave, and most
- have a dim idea that puny humans have an advantage when they have numbers on their side.
-
- Motive: Hungers for flesh
-@@ -36580,7 +36580,7 @@
- points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-
- Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
--cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.
-+cyclops thinks about its belly first and foremost and doesn't pay much attention to what it stuffs in its mouth.
-
- Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
- who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-@@ -36590,13 +36590,13 @@
-
- GM intrusions: The cyclops hits acharacter so hard thatthey fly a short distanceaway and land prone.
-
--A character struckby the cyclops’s fist isgrabbed and stuffed inthe creature’s sack.
-+A character struckby the cyclops's fist isgrabbed and stuffed inthe creature's sack.
-
- DEEP ONE 4 (12)
-
- Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for
- human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater
--cities like “Cyclopean and many-columned Y’ha-nthlei.” Deep ones sometimes breed with insane humans to produce squamous
-+cities like "Cyclopean and many-columned Y'ha-nthlei." Deep ones sometimes breed with insane humans to produce squamous
- offspring that eventually develop fully into deep ones well after maturity (or even middle age).
-
- Motive: Hungers for flesh
-@@ -36636,8 +36636,8 @@
-
- DEINONYCHUS 3 (9)
-
--Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn’t care if its prey gets the proper
--terminology sorted. Meat tastes like meat. The “terrible claw” these carnivores are named after refers to their massive,
-+Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn't care if its prey gets the proper
-+terminology sorted. Meat tastes like meat. The "terrible claw" these carnivores are named after refers to their massive,
- sickle-shaped claws, which are unsheathed from their hind legs when attacking prey.
-
- Deinonychus are pack hunters, which means they work together as a unit, each taking on different roles to scare, flush,
-@@ -36677,7 +36677,7 @@
-
- Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called
- demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are
--so physically and mentally powerful that it’s difficult for them to hide their semi-divine appearance to mortal
-+so physically and mentally powerful that it's difficult for them to hide their semi-divine appearance to mortal
- creatures—not that most would make the effort in the first place.
-
- Motive: Ineffable
-@@ -36701,9 +36701,9 @@
- can also call on a variety of other abilities that seem like magic to lesser foes and mimic the effect of any cypher of
- level 5 or lower.
-
--A demigod doesn’t need to alter reality to heal itself, as it automatically regains 2 points of health per round.
-+A demigod doesn't need to alter reality to heal itself, as it automatically regains 2 points of health per round.
-
--Interaction: For all their power, demigods share most human traits and weaknesses. This means it’s possible to negotiate
-+Interaction: For all their power, demigods share most human traits and weaknesses. This means it's possible to negotiate
- with one, though the consequences for angering a demigod in the process are dire.
-
- Use: A demigod was banned from the higher realm of their birth for unknown reasons. Now they seek to show their worth by
-@@ -36728,7 +36728,7 @@
- Having no flesh to call its own, a demon is a shadowed, ephemeral horror able to possess others. A demon can cause great
- harm in a short time by forcing its host to lie, steal, and harm loved ones.
-
--Motive: Hungers for others’ pain and fear
-+Motive: Hungers for others' pain and fear
-
- Environment: Anywhere
-
-@@ -36742,12 +36742,12 @@
-
- Combat: The immaterial touch of a demon either inflicts 5 points of damage from rot, or allows the demon to attempt to
- possess the target. The target of an attempted possession must make an Intellect defense roll or become possessed,
--whereupon the demon’s immaterial form disappears into the target.
-+whereupon the demon's immaterial form disappears into the target.
-
- The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
- possessing demon can control the actions of the host, but the
- character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the
--character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s
-+character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon's
- actions are limited to attempts to control its host and leaving the host.
-
- A possessed target is allowed an Intellect defense roll to eject the demon once per day, barring any exorcism attempts.
-@@ -36759,7 +36759,7 @@
- magical, energy, and psychic attacks. While it possesses another creature, the demon is immune to most attacks (though
- not so the host; killing the host will eject the demon).
-
--Interaction: A demon allows a possessed host to act normally, as long as it doesn’t reveal the demon’s presence. If its
-+Interaction: A demon allows a possessed host to act normally, as long as it doesn't reveal the demon's presence. If its
- presence is known, the demon might negotiate, but only after a tirade of lies and obscenity, and the demon likely
- betrays any deal reached.
-
-@@ -36812,8 +36812,8 @@
- • Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
- the wish is often twisted or has hidden consequences.
-
--Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal’s corruption or advances the
--demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-+Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal's corruption or advances the
-+demon's agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-
- Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
- a favor to be named later.
-@@ -36828,7 +36828,7 @@
-
- DEVIL 4 (12)
-
--Devils are manifest evil. As “native fauna” of various tortuous nether realms, devils come in many forms, though most
-+Devils are manifest evil. As "native fauna" of various tortuous nether realms, devils come in many forms, though most
- are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink
- of brimstone and sport tails that end in a fork. Devils fill the ranks of hellish armies, guard evil vaults, and appear
- at the magical summons of warlocks and sorcerers who are not afraid for the sanctity of their own souls.
-@@ -36862,9 +36862,9 @@
- table.
-
- Use: A spate of violent murders grips a city in fear—a devil has escaped into the world of mortals without a leash. It
--spends nights hunting anyone it spots from its perches atop the city’s holy places.
-+spends nights hunting anyone it spots from its perches atop the city's holy places.
-
--GM intrusion: A devil anticipates the character’s melee attack and brings its wing down “just so” on the attacker’s
-+GM intrusion: A devil anticipates the character's melee attack and brings its wing down "just so" on the attacker's
- weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.
-
- DJINNI 7 (21)
-@@ -36884,13 +36884,13 @@
-
- Modifications: Knowledge of Arabian history as level 8
-
--Combat: With a touch, a djinni can warp a victim’s flesh, inflicting damage. Djinn can also use an action to send out a
--magitech “EMP burst” that renders all artifacts, machines, and lesser magic devices within short range inoperable for
--one minute. (If the item is part of a character’s equipment, they can prevent this outcome by succeeding on a Speed
-+Combat: With a touch, a djinni can warp a victim's flesh, inflicting damage. Djinn can also use an action to send out a
-+magitech "EMP burst" that renders all artifacts, machines, and lesser magic devices within short range inoperable for
-+one minute. (If the item is part of a character's equipment, they can prevent this outcome by succeeding on a Speed
- defense roll.) Instead of disabling all devices in range, a djinni can instead take control of one item within range for
- one minute, if applicable.
-
--A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but can’t
-+A djinni can transform into a being of smoke and flame as its action. While in this form, it has +10 to Armor but can't
- attack foes. It gains the ability to fly a long distance each round and retains the ability to communicate normally. The
- first time each day that a djinni returns to physical form after having become smoke, it regains 25 points of health.
-
-@@ -36899,11 +36899,11 @@
- are multiple ways to interpret it. The level of the effect granted is no greater than level 7, as determined by the GM,
- who can modify the effect of the wish accordingly. (The larger the wish, the more likely the GM will limit its effect.)
-
--Interaction: When a djinni interacts with characters, it’s narcissistic, certain in its own immense power, and unlikely
-+Interaction: When a djinni interacts with characters, it's narcissistic, certain in its own immense power, and unlikely
- to let slights pass. That said, low-tier characters could negotiate with one peacefully because even djinn have needs
- and desires.
-
--Use: Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs’ job is to determine whether
-+Use: Agents of a foreign power retrieved a magic lamp from an ancient Arabian ruin. The PCs' job is to determine whether
- there is reason for alarm.
-
- Loot: Most djinn carry a couple of cyphers, and some have a magic artifact useful in combat.
-@@ -36917,7 +36917,7 @@
- Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular
- basis. They prefer virgins, though they will settle for whoever, or whatever—such as horses or wild pigs—is available in
- a pinch. They love games of all sorts, especially when they get to consume the loser. Drawn to wealth and magic, dragons
--accumulate hoards of golden treasure. A dragon’s hoard is not only an end in itself, but part of a never-ending contest
-+accumulate hoards of golden treasure. A dragon's hoard is not only an end in itself, but part of a never-ending contest
- between dragons of a certain age to see which one can accumulate the largest trove.
-
- Motive: Self-aggrandizement, hungers for flesh, treasure collection
-@@ -36940,12 +36940,12 @@
- Most dragons have one or more additional magical abilities they can bring to bear in combat, including the following.
-
- *Captivate:* A dragon with this ability can psychically mesmerize a nondragon target in immediate range who fails an
--Intellect defense roll. A captivated target does the dragon’s verbal bidding for one or more hours. Each time the target
-+Intellect defense roll. A captivated target does the dragon's verbal bidding for one or more hours. Each time the target
- is confronted by a third party about its mental condition, the target is allowed another Intellect defense roll to break
- the effect.
-
- *Change Shape:* A dragon with this ability can take the form of a human or similar humanoid as its action, or return to
--its regular shape. When so changed, the dragon’s disguise is nearly impenetrable without special knowledge. As a human,
-+its regular shape. When so changed, the dragon's disguise is nearly impenetrable without special knowledge. As a human,
- the dragon is a level 5 creature.
-
- *Fiery Breath:* A dragon can breathe a stream of fire up to long range, doing 7 points of damage to all targets within
-@@ -36960,7 +36960,7 @@
- Use: A dragon confronts the PCs, challenging them to a riddle game. If the characters win, they get a cypher. If the
- dragon wins, the PCs owe it a favor to be specified later . . . unless the dragon is hungry now.
-
--Loot: A dragon’s hoard might contain 2d6 cyphers, hard currency equivalent to 1d6 exorbitant items, and possibly a few
-+Loot: A dragon's hoard might contain 2d6 cyphers, hard currency equivalent to 1d6 exorbitant items, and possibly a few
- artifacts (but a hoard is usually well guarded).
-
- GM intrusion: The dragon breathes fire while the character is caught in its mouth, which automatically inflicts maximum
-@@ -36995,18 +36995,18 @@
-
- *4+ successful attacks:* deals 7 points of damage; attacks as level 7
-
--If a fire elemental hasn’t burned a foe within the last minute, its combat stats drop back to its level 4 baseline.
-+If a fire elemental hasn't burned a foe within the last minute, its combat stats drop back to its level 4 baseline.
-
- A fire elemental is immune to fire attacks but vulnerable to cold; every time it takes 1 point of cold damage, it takes
- 1 additional point of damage.
-
- Interaction: Fire elementals are barely sapient and usually respond only to those who know spells able to command them.
--However, there’s a chance (about 10%) that a fire elemental commanded to accomplish a particular task breaks free and
--instead burns whatever’s around until it exhausts all possible fuel sources.
-+However, there's a chance (about 10%) that a fire elemental commanded to accomplish a particular task breaks free and
-+instead burns whatever's around until it exhausts all possible fuel sources.
-
- Use: A rash of fires leads some people to suspect that an arsonist is on the loose, but the truth is worse.
-
--GM intrusion: A character hit by the fire elemental’s attack catches on fire and takes 3 points of damage each round
-+GM intrusion: A character hit by the fire elemental's attack catches on fire and takes 3 points of damage each round
- until they use an action patting, rolling, or smothering the flames.
-
- EARTH ELEMENTAL 5 (15)
-@@ -37040,7 +37040,7 @@
- merchant wants someone to investigate the monoliths in case they represent a trap. In fact, the monoliths are inactive
- earth elementals.
-
--GM intrusion: A character within range of the earth elemental’s earthquake attack must succeed on a Speed defense roll
-+GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
- or be covered in an avalanche from a collapsing structure or cliff face.
-
- ELEMENTAL, AIR 4 (12)
-@@ -37066,15 +37066,15 @@
- start of its next turn.
-
- An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
--can’t be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
-+can't be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
- to return to its normal form.
-
- Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
- percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
- cause trouble elsewhere.
-
--Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn’t
--important or relevant. They can be summoned with magic but don’t like being controlled, and there is a 10 percent chance
-+Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn't
-+important or relevant. They can be summoned with magic but don't like being controlled, and there is a 10 percent chance
- that they free themselves and strike out on their own.
-
- Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
-@@ -37082,7 +37082,7 @@
- anyone who comes too close.
-
- GM intrusion: Aviolent blast of winddisarms a characterand sends whateverthey were holding up toa long distance
--away(depending on theobject’s size and weight).
-+away(depending on theobject's size and weight).
-
- ELEMENTAL, THORN 6 (18)
-
-@@ -37103,7 +37103,7 @@
- Movement: Immediate
-
- Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
--Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn’s prick. Worse, the
-+Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn's prick. Worse, the
- poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-
- As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
-@@ -37150,13 +37150,13 @@
-
- Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
- opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
--every round on the elemental’s turn. Each following turn, the enveloped character must attempt a new Might defense roll
--every round or move one step down the damage track from drowning as the elemental forces itself into the creature’s
-+every round on the elemental's turn. Each following turn, the enveloped character must attempt a new Might defense roll
-+every round or move one step down the damage track from drowning as the elemental forces itself into the creature's
- lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
- short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
- its previous position to fight other opponents.
-
--Any attack that inflicts 6 or more points of cold damage hinders a water elemental’s actions on its next turn.
-+Any attack that inflicts 6 or more points of cold damage hinders a water elemental's actions on its next turn.
-
- Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
- distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
-@@ -37165,7 +37165,7 @@
- Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
- have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
-
--GM intrusion: The forceof the elemental’s attackknocks over a character,sweeps them a shortdistance away, or both.
-+GM intrusion: The forceof the elemental's attackknocks over a character,sweeps them a shortdistance away, or both.
-
- ENTHRALLER 6 (18)
-
-@@ -37199,7 +37199,7 @@
- Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can
- make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the
- enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time
--within a minute, the enthraller’s mental control lasts for one minute.
-+within a minute, the enthraller's mental control lasts for one minute.
-
- Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short
- range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable
-@@ -37207,7 +37207,7 @@
- take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by
- two steps.
-
--The enthraller’s attack is a form of mental feeding. If it moves a PC down the damage track, the creature regains 4
-+The enthraller's attack is a form of mental feeding. If it moves a PC down the damage track, the creature regains 4
- points of health.
-
- Interaction: An enthraller can communicate telepathically with characters within short range. It tries to mentally
-@@ -37216,13 +37216,13 @@
- that other creatures are cattle.
-
- Use: A spacecraft (or perhaps an escape pod) crash lands. Inside, a hurt enthraller lies in suspended animation.
--Investigators are unlikely to realize the enthraller’s nature beforehand, but they certainly learn if they wake the
-+Investigators are unlikely to realize the enthraller's nature beforehand, but they certainly learn if they wake the
- alien.
-
- Loot: Enthrallers wear light armor suited for their forms. They might have one or two cyphers and, rarely, an artifact
- that boosts their already-fearsome mental capabilities.
-
--GM intrusion: The enthraller’s intrusion into the character’s mind stirs up forgotten memories. The character must deal
-+GM intrusion: The enthraller's intrusion into the character's mind stirs up forgotten memories. The character must deal
- with the contents of these memories and perhaps why they were repressed.
-
- EVIL PRIEST 7 (21)
-@@ -37254,7 +37254,7 @@
- darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
- a ward against energy damage. They also have the following magical abilities:
-
--• Curse: The priest curses a foe within short range, hindering all of the foe’s actions by two steps.
-+• Curse: The priest curses a foe within short range, hindering all of the foe's actions by two steps.
-
- • Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-
-@@ -37283,7 +37283,7 @@
- Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
- cyphers, and an artifact.
-
--GM intrusions:The dying evil priestutters a curse thatattempts to pull the character’s soul intothe afterlife with
-+GM intrusions:The dying evil priestutters a curse thatattempts to pull the character's soul intothe afterlife with
- them,moving them one stepdown the damagetrack if they fail anIntellect defense roll.
-
- The evil priest ignores, avoids, or immediately recovers from an attack that would have killed orgreatly harmed them.
-@@ -37348,7 +37348,7 @@
- Fallen angel abilities wax and wane according to the position of the sun. During the day, a fallen angel seems almost
- sane (and is less dangerous), but at night, it is volatile and threatening to everyone.
-
--Motive: Revenge (but on whom and for what isn’t clear, even to the fallen angel)
-+Motive: Revenge (but on whom and for what isn't clear, even to the fallen angel)
-
- Environment: Anywhere, sometimes living alone in the wilderness, other times walking the hard streets of large cities
-
-@@ -37382,7 +37382,7 @@
-
- Loot: Fallen angels collect cyphers and usually have a few.
-
--GM intrusion: A fallen angel’s successful attack causes the character’s cypher to detonate (if a grenade) or otherwise
-+GM intrusion: A fallen angel's successful attack causes the character's cypher to detonate (if a grenade) or otherwise
- activate in a
- less-than-ideal fashion.
-
-@@ -37392,7 +37392,7 @@
- hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing
- and devouring everything they come upon.
-
--A fusion hound’s entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body.
-+A fusion hound's entire head appears to be a blast of flame, and gouts of dangerous radiation flare from its body.
-
- Motive: Hungers for flesh
-
-@@ -37412,7 +37412,7 @@
- and still attack as a single action. It can also use its action to run about in random patterns, hindering attacks
- against it by two steps.
-
--A fusion hound’s head is completely haloed in a seething mass of radioactive energy, so unlike traditional canines, it
-+A fusion hound's head is completely haloed in a seething mass of radioactive energy, so unlike traditional canines, it
- has no bite attack. Instead, it pounces on prey with its clawed forelimbs, which causes a burst of radiation to flare
- from its body, burning whatever it touches.
-
-@@ -37433,7 +37433,7 @@
-
- Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty
- rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the
--breath of living creatures begins to steam, it’s a certainty.
-+breath of living creatures begins to steam, it's a certainty.
-
- Ghosts are the spectral remnants of humans, which persist either as fragments of memory or as full-fledged spirits.
- Though their appearance varies between individuals, many appear somewhat translucent, washed out, or physically warped
-@@ -37451,21 +37451,21 @@
-
- Modifications: Stealth as level 7; tasks related to frightening others as level 6
-
--Combat: A ghost doesn’t take damage from mundane physical sources, but it takes half damage from spells and attacks that
-+Combat: A ghost doesn't take damage from mundane physical sources, but it takes half damage from spells and attacks that
- direct energy, and full damage from weapons designed to affect spirits, psychic attacks, and similar attacks.
-
--A ghost’s touch inflicts freezing damage. Some ghosts can kill victims with fear. A ghost with this ability can attack
-+A ghost's touch inflicts freezing damage. Some ghosts can kill victims with fear. A ghost with this ability can attack
- all creatures within short range with a psychic display so horrible that targets who fail an Intellect defense roll take
- 4 points of Intellect damage (ignores Armor) and become terrified, freezing in place. In each subsequent round, a
- terrified victim can attempt an Intellect-based task to push away the fright. Each failed attempt moves the victim one
--step down the damage track. Not attempting to clear one’s mind of fear counts as a failed attempt. Those killed by fear
-+step down the damage track. Not attempting to clear one's mind of fear counts as a failed attempt. Those killed by fear
- are marked by expressions of horror and hair that has turned white.
-
- A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate
- objects if it focuses on them. Ghosts can also go into a state of apparent
- non-existence for hours or days at a time.
-
--Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task
-+Interaction: Some ghosts are talkative, some don't know they're dead, some want help for a task
- they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into
- the same colorless existence they endure.
-
-@@ -37473,7 +37473,7 @@
- and a few others haunting an abandoned structure. The ghost promises to tell secrets of the afterlife to any who accept
- its strange offer.
-
--Loot: A ghost usually doesn’t carry objects, though some might have a keepsake (like an amulet showing the face of a
-+Loot: A ghost usually doesn't carry objects, though some might have a keepsake (like an amulet showing the face of a
- loved one) or an artifact.
-
- GM intrusion: The character must succeed on an Intellect defense roll or be possessed by the ghost until they succeed on
-@@ -37508,10 +37508,10 @@
- failed Might defense roll, render the target paralyzed for one minute. A paralyzed target can attempt a Might-based task
- each round to regain mobility, but for the next minute, attacks, defenses, and movement tasks are hindered.
-
--Ghouls can see in the dark. They’re blind in full daylight, but civilized ghouls who travel to the surface carry lenses
-+Ghouls can see in the dark. They're blind in full daylight, but civilized ghouls who travel to the surface carry lenses
- that cover their eyes, allowing them to see without penalty in full sunlight.
-
--Interaction: Common ghouls can’t be negotiated with, though a rare civilized ghoul is an excellent linguist. These
-+Interaction: Common ghouls can't be negotiated with, though a rare civilized ghoul is an excellent linguist. These
- latter are willing to deal in return for the body of someone who was knowledgeable or who kept valuable secrets in life.
-
- Use: If a PC needs a piece of information not otherwise obtainable, a trip down into a ghoul city might be worthwhile,
-@@ -37520,8 +37520,8 @@
- Loot: If the PCs defeat a group of civilized ghouls, they might find a cypher and a few sets of black goggles that allow
- the wearer to look directly at the sun and see it as a pale circle.
-
--GM intrusion: The ghoul spits in the character’s eye, directly introducing the paralytic into the victim’s bloodstream.
--The victim’s Might defense roll to avoid becoming paralyzed is hindered.
-+GM intrusion: The ghoul spits in the character's eye, directly introducing the paralytic into the victim's bloodstream.
-+The victim's Might defense roll to avoid becoming paralyzed is hindered.
-
- GIANT 7 (21)
-
-@@ -37561,12 +37561,12 @@
- singing, juggling, or doing some other trick, which some giants will pause to watch for at least one or two rounds.
-
- Use: A giant came down out of the mountains and laid waste to half the nearby village. Survivors will pay someone to
--venture into the giant’s mountain lair and destroy the creature.
-+venture into the giant's mountain lair and destroy the creature.
-
- Loot: Individual giants carry little, but giant lairs may contain currency equivalent to 1d6 expensive items, 1d6
- cyphers, and a couple of artifacts.
-
--GM intrusion: The giant’s blow sprains one of the character’s limbs, making it useless for ten minutes.
-+GM intrusion: The giant's blow sprains one of the character's limbs, making it useless for ten minutes.
-
- GIANT RAT 3 (9)
-
-@@ -37586,15 +37586,15 @@
-
- Modifications: Perception as level 4; tasks related to overcoming obstacles and puzzles as level 5
-
--Combat: Victims damaged by a giant rat’s diseased teeth and claws take 4 points of damage and, on a failed Might defense
--roll, are infected with a level 5 disease. Within twelve hours, the victim’s lymph glands swell, creating visible
-+Combat: Victims damaged by a giant rat's diseased teeth and claws take 4 points of damage and, on a failed Might defense
-+roll, are infected with a level 5 disease. Within twelve hours, the victim's lymph glands swell, creating visible
- buboes. Every twelve hours thereafter, the victim must succeed on a Might defense roll or take 5 points of ambient
- damage.
-
- Interaction: Giant rats stubbornly pursue prey, but they flee if that prey proves to be too strong.
-
- Use: A contact of the PCs dies of plague before they can deliver an important message. The PCs will have to backtrack
--the contact’s movements to discover what they wanted to say, which leads to a giant rat colony.
-+the contact's movements to discover what they wanted to say, which leads to a giant rat colony.
-
- GM intrusion: A swarm of twelve ordinary rats—each level 1, but acting like a level 3 swarm—is summoned by the
- high-pitched squeaking of a giant rat.
-@@ -37618,8 +37618,8 @@
-
- Modifications: Perception and stealth as level 6; Speed defense as level 3 due to size
-
--Combat: A giant snake bites foes, preferably from ambush, hindering the target’s Speed defense by two steps. If it
--succeeds, the snake’s bite deals 8 points of damage for that attack. On a failed Might defense roll, a bite also
-+Combat: A giant snake bites foes, preferably from ambush, hindering the target's Speed defense by two steps. If it
-+succeeds, the snake's bite deals 8 points of damage for that attack. On a failed Might defense roll, a bite also
- inflicts 3 points of Speed damage (ignores Armor). A giant snake may coil around a sleeping, stunned, or debilitated
- victim. Caught victims automatically take 5 points of crushing damage each round until they break free.
-
-@@ -37632,17 +37632,17 @@
- Use: Characters note something amiss as they glimpse lambent eyes peering from the darkness, glaring as if seeking to
- pin victims in place with cold terror.
-
--Loot: A giant snake’s droppings or gullet might hold a few cyphers and possibly an artifact that the creature could not
-+Loot: A giant snake's droppings or gullet might hold a few cyphers and possibly an artifact that the creature could not
- digest.
-
--GM intrusion: The snake’s venom affects the character more strongly. Instead of merely inflicting Speed damage, it also
-+GM intrusion: The snake's venom affects the character more strongly. Instead of merely inflicting Speed damage, it also
- paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll
- to throw off the effects of the poison early.
-
- GIANT SPIDER 3 (9)
-
- Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin,
--they’re terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size
-+they're terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size
- of a large horse.
-
- Motive: Hungers for blood
-@@ -37657,7 +37657,7 @@
-
- Modifications: Perception as level 5; Speed defense as level 4 due to quickness
-
--Combat: A giant spider’s envenomed fangs inflict 3 points of damage, plus 3 points of Speed damage (ignores Armor) if a
-+Combat: A giant spider's envenomed fangs inflict 3 points of damage, plus 3 points of Speed damage (ignores Armor) if a
- victim fails a Might defense roll. Debilitated victims are not killed but instead cocooned and hung for later dining.
- Giant spider webs (level 4) can hold victims immobile and unable to take actions until they manage to break free.
-
-@@ -37669,7 +37669,7 @@
- Use: Giant spider webs can infest unlit alleys, dungeon corridors, dark forests, and darkened hallways of decommissioned
- genetic labs.
-
--Loot: Cocooned corpses of previous victims hanging in a giant spider’s web sometimes contain all manner of valuables,
-+Loot: Cocooned corpses of previous victims hanging in a giant spider's web sometimes contain all manner of valuables,
- including cyphers.
-
- GM intrusion: Giant spider eggs hatch, and a level 3 swarm of tiny spiders attacks the character.
-@@ -37694,7 +37694,7 @@
-
- Combat: Goblins attack from the shadows with ambushes and hit-and-run tactics. When they have surprise, they attack as
- level 4 creatures and deal 2 additional points of damage, and they attempt to draw larger prey into level 5 traps
--they’ve previously set. They often flee in the face of real danger.
-+they've previously set. They often flee in the face of real danger.
-
- Interaction: Goblins are lying tricksters but can be cowed into cooperating for short periods.
-
-@@ -37740,7 +37740,7 @@
- Even if a golem is completely destroyed, the rubble of its form slowly reassembles over the course of three days, unless
- that rubble is ground to the finest gravel and spread widely.
-
--Interaction: Most golems can’t speak. Those that can are mournful, and a few have become cruel in their isolation, but
-+Interaction: Most golems can't speak. Those that can are mournful, and a few have become cruel in their isolation, but
- at heart, all are lonely. Many are also tired of their stone existence, in which they can move but not really feel, and
- they wish for some sort of final end.
-
-@@ -37749,17 +37749,17 @@
- free of the binding spells in its rage over being denied the peace of death.
-
- GM intrusion: The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The
--victim must break or slip free, or else they remain in the golem’s grip.
-+victim must break or slip free, or else they remain in the golem's grip.
-
- GORGON 5 (15)
-
- Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
- size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
--These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon’s lair. Gorgons were humans
-+These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon's lair. Gorgons were humans
- once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the
- upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
--One who dares look at a gorgon’s face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
--Instead of hair, serpents crown a gorgon’s head, snapping and hissing at anyone who draws near. Yet the most terrible
-+One who dares look at a gorgon's face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
-+Instead of hair, serpents crown a gorgon's head, snapping and hissing at anyone who draws near. Yet the most terrible
- aspect of a gorgon is its gaze, which can turn any creature to stone.
-
- Motive: Isolation, defense
-@@ -37789,20 +37789,20 @@
- Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
- with one would be something of a feat.
-
--Use: A gorgon’s head retains its power to petrify for several days after being cut from the creature. The PCs might
-+Use: A gorgon's head retains its power to petrify for several days after being cut from the creature. The PCs might
- brave the gorgon so they can use its head to defeat an even more powerful foe.
-
- Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-
--GM intrusion: A character glimpsesa gorgon’s eyes, and a sheen of stone covers their body for one minute, during which
--time they gain +1 to Armor but can’t move farther than an immediate distance in one round.
-+GM intrusion: A character glimpsesa gorgon's eyes, and a sheen of stone covers their body for one minute, during which
-+time they gain +1 to Armor but can't move farther than an immediate distance in one round.
-
- GREY 4 (12)
-
- Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances
- that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct
- specimens for study and return the victims later after a thorough examination. Returned abductees are usually befuddled
--and confused, and they retain little memory of what happened to them. Victims of the greys’ examination frequently sport
-+and confused, and they retain little memory of what happened to them. Victims of the greys' examination frequently sport
- strange marks on their flesh, oddly shaped wounds, gaps where teeth used to be, and strange or unknown metal lodged
- somewhere under the skin.
-
-@@ -37827,9 +37827,9 @@
- Combat: A grey carries a powerful ray emitter that can burn holes through solid steel. The grey can use the emitter to
- attack targets within long range. Against dangerous opponents, a grey can use an action to activate a personal shield
- that encapsulates it in a bubble of force. The shield gives it +3 to Armor, but while the shield is active, the grey
--can’t fire its ray emitter.
-+can't fire its ray emitter.
-
--Greys are scientists, but cautious ones. Leaving a trail of corpses as evidence of their existence isn’t their preferred
-+Greys are scientists, but cautious ones. Leaving a trail of corpses as evidence of their existence isn't their preferred
- mode of operation. For this reason, one grey in every group has a memory eraser. When this grey activates the device,
- each target other than a grey within short range must succeed on an Intellect defense roll or become stunned for one
- minute, taking no action (unless attacked, which snaps the victim out of the condition). When the effect wears off
-@@ -37847,7 +37847,7 @@
- eraser that works as described under Combat (depletion roll
- of 1–2 on a 1d10).
-
--GM intrusion: A grey’s ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its
-+GM intrusion: A grey's ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its
- body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of
- ambient damage from the psychic radiation each round they remain there.
-
-@@ -37901,7 +37901,7 @@
-
- • Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-
--Three or more allied hags form a coven, which allows them to use each other’s magical abilities, and usually grants the
-+Three or more allied hags form a coven, which allows them to use each other's magical abilities, and usually grants the
- coven (when working together) one or two additional abilities.
-
- Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
-@@ -37968,7 +37968,7 @@
-
- In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
- These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
--for living foes only to realize in horror that there’s nothing inside except for the memory of the warrior that once
-+for living foes only to realize in horror that there's nothing inside except for the memory of the warrior that once
- donned the suit. Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in
- much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
- battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
-@@ -38005,18 +38005,18 @@
-
- Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
- commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
--a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard’s
-+a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's
- army.
-
--GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won’t let go. A difficulty
-+GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
- 7 Might task is required to pry it loose
-
- HYDRA 7 (21)
-
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
--20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast’s most discomfiting feature
--is its magical ability to sprout new heads when it’s wounded. Some hydras dwell on land, others in water. Most seem to
--have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.
-+20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature
-+is its magical ability to sprout new heads when it's wounded. Some hydras dwell on land, others in water. Most seem to
-+have been set as guardians of important places by higher powers, which is probably why they're so difficult to kill.
-
- Motive: Hungers for flesh, defend a location
-
-@@ -38036,18 +38036,18 @@
- creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
- (ignores Armor).
-
--All five of a hydra’s heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
-+All five of a hydra's heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
- attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
- venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
- Armor).
-
- Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
- round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
--additional heads that sprout from the creature. (The same thing happens if one of the creature’s snakelike heads is
-+additional heads that sprout from the creature. (The same thing happens if one of the creature's snakelike heads is
- decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
- energy attacks do not trigger the healing pulse and head genesis.
-
--Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.
-+Interaction: A hydra is a cunning predator, but not intelligent. It can't bargain or negotiate.
-
- Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
- through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
-@@ -38061,7 +38061,7 @@
- JOTUNN (NORSE GIANT)
-
- Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
--hostile to humans and other “little folk.” Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
-+hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
- and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
- multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-
-@@ -38087,14 +38087,14 @@
-
- Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
--jotunn’s body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
-+jotunn's body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
- damage.
-
- A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
- damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
- minutes.
-
--Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack’s normal damage, up to
-+Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack's normal damage, up to
- a maximum of 5 additional points of cold damage).
-
- Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-@@ -38108,7 +38108,7 @@
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-
--GM intrusion: The jotunn’s attack inflicts a serious burn, making a limb useless for an hour or until healed.
-+GM intrusion: The jotunn's attack inflicts a serious burn, making a limb useless for an hour or until healed.
-
- JOTUNN, FROST 6 (18)
-
-@@ -38132,14 +38132,14 @@
-
- Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
--jotunn’s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
-+jotunn's body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
- points of cold damage.
-
- A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
- damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
- several minutes.
-
--Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack’s normal damage, up
-+Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack's normal damage, up
- to a maximum of 5 additional points of fire damage).
-
- Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-@@ -38154,15 +38154,15 @@
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-
--GM intrusion: The jotunn’s attack numbs one of the character’s limbs, hindering all actions with it by two steps until
-+GM intrusion: The jotunn's attack numbs one of the character's limbs, hindering all actions with it by two steps until
- it is healed.
-
- KAIJU 10 (30)
-
- Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of
--these colossal creatures are rare events that usually don’t last for more than a few days. In that sense, they’re akin
--to hundred-year storms and at least as destructive. When they emerge, they’re attracted by artificial structures, the
--more densely situated and elaborate the better, which they set to smashing with a vengeance. It’s hard to judge the size
-+these colossal creatures are rare events that usually don't last for more than a few days. In that sense, they're akin
-+to hundred-year storms and at least as destructive. When they emerge, they're attracted by artificial structures, the
-+more densely situated and elaborate the better, which they set to smashing with a vengeance. It's hard to judge the size
- of things so far outside normal scale, but good estimates put most kaiju at over 300 feet (90 m) in height.
-
- Kaiju rely primarily on their strength and mass, but many have some additional trick or ability that sets them apart
-@@ -38199,13 +38199,13 @@
- trample attack, dealing its damage in a line 300 feet (90 m) wide and 2 miles (3 km) long. Rampagion has 10 Armor and
- deals 20 points of damage with a physical attack (or 8 points if a victim makes a successful Speed defense roll).
-
--*Suneko:* This kaiju’s body, which resembles a cross between a lion and a lizard, is so hot that its skin glows like red
--coals, its mane like the sun’s corona, and its eyes like beaming searchlights. Suneko automatically deals 10 points of
-+*Suneko:* This kaiju's body, which resembles a cross between a lion and a lizard, is so hot that its skin glows like red
-+coals, its mane like the sun's corona, and its eyes like beaming searchlights. Suneko automatically deals 10 points of
- damage to everyone within immediate range. The creature can emit twin rays of plasma from its eyes in a focused beam
--that can reach as far as the horizon, which from Suneko’s height above the ground is about 22 miles (35 km). When it
-+that can reach as far as the horizon, which from Suneko's height above the ground is about 22 miles (35 km). When it
- makes its eyebeam attack, it stops emitting killing heat in immediate range for about one minute.
-
--Interaction: Most PCs can’t directly interact with a kaiju unless they have some special device or association allowing
-+Interaction: Most PCs can't directly interact with a kaiju unless they have some special device or association allowing
- them to get the attention of one of the massive creatures. Doing so could give the characters a chance to trick or lure
- the beast, or maybe even persuade one kaiju to fight another.
-
-@@ -38218,10 +38218,10 @@
-
- KILLER CLOWN 5 (15)
-
--A clown—whether it’s a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see
-+A clown—whether it's a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see
- one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it
- might be a killer clown. Killer clowns might be evil spirits possessing someone or an insane person living out a
--homicidal fantasy. Either way, they’re as dangerous as anything you’ll ever likely meet. If you see a clown, run.
-+homicidal fantasy. Either way, they're as dangerous as anything you'll ever likely meet. If you see a clown, run.
- Because it might be a killer.
-
- Motive: Homicide
-@@ -38238,7 +38238,7 @@
-
- Combat: A killer clown attempts to deceive its victim into believing that the clown is a friend. In fact, the clown is
- setting up an ambush where the victim can be strangled to death in private. When a killer clown successfully attacks, it
--inflicts 5 points of damage and locks its hands around the victim’s neck. In each round that the victim does not escape,
-+inflicts 5 points of damage and locks its hands around the victim's neck. In each round that the victim does not escape,
- it suffers 5 points of damage from being strangled.
-
- Some killer clowns know tricks that border on the supernatural. Such a clown may do one of the following as its action
-@@ -38287,19 +38287,19 @@
-
-
-
--Interaction: A killer clown is all jokes, magic tricks, and juggling, until it decides it’s time to strike.
-+Interaction: A killer clown is all jokes, magic tricks, and juggling, until it decides it's time to strike.
-
- Use: The creepy circus that just pulled into town is guarded by a killer clown, as late-night investigators soon learn.
-
- Loot: A killer clown might have one or two cyphers in the form of a joy buzzer, cards, and cheap trinkets.
-
--GM intrusion: The clown snatches a weapon, cypher, or other object from the character’s hand as a level 6 attack, and if
-+GM intrusion: The clown snatches a weapon, cypher, or other object from the character's hand as a level 6 attack, and if
- successful, immediately uses it on the character.
-
- KILLING WHITE LIGHT 5 (15)
-
--A killing white light isn’t a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it
--closes in, it is nothing less than blinding, though its emanation isn’t warm. Despite the blazing intensity, a killing
-+A killing white light isn't a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it
-+closes in, it is nothing less than blinding, though its emanation isn't warm. Despite the blazing intensity, a killing
- white light is as cold as starlight on a December night, sapping heat and life from living things caught in its
- radiance.
-
-@@ -38337,11 +38337,11 @@
- understand.
-
- Use: An inactive killing white light (which looks something like an albino lump of volcanic glass) is sometimes mistaken
--for a cypher whose properties can’t quite be identified—until the creature becomes active, at which point its true
-+for a cypher whose properties can't quite be identified—until the creature becomes active, at which point its true
- nature is revealed.
-
- GM intrusion: Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien glyph of
--uncertain meaning in the character’s flesh before the creature fades like a light bulb switched off.
-+uncertain meaning in the character's flesh before the creature fades like a light bulb switched off.
-
- LICH 8 (24)
-
-@@ -38404,7 +38404,7 @@
-
- MANTICORE 6 (18)
-
--A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion’s tail. The head is
-+A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
- bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
- barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
- the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-@@ -38440,7 +38440,7 @@
- Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
- on the road, with only bloodstains on the ground suggesting that they were harmed.
-
--Loot: A manticore’s stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
-+Loot: A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
- or two small objects it was unable to digest.
-
- GM intrusion: The manticore attacks with its bite, then spins around to lash its opponent with its barbed tail.
-@@ -38550,7 +38550,7 @@
- Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal
- merperson usually has a cypher and might have an artifact.
-
--GM intrusions: The merfolk’s weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might
-+GM intrusions: The merfolk's weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might
- defense task. Another merperson or an allied aquatic creature arrives and joins the fight against the character.
-
- MI-GO 5 (15)
-@@ -38586,19 +38586,19 @@
-
- Project a sonic field that provides +2 to Armor
-
--Mi-go have access to other devices as well, including translators, cylinders that can preserve a human’s brain without
-+Mi-go have access to other devices as well, including translators, cylinders that can preserve a human's brain without
- its body, sophisticated tools, collars that control the actions of their wearers, and weird vehicles. Mi-go suffer no
- damage from cold and do not need to breathe.
-
- Interaction: Although very few mi-go speak human languages, peaceful interaction with these creatures is not impossible.
--It’s just very difficult (level 7), as they see most humans as little more than animals.
-+It's just very difficult (level 7), as they see most humans as little more than animals.
-
- Use: The characters are attacked by mi-go intent on capturing and enslaving them. If caught, the PCs are sent to
- scavenge through primordial ruins for disturbing technological relics.
-
- Loot: Mi-go always have 1d6 cyphers as well as many curious objects that have no obvious human function.
-
--GM intrusion: Fungal spores from the mi-go’s body overcome the character, who must succeed at a Might defense roll or
-+GM intrusion: Fungal spores from the mi-go's body overcome the character, who must succeed at a Might defense roll or
- lose their next turn. The character faces this risk each round they are within immediate distance of the creature.
-
- MINOTAUR 4 (12)
-@@ -38640,7 +38640,7 @@
- humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
- in a corn maze, leaving nothing but bones and bloodstains.
-
--Loot: Minotaurs don’t have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
-+Loot: Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
- jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
-
- GM intrusions: A minotaur smashes a nearby wall, causing part of the ceiling to collapse on one or more characters,
-@@ -38650,10 +38650,10 @@
-
- MOKUREN 3 (9)
-
--Mokuren are usually no larger than a cat, but they possess the ability to swell until they’re the size of a bus (if only
-+Mokuren are usually no larger than a cat, but they possess the ability to swell until they're the size of a bus (if only
- briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with
--children, at least in stories and picture books. Given that mokuren can “burrow” into paintings and other
--two-dimensional art, it’s possible that some mokuren images are more than simple representations.
-+children, at least in stories and picture books. Given that mokuren can "burrow" into paintings and other
-+two-dimensional art, it's possible that some mokuren images are more than simple representations.
-
- Motive: Play
-
-@@ -38669,12 +38669,12 @@
-
- Combat: A mokuren exists in three states: as an image, as a cat-sized creature, and as a bus-sized behemoth.
-
--As an image, a mokuren can’t be harmed. Even if the image is defaced, the mokuren merely “burrows” away and reappears
-+As an image, a mokuren can't be harmed. Even if the image is defaced, the mokuren merely "burrows" away and reappears
- like graffiti on a new flat space within a few miles.
-
- Alternatively, it could emerge from the image and become a physical cat-sized creature as a move. In this form, a
- mokuren can attack with its claws or bite. It can also direct a stream of fire from its glowing tail at a target within
--long range. (When a mokuren flies, it’s by using its tail to create a jet that rockets it skyward.)
-+long range. (When a mokuren flies, it's by using its tail to create a jet that rockets it skyward.)
-
- Finally, it can make an enlarged attack, in which it swells to the size of a bus and swipes at, bites, or lands on a
- target as part of the same action. When enlarged, the mokuren gains +5 to Armor and makes and defends against all
-@@ -38683,15 +38683,15 @@
- when enraged.
-
- Interaction: To see an active mokuren is considered good luck, unless you manage to get on the wrong side of one. Then
--an offering of sweets must be made to the offended creature. A mokuren can’t talk, but it can understand the languages
-+an offering of sweets must be made to the offended creature. A mokuren can't talk, but it can understand the languages
- where it lives about as well as a trained courser or hound can.
-
- Use: A mokuren can lead characters into unexplored areas, helping them find places they may have overlooked or skipped.
- It can also lead PCs into danger, but it usually does so only to bring aid (the characters) to someone else in trouble.
-
--GM intrusion: The character hit by the mokuren doesn’t take damage. Instead, they must succeed on a Might defense roll
-+GM intrusion: The character hit by the mokuren doesn't take damage. Instead, they must succeed on a Might defense roll
- or be pulled into the nearest wall, floor, or book with the creature, becoming a two-dimensional image. In this state,
--the victim is in stasis until the mokuren pulls them free, another creature “pries” them loose, or a day passes and the
-+the victim is in stasis until the mokuren pulls them free, another creature "pries" them loose, or a day passes and the
- effect ends naturally.
-
- MORLOCK 2 (6)
-@@ -38720,18 +38720,18 @@
- into them.
-
- Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
--“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-+"see" in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-
- Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
- fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
--creature’s language.
-+creature's language.
-
--Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who’ll steal away foolish
-+Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who'll steal away foolish
- children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-
--Loot: Morlocks don’t value what they can’t eat, but their lair may have a cypher or two from a recent victim.
-+Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim.
-
--GM intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they’re out of sight.
-+GM intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they're out of sight.
-
- NECROMANCER 5 (15)
-
-@@ -38758,20 +38758,20 @@
- A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
- defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-
--A necromancer who isn’t already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
-+A necromancer who isn't already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
- can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
- below) at a time.
-
- A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
- against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
--PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer’s will for one
-+PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer's will for one
- minute.
-
- Spirit: level 3; flesh-decaying touch inflicts 3 points of damage
-
- Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
--(such as peasants and city folk). They will negotiate but usually don’t have the capacity to care about another person’s
--well-being; they’re sociopathic.
-+(such as peasants and city folk). They will negotiate but usually don't have the capacity to care about another person's
-+well-being; they're sociopathic.
-
- Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
- necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
-@@ -38779,7 +38779,7 @@
-
- Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
-
--GM intrusion: A bony hand erupts from the ground at the character’s feet. On a failed Speed defense roll, they are held
-+GM intrusion: A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held
- in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes
- them for 3 points of damage.
-
-@@ -38820,7 +38820,7 @@
-
- Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-
--Interaction: Flowery language and impeccable manners show a knight’s noble background. Those who negotiate with one in
-+Interaction: Flowery language and impeccable manners show a knight's noble background. Those who negotiate with one in
- good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
- trusts.
-
-@@ -38828,19 +38828,19 @@
-
- Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
-
--GM intrusion: The character damaged by a noble knight’s attack must succeed on a Might defense roll or be knocked off a
-+GM intrusion: The character damaged by a noble knight's attack must succeed on a Might defense roll or be knocked off a
- mount, a bridge, or a cliff, or, if nothing suffices, they are knocked to the ground and out of immediate range of the
- knight.
-
- NUPPEPPO 2 (6)
-
--Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They’re
--spotted in graveyards, battlefields, coroner’s offices, and other places where the dead are kept or interred. When
-+Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They're
-+spotted in graveyards, battlefields, coroner's offices, and other places where the dead are kept or interred. When
- witnessed in other places, nuppeppos seem to wander streets aimlessly, sometimes alone, sometimes in groups, and
--sometimes following a living person who’d rather be left alone.
-+sometimes following a living person who'd rather be left alone.
-
- Information about these creatures is scarce. They might be the unintended consequence of a reanimation attempt, one
--that’s able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be
-+that's able to catalyze its animation in similarly dead tissue to form more nuppeppos. On the other hand, they could be
- particularly gruesome spirits of the dead.
-
- A nuppeppo sometimes follows a living individual around like a silent, smelly pet that shows no affection. No one knows
-@@ -38862,18 +38862,18 @@
- Movement: Short
-
- Combat: A nuppeppo can smash a foe with one of its lumpy limbs. If a nuppeppo is touched or struck in melee, the
--attacker’s weapon (or hand) becomes stuck to the nuppeppo and can be pulled free only with a difficulty 5 Might roll.
-+attacker's weapon (or hand) becomes stuck to the nuppeppo and can be pulled free only with a difficulty 5 Might roll.
-
--A victim of a nuppeppo’s attack (or someone who touches a nuppeppo) begins to decay at a rate of 1 point of Speed damage
-+A victim of a nuppeppo's attack (or someone who touches a nuppeppo) begins to decay at a rate of 1 point of Speed damage
- (ignores Armor) per round, starting in the round following contact. To stop the spread of the decay, the victim can cut
- off the layer of affected flesh, which deals 4 points of damage (ignores Armor).
-
--Interaction: If approached, a nuppeppo turns to “face” its interlocutor, but it doesn’t respond to questions or orders.
-+Interaction: If approached, a nuppeppo turns to "face" its interlocutor, but it doesn't respond to questions or orders.
- However, it may begin to follow its interlocutor from that point forward unless physically prevented—at which point the
- nuppeppo becomes violent.
-
- Use: The PCs open a grave, a coffin, or a sealed research lab, and several nuppeppos spill out. Unless stopped, the
--creatures attempt to “adopt” their discoverers.
-+creatures attempt to "adopt" their discoverers.
-
- GM intrusion: The character who allowed the nuppeppo to follow them around like a pet (or who has been unable to prevent
- it) wakes to find that the creature has settled upon them in the night and is using its touch-decay abilities to feed.
-@@ -38913,7 +38913,7 @@
- Ogres rarely flee from a fight, and only a foe of overwhelming power can force them to surrender.
-
- Interaction: Ogres are stupid and cruel. They speak whatever language is most common in the area in which they live, but
--their vocabulary is extremely limited. They don’t like conversation, even with their own kind. Reasoning with them is
-+their vocabulary is extremely limited. They don't like conversation, even with their own kind. Reasoning with them is
- difficult at best, but sometimes they can be fooled.
-
- Use: A solitary ogre is an excellent encounter for a group of first-tier characters. A number of ogres, particularly
-@@ -38923,7 +38923,7 @@
-
- Loot: Some ogres hoard gold or other valuables in their lairs, but they rarely have use for magic or cyphers.
-
--GM intrusion: The ogre’s mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major
-+GM intrusion: The ogre's mighty blow (whether it strikes a foe or not) hits the ground or the wall, causing major
- structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or
- chamber.
-
-@@ -38938,7 +38938,7 @@
- the remains of recent meals, orcs have a mouthful of sharp, broken teeth that can develop into true fangs. Adults range
- in height from no larger than a human child to massive specimens larger than a strapping man. Whether big or small,
- nearly all orcs have stooped backs and crooked legs. The hue of their skin is hard to ascertain, because they are
--covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it’s able to
-+covered by the sediment of years, not to mention the iron armor every orc constantly wears from the moment it's able to
- lift a weapon.
-
- Motive: Make others more miserable than itself
-@@ -38960,7 +38960,7 @@
- mace that inflicts 4 points of damage. Other orcs (usually those that are larger than their fellows) dispense with
- shields and wield heavy two-handed mauls and hammers that inflict 6 points of damage.
-
--Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they’re
-+Orcs live short, brutish lives. The few that survive for years do so because of some special advantage; they're
- sneakier, stronger, tougher, or meaner than average. These have the following modifications, respectively:
-
- \* Stealth tasks as level 5
-@@ -38986,7 +38986,7 @@
-
- PRINCE(SS) OF SUMMER 5 (15)
-
--Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn’t mean each isn’t unique, with a
-+Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn't unique, with a
- quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation,
- growth, and competition, the princesses and princes of summer are beings of warmth and generosity, usually. But catch
- them during the change of the season, and they can be deadly adversaries just as easily. Fey nobles dress in costly
-@@ -39009,11 +39009,11 @@
- Combat: Most fey princesses and princes are armed with an elegant sword and possibly a bow carved of silverwood. Also,
- each knows one or more faerie spells. Faerie spells include the following.
-
--*Brilliant Smile:* Target must succeed on an Intellect defense task or do the fey creature’s will for up to one minute.
-+*Brilliant Smile:* Target must succeed on an Intellect defense task or do the fey creature's will for up to one minute.
-
--*Golden Mead:* Allies who drink from the fey’s flask gain an asset to all defense tasks for ten hours.
-+*Golden Mead:* Allies who drink from the fey's flask gain an asset to all defense tasks for ten hours.
-
--*Night’s Reward:* Target suffers 5 points of Intellect damage (ignores Armor) and must make an Intellect defense roll or
-+*Night's Reward:* Target suffers 5 points of Intellect damage (ignores Armor) and must make an Intellect defense roll or
- fall asleep for up to one minute.
-
- *Summer Confidence:* Selected targets in short range have an asset on tasks related to resisting fear and acting boldly.
-@@ -39021,7 +39021,7 @@
- *Thorns:* Target suffers 5 points of Speed damage (ignores Armor) and must succeed on a Might defense task or lose their
- next turn entangled in rapidly grown thorny vines.
-
--Princes and princesses of summer regain 2 points of health per round while their health is above 0 unless they’ve been
-+Princes and princesses of summer regain 2 points of health per round while their health is above 0 unless they've been
- damaged with a silvered or cold iron weapon.
-
- Interaction: Most fey are willing to talk, and those of the Summer Court are especially eager to make deals. However,
-@@ -39039,7 +39039,7 @@
-
- A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble
- and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted,
--overgrown corpses are the tree’s victims, dead but serving as fleshy puppets to the tree’s will.
-+overgrown corpses are the tree's victims, dead but serving as fleshy puppets to the tree's will.
-
- Victims drained of knowledge and life are used as lures to draw in yet more victims, at least until the bodies rot away.
- When not used as lures, the corpse puppets are sent to scout nearby areas.
-@@ -39072,13 +39072,13 @@
- A puppet tree is vulnerable to fire. All fire attacks against the tree inflict 2 additional points of damage and ignore
- Armor. The puppet tree will always attempt to stop a fire, or target the source of flame during combat.
-
--A corpse puppet can be detached and sent roaming; however, it retains only about a day’s worth of animation, after which
-+A corpse puppet can be detached and sent roaming; however, it retains only about a day's worth of animation, after which
- it collapses and molders like a normal corpse. Sometimes, however, a sapling puppet tree blooms from the remains.
-
- Interaction: Puppet trees are highly intelligent, but malevolent. Even if communication can be opened via telepathy or
- some other means, the tree will always attempt to double-cross the PCs.
-
--Use: The PCs spy a group of “people” having a picnic under a strange-looking tree in the middle of nowhere.
-+Use: The PCs spy a group of "people" having a picnic under a strange-looking tree in the middle of nowhere.
-
- Loot: Possessions of former victims can be found in the red reeds, usually including a moderate amount of currency and
- various bits of gear. Devices of victims (if any) are collected by the corpse puppets and cobbled together into a
-@@ -39116,7 +39116,7 @@
- A ravage bear can move very quickly in short sprints. In combat, it can go into an insane fury and will fight to the
- death. If it takes 10 or more points of damage, its defenses are hindered, but its attacks are eased.
-
--Ravage bears are immune to visual effects, such as illusions. However, olfactory effects can confuse and “blind” them
-+Ravage bears are immune to visual effects, such as illusions. However, olfactory effects can confuse and "blind" them
- temporarily.
-
- Interaction: Ravage bears are animals and act like animals.
-@@ -39153,7 +39153,7 @@
- ability. Replicants might use weaponry but are adept in using their limbs to batter foes into submission.
-
- A replicant poses the greatest danger when its physical form begins to fail through violence or natural degradation
--(many seem to have a natural “life” span of just a few years). When reduced to 0 points of health, the replicant
-+(many seem to have a natural "life" span of just a few years). When reduced to 0 points of health, the replicant
- explodes, inflicting 10 points of damage to everything in long range.
-
- Interaction: Replicants are designed to look human and, at least during a casual interaction, pass as human. But
-@@ -39171,7 +39171,7 @@
-
- Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
- out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
--true nature, with limb-like branches and faces in the bark of their trunk. They don’t always move, but with effort, they
-+true nature, with limb-like branches and faces in the bark of their trunk. They don't always move, but with effort, they
- can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
- temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
- or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-@@ -39191,7 +39191,7 @@
- Modifications: Initiative as level 4; Speed defense as level 2 due to size
-
- Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
--character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree’s
-+character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree's
- attack is eased.
-
- If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage) and
-@@ -39253,8 +39253,8 @@
-
- SHADOW 1 (3)
-
--Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature’s silhouette. They creep
--along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they’re ready to
-+Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
-+along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
- clutch at a victim with their cold claws.
-
- Motive: Hunger for life energy
-@@ -39278,7 +39278,7 @@
- A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
- inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
- powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
--menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.
-+menacingly for a few minutes but lose interest if it seems like their prey won't be bringing back the light.
-
- Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
- effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
-@@ -39296,7 +39296,7 @@
- SHADOW ELF 4 (12)
-
- Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called
--shadow elves, dark elves, or simply trow. It’s widely assumed that shadow elves fled to new realms deep below the
-+shadow elves, dark elves, or simply trow. It's widely assumed that shadow elves fled to new realms deep below the
- ground, and indeed, the routes that lead to their true abodes are mostly subterranean and include many grand underground
- keeps. However, the heart of the shadow elf kingdom lies in the colorless dimension of Shadow itself, where all things
- exist as a dim reflection of the real world.
-@@ -39344,7 +39344,7 @@
- best opportunity for a betrayal presents itself.
-
- Use: Shadow elves have overrun an outlying keep, and even in broad daylight, the castle is shrouded in darkness and webs
--of shadow. The treasures said to lie in the keep’s coffers may already be in the hands of the dark fey.
-+of shadow. The treasures said to lie in the keep's coffers may already be in the hands of the dark fey.
-
- Loot: A shadow elf carries currency equivalent to an expensive item, in addition to weapons, light armor, and a cypher
- or two. Shadow elf leaders may carry an artifact.
-@@ -39383,8 +39383,8 @@
-
- Skeletons can see in the dark.
-
--*Reanimators:* Some skeletons were created by a curse, and simply battering them into a pile of bones isn’t enough to
--end their existence. Two rounds after reanimator skeletons are “killed,” they regain full health in a flash of magical
-+*Reanimators:* Some skeletons were created by a curse, and simply battering them into a pile of bones isn't enough to
-+end their existence. Two rounds after reanimator skeletons are "killed," they regain full health in a flash of magical
- illumination. This regeneration can be prevented if the linchpin of the animating curse is separated from the skeleton
- after it falls. Such an item is usually obvious and might take the form of a lead spike through the skull, an ebony
- amulet, a dull sword through the ribs, a crown, and so on.
-@@ -39404,8 +39404,8 @@
-
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
- without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
--occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread
--skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.
-+occasionally absorbing the spirit or mind of living victims. An absorbed "soul" is burned away, which is why dread
-+skulls are wreathed in flame; it's the by-product of the creature's previous meal.
-
- Motive: Hungers for souls
-
-@@ -39427,22 +39427,22 @@
- a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
- a time.
-
--In addition, a dread skull can draw out a victim’s consciousness and absorb it in a blaze of supernatural fire. To do
-+In addition, a dread skull can draw out a victim's consciousness and absorb it in a blaze of supernatural fire. To do
- so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
- defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-
--If a dread skull drains a character’s Intellect Pool to 0 through repeated bites, the character’s soul is sucked into
--the skull, and the body falls limp. Once absorbed into the skull, a victim’s essence is trapped and slowly consumed over
-+If a dread skull drains a character's Intellect Pool to 0 through repeated bites, the character's soul is sucked into
-+the skull, and the body falls limp. Once absorbed into the skull, a victim's essence is trapped and slowly consumed over
- the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-
--If a dread skull isn’t destroyed within twenty-four hours of eating a soul, the victim’s essence is fully consumed. If
-+If a dread skull isn't destroyed within twenty-four hours of eating a soul, the victim's essence is fully consumed. If
- the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-
- Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
- what they want.
-
--Use: Soul eaters remember a little bit of the knowledge of every creature’s essence they consume. The PCs need to learn
--the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.
-+Use: Soul eaters remember a little bit of the knowledge of every creature's essence they consume. The PCs need to learn
-+the command word of an artifact they've found, but the only one who knew it was consumed by a dread skull.
-
- Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
- artifact.
-@@ -39528,7 +39528,7 @@
- Modifications: All tasks involving balance as level 2; Might defense as level 8; Speed defense as level 5 due to size
-
- Combat: An animate statue towers over most foes, and it can smash or stomp a target within short range as a melee
--attack. The statue’s massive size and the material of its body means it can walk through nearly any obstacle, smashing
-+attack. The statue's massive size and the material of its body means it can walk through nearly any obstacle, smashing
- through walls of solid rock, buildings, and trees. When walking, it pays no attention to what it steps on. Anything in
- its path is likely flattened. A character who is stepped on must make a Speed defense roll to dodge or be knocked down
- and take 9 points of damage.
-@@ -39589,18 +39589,18 @@
-
- TYRANNOSAURUS REX 7 (21)
-
--The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren’t really
--important when a hunting tyrannosaurus is after you. It’s more the soul-shivering roar, designed to freeze prey in
-+The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren't really
-+important when a hunting tyrannosaurus is after you. It's more the soul-shivering roar, designed to freeze prey in
- place, and a skull and mouth so enormous that the entire creature is cantilevered by a massive tail that itself can be
- used as a powerful weapon.
-
- As vicious as tyrannosauruses likely were 66 million years ago, the versions still hunting today could be even more
--dangerous. That’s because the ones with a taste for humans have learned to adapt to human defenses and to use their roar
-+dangerous. That's because the ones with a taste for humans have learned to adapt to human defenses and to use their roar
- to terrorize prey as they hunt.
-
- Motive: Hungers for flesh
-
--Environment: Tyrannosauruses hunt solo or in pairs; they’re drawn to loud, unfamiliar noises (like motor engines).
-+Environment: Tyrannosauruses hunt solo or in pairs; they're drawn to loud, unfamiliar noises (like motor engines).
-
- Health: 50
-
-@@ -39621,18 +39621,18 @@
-
- Finally, a tyrannosaurus can roar. The first time creatures within short range hear the roar on any given day, they must
- succeed on a difficulty 2 Intellect defense roll or stand frozen in fear for a round. Attacks against them are eased by
--two steps in the attacker’s favor and deal 2 additional points of damage.
-+two steps in the attacker's favor and deal 2 additional points of damage.
-
- For all their power, tyrannosauruses are not above self-preservation. They never fight to the death if they are
- outclassed, and they usually break off if they take more than 30 points of damage in a conflict.
-
--Interaction: Tyrannosauruses are animals, but they’re clever hunters, too. When they hunt in pairs, they work to keep
-+Interaction: Tyrannosauruses are animals, but they're clever hunters, too. When they hunt in pairs, they work to keep
- prey penned between them.
-
- Use: Something is killing big game in a forest preserve. Poachers are suspected at first, but when they are also found
--dead, it’s clear that something else is to blame.
-+dead, it's clear that something else is to blame.
-
--GM intrusion: The tyrannosaurus’s tail swings around and knocks the character tumbling out of short range and possibly
-+GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
- into dangerous terrain.
-
- VAMPIRE 6 (18)
-@@ -39640,7 +39640,7 @@
- Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and
- anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and
- domineering. Their powers allow them to manipulate others, and they frequently toy with their prey before feeding.
--Vampires come out only at night, as the sun’s rays will destroy them.
-+Vampires come out only at night, as the sun's rays will destroy them.
-
- The bite of a vampire over three nights (in which it exchanges a bit of its own blood) ensures that the victim will rise
- as a vampire under the thrall of the one that killed it. While vampires are careful not to create too many of their kind
-@@ -39662,8 +39662,8 @@
- They typically fight with their fists or hands (which basically become claws) but sometimes use weapons.
-
- A vampire can change into a bat or a wolf. This transformation does not change its stats or abilities except that, as a
--bat, it can fly. Vampires can also transform into shadow or mist, and in these forms they can’t be harmed by anything
--(but also can’t affect the physical world).
-+bat, it can fly. Vampires can also transform into shadow or mist, and in these forms they can't be harmed by anything
-+(but also can't affect the physical world).
-
- Vampires possess an unholy charisma and can mesmerize victims within immediate distance so that they stand motionless
- for one round. In subsequent rounds, the victim will not forcibly resist the vampire, and the vampire can suggest
-@@ -39671,10 +39671,10 @@
- round, the victim can attempt a new Intellect defense roll to break free.
-
- Vampires are notoriously difficult to hurt. Unless a weapon is very special (blessed by a saint, has specific magical
--enchantments against vampires, or the like), no physical attack harms a vampire. They simply don’t take the damage.
-+enchantments against vampires, or the like), no physical attack harms a vampire. They simply don't take the damage.
- Exceptions include the following:
-
--*Fire:* Vampires burn, though the damage doesn’t kill them. It only causes pain, and a vampire regains all health lost
-+*Fire:* Vampires burn, though the damage doesn't kill them. It only causes pain, and a vampire regains all health lost
- to fire damage within a day.
-
- *Running water:* Complete immersion inflicts 10 points of damage per round. If not destroyed, the vampire can use a
-@@ -39690,7 +39690,7 @@
-
- Further, vampires have the following special weaknesses:
-
--*Garlic:* Significant amounts of garlic within immediate distance hinder a vampire’s tasks.
-+*Garlic:* Significant amounts of garlic within immediate distance hinder a vampire's tasks.
-
- *Cross, holy symbol, or mirror:* Presenting any of these objects forcefully stuns a vampire, causing it to lose its next
- action. While the object is brandished and the vampire is within immediate range, its tasks are hindered by two steps.
-@@ -39705,12 +39705,12 @@
- Use: Strange stories of shadows in the night, people disappearing from their beds, and graves missing their former
- occupants could portend the arrival of a vampire in the region.
-
--GM intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn’t escape
-+GM intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn't escape
- immediately, the vampire bites them automatically.
-
- VAMPIRE, TRANSITIONAL 3 (9)
-
--When humans are “visited upon” (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow
-+When humans are "visited upon" (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow
- transformation into a creature of the night. If victims are bitten three times, they become a vampire forever under the
- control of the one that bit them. From the time of the first bite until their complete transformation after the third
- bite, they are transitional vampires. Ways to return transitional vampires to normal include using special ancient
-@@ -39730,7 +39730,7 @@
-
- Modifications: Climb and stealth as level 4
-
--Combat: Transitional vampires can maintain a human existence during the day without any of a vampire’s powers or
-+Combat: Transitional vampires can maintain a human existence during the day without any of a vampire's powers or
- weaknesses. However, they have a disdain for garlic and the sun. At night they take on all the characteristics of a
- vampire, and if confronted by any of the traditional vampiric weaknesses (a wooden stake, a cross, and so on), they flee
- unless their master is present.
-@@ -39843,7 +39843,7 @@
-
- Modifications: Attacks as level 7
-
--Combat: A wardroid’s main weapon is a bank of laser blasters that it can use to attack up to three foes standing next to
-+Combat: A wardroid's main weapon is a bank of laser blasters that it can use to attack up to three foes standing next to
- each other as one action. When damaged, a wardroid regains 1 point of health each round. Furthermore, each wardroid has
- one additional capability:
-
-@@ -39906,7 +39906,7 @@
- WEREWOLF 4 (12)
-
- The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As
--the dreams grow more fierce and each night’s sleep provides less rest, victims begin to wonder about the bloodstains on
-+the dreams grow more fierce and each night's sleep provides less rest, victims begin to wonder about the bloodstains on
- their clothing, the strange claw marks in their homes, and eventually, the mutilated bodies they find buried in their
- backyards.
-
-@@ -39942,9 +39942,9 @@
- *Half and Full Lupine:* Half-lupine and full-lupine werewolves both enjoy enhanced senses and regain 2 points of health
- per round. However, a werewolf that takes damage from a silver weapon or bullet stops regenerating for several minutes.
-
--Interaction: In human form, werewolves have the goals and aspirations of normal people, and they often don’t recall what
-+Interaction: In human form, werewolves have the goals and aspirations of normal people, and they often don't recall what
- they did while transformed or even realize that they suffer the curse of lycanthropy. In half- or full-lupine form,
--there’s no negotiating with one.
-+there's no negotiating with one.
-
- Use: When the moon is full, werewolves hunt
-
-@@ -39975,14 +39975,14 @@
- dark secrets as level 6
-
- Combat: When attacked, a witch relies on the aid of their familiar to improve their Speed defense. The familiar could be
--a large black cat, an owl, a big snake, or some other creature. Killing a witch’s familiar is so shocking to a witch
--that their attacks and Speed defense are hindered for a few days. It’s also a way to ensure that the witch never
-+a large black cat, an owl, a big snake, or some other creature. Killing a witch's familiar is so shocking to a witch
-+that their attacks and Speed defense are hindered for a few days. It's also a way to ensure that the witch never
- forgives their foe or grants mercy.
-
- (Familiar: level 3; health 9; Armor 1)
-
- A witch can use their ritual blade to attack a creature in immediate range, but would much rather use curses, including
--the ones described below. A witch can’t use the same curse more than once every other round.
-+the ones described below. A witch can't use the same curse more than once every other round.
-
- *Charm:* Victims within short range who fail an Intellect defense roll are enslaved. Victims turn on their allies or
- take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an
-@@ -39995,7 +39995,7 @@
- take 3 points of Speed damage (ignores Armor). In each subsequent round, a victim who failed the previous roll must make
- another Might defense roll with the same outcome on failure.
-
--*Vitality:* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don’t further
-+*Vitality:* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don't further
- improve Armor.
-
- Interaction: Most witches are deceptive and conniving,
-@@ -40008,7 +40008,7 @@
- Loot: A witch usually has an artifact or two on their person, possibly including a flying broom (which has a depletion
- roll of 1 in 1d10).
-
--GM intrusion: After a character succeeds on a defense roll against one of the witch’s ongoing curse effects, the witch
-+GM intrusion: After a character succeeds on a defense roll against one of the witch's ongoing curse effects, the witch
- immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.
-
- WORM THAT WALKS 7 (21)
-@@ -40016,7 +40016,7 @@
- This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
- ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
- that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
--vermin, but together they’re a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
-+vermin, but together they're a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
- The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
- adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-
-@@ -40034,14 +40034,14 @@
-
- Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-
--Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action.
--When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it’s
-+Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped "fist" as its action.
-+When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it's
- hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. On a failure, the
- grubs begin to feed, and the target takes 5 points of damage (ignores Armor).
-
- If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
- wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
--During the frenzy, the worm that walks regenerates 2 points of health per round. A victim’s equipment is retained for
-+During the frenzy, the worm that walks regenerates 2 points of health per round. A victim's equipment is retained for
- later study.
-
- A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
-@@ -40053,13 +40053,13 @@
- makes a deal, it eventually reneges if it senses any advantage for doing so.
-
- Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
--calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much
-+calls "the Great Hatching." If that refers to the hatching of more psychic grubs, it could spell trouble for a much
- larger region.
-
- Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
- in the fight.
-
--GM intrusion: A character struck by the worm that walks notices that they weren’t able to shake off all the grubs that
-+GM intrusion: A character struck by the worm that walks notices that they weren't able to shake off all the grubs that
- spilled out. If they fail a Speed defense roll, a grub dives into their flesh and travels through their body, its route
- visible beneath their skin. The character is distracted (all tasks hindered) until the grub dies one minute later or is
- otherwise extracted
-@@ -40071,7 +40071,7 @@
- that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to
- distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
- too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
--may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit’s mind erodes
-+may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes
- without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-
- Motive: Destruction
-@@ -40090,8 +40090,8 @@
-
- Combat: A wraith attacks with its touch, which rots flesh and drains life.
-
--A wraith can become fully insubstantial. After it does so, the creature can’t change state again until its next turn.
--While insubstantial, it can’t affect or be affected by anything (except for weapons and attacks that specifically affect
-+A wraith can become fully insubstantial. After it does so, the creature can't change state again until its next turn.
-+While insubstantial, it can't affect or be affected by anything (except for weapons and attacks that specifically affect
- undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
- keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-
-@@ -40111,7 +40111,7 @@
- WYVERN 6 (18)
-
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
--makes them seem much larger. Lacking a dragon’s fiery breath or other magical abilities, wyverns rely on their strong
-+makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong
- flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
- two legs used for clumsy walking and two arm-wings used for flight and balance.
-
-@@ -40157,13 +40157,13 @@
-
- This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters.
- Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science.
--Xenoparasites don’t travel between star systems on their own; they were presumably spread across an area of space by
-+Xenoparasites don't travel between star systems on their own; they were presumably spread across an area of space by
- their creators to serve as a broad-spectrum bioweapon. What has become of the original maker species is unknown, but
--given the fecundity and ferocity of the xenoparasite, it’s likely they were consumed by their own creation.
-+given the fecundity and ferocity of the xenoparasite, it's likely they were consumed by their own creation.
-
- Xenoparasites use ovipositors to lay thousands of microscopic eggs in victims. The implanted eggs, like tiny biological
- labs, detect the particular biology of the new host, adapt accordingly, and use it to fertilize themselves. Within a day
--or two, victims who haven’t already been consumed by adult xenoparasites (which are human sized) give explosive birth to
-+or two, victims who haven't already been consumed by adult xenoparasites (which are human sized) give explosive birth to
- multiple vicious juveniles (which are the size of cats). These juvenile xenoparasites have an edge in dealing with the
- particular species of creature they hatched from.
-
-@@ -40189,7 +40189,7 @@
- attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered.
-
- An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7
--Intellect-based roll) to sterilize all the eggs in the victim’s blood before they hatch twenty or more hours after being
-+Intellect-based roll) to sterilize all the eggs in the victim's blood before they hatch twenty or more hours after being
- deposited, which kills the host and releases 1d6 juvenile xenoparasites. Juveniles are level 2 creatures, but they
- attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full
- adult size.
-@@ -40210,14 +40210,14 @@
- ZOMBIE 3 (9)
-
- Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called
--zombies. Depending on a zombie’s origin, the reason for its transformation varies. A zombie might arise from an undead
-+zombies. Depending on a zombie's origin, the reason for its transformation varies. A zombie might arise from an undead
- curse, a psychic possession, an AI meatware overwrite, a viral infection, a drug overdose, or something else. Regardless
- of how the transformation happened, the result is much the same: a creature whose humanity has been burned out and
- replaced with unquenchable hunger.
-
--Zombies aren’t intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can coordinate
--activities across a colony. Thus, zombies alone or in small groups aren’t an overwhelming threat for someone who has a
--baseball bat or can get away. But it’s never wise to laugh off a zombie horde.
-+Zombies aren't intelligent, but enough of them together sometimes exhibit emergent behavior, just as ants can coordinate
-+activities across a colony. Thus, zombies alone or in small groups aren't an overwhelming threat for someone who has a
-+baseball bat or can get away. But it's never wise to laugh off a zombie horde.
-
- Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, and so on)
-
-@@ -40238,13 +40238,13 @@
- When zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as one
- level 5 creature, inflicting 5 points of damage.
-
--Zombies are hard to finish off. If an attack would reduce a zombie’s health to 0, it does so only if the number rolled
-+Zombies are hard to finish off. If an attack would reduce a zombie's health to 0, it does so only if the number rolled
- in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a
- dismembered, gruesomely damaged zombie
- that is still moving. Zombies can see in the dark
- at short range.
-
--“Fresh” zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an
-+"Fresh" zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an
- electrical attack, it falls limp and unmoving. Assuming nothing interferes with the process, the zombie arises minutes
- or hours later without the vulnerability.
-
-@@ -40253,13 +40253,13 @@
- killed by the disease later animate as zombies.
-
- Interaction: Zombies groan when they see something that looks tasty. They do not reason, cannot speak, and never stop
--pursuing something they’ve identified as a potential meal, unless something else edible comes closer.
-+pursuing something they've identified as a potential meal, unless something else edible comes closer.
-
- Use: The characters are asked to clear out a space that once served as an old military depot. The appearance of zombies
- sealed in the area comes as an unpleasant surprise.
-
- GM intrusion: When the character fails to kill a zombie by rolling an odd number on an attack that otherwise would have
--been successful, in addition to the normal effect, the zombie’s arm comes free and animates as a separate level 2
-+been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
- zombie.
-
- SUPERVILLIANS
-@@ -40276,7 +40276,7 @@
- Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
- failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
- he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
--troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn’t recall the metamorphosis or
-+troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
- the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
- memories.)
-
-@@ -40302,18 +40302,18 @@
- round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
- to visibly swell with muscle.
-
--Interaction: When Anathema is riled up during a fight, it’s difficult to reason with him. However, he is willing to
-+Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
- negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
--doesn’t know how he became the way he is, and he wants to recover his missing memories.
-+doesn't know how he became the way he is, and he wants to recover his missing memories.
-
--Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven’t
-+Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
- figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
- fighting Anathema is to lead or move him somewhere with a low population density.)
-
--Loot: Anathema doesn’t normally carry wealth or other valuables. In his lair, Anathema typically has three to five
-+Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
- expensive items, 1d6 cyphers, and possibly an artifact.
-
--GM intrusion: Anathema’s attack sends the character flying a long distance and potentially into dangerous terrain.
-+GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
-
- DOCTOR DREAD 7 (21)
-
-@@ -40322,16 +40322,16 @@
- uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
- individuals, governments, corporations, or superheroes.
-
--Alicia Coleridge is Doctor Dread’s secret identity. Born into relative obscurity, she received a full scholarship to the
-+Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
- Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
--lab accident, Alicia’s fiancé was slain, and Alicia was disfigured and driven slightly insane, so
-+lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so
- much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
- into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
- animation.
-
- (Doctor Dread is usually accompanied by a handful of robot minions.)
-
--(Dread’s robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
-+(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
-
- (Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
- into her modifications and other stats.)
-@@ -40351,7 +40351,7 @@
- Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
- level 10
-
--Combat: Doctor Dread’s armor allows her to exist without outside air (or air pressure), food, or water for up to ten
-+Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
- days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
-
- *Barricade:* Establish an immobile, two-dimensional field
-@@ -40364,13 +40364,13 @@
-
- *Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
-
--Interaction: Doctor Dread is slightly mad, but that’s normally disguised by her amazing brilliance. She is an egomaniac
--but will negotiate in return for a promise of wealth or biomedical lore she doesn’t already know.
-+Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
-+but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
-
--Use: The PCs are called to handle a hostage situation at a party in which many of the city’s wealthy elite are being
-+Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
- held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
-
--Loot: Most of Doctor Dread’s considerable wealth is tied up in online accounts, two or three secret fortresses, and
-+Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
- cutting-edge biological research equipment.
-
- GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
-@@ -40380,14 +40380,14 @@
-
- Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
- research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
--manifestation of a fundamental force. Given Magnetar’s vaguely humanoid shape, a few people even suggest that the
-+manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
- villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
-
- In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
- immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
- type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
- millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
--taken from it (its twin), but it can’t remember what. It has decided to blame the humans.
-+taken from it (its twin), but it can't remember what. It has decided to blame the humans.
-
- (Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
- figured into its modifications and other stats.)
-@@ -40407,23 +40407,23 @@
- Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
- electromagnetic manipulation as level 11
-
--Combat: Magnetar’s fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
-+Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
- is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
- including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
- it can see within its area of influence. When it throws such a large object as part of an attack, the target and
- everything within short range of the target takes 10 points of damage.
-
--Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
--old-fashioned beating could release an uncontrolled neutron star chunk on the Earth’s surface.
-+Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
-+old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
-
- Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
- display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
--but it doesn’t know why (it doesn’t realize that the feeling comes from the loss of its twin).
-+but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
-
--Use: Doctor Dread has put a bounty on Magnetar’s head because she wants to study the advanced technology woven through
-+Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
- its body. The bounty amount is outrageous, but then again, so is Magnetar.
-
--GM intrusion: On a failed Might defense roll, all of the character’s loose metallic items (including weapons) are
-+GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
- stripped from them and become stuck to a nearby metallic buttress.
-
- MISTER GENOCIDE 5 (15)
-@@ -40431,12 +40431,12 @@
- Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
- touch can kill, but if he wishes it, so can his spittle or even his breath.
-
--Anyone who spends too much time in Mister Genocide’s presence becomes ill, even if the villain isn’t actively using his
-+Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
- power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
- head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
- other criminals.
-
--When victims are killed by Mister Genocide’s poison, their skin and the whites of their eyes take on a bright green hue,
-+When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
- which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
-
- Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
-@@ -40505,7 +40505,7 @@
-
- Motive: Save the world
-
--Environment: Anywhere wrongs (to Wrath’s way of thinking) must be righted
-+Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
-
- Health: 36
-
-@@ -40529,7 +40529,7 @@
- end. However, she is not one to betray her word.
-
- Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
--initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath’s larger organization,
-+initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
- and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
-
- Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
-@@ -40546,11 +40546,11 @@
- science fiction drone soldier. This is known as reskinning—making slight changes to existing stats to customize the NPC
- for your own game.
-
--Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an
--NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC’s health is
-+Health, Not Pools: Remember that NPCs don't have stat Pools. Instead, they have a characteristic called health. When an
-+NPC takes damage of any kind, the amount is subtracted from its health. Unless described otherwise, an NPC's health is
- always equal to its target number. Some NPCs might have special reactions to or defenses against attacks that would
--normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that
--all damage is subtracted from the NPC’s health.
-+normally deal Speed damage or Intellect damage, but unless the NPC's description specifically explains this, assume that
-+all damage is subtracted from the NPC's health.
-
- Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and
- shotguns, malefic psychic weapons, blasters and grenades, and so on.
-@@ -40582,7 +40582,7 @@
-
- An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident.
- Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some
--assassins pay themselves by tracking criminals anywhere to collect on “dead or alive” bounties.
-+assassins pay themselves by tracking criminals anywhere to collect on "dead or alive" bounties.
-
- Motive: Murder (usually for hire)
-
-@@ -40596,10 +40596,10 @@
-
- Modifications: Stealth and deception tasks as level 8; when attacking from hiding, melee and ranged attacks as level 7
-
--Combat: An assortment of small weapons are hidden about an assassin’s body. They can also coat their weapons or ammo
-+Combat: An assortment of small weapons are hidden about an assassin's body. They can also coat their weapons or ammo
- with a level 6 poison that moves victims who fail a Might defense roll one step down the damage track.
-
--Interaction: Some assassins have a sort of integrity about their work and can’t be dissuaded from completing their
-+Interaction: Some assassins have a sort of integrity about their work and can't be dissuaded from completing their
- contracts with bribes.
-
- Use: An assassin is greatly feared by anyone with powerful, wealthy enemies.
-@@ -40663,12 +40663,12 @@
- Modifications: Climbing, jumping, running, and Speed defense as level 4
-
- Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
--can’t easily get close to their foes.
-+can't easily get close to their foes.
-
- A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
- fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
- relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
--raging berserker fights only with melee weapons and won’t retreat from battle.
-+raging berserker fights only with melee weapons and won't retreat from battle.
-
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
- throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
-@@ -40682,7 +40682,7 @@
-
- CRIME BOSS 3 (9)
-
--A crime boss usually isn’t physically powerful but wields power through lies, bribery, and control. Rarely encountered
-+A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered
- alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble,
- a mafia king, or the captain of a pirate ship that sails the seas or glides the space lanes.
-
-@@ -40730,7 +40730,7 @@
- Modifications: Tasks relating to perception, intuition, initiative, and detecting falsehoods as level 6
-
- Combat: Detectives prefer to outwit their foes rather than engage in a straight-up fight. Even then, most conflicts
--occur in a place and time of the detective’s choosing, preferably in the presence of their allies. A detective can
-+occur in a place and time of the detective's choosing, preferably in the presence of their allies. A detective can
- deduce weaknesses of their enemies (if any) and exploit them in combat.
-
- Interaction: Some detectives are insufferable
-@@ -40742,7 +40742,7 @@
-
- Loot: Aside from their weapons, most detectives have currency equivalent to a very expensive item and a cypher.
-
--GM intrusion: The detective intuits the character’s next attack and moves perfectly so that an ally of the character
-+GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
- takes the attack instead.
-
- DRUID 4 (12)
-@@ -40798,7 +40798,7 @@
-
- Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-
--Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re used to working together to defend
-+Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
- their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
- damage.
-
-@@ -40841,7 +40841,7 @@
- A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
- or repairing clothing.
-
--Interaction: Elves appreciate beauty, grace, and skill, and they don’t respond well to crudeness or bluster, especially
-+Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
- from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
- humor.
-
-@@ -40853,7 +40853,7 @@
-
- GUARD 2 (6)
-
--Guards keep the peace but don’t usually show much initiative. Ultimately, they do as they’re ordered by their superiors,
-+Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
- regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat
- police officer, or a mafia goon.
-
-@@ -40872,17 +40872,17 @@
- Modifications: Perception as level 3
-
- Combat: Guards are not often wily, but they understand strength in numbers. If two or more guards attack the same target
--with at least one melee attack in the same round, the target’s Speed defense roll against those attacks is hindered.
-+with at least one melee attack in the same round, the target's Speed defense roll against those attacks is hindered.
-
- Interaction: Interacting with a guard typically involves one issue: does the PC want to do something that the guard has
- been told to prevent? If so, the PC could have a difficult time.
-
- Use: To the PCs, guards can be allies, obstacles, or both. Guards who serve the public good have their own duties and
--aren’t interested in doing the characters’ work for them.
-+aren't interested in doing the characters' work for them.
-
- Loot: A guard has currency equivalent to an inexpensive item in addition to weapons, armor, and basic gear.
-
--GM intrusion: 1d6 local citizens intervene on the guard’s behalf, calling for more guards or even fighting the guard’s
-+GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
- foes.
-
- HALFLING 3 (9)
-@@ -40905,12 +40905,12 @@
-
- Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
- creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
--ally so they can attack a foe’s back and legs.
-+ally so they can attack a foe's back and legs.
-
--Interaction: Halflings enjoy the company of larger folks as long as they aren’t mocked for their size. They’re brave and
-+Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
- determined when they need to be, though some might complain about wanting to go home.
-
--Use: A young halfling wants to have some adventures before settling down. The local thieves’ guild is said to employ
-+Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
- halflings as lookouts and cutpurses, sometimes disguised as human children.
-
- Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
-@@ -40946,7 +40946,7 @@
- Loot: In addition to their clothing and mundane weapons, occultists have currency equivalent to an inexpensive item, a
- cypher, and possibly an artifact related to their power over spirits or demons.
-
--GM intrusion: A bony hand erupts from the ground at the character’s feet. On a failed Speed defense roll, they are held
-+GM intrusion: A bony hand erupts from the ground at the character's feet. On a failed Speed defense roll, they are held
- in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
- for 3 points of damage.
-
-@@ -40977,8 +40977,8 @@
- creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-
- Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
--evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey
--area.” However, they are not fools and won’t throw away their lives for nothing.
-+evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
-+area." However, they are not fools and won't throw away their lives for nothing.
-
- Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
- villain to smite.
-@@ -41004,7 +41004,7 @@
-
- Combat: A secret agent always has a covert, unexpected backup weapon that they can use to make a surprise attack, such
- as a ring or glove with a hidden poisoned needle (dealing 5 points of Speed damage that ignore Armor), a fake tooth
--filled with poison gas to blow in a victim’s face (inducing sleep for ten minutes), or a ring with a miniature gun.
-+filled with poison gas to blow in a victim's face (inducing sleep for ten minutes), or a ring with a miniature gun.
-
- Interaction: Secret agents are confident, masterful, and always give the impression of being one step ahead of the game,
- even when caught off guard.
-@@ -41019,7 +41019,7 @@
-
- THIEF 4 (12)
-
--A thief takes things that don’t belong to them—preferably with their victim remaining unaware of the crime until the
-+A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
- thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
- elaborate heists to steal priceless items from prominent targets.
-
-@@ -41037,14 +41037,14 @@
-
- Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
- an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
--smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren’t above using poison,
-+smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison,
- typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
-
- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
--like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.
-+like to know the risks and rewards of what they'll be doing, and they don't like surprises.
-
- Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
--pickpockets targets a character’s jewelry or cyphers.
-+pickpockets targets a character's jewelry or cyphers.
-
- Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
- cypher they plan to use or sell.
-@@ -41067,7 +41067,7 @@
- Movement: Short
-
- Combat: Thugs prefer ambushes, making ranged attacks from hiding if possible. Sometimes they spoil the ambush to issue
--an ultimatum before attacking: give us your valuables or you’ll be sorry.
-+an ultimatum before attacking: give us your valuables or you'll be sorry.
-
- Interaction: Thugs are interested in money and power, which means they almost always accept bribes. If faced with a real
- threat, thugs usually retreat.
-@@ -41103,7 +41103,7 @@
- of finding, and so on. A wizard also likely carries several cyphers useful in combat.
-
- Interaction: Care should be taken when negotiating with wizards because they are subtle and quick to anger. Even when
--negotiations succeed, a wizard’s suggestions are usually cryptic and open to interpretation. A mighty wizard might be
-+negotiations succeed, a wizard's suggestions are usually cryptic and open to interpretation. A mighty wizard might be
- convinced to teach a character how to cast a spell.
-
- Use: A wizard is putting together a team to challenge a great foe, and the PCs fit the bill.
-@@ -41118,40 +41118,40 @@
- attacks, ease or hinder task rolls, or (in a more supernatural and extreme example) produce effects such as nullifying
- gravity or turning something invisible.
-
--Most cyphers aren’t physical objects—just something useful that happens right when you need it. They might be a burst of
-+Most cyphers aren't physical objects—just something useful that happens right when you need it. They might be a burst of
- insight that allows a character to make a perfectly executed attack, a lucky guess when using a computer terminal, a
- coincidental distraction that gives you an advantage against an NPC, or a supernatural entity that makes things work out
- in your favor. In some games, cyphers come in the form of items, like magic potions or bits of alien technology.
-
--Cyphers that don’t have a physical form are called subtle cyphers.
-+Cyphers that don't have a physical form are called subtle cyphers.
-
- Cyphers that have a physical form are called manifest cyphers.
-
--Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher’s
--description says otherwise, it works only for the character who activates it. For example, a PC can’t use an enduring
-+Regardless of their form, cyphers are single-use effects and are always consumed when used. Unless a cypher's
-+description says otherwise, it works only for the character who activates it. For example, a PC can't use an enduring
- shield cypher on a friend.
-
- Cyphers are a game mechanic designed for frequent discovery and use. PCs can have only a small number of cyphers at any
--given time, and since they’re always finding more, they’re encouraged to use them at a steady pace.
-+given time, and since they're always finding more, they're encouraged to use them at a steady pace.
-
- In theory, the cyphers gained by the PCs are determined randomly. However, the GM can allow PCs to acquire or find them
- intentionally as well. Cyphers are gained with such regularity that the PCs should feel that they can use them freely.
--There will always be more, and they’ll have different benefits. This means that in gameplay, cyphers are less like gear
--or treasure and more like character abilities that the players don’t choose. This leads to fun game moments where a
--player can say “Well, I’ve got an X that might help in this situation,” and X is always different. X might be an
-+There will always be more, and they'll have different benefits. This means that in gameplay, cyphers are less like gear
-+or treasure and more like character abilities that the players don't choose. This leads to fun game moments where a
-+player can say "Well, I've got an X that might help in this situation," and X is always different. X might be an
- intuitive understanding of the local computer network, a favor from the Faerie Court, an explosive device, a short-range
- teleporter, or a force field. It might be a powerful magnet or a prayer that will cure disease. It could be anything.
- Cyphers keep the game fresh and interesting. Over time, characters can learn how to safely carry more and more cyphers
- at the same time, so cyphers really do seem more like abilities and less like gear.
-
--(“Carry” in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything
-+("Carry" in this sense refers to both subtle cyphers and manifest cyphers, though a PC may not actually carry anything
- that physically represents the cypher. A character thrown into prison without their equipment might still have subtle
- cyphers.)
-
--Cyphers don’t have to be used to make room for new ones. For subtle cyphers, a character can just use an action to
--“lose” the cypher, freeing up space to “find” one later (once a subtle cypher is discarded this way, it is gone and
--can’t be recovered). For manifest cyphers, it’s perfectly acceptable for the PCs to stash one elsewhere for later use;
--of course, that doesn’t mean it will still be there when they return.
-+Cyphers don't have to be used to make room for new ones. For subtle cyphers, a character can just use an action to
-+"lose" the cypher, freeing up space to "find" one later (once a subtle cypher is discarded this way, it is gone and
-+can't be recovered). For manifest cyphers, it's perfectly acceptable for the PCs to stash one elsewhere for later use;
-+of course, that doesn't mean it will still be there when they return.
-
- WHY CYPHERS?
-
-@@ -41166,10 +41166,10 @@
- choice, their assignment, and their use. Although many things separate the game system from others, this aspect makes it
- unique, because cyphers recognize the importance and value of two things:
-
--1\. “Treasure,” because character abilities make the game fun and exciting. In fact, in the early days of roleplaying,
-+1\. "Treasure," because character abilities make the game fun and exciting. In fact, in the early days of roleplaying,
- treasure (usually in the form of magic items found in dungeons) was really the only customization of characters that
- existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you
--go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core.
-+go on even more adventures. This is true in many RPGs, but in the Cypher System, it's built right into the game's core.
-
- 2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer
- to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far
-@@ -41178,7 +41178,7 @@
- path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more
- proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without
- worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really
--mess up the game over the long term. But once? That’s just fun.
-+mess up the game over the long term. But once? That's just fun.
-
- CYPHER LIMITS
-
-@@ -41189,25 +41189,25 @@
-
- SUBTLE CYPHERS
-
--Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt “powered stuff”—no potions, alien
--crystals, or anything of that nature. They’re most useful, perhaps, in a modern or horror setting without obvious
-+Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt "powered stuff"—no potions, alien
-+crystals, or anything of that nature. They're most useful, perhaps, in a modern or horror setting without obvious
- fantasy elements. Subtle cyphers are more like the inherent abilities PCs have, adding boosts to Edge, recovering points
- from Pools, coming up with ideas, and so on. In general, these are commonplace, non-supernatural effects—a subtle cypher
--wouldn’t create a laser beam or allow a character to walk through a wall. They don’t break the fragile bubble of
--believability in genres where flashy powers and abilities don’t make a lot of sense.
-+wouldn't create a laser beam or allow a character to walk through a wall. They don't break the fragile bubble of
-+believability in genres where flashy powers and abilities don't make a lot of sense.
-
- Subtle cyphers are particularly nice in a genre where the PCs are supposed to be normal people. The cyphers can simply
--be an expression of innate capabilities in characters that aren’t always dependable. And in many ways, that’s probably
-+be an expression of innate capabilities in characters that aren't always dependable. And in many ways, that's probably
- more realistic than an ability you can count on with certainty, because in real life, some days you can jump over a
--fence, and some days you just can’t.
-+fence, and some days you just can't.
-
- Concepts for subtle cyphers include the following:
-
--Good fortune: Once in a while, things just go your way. You’re in the right place at the right time.
-+Good fortune: Once in a while, things just go your way. You're in the right place at the right time.
-
--Inspirations: Sometimes you get inspired to do something you’ve never done before and might not be able to do again.
-+Inspirations: Sometimes you get inspired to do something you've never done before and might not be able to do again.
- Call it adrenaline mixed with the right motivation, or just doing the right thing at the right place at the right time.
--Who can really define it? Life’s funny that way.
-+Who can really define it? Life's funny that way.
-
- Alien concepts: Complex and utterly inhuman memes enter our world and worm their way into and out of human
- consciousness. When this happens, it can cause mental distress and disorientation. It can also grant impossible
-@@ -41217,30 +41217,30 @@
- the gods, and some of the faithful gain a divine blessing. Some people believe that praying to different gods gives you
- different blessings.
-
--Earworms: You know how some songs pop into your head and just won’t leave? There’s a power to those songs, and the right
--people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you’ve got a perfect cypher
-+Earworms: You know how some songs pop into your head and just won't leave? There's a power to those songs, and the right
-+people know how to harness it. Make the songs disturbing or reminiscent of evil chants, and you've got a perfect cypher
- concept for a horror campaign.
-
--Mysterious transmissions: What’s that buzzing? That mechanical chittering? Those numbers repeating over and over? And
-+Mysterious transmissions: What's that buzzing? That mechanical chittering? Those numbers repeating over and over? And
- why can only some people hear it? A few who are aware of the sounds have learned how to make use of them.
-
--Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you’ve figured out how
-+Supernatural powers: Mental or mystical energies constantly shift and change, ebb and flow. But you've figured out how
- to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the
- numinous.
-
- DISCOVERING SUBTLE CYPHERS
-
--Since subtle cyphers aren’t physical objects, GMs will need to figure out when to give PCs new ones to replace the ones
--they have used. The cyphers probably shouldn’t be tied to actions entirely under the characters’ control—in other words,
--they shouldn’t come as a result of meditation or anything of that nature. Instead, the GM should choose significant
-+Since subtle cyphers aren't physical objects, GMs will need to figure out when to give PCs new ones to replace the ones
-+they have used. The cyphers probably shouldn't be tied to actions entirely under the characters' control—in other words,
-+they shouldn't come as a result of meditation or anything of that nature. Instead, the GM should choose significant
- points in the story when new cyphers might simply come unbidden to the PCs. In the broader view, this is no different
--than manifest cyphers placed as treasure in a creature’s lair, a secret cache, or somewhere else for the characters to
--find. Either way, the GM is picking good spots to “refill” potentially used cypher-based abilities.
-+than manifest cyphers placed as treasure in a creature's lair, a secret cache, or somewhere else for the characters to
-+find. Either way, the GM is picking good spots to "refill" potentially used cypher-based abilities.
-
- Subtle cyphers are often found in groups of one to six (the GM can roll 1d6 to determine the number). The GM might
- randomly assign the cyphers to each PC who has space for more, or present a selection of cyphers to the group and allow
- the players to choose which ones they want for their characters. Characters should immediately know what their subtle
--cyphers do. If a PC activates a healing subtle cypher when they think it’s something to help pick a lock, that’s a waste
-+cyphers do. If a PC activates a healing subtle cypher when they think it's something to help pick a lock, that's a waste
- of a useful character ability.
-
- PCs might be able to obtain subtle cyphers from NPCs or in unusual circumstances as gifts, boons, or blessings, even
-@@ -41252,15 +41252,15 @@
-
- A PC can also acquire a new subtle cypher by spending 1 XP on one of the following player intrusions:
-
--General cypher: You ask the GM for a general subtle cypher, such as “healing,” “movement,” “defense,” or perhaps
--something as specific as “flight.” The GM gives you a cypher that meets that description and randomly determines its
--level. If you don’t have space for this cypher, you immediately lose one of your current cyphers (your choice) and the
-+General cypher: You ask the GM for a general subtle cypher, such as "healing," "movement," "defense," or perhaps
-+something as specific as "flight." The GM gives you a cypher that meets that description and randomly determines its
-+level. If you don't have space for this cypher, you immediately lose one of your current cyphers (your choice) and the
- new cypher takes its place.
-
- Specific cypher: You ask the GM for a specific subtle cypher (such as a curative or stim) of a specific level. Make an
--Intellect roll with a difficulty equal to the cypher’s level plus 1. If you have had this cypher before, the task is
-+Intellect roll with a difficulty equal to the cypher's level plus 1. If you have had this cypher before, the task is
- eased. If you fail the roll, you do not gain a cypher. If you succeed, the GM gives you that subtle cypher at that
--level. If you don’t have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
-+level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
- the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
-
- FANTASy CYPHERS
-@@ -41271,16 +41271,16 @@
- or rewards for their adventures and exploits.
-
- MIXING SUBTLE AND MANIFEST CYPHERS
--There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
-+There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
- and other coincidences that benefit the characters.
-
- CYPHER FORMS
-
--What form a manifest cypher takes— such as a potion or scroll—doesn’t affect its abilities at all. A potion that eases
--the user’s next task by three steps is functionally identical to a magical scroll that does the same thing.
-+What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
-+the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-
--To randomly determine a manifest cypher’s form, roll on the following table.
-+To randomly determine a manifest cypher's form, roll on the following table.
-
- | d100 | Cypher Form |
- |-------|--------------------|
-@@ -41348,23 +41348,23 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
- ANIMAL CONTROL
-
- Level: 1d6 + 2
-
- Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
--the cypher’s level. If successful, the beast immediately becomes calm. The beast awaits the user’s commands and carries
--out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher’s
--level minus the target’s level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-+the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
-+out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
-+level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
- or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-
--The cypher doesn’t give the user any special ability to understand the target or perceive through its senses. For
--example, the user can command an eagle to fly above a group of enemies, but the eagle can’t describe what it sees and
--the user can’t look through its eyes.
-+The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
-+example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
-+the user can't look through its eyes.
-
--“Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
-+"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
- BEAST SHAPE
-@@ -41372,20 +41372,20 @@
- Level: 1d6
-
- Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
--determined by the cypher’s creator). The user gains the animal’s type of movement (swimming for a fish, flying for a
-+determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
- bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
- appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
- table.
-
--The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can’t make them more
--than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn’t
--affect the animal’s abilities. The user can still use all of their abilities that don’t rely specifically on their
--normal form. For example, an Adept in wolf form can’t wield a dagger because wolves don’t have hands, but could still
-+The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
-+than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
-+affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
-+normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
- use a healing power or mind blast ability.
-
- After about an hour, the user returns to their normal form.
-
--Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a “language” of animal
-+Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
-@@ -41393,20 +41393,20 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
- DEMON WARD
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from demons, devils, and similar
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
- malevolent creatures.
-
- DRAGON WARD
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from dragons, wyverns, and similar
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
- magical reptilian creatures.
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-@@ -41415,7 +41415,7 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
- ELEMENTAL CONJURATION
-
-@@ -41435,7 +41435,7 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against fire damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
- GIANT SIZE
-
-@@ -41466,7 +41466,7 @@
-
- Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
- tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
--story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn’t sufficient room for the
-+story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
- tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
- pressure against the confining surfaces.
-
-@@ -41476,7 +41476,7 @@
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werewolves and other
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
- lycanthropes.
-
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
-@@ -41486,7 +41486,7 @@
-
- Level: 1d6 + 2
-
--Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher’s level or lower. The
-+Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
- targeted item must have a keyhole for the cypher to work.
-
- Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-@@ -41495,7 +41495,7 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
- RESTORATIVE AURA
-
-@@ -41511,7 +41511,7 @@
- Level: 1d6 + 1
-
- Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
--doesn’t want them to. Once the user has established contact, they can read the target’s thoughts for up to one minute
-+doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
- per cypher level.
-
- TINY SIZE
-@@ -41531,7 +41531,7 @@
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from skeletons, zombies, ghosts,
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
- vampires, and other undead creatures.
-
- WALKING CORPSE
-@@ -41540,18 +41540,18 @@
-
- Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
- on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
--intelligence, memories, or special abilities that it had in life. The creature follows the user’s verbal commands for
-+intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
- one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
- again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-
- MANIFEST CYPHERS
-
--Because manifest cyphers are physical objects, and people are familiar with the idea of finding “treasure” as part of
-+Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
- playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one
- to six (the GM can roll 1d6 to determine the number), usually because the characters are searching for them. They might
- be among the possessions of a fallen foe, hidden in a secret room, or scattered amid the wreckage of a crashed starship.
- The GM can prepare a list ahead of time of what successful searchers find. Sometimes this list is random, and sometimes
--there is logic behind it. For example, a warlock’s laboratory might contain four different magic potions that the PCs
-+there is logic behind it. For example, a warlock's laboratory might contain four different magic potions that the PCs
- can find.
-
- If the characters search for cyphers, the GM sets the difficulty of the task. It is usually 3 or 4, and scavenging can
-@@ -41560,11 +41560,11 @@
- Scavenging is not the only way to obtain manifest cyphers. They can also be given as gifts, traded with merchants, or
- sometimes purchased in a shop.
-
--Unlike subtle cyphers, characters don’t automatically know what manifest cyphers do. Once the PCs find a manifest
-+Unlike subtle cyphers, characters don't automatically know what manifest cyphers do. Once the PCs find a manifest
- cypher, identifying it is a separate task, based on Intellect and modified by knowledge of the topic at hand. In a
- fantasy setting, that knowledge would probably be magic, but in a science fiction setting, it might be technology. The
- GM sets the difficulty of the task, but it is usually 1 or 2. Thus, even the smallest amount of knowledge means that
--cypher identification is automatic. The process takes one to ten minutes. If the PCs can’t identify a cypher, they can
-+cypher identification is automatic. The process takes one to ten minutes. If the PCs can't identify a cypher, they can
- bring it to an expert for identification and perhaps trade, if desired.
-
- MANIFEST CYPHERS DUPLICATING SUBLE CYPHERS
-@@ -41573,9 +41573,9 @@
- a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that
- helps you sneak (a subtle cypher) and a potion that helps you sneak (a manifest cypher) do the exact same thing for a
- character. One advantage of manifest cyphers is that characters can easily trade them to each other or sell them to
--NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can’t.
-+NPCs. On the other hand, manifest cyphers can be dropped or stolen, and subtle cyphers can't.
-
--It’s fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as
-+It's fine if the GM decides to include both kinds of cyphers in the same game. A horror game could begin with the PCs as
- normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and
- bone dust that has strange powers.
-
-@@ -41589,12 +41589,12 @@
- abilities that some characters might have. They are never treated as rapid-fire weapons.
-
- Identified manifest cyphers can be used automatically. Once a manifest cypher is activated, if it has an ongoing effect,
--that effect applies only to the character who activated the cypher. A PC can’t activate a cypher and then hand it to
-+that effect applies only to the character who activated the cypher. A PC can't activate a cypher and then hand it to
- another character to reap the benefits.
-
- A character can attempt to use a manifest cypher that has not been identified; this is usually an Intellect task using
--the cypher’s level. Failure might mean that the PC can’t figure out how to use the cypher or that they use it
--incorrectly (GM’s discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its
-+the cypher's level. Failure might mean that the PC can't figure out how to use the cypher or that they use it
-+incorrectly (GM's discretion). Of course, even if the PC activates the unidentified cypher, they have no idea what its
- effect will be.
-
- (Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a
-@@ -41602,51 +41602,51 @@
-
- CYPHER LEVELS AND EFFECTS
-
--All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher’s power (how much damage
-+All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher's power (how much damage
- it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object.
- The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll
--to determine the cypher’s level, or can allow the player to roll when they receive the cypher.
-+to determine the cypher's level, or can allow the player to roll when they receive the cypher.
-
- NORMAL AND FANTASTIC EFFECTS
-
- Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or
--be explained in the normal physical world we’re familiar with. Fantastic effects are things that can’t. A normal person
-+be explained in the normal physical world we're familiar with. Fantastic effects are things that can't. A normal person
- could hit a target 240 feet (73 m) away with a football, quickly get over a cold, run across a tightrope, or multiply
--two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can’t throw an armored
-+two two-digit numbers in their head. These tasks are difficult, but possible. A normal person can't throw an armored
- car, regrow a severed arm, create a robot out of thin air, or control gravity with their mind. These tasks are
- impossible according to the world as we know it. Cypher effects are either normal (possible) or fantastic (impossible
- according to the world as we know it).
-
--Normal cypher effects should be available to PCs regardless of the genre of your game. It’s perfectly reasonable for a
-+Normal cypher effects should be available to PCs regardless of the genre of your game. It's perfectly reasonable for a
- modern, fantasy, horror, science fiction, or superhero PC to have a cypher that gives them a one-use bonus on an attack
- or skill task, lets them take a quick breather to recover a few points in a Pool, or helps them focus their will to
- avoid distractions or fatigue.
-
- Fantastic cypher effects should be limited to games where magic, technology, or other factors stretch the definition of
--“impossible.” A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is
-+"impossible." A cypher that turns a corpse into a zombie is out of place in a non-fantastic modern game, but is
- perfectly reasonable for a fantasy, science fiction, or superhero game, or even a horror game where zombies exist, as
- long as the GM decides there is an appropriate story explanation for it. The zombie cypher might be a necromantic spell
- in a fantasy or superhero game, a code that activates a swarm of nanobots in a science fiction game, or a virus in a
- horror game. The rules categorize some cypher effects as fantastic to help the GM decide whether to exclude cyphers that
--don’t fit the game they’re running. For example, it is appropriate for a GM running a zombie horror survival game set in
-+don't fit the game they're running. For example, it is appropriate for a GM running a zombie horror survival game set in
- 1990s Georgia to allow the zombie-creating cypher but not a teleportation cypher, because creating a zombie is a
--fantastic effect that fits the setting and teleportation isn’t.
-+fantastic effect that fits the setting and teleportation isn't.
-
- Fantastic cyphers can be subtle or manifest.
-
- OPTIONAL RULE: NORMAL CYPHERS DUPLICATING FANTASTIC EFFECTS
-
--If the GM and players are willing to stretch their imaginations a bit, it’s possible to include some fantastic cypher
-+If the GM and players are willing to stretch their imaginations a bit, it's possible to include some fantastic cypher
- effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The
- player using the cypher just needs to come up with a practical, realistic explanation for how the fantastic result
--occurred (perhaps with a much shorter or reduced effect than what’s described in the cypher text).
-+occurred (perhaps with a much shorter or reduced effect than what's described in the cypher text).
-
- For example, a PC with a phase changer who is trapped in a prison cell could say that instead of physically phasing
- through the wall, using the cypher means they find a long-forgotten secret door connected to a narrow hallway leading to
- safety. A PC with a fire detonation could say they notice a can of paint thinner in the room, kick it over, and throw a
- table lamp into the spill, creating a spark and a momentary burst of harmful flames. A PC with a monoblade could say
--they spot structural flaws in an opponent’s armor, allowing them to attack for the rest of that combat in such a way
--that the foe’s Armor doesn’t count.
-+they spot structural flaws in an opponent's armor, allowing them to attack for the rest of that combat in such a way
-+that the foe's Armor doesn't count.
-
- These interpretations of fantastic cyphers in a non-fantastic setting require player ingenuity and GM willingness to
- embrace creative solutions (similar to players using player intrusions to make a change in the game world). The GM
-@@ -41655,14 +41655,14 @@
-
- MANIFEST CYPHER FORMS
-
--None of the manifest cyphers in this chapter have a stated physical form. The entries don’t tell you if something is a
-+None of the manifest cyphers in this chapter have a stated physical form. The entries don't tell you if something is a
- potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are
--they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That’s up to the GM. It’s flavor, not
--mechanics. It’s as important or unimportant as the style of an NPC’s hair or the color of the car the bad guys are
--driving. In other words, it’s the kind of thing that is important in a roleplaying game, but at the same time doesn’t
-+they magic? Are they tech? Are they symbiotic creatures with programmed DNA? That's up to the GM. It's flavor, not
-+mechanics. It's as important or unimportant as the style of an NPC's hair or the color of the car the bad guys are
-+driving. In other words, it's the kind of thing that is important in a roleplaying game, but at the same time doesn't
- actually change anything (and RPGs have a lot of things like that, if you think about it).
-
--A manifest cypher’s physical form can be anything at all, but there are some obvious choices based on genre. The GM can
-+A manifest cypher's physical form can be anything at all, but there are some obvious choices based on genre. The GM can
- design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or
- they can use many types, perhaps mixing them from different genres. Some suggestions include the following.
-
-@@ -41883,7 +41883,7 @@
-
- A LISTING OF VARIOUS CYPHERS
-
--All cyphers in this section may be manifest cyphers. It is the GM’s discretion whether a particular cypher can be a
-+All cyphers in this section may be manifest cyphers. It is the GM's discretion whether a particular cypher can be a
- subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
- cyphers are just suggestions for a typical campaign setting.)
-
-@@ -41897,8 +41897,8 @@
-
- Level: 1d6 + 4
-
--Effect: Begins a process of rejuvenation that removes years from the wearer’s physiological age. Over the course of the
--next seven days, the wearer sheds a number of years equal to three times the cypher’s level. The cypher doesn’t regress
-+Effect: Begins a process of rejuvenation that removes years from the wearer's physiological age. Over the course of the
-+next seven days, the wearer sheds a number of years equal to three times the cypher's level. The cypher doesn't regress
- physiological age past the age of
- twenty-three.
-
-@@ -41906,20 +41906,20 @@
-
- Level: 1d6 + 2
-
--Effect: Restores a number of points equal to the cypher’s level to the user’s Speed Pool.
-+Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
-
- ANTIVENOM
-
- Level: 1d6 + 2
-
--Effect: Renders user immune to poisons of the cypher’s level or lower for one hour per cypher level (and ends any such
--ongoing effects, if any, already in the user’s system).
-+Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
-+ongoing effects, if any, already in the user's system).
-
- ARMOR REINFORCER
-
- Level: 1d6 + 1
-
--Effect: The user’s Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result.
-+Effect: The user's Armor gains an enhancement for twenty-four hours. Roll a d6 to determine the result.
-
- | | |
- |-----|------------------------------------------|
-@@ -41934,7 +41934,7 @@
-
- Level: 1d6 + 4
-
--Effect: One unanchored item the user’s size or smaller within long range (very long range if the cypher level is 8 or
-+Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
- higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
-
- BANISHING
-@@ -41942,7 +41942,7 @@
- Level: 1d6
-
- Effect: For the next day, each time the user strikes a solid creature or object, it generates a burst of energy that
--teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature’s
-+teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
- actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
-
- BEST TOOL
-@@ -41957,7 +41957,7 @@
- Level: 1d6 + 2
-
- Effect: An area within immediate range of the user becomes secure against any effect outside the area that sees, hears,
--or otherwise senses what occurs inside. To outside observers, the area is a “blur” to any sense applied. Taps, scrying
-+or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
- sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
-
- BLINKING
-@@ -41966,7 +41966,7 @@
-
- Effect: For the next day, each time the user is struck hard enough to take damage (but not more than once per round),
- they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
--and their foe is not, the user’s defenses are eased for one round after they teleport.
-+and their foe is not, the user's defenses are eased for one round after they teleport.
-
- BURST OF SPEED
-
-@@ -42061,19 +42061,19 @@
-
- Effect: For the next day, each time the user is struck hard enough to inflict damage (but no more than once per round),
- they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
--not, the user’s defenses are eased for one round after they teleport.
-+not, the user's defenses are eased for one round after they teleport.
-
- CURATIVE
-
- Level: 1d6 + 2
-
--Effect: Restores a number of points equal to the cypher’s level to the user’s Might Pool.
-+Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
-
- CURSE BRINGER
-
- Level: 1d6 + 1
-
--Effect: The cypher can be activated when given to an individual who doesn’t realize its significance. The next time the
-+Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
- victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
-
- DARKSIGHT
-@@ -42103,7 +42103,7 @@
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting
--damage equal to the cypher’s level. Roll a d100 to determine the type of damage.
-+damage equal to the cypher's level. Roll a d100 to determine the type of damage.
-
- (All damaging detonations inflict a minimum of 2 points of damage to those in the radius, regardless of attack or
- defense rolls.)
-@@ -42122,7 +42122,7 @@
- Level: 1d6 + 1
-
- Effect: Projects a small physical explosive up to a long distance away that explodes and creates a momentary
--teleportation gate. A random creature whose level is equal to or less than the cypher’s level appears through the gate
-+teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
- and attacks the closest target. After about one minute, the creature vanishes.
-
- DETONATION (DESICCATING)
-@@ -42130,7 +42130,7 @@
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, draining
--moisture from everything within it. Living creatures take damage equal to the cypher’s level. Water in the area is
-+moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
- vaporized.
-
- DETONATION (FLASH)
-@@ -42145,7 +42145,7 @@
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
--damage equal to the cypher’s level by increasing gravity tremendously for one second. All creatures in the area are
-+damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
- crushed to the ground for one round and cannot take physical actions.
-
- DETONATION (GRAVITY INVERSION)
-@@ -42160,7 +42160,7 @@
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that explodes in a
--short-range radius, inflicting damage equal to the cypher’s level. Roll a d100 to determine the type of damage.
-+short-range radius, inflicting damage equal to the cypher's level. Roll a d100 to determine the type of damage.
-
- | | |
- |-------|------------------------------------|
-@@ -42176,14 +42176,14 @@
- Level: 1d6 + 4
-
- Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
--nanites that rearrange matter in random ways. Inflicts damage equal to the cypher’s level.
-+nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
-
- DETONATION (PRESSURE)
-
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, inflicting
--impact damage equal to the cypher’s level. Also moves unattended objects out of the area if they weigh less than 20
-+impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
- pounds (9 kg) per cypher level.
-
- DETONATION (SINGULARITY)
-@@ -42209,7 +42209,7 @@
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
--within it for one minute and inflicting damage equal to the cypher’s level. The burst spawns 1d6 additional detonations;
-+within it for one minute and inflicting damage equal to the cypher's level. The burst spawns 1d6 additional detonations;
- in the next round, each additional detonation flies to a random spot within short range and explodes in an immediate
- radius. Roll a d100 to determine the type of damage dealt by all detonations:
-
-@@ -42243,7 +42243,7 @@
-
- Level: 1d6 + 2
-
--Effect: For the next ten minutes per cypher level, the user’s features become almost identical to those of one
-+Effect: For the next ten minutes per cypher level, the user's features become almost identical to those of one
- designated person they have previously interacted with, easing by two steps attempts to disguise the user as that
- person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
- to look like themselves again before the end of the duration.
-@@ -42253,8 +42253,8 @@
- Level: 1d6
-
- Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of nanites
--that directly attack its organic cells. The target takes 1 additional point of damage. If the target’s level is less
--than the cypher’s level, it loses its next action; otherwise its next action is hindered.
-+that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
-+than the cypher's level, it loses its next action; otherwise its next action is hindered.
-
- EAGLESEYE
-
-@@ -42301,7 +42301,7 @@
- Level: 1d6 + 1
-
- Effect: The user can rummage around and produce from the cypher a desired piece of equipment (not an artifact) whose
--level does not exceed the cypher’s level. The piece of equipment persists for up to one day, unless its fundamental
-+level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
- nature allows only a single use (such as with a grenade).
-
- FARSIGHT
-@@ -42316,7 +42316,7 @@
-
- Level: 1d6 + 4
-
--Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher’s level for one day.
-+Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
-
- FLAME-RETARDANT WALL
-
-@@ -42330,7 +42330,7 @@
- Level: 1d6 + 3
-
- Effect: Creates an immobile cube composed of six planes of solid force, each 30 feet (9 m) to a side, for one hour. The
--planes conform to the space available. (Although a force cube’s walls are not gaseous permeable, there is likely enough
-+planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
- air within for trapped creatures to breathe for the hour it lasts.)
-
- FORCE FIELD
-@@ -42370,7 +42370,7 @@
- Level: 1d6 + 2
-
- Effect: Creates a wall of supercooled air up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage
--equal to the cypher’s level on anything that passes through it. The wall conforms to the space available. It lasts for
-+equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
- GAS BOMB
-@@ -42383,16 +42383,16 @@
- | | |
- |-------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01–10 | Thick smoke: occludes sight while the cloud lasts. |
--| 11–20 | Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher’s level. |
--| 21–50 | Poison gas: living creatures that breathe suffer damage equal to the cypher’s level. |
--| 51–60 | Corrosive gas: everything suffers damage equal to the cypher’s level. |
--| 61–65 | Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher’s level. |
--| 66–70 | Nerve gas: living creatures that breathe suffer Speed damage equal to the cypher’s level. |
--| 71–80 | Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypher’s level. |
--| 81–83 | Fear gas: living creatures that breathe and think flee in a random direction in fear (or are paralyzed with fear) for a number of rounds equal to the cypher’s level. |
-+| 11–20 | Choking gas: living creatures that breathe lose their actions to choking and coughing for a number of rounds equal to the cypher's level. |
-+| 21–50 | Poison gas: living creatures that breathe suffer damage equal to the cypher's level. |
-+| 51–60 | Corrosive gas: everything suffers damage equal to the cypher's level. |
-+| 61–65 | Hallucinogenic gas: living creatures that breathe lose their actions to hallucinations and visions for a number of rounds equal to the cypher's level. |
-+| 66–70 | Nerve gas: living creatures that breathe suffer Speed damage equal to the cypher's level. |
-+| 71–80 | Mind-numbing gas: living creatures that breathe suffer Intellect damage equal to the cypher's level. |
-+| 81–83 | Fear gas: living creatures that breathe and think flee in a random direction in fear (or are paralyzed with fear) for a number of rounds equal to the cypher's level. |
- | 84–86 | Amnesia gas: living creatures that breathe and think permanently lose all memory of the last minute. |
--| 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher’s level or until awoken by a violent action or an extremely loud noise. |
--| 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher’s level. |
-+| 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. |
-+| 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. |
-
- GRAVITY NULLIFIER
-
-@@ -42432,7 +42432,7 @@
- | 51–80 | Bears a poisoned needle that inflicts 3 points of damage plus poison. |
- | 81–90 | Explodes, inflicting 6 points of damage to all within immediate range. |
- | 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. |
--| 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher’s level + 2). |
-+| 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). |
-
- IMAGE PROJECTOR
-
-@@ -42483,7 +42483,7 @@
- Level: 1d6 + 2
-
- Effect: Creates a wall of extreme heat up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage
--equal to the cypher’s level on anything that passes through it. The wall conforms to the space available. It lasts for
-+equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
- INFILTRATOR
-@@ -42501,7 +42501,7 @@
-
- Effect: Over the course of one day, the user can activate the cypher a total number of times equal to its level. Each
- time, they can select a living creature within long range and learn the following about it: level, origin, species,
--name, and possibly other facts (such as an individual’s credit score, home address, phone number, and related
-+name, and possibly other facts (such as an individual's credit score, home address, phone number, and related
- information).
-
- INSTANT SERVANT
-@@ -42509,12 +42509,12 @@
- Level: 1d6
-
- Effect: Small device expands into a humanoid automaton that is roughly 2 feet (60 cm) tall. Its level is equal to the
--cypher’s level, and it can understand the verbal commands of the character who activated it. Once the servant is
-+cypher's level, and it can understand the verbal commands of the character who activated it. Once the servant is
- activated, commanding it is not an action. It can make attacks or perform actions as ordered to the best of its
- abilities, but it cannot speak.
-
- The automaton has short-range movement but never goes farther than long range from the character who activated it. At
--the GM’s discretion, the servant might have specialized knowledge, such as how to operate a particular device.
-+the GM's discretion, the servant might have specialized knowledge, such as how to operate a particular device.
- Otherwise, it has no special knowledge. In any case, the servant is not artificially intelligent or capable of
- initiating action. It does only as commanded.
-
-@@ -42533,13 +42533,13 @@
-
- Level: 1d6 + 2
-
--Effect: Adds 1 to the user’s Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
-+Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
-
- INTELLIGENCE ENHANCEMENT
-
- Level: 1d6
-
--Effect: All of the user’s tasks involving intelligent deduction—such as playing chess, inferring a connection between
-+Effect: All of the user's tasks involving intelligent deduction—such as playing chess, inferring a connection between
- clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In
- the subsequent hour, the strain hinders the same tasks by two steps.
-
-@@ -42573,7 +42573,7 @@
- Level: 1d6 + 2
-
- Effect: Creates a wall of electric bolts up to 30 feet by 30 feet by 1 foot (9 m by 9 m by 30 cm) that inflicts damage
--equal to the cypher’s level on anything that passes through it. The wall conforms to the space available. It lasts for
-+equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
- MACHINE CONTROL
-@@ -42590,7 +42590,7 @@
- Level: 1d6 + 2
-
- Effect: The user throws this cypher at a target within short range, and it drills into the target for one round,
--inflicting damage equal to the cypher’s level. If the target is made of metal or wearing metal (such as armor), the
-+inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the
- attack is eased.
-
- MAGNETIC MASTER
-@@ -42599,7 +42599,7 @@
-
- Effect: Establishes a connection with one metal object within short range that a human could hold in one hand. The user
- can then move or manipulate the object anywhere within short range (each movement or manipulation is an action). For
--example, they could wield a weapon or drag a helm affixed to a foe’s head to and fro. The connection lasts for ten
-+example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten
- rounds per cypher level.
-
- MAGNETIC SHIELD
-@@ -42616,7 +42616,7 @@
- Effect: Over the course of one day, the user can activate the cypher a total number of times equal to its level. Each
- time, they can affect an object they can see within long range that is not too heavy for them to affect physically. The
- effect must occur over the course of a round and could include closing or opening a door, keying in a number on a
--keypad, transferring an object a short distance, wresting an object from another creature’s grasp (on a successful
-+keypad, transferring an object a short distance, wresting an object from another creature's grasp (on a successful
- Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer
- at a distance, which would make some infiltration and hacking jobs easier.)
-
-@@ -42627,13 +42627,13 @@
- Effect: The user can target one nonliving object within long range that is their size or smaller of the cypher level or
- lower. The object is transferred directly to a random location at least 100 miles (160 km) away. If the GM feels it
- appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the
--user’s).
-+user's).
-
- MEDITATION AID
-
- Level: 1d6 + 2
-
--Effect: Restores a number of points equal to the cypher’s level to the user’s Intellect Pool.
-+Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool.
-
- MEMORY SWITCH
-
-@@ -42664,7 +42664,7 @@
- | 81–88 | Victims suffer partial amnesia. |
- | 89–94 | Victims suffer total amnesia. |
- | 95–98 | Victims lose all inhibitions, revealing secrets and performing surprising actions. |
--| 99–00 | Victims’ ethics are inverted. |
-+| 99–00 | Victims' ethics are inverted. |
-
- METAL DEATH
-
-@@ -42678,7 +42678,7 @@
- Level: 1d6 + 1
-
- Effect: Lets the user speak telepathically with creatures they can see within short range for up to one hour. The user
--can’t read a target’s thoughts, except those that are specifically “transmitted.”
-+can't read a target's thoughts, except those that are specifically "transmitted."
-
- (In some games, telepathy transcends normal language barriers (if the target has a mind that allows for telepathic
- communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also
-@@ -42702,7 +42702,7 @@
-
- Level: 1d6 + 2
-
--Effect: Produces a 6-inch (15 cm) blade that’s the same level as the cypher. The blade cuts through any material of a
-+Effect: Produces a 6-inch (15 cm) blade that's the same level as the cypher. The blade cuts through any material of a
- level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own.
- The blade lasts for ten minutes.
-
-@@ -42712,10 +42712,10 @@
-
- Effect: The user gains a horn in the center of their forehead. The horn is deadly sharp and strong, and it spirals down
- to a solid base where it fuses with their flesh and bone. The user is specialized in making melee attacks with the horn,
--which is considered a medium weapon. The horn lasts for a number of hours equal to the cypher’s level.
-+which is considered a medium weapon. The horn lasts for a number of hours equal to the cypher's level.
-
- (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity
--but doesn’t interfere with their senses.)
-+but doesn't interfere with their senses.)
-
- MOTION SENSOR
-
-@@ -42755,7 +42755,7 @@
-
- Level: 1d6 + 1
-
--Effect: The user can go without food and water for a number of days equal to the cypher’s level without ill effect.
-+Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect.
-
- PERFECT MEMORY
-
-@@ -42880,8 +42880,8 @@
-
- Level: 1d6 + 2
-
--Effect: The victim suffers Intellect damage equal to the cypher’s level and cannot take actions for a number of rounds
--equal to the cypher’s level.
-+Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds
-+equal to the cypher's level.
-
- PSYCHIC COMMUNIQUE
-
-@@ -42895,14 +42895,14 @@
- Level: 1d6 + 4
-
- Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal
--to the cypher’s level.
-+to the cypher's level.
-
- RAY EMITTER
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts damage equal to the
--cypher’s level. Roll a d100 to determine the type of energy.
-+cypher's level. Roll a d100 to determine the type of energy.
-
- (Even weirder ray emitters:
-
-@@ -42953,7 +42953,7 @@
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage
--equal to the cypher’s level. Also, the victim cannot take actions for a number of rounds equal to the cypher’s level.
-+equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level.
-
- RAY EMITTER (NUMBING)
-
-@@ -42988,7 +42988,7 @@
-
- Level: 1d6 + 2
-
--Effect: Restores a number of points equal to the cypher’s level to one random stat Pool.
-+Effect: Restores a number of points equal to the cypher's level to one random stat Pool.
-
- | | |
- |-------|----------------|
-@@ -43000,7 +43000,7 @@
-
- Level: 1d6
-
--Effect: Allows the user to recall any one experience they’ve ever had. The experience can be no longer than one minute
-+Effect: Allows the user to recall any one experience they've ever had. The experience can be no longer than one minute
- per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the
- number.
-
-@@ -43024,7 +43024,7 @@
-
- Level: 1d6 + 1
-
--Effect: For the next minute, the user’s ranged weapon fires one additional time with ammo fabricated by the cypher. The
-+Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The
- weapon wielder can aim the free shot at the same target, or at a different target next to the first one.
-
- REPEL
-@@ -43056,7 +43056,7 @@
-
- Level: 1d6
-
--Effect: For one week, the user’s cells are coated with a protective veneer that resists damage (+1 to Armor, or +2 to
-+Effect: For one week, the user's cells are coated with a protective veneer that resists damage (+1 to Armor, or +2 to
- Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult
- during this time; all recovery rolls suffer a –1 penalty.
-
-@@ -43073,14 +43073,14 @@
- Level: 1d6 + 4
-
- Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the
--cypher’s level.
-+cypher's level.
-
- SKILL BOOST
-
- Level: 1d6
-
--Effect: Dramatically but temporarily alters the user’s mind and body so they can ease one specific kind of physical
--action by three steps. Once activated, this boost can be used a number of times equal to the cypher’s level, but only
-+Effect: Dramatically but temporarily alters the user's mind and body so they can ease one specific kind of physical
-+action by three steps. Once activated, this boost can be used a number of times equal to the cypher's level, but only
- within a twenty-four-hour period. The boost takes effect each time the action is performed. For example, a level 3
- cypher boosts the first three times that action is attempted. Roll a d100 to determine the action.
-
-@@ -43106,9 +43106,9 @@
- Level: 1d6 + 2
-
- Effect: To activate the cypher, the user must succeed on a melee attack against a creature about the size of the user
--and whose level does not exceed the cypher’s level. The cypher bonds to the target, who immediately becomes calm. The
--target awaits the user’s commands and carries out all orders to the best of its ability. The target remains so enslaved
--for a number of hours equal to the cypher’s level minus the target’s level. (If the result is 0, the target is enslaved
-+and whose level does not exceed the cypher's level. The cypher bonds to the target, who immediately becomes calm. The
-+target awaits the user's commands and carries out all orders to the best of its ability. The target remains so enslaved
-+for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved
- for only one minute.)
-
- SLEEP INDUCER
-@@ -43122,7 +43122,7 @@
-
- Level: 1d6
-
--Effect: For the next hour per cypher level, the effective range of the user’s ranged weapon increases by one category
-+Effect: For the next hour per cypher level, the effective range of the user's ranged weapon increases by one category
- (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater
- than very long has its range doubled.
-
-@@ -43155,13 +43155,13 @@
-
- Effect: When affixed to a device that affects a single target at range, that range is increased to 1 mile (1.5 km) with
- no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is
--important to the device’s effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
-+important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
-
- SPEED BOOST
-
- Level: 1d6 + 2
-
--Effect: Adds 1 to the user’s Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
-+Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
-
- SPY
-
-@@ -43171,15 +43171,15 @@
- mapping and scanning an unknown area. It moves 500 feet (150 m) per level, scanning an area up to 50 feet (15 m) away
- from it. It identifies basic layout, creatures, and major energy sources. Its movement is blocked by any physical or
- energy barrier. At the end of its mapping run, it returns to the user and reports. If it discovers a predefined target
--during its run (such as “a creature of level 5 or higher,” “a locked door,” “a major energy source,” and so on), it
--detonates instead, dealing damage equal to the cypher’s level (half electrical damage, half shrapnel damage) to all
-+during its run (such as "a creature of level 5 or higher," "a locked door," "a major energy source," and so on), it
-+detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all
- creatures and objects in short range.
-
- STASIS KEEPER
-
- Level: 1d6
-
--Effect: Puts a subject into stasis for a number of days equal to the cypher’s level, or until it is violently disturbed.
-+Effect: Puts a subject into stasis for a number of days equal to the cypher's level, or until it is violently disturbed.
- An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no
- memory of the period of inactivity.
-
-@@ -43187,7 +43187,7 @@
-
- Level: 1d6
-
--Effect: Eases the user’s next action taken by three steps.
-+Effect: Eases the user's next action taken by three steps.
-
- STRENGTH BOOST
-
-@@ -43259,7 +43259,7 @@
- Level: 1d6
-
- Effect: For the next twenty-four hours, when the user is attacked, they move in rapid, seemingly random jumps, a few
--inches to one side or the other. This is an asset that modifies the user’s defense rolls by two steps (three steps if
-+inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if
- the cypher is level 6 or higher).
-
- TIME DILATION (OFFENSIVE)
-@@ -43274,7 +43274,7 @@
- Level: 1d6 + 4
-
- Effect: For the next hour, the user regains 1 point lost to damage per round, up to a total number of points equal to
--twice the cypher’s level. As each point is regained, they choose which Pool to add it to. If all their Pools are at
-+twice the cypher's level. As each point is regained, they choose which Pool to add it to. If all their Pools are at
- maximum, the regeneration pauses until they take more damage, at which point it begins again (if any time remains in the
- hour) until the duration expires.
-
-@@ -43306,7 +43306,7 @@
- up to a day. The device to be powered
- can be as simple as a light source or as
- complex as a small starcraft, assuming the
--cypher’s level is equal to the item’s power
-+cypher's level is equal to the item's power
- requirements. A desk lamp is a level 1
- power requirement, a car engine is a level
- 5 power requirement, and a starship is a level 10 power requirement.
-@@ -43347,7 +43347,7 @@
- Level: 1d6
-
- Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this
--time, the user has Armor equal to the cypher’s level that protects against cold damage.
-+time, the user has Armor equal to the cypher's level that protects against cold damage.
-
- WATER ADAPTER
-
-@@ -43361,7 +43361,7 @@
-
- Level: 1d6 + 2
-
--Effect: Modifies a weapon’s attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the
-+Effect: Modifies a weapon's attack in a particular fashion for ten minutes per cypher level. Roll a d100 for the
- modification.
-
-
-@@ -43408,7 +43408,7 @@
-
-
- 91–95 |
--Holding (on 18–20 on successful attack roll, target can’t act on its
-+ | Holding (on 18–20 on successful attack roll, target can't act on its
- next turn) |
-
-
-@@ -43454,11 +43454,11 @@
-
- POWER BOOST CYPHERS
-
--These cyphers increase, modify, or improve a character’s existing powers. A burst boost cypher, for example, allows
-+These cyphers increase, modify, or improve a character's existing powers. A burst boost cypher, for example, allows
- someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being
--a fire-using superhero’s ability to “go nova.”
-+a fire-using superhero's ability to "go nova."
-
--Power boost cyphers affect one use of a character’s abilities but do not require an action. Their use is part of the
-+Power boost cyphers affect one use of a character's abilities but do not require an action. Their use is part of the
- action that they affect.
-
- Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others,
-@@ -43485,7 +43485,7 @@
- Level: 1d6 + 2
-
- Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to
--this cypher’s level.
-+this cypher's level.
-
- EFFICACY BOOST (MAJOR)
-
-@@ -43525,66 +43525,66 @@
-
- Setting Difficulty Ratings
-
--The GM’s most important overall tasks are setting the stage and guiding the story created by the group (not the one
-+The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one
- created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game.
- Although there are suggestions throughout this chapter for various difficulty ratings for certain actions, there is no
--master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the “teach a
--person to fish” style of good game mastering in mind. (If you don’t know what that means, it comes from the old adage
--“Give a person a fish and they’ll eat for a day. Teach a person to fish and they’ll eat for a lifetime.” The idea is not
-+master list of the difficulty for every action a PC can take. Instead, the Cypher System is designed with the "teach a
-+person to fish" style of good game mastering in mind. (If you don't know what that means, it comes from the old adage
-+"Give a person a fish and they'll eat for a day. Teach a person to fish and they'll eat for a lifetime." The idea is not
- to give GMs a ton of rules to memorize or reference, but to teach them how to make their own logical judgment calls.) Of
--course, most of the time, it’s not a matter of exact precision. If you say the difficulty is 3 and it “should” have been
--4, the world’s not over.
-+course, most of the time, it's not a matter of exact precision. If you say the difficulty is 3 and it "should" have been
-+4, the world's not over.
-
- For the most part, it really is as simple as rating something on a scale of 1 to 10, 1 being incredibly easy and 10
- being basically impossible. The guidelines in the Task Difficulty table should help put you in the right frame of mind
- for assigning difficulty to a task.
-
- For example, we make the distinction between something that most people can do and something that trained people can do.
--In this case, “normal” means someone with absolutely no training, talent, or experience—imagine your ne’er-do-well,
--slightly overweight uncle trying a task he’s never tried before. “Trained” means the person has some level of
-+In this case, "normal" means someone with absolutely no training, talent, or experience—imagine your ne'er-do-well,
-+slightly overweight uncle trying a task he's never tried before. "Trained" means the person has some level of
- instruction or experience but is not necessarily a professional.
-
- With that in mind, think about the act of balance. With enough focus, most people can walk across a narrow bridge (like
--a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that’s only 3 inches (8
--cm) wide? That’s probably more like difficulty 3. Now consider walking across a tightrope. That’s probably difficulty
--5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it’s
-+a fallen tree trunk). That suggests it is difficulty 2. However, walking across a narrow plank that's only 3 inches (8
-+cm) wide? That's probably more like difficulty 3. Now consider walking across a tightrope. That's probably difficulty
-+5—a normal person can manage that only with a great deal of luck. Someone with some training can give it a go, but it's
- still hard. Of course, a professional acrobat can do it easily. Consider, however, that the professional acrobat is
- specialized in the task, making it difficulty 3 for them. They probably are using Effort as well during their
- performance.
-
--Let’s try another task. This time, consider how hard it might be to remember the name of the previous leader of the
-+Let's try another task. This time, consider how hard it might be to remember the name of the previous leader of the
- village where the character lives. The difficulty might be 0 or 1, depending on how long ago they were the leader and
--how well known they were. Let’s say it was thirty years ago and they were only mildly memorable, so it’s difficulty 1.
--Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let’s consider the
--name of the leader’s daughter. That’s much harder. Assuming the daughter wasn’t famous in her own right, it’s probably
-+how well known they were. Let's say it was thirty years ago and they were only mildly memorable, so it's difficulty 1.
-+Most people remember them, and with a little bit of effort, anyone can come up with their name. Now let's consider the
-+name of the leader's daughter. That's much harder. Assuming the daughter wasn't famous in her own right, it's probably
- difficulty 4. Even people who know a little about local history (that is to say, people who are trained in the subject)
--might not be able to remember it. But what about the name of the pet dog owned by the daughter’s spouse? That’s probably
--impossible. Who’s going to remember the name of an obscure person’s pet from thirty years ago? Basically no one.
--However, it’s not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the
--rating that means “No one can do this, yet some people still do.” It’s not the stuff of legend, but it’s something you
--would assume people can’t do. When you think there’s no way you can get tickets for a sold-out concert, but somehow your
--friend manages to score a couple anyway, that’s difficulty 7. (See the next section for more on difficulties 7, 8, 9,
-+might not be able to remember it. But what about the name of the pet dog owned by the daughter's spouse? That's probably
-+impossible. Who's going to remember the name of an obscure person's pet from thirty years ago? Basically no one.
-+However, it's not forbidden knowledge or a well-guarded secret, so it sounds like difficulty 7. Difficulty 7 is the
-+rating that means "No one can do this, yet some people still do." It's not the stuff of legend, but it's something you
-+would assume people can't do. When you think there's no way you can get tickets for a sold-out concert, but somehow your
-+friend manages to score a couple anyway, that's difficulty 7. (See the next section for more on difficulties 7, 8, 9,
- and 10.)
-
--If you’re talking about a task, ideally the difficulty shouldn’t be based on the character performing the task. Things
--don’t get inherently easier or harder depending on who is doing them. However, the truth is, the character does play
-+If you're talking about a task, ideally the difficulty shouldn't be based on the character performing the task. Things
-+don't get inherently easier or harder depending on who is doing them. However, the truth is, the character does play
- into it as a judgment call. If the task is breaking down a wooden door, an 8-foot-tall (2 m) automaton made of metal
- with nuclear-driven motors should be better at breaking it down than an average human would be, but the task rating
--should be the same for both. Let’s say that the automaton’s nature effectively gives it two levels of training in such
-+should be the same for both. Let's say that the automaton's nature effectively gives it two levels of training in such
- tasks. Thus, if the door has a difficulty rating of 4, but the automaton is specialized and reduces the difficulty to 2,
- it has a target number of 6. The human has no such specialization, so the difficulty remains 4, and the person has a
--target number of 12. However, when you set the difficulty of breaking down the door, don’t try to take all those
-+target number of 12. However, when you set the difficulty of breaking down the door, don't try to take all those
- differences into account. The GM should consider only the human because the Task Difficulty table is based on the ideal
--of a “normal” person, a “trained” person, and so on. It’s humanocentric.
-+of a "normal" person, a "trained" person, and so on. It's humanocentric.
-
- Most characters probably are willing to use one or two levels of Effort on a task, and they might have an appropriate
- skill or asset to decrease the difficulty by a step. That means that a difficulty 4 task will often be treated as
--difficulty 2 or even 1, and those are easy rolls to make. Don’t hesitate, then, to pull out higher-level difficulties.
-+difficulty 2 or even 1, and those are easy rolls to make. Don't hesitate, then, to pull out higher-level difficulties.
- The PCs can rise to the challenge, especially if they are experienced.
-
- The Impossible Difficulties
-
--Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can’t
-+Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can't
- roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can
- reduce difficulty. If someone spends a little Effort or has some skill or help, it brings difficulty 7 (target number
- 21) into the range of possibility—difficulty 6 (target number 18). Now consider that they have specialization, use a lot
-@@ -43592,32 +43592,32 @@
- and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically
- impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but
- perhaps once per game session. You have to be ready for that. A well-prepared, motivated
--sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six
--levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re
--specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized
--and maxed out in asset opportunities reduces the difficulty by four more steps). That’s why sixth-tier characters are at
-+sixth-tier character can do that even with a difficulty 10 task. Again, they won't do it often (they'd have to apply six
-+levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that's assuming they're
-+specialized and have two levels of assets), but it can happen if they're really prepared for the task (being specialized
-+and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at
- the top of their field, so to speak.
-
- False Precision
-
- One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by
- one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those
--kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It’s measured in large
--portions. You never have a target number of 13 or 14, for example—it’s always 3, 6, 9, 12, 15, and so on. (Technically,
-+kinds of changes are big, meaty chunks. Difficulty, as a game mechanic, is not terribly precise. It's measured in large
-+portions. You never have a target number of 13 or 14, for example—it's always 3, 6, 9, 12, 15, and so on. (Technically,
- this is not true. If a character adds 1 to a d20 roll for some reason, it changes a target number of 15 to 14. But this
- is not worth much discussion.)
-
- Imprecision is good in this case. It would be false precision to say that one lock has a target number of 14 and another
- has a target number of 15. What false precision means in this context is that it would be a delusion to think we can be
- that exact. Can you really say that one lock is 5% easier to pick than another? And more important, even if you could,
--is the difference worth noting? It’s better to interact with the world in larger, more meaningful chunks than to try to
-+is the difference worth noting? It's better to interact with the world in larger, more meaningful chunks than to try to
- parse things so carefully. If we tried to rate everything on a scale of 1 to 30 (using target numbers and not
--difficulty), we’d start to get lost in the proverbial weeds coming up with a meaningful distinction between something
-+difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something
- rated as an 8 and something rated as a 9 on that scale.
-
- Routine Actions
-
--Don’t hesitate to make actions routine. Don’t call for die rolls when they’re not really needed. Sometimes GMs fall into
-+Don't hesitate to make actions routine. Don't call for die rolls when they're not really needed. Sometimes GMs fall into
- the trap illustrated by this dialogue:
-
- GM: What do you do?
-@@ -43626,56 +43626,56 @@
-
- GM: Okay, give me a roll.
-
--That’s not a good instinct—at least, not for the Cypher System. Players should roll when it’s interesting or exciting.
-+That's not a good instinct—at least, not for the Cypher System. Players should roll when it's interesting or exciting.
- Otherwise, they should just do what they do. If the PCs tie a rope around something and use it to climb down into a pit,
- you could ask for tying rolls, climbing rolls, and so on, but why? Just to see if they roll terribly? So the rope can
--come undone at the wrong time, or a character’s hand can slip? Most of the time, that makes players feel inadequate and
--isn’t a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great
--complication (and that’s what GM intrusions are for). A rope coming undone in the middle of a simple “getting from point
--A to point B” scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.
-+come undone at the wrong time, or a character's hand can slip? Most of the time, that makes players feel inadequate and
-+isn't a lot of fun. A rope coming undone in the middle of an exciting chase scene or a battle can be a great
-+complication (and that's what GM intrusions are for). A rope coming undone in the middle of a simple "getting from point
-+A to point B" scene only slows down gameplay. The real fun—the real story—is down in the pit. So get the PCs down there.
-
- There are a million exceptions to this guideline, of course. If creatures are throwing poisoned darts at the PCs while
- they climb, that might make things more interesting and require a roll. If the pit is filled with acid and the PCs must
--climb halfway down, pull a lever, and come back up, that’s a situation where you should set difficulty and perhaps have
-+climb halfway down, pull a lever, and come back up, that's a situation where you should set difficulty and perhaps have
- a roll. If a PC is near death, carrying a fragile item of great importance, or something similar, climbing down the rope
- is tense, and a roll might add to the excitement. The important difference is that these kinds of complications have
- real consequences.
-
--On the flip side, don’t be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up
-+On the flip side, don't be afraid to use GM intrusion on routine actions if it makes things more interesting. Walking up
- to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge
- ramifications for the character and the story.
-
- Other Ways to Judge Difficulty
-
- Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as
--rating an object or creature on a similar scale, if that’s easier. In other words, if you don’t know how hard it would
-+rating an object or creature on a similar scale, if that's easier. In other words, if you don't know how hard it would
- be to climb a particular cliff face, think of it as a creature the PCs have to fight. What level would the creature be?
--You could look in the Creatures chapter and say “I think this wall should be about as difficult to deal with as a demon.
--A demon is level 5, so the task of climbing the wall will be difficulty 5.” That’s a weird way to do it, perhaps, but
--it’s fairly straightforward. And if you’re the kind of GM who thinks in terms of “How tough will this fight be?” then
--maybe rating tasks as creatures or NPCs to fight isn’t so strange after all. It’s just another way to relate to them.
--The important thing is that they’re on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying
-+You could look in the Creatures chapter and say "I think this wall should be about as difficult to deal with as a demon.
-+A demon is level 5, so the task of climbing the wall will be difficulty 5." That's a weird way to do it, perhaps, but
-+it's fairly straightforward. And if you're the kind of GM who thinks in terms of "How tough will this fight be?" then
-+maybe rating tasks as creatures or NPCs to fight isn't so strange after all. It's just another way to relate to them.
-+The important thing is that they're on the same scale. Similarly, if the PCs have to tackle a knowledge task—say, trying
- to determine if they know where a caravan is headed based on its tracks—you could rate the task in terms of an object.
--If you’re used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a
-+If you're used to rating doors or other objects that the PCs have broken through recently, the knowledge task is just a
- different kind of barrier to bust through.
-
- Everything in the Cypher System—characters, creatures, objects, tasks, and so on—has a level. It might be called a tier
--or a difficulty instead of a level, but ultimately it’s a numerical rating system used to compare things. Although you
--have to be careful about drawing too many correlations—a first-tier character isn’t easily compared to a difficulty 1
-+or a difficulty instead of a level, but ultimately it's a numerical rating system used to compare things. Although you
-+have to be careful about drawing too many correlations—a first-tier character isn't easily compared to a difficulty 1
- wall or a level 1 animal—the principle is the same. Everything can be rated and roughly compared to everything else in
--the world. (It works best to take PCs out of this equation. For example, you shouldn’t try to compare a PC’s tier to a
--wall’s level. Character tiers are mentioned here only for completeness.)
-+the world. (It works best to take PCs out of this equation. For example, you shouldn't try to compare a PC's tier to a
-+wall's level. Character tiers are mentioned here only for completeness.)
-
- Last, if your mind leans toward statistics, you can look at difficulty as a percentage chance. Every number on the d20
- is a 5% increment. For example, you have a 5% chance of rolling a 1. You have a 10% chance of rolling a 1 or a 2. Thus,
- if you need to roll a 12 or higher, you have a 45% chance of success. (A d20 has nine numbers that are 12 or higher: 12,
- 13, 14, 15, 16, 17, 18, 19, and 20. And 9 × 5 equals 45.)
-
--For some people, it’s easier to think in terms of a percentage chance. A GM might think “She has about a 30% chance to
--know that fact about geography.” Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so
-+For some people, it's easier to think in terms of a percentage chance. A GM might think "She has about a 30% chance to
-+know that fact about geography." Each number on a d20 is a 5% increment, and it takes six increments to equal 30%, so
- there are six numbers that mean the PC succeeds: 15, 16, 17, 18, 19, and 20. Thus, since the player has to roll 15 or
--higher, that means the target number is 15. (And that means the task is level 5, but if you’ve already determined the
--target number, you likely don’t care about the level.)
-+higher, that means the target number is 15. (And that means the task is level 5, but if you've already determined the
-+target number, you likely don't care about the level.)
-
- ADVANTAGES TO THIS SYSTEM
-
-@@ -43683,104 +43683,104 @@
- arithmetic using a range of all numbers from 1 to 20.
-
- 2\. You calculate a target number only once no matter how many times the PCs attempt the action. If you establish that
--the target number is 12, it’s 12 every time a PC tries that action. (On the other hand, if you had to add numbers to
--your die roll, you’d have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that
-+the target number is 12, it's 12 every time a PC tries that action. (On the other hand, if you had to add numbers to
-+your die roll, you'd have to do it for every attempt.) Consider this fact in light of combat. Once a player knows that
- they need to roll a 12 or higher to hit a foe, combat moves very quickly.
-
--3\. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn’t
-+3\. If a PC can reduce the difficulty of an action to 0, no roll is needed. This means that an Olympic gymnast doesn't
- roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both,
--but the difficulty is reduced for the gymnast. There’s no chance of failure.
-+but the difficulty is reduced for the gymnast. There's no chance of failure.
-
--4\. This is how everything in the game works, whether it’s climbing a wall,
-+4\. This is how everything in the game works, whether it's climbing a wall,
- sweet-talking a guard, or fighting a bioengineered horror.
-
--5\. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t
--use dice to determine what happens (unless you want to)—the players do. There aren’t a lot of different rules for
-+5\. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn't
-+use dice to determine what happens (unless you want to)—the players do. There aren't a lot of different rules for
- different actions, so there is little to remember and very little to reference. The difficulty can be used as a
--narrative tool, with the challenges always meeting the expected logic of the game. All the GM’s mental space can be
-+narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be
- devoted to guiding the story.
-
- GM Intrusion
-
--GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It’s also a
-+GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a
- handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what
--goes on in the world outside the characters. Can the minotaur track the PCs’ movements through the maze? Will the
-+goes on in the world outside the characters. Can the minotaur track the PCs' movements through the maze? Will the
- fraying rope hold?
-
- Since the players roll all the dice, GM intrusion is used to determine if and when something happens. For example, if
--the PCs are fighting a noble’s guards, and you (the GM) know that there are more guards nearby, you don’t need to roll
-+the PCs are fighting a noble's guards, and you (the GM) know that there are more guards nearby, you don't need to roll
- dice to determine if the other guards hear the scuffle and intervene (unless you want to). You just decide when it would
- be best for the story—which is probably when it would be worst for the characters. In a way, GM intrusion replaces the
--GM’s die rolling.
-+GM's die rolling.
-
- The mechanic is also one of the main ways that GMs award experience points to the PCs. This means that you use
- experience points as a narrative tool. Whenever it seems appropriate, you can introduce complications into the game that
- affect a specific player, but when you do so, you give that player 1 XP. The player can refuse the intrusion, but doing
- so costs them 1 XP. So by refusing an intrusion, the player does not get the experience point that the GM is offering,
- and they lose one that they already have. (This kind of refusal is likely to happen very rarely in your game, if ever.
--And, obviously, a player can’t refuse an intrusion if they have no XP to spend.)
-+And, obviously, a player can't refuse an intrusion if they have no XP to spend.)
-
--Here’s how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right
--order in which to press the buttons, and a section of the floor disappears. As the GM, you don’t ask the players
--specifically where their characters are standing. Instead, you give a player 1 XP and say “Unfortunately, you’re
--standing directly over this new hole in the floor.” If the player wanted, they could refuse the XP, spend one of their
--own, and say “I leap aside to safety.” Most likely, though, they’ll make the defense roll that you call for and let it
-+Here's how a GM intrusion might work in play. Say the PCs find a hidden console with some buttons. They learn the right
-+order in which to press the buttons, and a section of the floor disappears. As the GM, you don't ask the players
-+specifically where their characters are standing. Instead, you give a player 1 XP and say "Unfortunately, you're
-+standing directly over this new hole in the floor." If the player wanted, they could refuse the XP, spend one of their
-+own, and say "I leap aside to safety." Most likely, though, they'll make the defense roll that you call for and let it
- play out.
-
--There are two ways for the GM to handle this kind of intrusion. You could say “You’re standing in the wrong place, so
--make a roll.” (It’s a Speed defense roll, of course.) Alternatively, you could say “You’re standing in the wrong place.
--The floor opens under your feet, and you fall down into the darkness.” In the first example, the PC has a chance to save
--themselves. In the second example, they don’t. Both are viable options. The distinction is based on any number of
-+There are two ways for the GM to handle this kind of intrusion. You could say "You're standing in the wrong place, so
-+make a roll." (It's a Speed defense roll, of course.) Alternatively, you could say "You're standing in the wrong place.
-+The floor opens under your feet, and you fall down into the darkness." In the first example, the PC has a chance to save
-+themselves. In the second example, they don't. Both are viable options. The distinction is based on any number of
- factors, including the situation, the characters involved, and the needs of the story. This might seem arbitrary or even
--capricious, but you’re the master of what the intrusion can and can’t do. RPG mechanics need consistency so players can
--make intelligent decisions based on how they understand the world to work. But they’ll never base their decisions on GM
--intrusions. They don’t know when intrusions will happen or what form they will take. GM intrusions are the unpredictable
--and strange twists of fate that affect a person’s life every day.
-+capricious, but you're the master of what the intrusion can and can't do. RPG mechanics need consistency so players can
-+make intelligent decisions based on how they understand the world to work. But they'll never base their decisions on GM
-+intrusions. They don't know when intrusions will happen or what form they will take. GM intrusions are the unpredictable
-+and strange twists of fate that affect a person's life every day.
-
- When player modifications (such as skill, Effort, and so on) determine that success is automatic, the GM can use GM
- intrusion to negate the automatic success. The player must roll for the action at its original difficulty level or
- target number 20, whichever is lower.
-
--(Remember, any time you give a player 1 XP for a GM intrusion, you’re actually giving them 2— one to keep and one to
-+(Remember, any time you give a player 1 XP for a GM intrusion, you're actually giving them 2— one to keep and one to
- give to another player.)
-
- Using GM Intrusion as a Narrative Tool
-
--A GM can use this narrative tool to steer things. That doesn’t mean railroad the players or direct the action of the
--game with a heavy hand. GM intrusion doesn’t enable you to say “You’re all captured, so here’s your 1 XP.” Instead, the
-+A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the
-+game with a heavy hand. GM intrusion doesn't enable you to say "You're all captured, so here's your 1 XP." Instead, the
- GM can direct things more subtly—gently, almost imperceptibly influencing events rather than forcing them. GM intrusion
- represents things going wrong. The bad guys planning well. Fortune not favoring the characters.
-
--Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don’t stay there
-+Consider this scenario: the GM plants an interesting adventure seed in a small village, but the PCs don't stay there
- long enough to find it. So just outside the village, the PCs run afoul of a vicious viper that bites one of them. The GM
- uses intrusion to say that the poison from the snake will make the character debilitated unless they get a large dose of
--a specific antitoxin, which the group doesn’t have. Of course, they aren’t required to go back to the village where the
--GM’s interesting adventure can start, but it’s likely that they will, looking for the antitoxin.
-+a specific antitoxin, which the group doesn't have. Of course, they aren't required to go back to the village where the
-+GM's interesting adventure can start, but it's likely that they will, looking for the antitoxin.
-
- Some players might find intrusion heavy-handed, but the XP softens the blow. And remember, they can refuse these
- narrative nudges. Intrusion is not meant to be a railroading tool—just a bit of a rudder. Not an inescapable track, but
- a nudge here and there.
-
--What’s more, the GM doesn’t need to have a deliberate goal in mind. The complication you introduce could simply make
-+What's more, the GM doesn't need to have a deliberate goal in mind. The complication you introduce could simply make
- things more interesting. You might not know where it will take the story, just that it will make the story better.
-
--This is wonderfully empowering to the GM—not in a “Ha ha, now I’ll trounce the PCs” way, but in an “I can control the
--narrative a little bit, steering it more toward the story I want to create rather than relying on the dice” sort of way.
-+This is wonderfully empowering to the GM—not in a "Ha ha, now I'll trounce the PCs" way, but in an "I can control the
-+narrative a little bit, steering it more toward the story I want to create rather than relying on the dice" sort of way.
- Consider that old classic plot development in which the PCs get captured and must escape from the bad guys. In heroic
--fiction, this is such a staple that it would almost seem strange if it didn’t happen. But in many roleplaying games,
--it’s a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy’s clutches before
--they’re captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could
-+fiction, this is such a staple that it would almost seem strange if it didn't happen. But in many roleplaying games,
-+it's a nearly impossible turn of events—the PCs usually have too many ways to get out of the bad guy's clutches before
-+they're captured. The dice have to be wildly against them. It virtually never happens. With GM intrusion, it could
- happen (again, in the context of the larger encounter, not as a single intrusion that results in the entire group of PCs
- being captured with little explanation or chance to react).
-
--For example, let’s say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt.
-+For example, let's say the PCs are surrounded by orcs. One character is badly injured—debilitated—and the rest are hurt.
- Some of the orcs produce a large weighted net. Rather than asking for a lot of rolls and figuring the mechanics for
- escape, you use intrusion and say that the net goes over the PCs who are still on their feet. The rest of the orcs point
- spears menacingly. This is a pretty strong cue to the players that surrender is a good (and possibly the only) option.
--Some players won’t take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped
--PCs on the head and render them unconscious while their friends struggle in the net. If the players still don’t
--surrender, it’s probably best to play out the rest of the encounter without more GM intrusions—using more would be
--heavy-handed by anyone’s measure—although it’s perfectly reasonable to rule that a character rendered debilitated is
-+Some players won't take the hint, however, so another use of intrusion might allow the orcs to hit one of the trapped
-+PCs on the head and render them unconscious while their friends struggle in the net. If the players still don't
-+surrender, it's probably best to play out the rest of the encounter without more GM intrusions—using more would be
-+heavy-handed by anyone's measure—although it's perfectly reasonable to rule that a character rendered debilitated is
- knocked unconscious, since the orcs are trying to take the PCs alive.
-
- (Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction
-@@ -43790,25 +43790,25 @@
-
- This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random
- chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice,
--compare the NPCs’ stats to the door’s stats, and so on, or you could wait until the most interesting time, have the bad
-+compare the NPCs' stats to the door's stats, and so on, or you could wait until the most interesting time, have the bad
- guys break in, and award an experience point to the PC who tried their best to bar the door. The latter way is the
--Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don’t base things on stats but on
-+Cypher System way. Intrusion is a task resolution tool for the GM. In other words, you don't base things on stats but on
- narrative choice. (Frankly, a lot of great GMs over the years—even in the very early days of the hobby—have run their
- games this way. Sometimes they rolled dice or pretended to roll dice, but they were really manipulating things.) This
- method frees the GM from worrying about mechanics and looking up stats and allows them to focus on the story.
-
--This isn’t cheating—it’s the rules of the game. This rule simply replaces traditional dice rolling with good game
-+This isn't cheating—it's the rules of the game. This rule simply replaces traditional dice rolling with good game
- mastering, logic, and intelligent storytelling. When a PC is climbing a burning rope, and everyone knows that it will
- break at some point, the game has a mechanism to ensure that it breaks at just the right time.
-
- Variant: If you want more randomness in your game, or if you want your game to seem like more of a simulation, assign a
--flat percentage chance for whatever you’re trying to resolve. For example, each round, the star troopers have a 20%
-+flat percentage chance for whatever you're trying to resolve. For example, each round, the star troopers have a 20%
- chance to blast through the door—or, if you want the risk to escalate, a cumulative 20% chance to blast through the
- door. By not using GM intrusion, this method robs the PCs of a few XP, but when they see you rolling dice, it might help
- with their immersion. Alternatively, you can pretend to roll dice but really use GM intrusion, though this method
- seriously robs the characters of XP.
-
--There’s a better way. Announce your intrusion, but say that there’s only a chance it will happen (state the percentage
-+There's a better way. Announce your intrusion, but say that there's only a chance it will happen (state the percentage
- chance), and then roll the dice in plain view of everyone. If the intrusion occurs, award the XP as normal. This is
- likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice.
- Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.
-@@ -43821,35 +43821,35 @@
-
- Intrusion Through Player Rolls
-
--When a PC rolls a 1, handle the GM intrusion the same way that you’d handle an intrusion you initiated. The intrusion
-+When a PC rolls a 1, handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion
- could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these
- alternatives:
-
--\* In combat, the PC’s foe is not as hurt as they thought. Give the foe 5 extra points of health.
-+\* In combat, the PC's foe is not as hurt as they thought. Give the foe 5 extra points of health.
-
- \* In combat, the PC drops their guard, and the foe gets a free attack.
-
--\* In combat, reinforcements for the PC’s foes show up.
-+\* In combat, reinforcements for the PC's foes show up.
-
- \* In combat (or any stressful situation), an ally decides to flee.
-
--\* In combat (or any stressful situation), an ally doesn’t like the PCs as much as they thought. The ally steals from
-+\* In combat (or any stressful situation), an ally doesn't like the PCs as much as they thought. The ally steals from
- them or betrays them.
-
--\* Out of combat, the PC’s pack falls open, or the sole of their shoe tears open.
-+\* Out of combat, the PC's pack falls open, or the sole of their shoe tears open.
-
- \* Out of combat, it begins to rain heavily.
-
- \* Out of combat, a surprise foe appears, and the scene turns into a combat.
-
- \* In an interaction, the GM introduces a surprising motive for the NPC. For example, the PCs are trying to bribe an
--official for information, and the official reveals that what they really want isn’t money but for someone to rescue
-+official for information, and the official reveals that what they really want isn't money but for someone to rescue
- their kidnapped son.
-
- (This might not be true of your players, but many players rarely, if ever, spend XP to refuse an intrusion from the GM,
--though they regularly use XP to avoid an intrusion that comes from a bad roll. And there’s nothing wrong with that. Some
--GMs might want to forbid using an XP to reroll a 1, but there’s really no point—if you’ve got an idea for a good
--intrusion, you don’t need to wait until a player rolls a 1 to use it.)
-+though they regularly use XP to avoid an intrusion that comes from a bad roll. And there's nothing wrong with that. Some
-+GMs might want to forbid using an XP to reroll a 1, but there's really no point—if you've got an idea for a good
-+intrusion, you don't need to wait until a player rolls a 1 to use it.)
-
- GM Intrusion That Affects the Group
-
-@@ -43864,7 +43864,7 @@
-
- Example GM Intrusions
-
--It’s not a good idea to use the same events as GM intrusions over and over (“Dolmar dropped his sword *again*?”). Below
-+It's not a good idea to use the same events as GM intrusions over and over ("Dolmar dropped his sword *again*?"). Below
- are a number of different intrusions you can use.
-
- Bad Luck
-@@ -43875,9 +43875,9 @@
-
- \* The boat lists to starboard at just the wrong moment.
-
--\* A gust of wind blows the papers out of the character’s hand.
-+\* A gust of wind blows the papers out of the character's hand.
-
--\* The buckle of the PC’s pack snaps at an inopportune time.
-+\* The buckle of the PC's pack snaps at an inopportune time.
-
- \* The NPC that the characters need to speak with is home sick today.
-
-@@ -43892,7 +43892,7 @@
-
- \* The box that holds the plans is trapped with a poison needle.
-
--\* The NPC that the PCs need to befriend doesn’t speak their language.
-+\* The NPC that the PCs need to befriend doesn't speak their language.
-
- \* The NPC that the PCs try to bribe is allergic to the bottle of alcohol they offer.
-
-@@ -43901,7 +43901,7 @@
- An Impending Complication Emerges
-
- GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling
--dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM’s
-+dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's
- choosing—ideally when it would be most interesting. For example:
-
- \* The goblin reinforcements finally get through the locked door.
-@@ -43912,20 +43912,20 @@
-
- vThe unstable ceiling collapses.
-
--\* The NPC who holds a dagger to a character’s throat and says “Don’t move” cuts the PC when they do, in fact, move,
-+\* The NPC who holds a dagger to a character's throat and says "Don't move" cuts the PC when they do, in fact, move,
- putting them immediately at debilitated on the damage track.
-
- Opponent Luck or Skill
-
--The PCs aren’t the only ones with surprising tricks up their sleeves. For example:
-+The PCs aren't the only ones with surprising tricks up their sleeves. For example:
-
--\* The PC’s opponent uses a lightning-fast maneuver to dodge all attacks.
-+\* The PC's opponent uses a lightning-fast maneuver to dodge all attacks.
-
--\* The PC’s opponent sees an opening and makes an additional, immediate attack.
-+\* The PC's opponent sees an opening and makes an additional, immediate attack.
-
- \* The NPC commander rallies their troops, who all deal 2 additional points of damage for one round.
-
--\* The PC’s opponent uses a cypher or similar device that produces just the right effect for the situation.
-+\* The PC's opponent uses a cypher or similar device that produces just the right effect for the situation.
-
- \* A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC.
-
-@@ -43948,12 +43948,12 @@
-
- Partial Success
-
--GM intrusion doesn’t have to mean that a PC has failed. For example:
-+GM intrusion doesn't have to mean that a PC has failed. For example:
-
--\* The PC disables the explosive device before it goes off, but if someone doesn’t remain and hold the detonator, it
-+\* The PC disables the explosive device before it goes off, but if someone doesn't remain and hold the detonator, it
- will still explode.
-
--\* The PC creates the antidote, but it will turn the imbiber’s flesh blue for the next few weeks.
-+\* The PC creates the antidote, but it will turn the imbiber's flesh blue for the next few weeks.
-
- \* The PC jumps across the pit but accidentally knocks loose some stones from the edge, making the jump harder for their
- friend right behind them.
-@@ -43961,17 +43961,17 @@
- PLAYER INTRUSIONS
-
- Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in
--the GM’s purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into
-+the GM's purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into
- the setting. Still, because it is indeed narrative control, a player intrusion should always involve a small aspect of
--the world beyond the character. “I punch my foe really hard” is an expression of Effort or perhaps character ability.
--“My foe slips and falls backward off the ledge” is a player intrusion.
-+the world beyond the character. "I punch my foe really hard" is an expression of Effort or perhaps character ability.
-+"My foe slips and falls backward off the ledge" is a player intrusion.
-
- Player intrusions should never be as big as GM intrusions. They should not end an encounter, only (perhaps) provide the
- PC with the means to more easily end an encounter. They should not have a wide-reaching or even necessarily a long-term
- effect on the setting. A way to consider this might be that player intrusions can affect a single object (a floorboard
--snaps), feature (there’s a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not
--more than that. A player intrusion can’t affect a whole village or even a whole tavern in that village. A rock can come
--loose, but a player intrusion can’t create a landslide.
-+snaps), feature (there's a hidden shallow spot in the stream to ford), or NPC (the vendor is an old friend). But not
-+more than that. A player intrusion can't affect a whole village or even a whole tavern in that village. A rock can come
-+loose, but a player intrusion can't create a landslide.
-
- Tying Actions to Stats
-
-@@ -43982,14 +43982,14 @@
-
- In rare instances, you could allow a PC to use a different stat for a task. For example, a character might try to break
- down a door by examining it closely for flaws and thus use Intellect rather than Might. This kind of change is a good
--thing because it encourages player creativity. Just don’t let it be abused by an exuberant or too-clever player. It’s
--well within your purview to decide that the door has no flaws, or to rule that the character’s attempt will take half an
-+thing because it encourages player creativity. Just don't let it be abused by an exuberant or too-clever player. It's
-+well within your purview to decide that the door has no flaws, or to rule that the character's attempt will take half an
- hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the
- rule.
-
- Cyphers
-
--You should think of cyphers as character abilities, whether they’re subtle cyphers or manifest cyphers. This means that
-+You should think of cyphers as character abilities, whether they're subtle cyphers or manifest cyphers. This means that
- it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels,
- the PCs should find that cyphers are extremely common. And since the PCs are limited in the number of cyphers they can
- carry, they will use them liberally.
-@@ -43997,8 +43997,8 @@
- Manifest cyphers can be found by scavenging through old ruins. They can be found in the corpses of magical or
- technological foes. They can be found among the possessions of intelligent fallen opponents or the lairs of
- unintelligent creatures, either amid the bones of former meals or as shiny decorations in a nest. They can be found in
--villages, in the back of a merchant’s cart that sells junk and scavenged parts. They are offered as rewards by people
--who are grateful for the PCs’ help.
-+villages, in the back of a merchant's cart that sells junk and scavenged parts. They are offered as rewards by people
-+who are grateful for the PCs' help.
-
- Some adventures will offer more cyphers than others. Still, as a rule of thumb, in any given adventure, a character
- should use at least as many cyphers as they can carry. This means they should find that number of cyphers in that same
-@@ -44009,9 +44009,9 @@
- emitter or defensive shield will be used, but a suspensor belt or phasing module will linger longer on their character
- sheets.
-
--As with everything else in the game, it’s intentionally very easy for the GM to create new cyphers. Just think of the
-+As with everything else in the game, it's intentionally very easy for the GM to create new cyphers. Just think of the
- effect and how to express it as a game advantage. Two kinds of cyphers exist when it comes to effect: those that allow
--the user to do something better, and those that allow the user to do something they couldn’t do otherwise.
-+the user to do something better, and those that allow the user to do something they couldn't do otherwise.
-
- The first group includes everything that reduces the difficulty of a task (including defense tasks). The second group
- includes things that grant new abilities, such as flight, a new means of attack, the ability to see into the past, or
-@@ -44021,32 +44021,32 @@
-
- \* Cyphers should be single-use items. The PCs use them up and find new ones.
-
--\* Cyphers should be potent. A minor ability isn’t worth the trouble. If an attack cypher isn’t as good as a regular
-+\* Cyphers should be potent. A minor ability isn't worth the trouble. If an attack cypher isn't as good as a regular
- weapon, why bother with it?
-
--\* Cyphers shouldn’t have drawbacks.
-+\* Cyphers shouldn't have drawbacks.
-
- \* Cyphers should be temporary. Typically, a power is used once. Abilities or advantages that have a duration last from
- ten minutes to twenty-four hours (at most).
-
- \* Manifest cyphers can take any form. Just make them appropriate to the genre.
-
--(Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn’t wrecked if a player
-+(Cyphers teach GMs to design different kinds of scenarios—ones in which the whole adventure isn't wrecked if a player
- has something that can solve a single problem (defeat a foe, read a mind, bypass a barrier, or whatever). There should
- always be more to the adventure than one linchpin encounter, obstacle, foe, or secret.)
-
--(It’s all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose
--points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren’t at
-+(It's all right if players think of cyphers (especially manifest cyphers) as equipment or treasure. You should choose
-+points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at
- their full capacity.)
-
- Artifacts
-
- In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they
--serve a very different purpose. It’s assumed that characters are exploring with some cyphers at their disposal.
--Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren’t
--assumed—they’re extra.
-+serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal.
-+Artifacts, however, are added abilities that make characters broader, deeper, and often more powerful. They aren't
-+assumed—they're extra.
-
--The powers granted by artifacts are more like the abilities gained from a character’s type or focus in that they change
-+The powers granted by artifacts are more like the abilities gained from a character's type or focus in that they change
- the way the PC is played overall. The difference between an artifact and a type or focus ability is that almost all
- artifacts are temporary. They last longer than cyphers do, but because they have a depletion roll, any use could be
- their last.
-@@ -44064,7 +44064,7 @@
-
- For examples of artifacts, see the Genres chapter.
-
--(You may wish to forbid the use of XP to reroll artifact depletion rolls. That’s pretty reasonable.)
-+(You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
-
- FANTASY ARTIFACTS
-
-@@ -44076,7 +44076,7 @@
- EXAMPLE FANTASY ARTIFACTS
-
- The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
--tables—one for minor items (artifacts that don’t have particularly flashy or world-affecting abilities) and one for
-+tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
- major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
- minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
- table.
-@@ -44089,7 +44089,7 @@
- | 07-09 | Armored cloth |
- | 10-15 | Belt of strength |
- | 16-18 | Bounding boots |
--| 19-21 | Cat’s eye spectacles |
-+| 19-21 | Cat's eye spectacles |
- | 22-24 | Cloak of elfkind |
- | 25-26 | Coil of endless rope |
- | 27-28 | Crown of the mind |
-@@ -44105,7 +44105,7 @@
- | 67-72 | Mastercraft weapon |
- | 73-75 | Mindshield helment |
- | 76-77 | Pack of storage |
--| 78-79 | Poisoner’s touch |
-+| 78-79 | Poisoner's touch |
- | 80-85 | Protection amulet |
- | 86-87 | Shield of two skies |
- | 88-92 | Skill ring |
-@@ -44122,12 +44122,12 @@
- | 04 | Book of all spells |
- | 05 | Cloak of Balakar |
- | 06-07 | Crown of eyes |
--| 08 | Death’s scythe |
-+| 08 | Death's scythe |
- | 09-10 | Demonflesh |
- | 11 | Demonic rune blade |
- | 12-15 | Dragontongue weapon |
- | 16-18 | Dragontooth soldiers |
--| 19-20 | Explorer’s gloves |
-+| 19-20 | Explorer's gloves |
- | 21-23 | Falcon cloak |
- | 24-25 | Flying carpet |
- | 26-27 | Ghostly armor |
-@@ -44137,7 +44137,7 @@
- | 37-39 | Instant ladder |
- | 40-43 | Lightening hammer |
- | 44-47 | Necromantic wand |
--| 48-50 | Ring of dragon’s flight\* |
-+| 48-50 | Ring of dragon's flight\* |
- | 51-53 | Ring of fall flourishing |
- | 54-56 | Ring of invisibility |
- | 57 | Ring of wishes |
-@@ -44151,8 +44151,8 @@
- | 78-79 | Storm shack |
- | 80-83 | Trap runestone |
- | 84-88 | Wand of firebolts\* |
--| 89-93 | Wand of spider’s webbing |
--| 94-97 | Witch’s broom |
-+| 89-93 | Wand of spider's webbing |
-+| 94-97 | Witch's broom |
- | 98-00 | Roll twice on the Minor Fantasy Artifacts table |
-
- \* Artifact found in the Fantasy Artifacts section of the Cypher System
-@@ -44164,7 +44164,7 @@
- Form: A 50-foot (15 m) length of black rope
-
- Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
--damage (including attempts to cut it) from anything less than the artifact’s level.
-+damage (including attempts to cut it) from anything less than the artifact's level.
-
- Depletion: —
-
-@@ -44175,7 +44175,7 @@
- Form: Embroidered velvet bag
-
- Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
--bottle or scroll case. These cyphers do not count against a character’s cypher limit.
-+bottle or scroll case. These cyphers do not count against a character's cypher limit.
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-
-@@ -44197,7 +44197,7 @@
-
- Form: Thick leather belt with a metal buckle and rivets
-
--Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer’s maximum Might Pool by 5
-+Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
- normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
- restored with recovery rolls, healing magic, or similar effects).
-@@ -44222,7 +44222,7 @@
- | 3-5 | Roll on the Fantastic Cypher table |
- | 6 | Roll on the Subtle Cypher table |
-
--The bearer can cast the spell on the page as if it were a cypher with a level equal to the book’s level. This doesn’t
-+The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
- remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-
- As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
-@@ -44241,12 +44241,12 @@
-
- Form: Sturdy but flexible boots
-
--Effect: The boots assist the wearer’s every step to make jumping and running easier. The boots are an asset for jumping
-+Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
- and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-
- Depletion: —
-
--CAT’S EYE SPECTACLES
-+CAT'S EYE SPECTACLES
-
- Level: 1d6
-
-@@ -44263,9 +44263,9 @@
-
- Form: Blue cloak with elaborate designs suggesting blowing wind
-
--Effect: The wearer can calm winds of the artifact’s level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
--wearer can create a destructive windstorm up to that size, lasting one minute; this storm’s level is equal to half the
--artifact’s level.
-+Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
-+wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
-+artifact's level.
-
- Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
-@@ -44275,7 +44275,7 @@
-
- Form: Thin greyish-green cloak with a cowl and clasp
-
--Effect: When activated (by drawing the hood over the wearer’s head), the cloak takes on the colors and textures of
-+Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
- everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
- sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-
-@@ -44288,7 +44288,7 @@
- Form: Multilayered cloak of glittering material
-
- Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
--in the most flattering way. When activated, it enhances the wearer’s appearance, voice, tone, and even their grammar,
-+in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
- granting an asset to all interaction tasks for the next minute.
-
- Depletion: 1 in 1d20
-@@ -44301,7 +44301,7 @@
-
- Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
- no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
--depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
-+depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
-
- Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
-@@ -44324,7 +44324,7 @@
-
- Form: Crown, circlet, headband, diadem, or amulet
-
--Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer’s maximum Intellect Pool by 5
-+Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
- normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
- be restored with recovery rolls, healing magic, or similar effects).
-@@ -44363,15 +44363,15 @@
- activated again.
-
- In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
--communication with the viewed area. All creatures in the area can sense the user’s presence and hear their voice, and
-+communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
- the creatures can speak to and be heard by the user.
-
- Depletion: 1 in 1d20
-
--An unwilling creature’s defenses against magic and Intellect attacks should hinder scrying attempts just as they would
-+An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--DEATH’S SCYTHE
-+DEATH'S SCYTHE
-
- Level: 1d6 + 4
-
-@@ -44416,15 +44416,15 @@
- dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
- and it inflicts 4 additional points of damage (for a total of 8 points).
-
--If the wielder kills a creature with the sword, the sword eats the creature’s spirit and transfers some of its energy to
-+If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
- the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
- the wielder to exceed their normal Might Pool and Might Edge stats.
-
- If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
- attack roll of 1).
-
--Depletion: 1 in 1d10 (check each time a killed creature’s life force is absorbed; if depleted, the sword’s magical
--abilities can be recharged if it kills an “innocent” creature)
-+Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
-+abilities can be recharged if it kills an "innocent" creature)
-
- DRAGONTONGUE WEAPON
-
-@@ -44477,7 +44477,7 @@
- enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
- higher).
-
--The additional Armor provided by the magic also applies to damage that often isn’t reduced by typical armor, such as
-+The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
- heat or cold damage (but not Intellect damage).
-
- Depletion: —
-@@ -44500,11 +44500,11 @@
-
- Depletion: Automatic
-
--One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.
-+One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--EXPLORER’S GLOVES
-+EXPLORER'S GLOVES
-
- Level: 1d6
-
-@@ -44526,7 +44526,7 @@
-
- Depletion: 1 in 1d100
-
--Most magic items that turn a character into a different creature make it difficult to use any of the character’s special
-+Most magic items that turn a character into a different creature make it difficult to use any of the character's special
- abilities (other than skills) in that form.
-
- FLYING CARPET
-@@ -44552,7 +44552,7 @@
-
- When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
- artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
--character’s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
-+character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
- defense.
-
- Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
-@@ -44566,7 +44566,7 @@
-
- Form: Supple leather or cloth gloves
-
--Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer’s maximum Speed Pool by 5
-+Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
- normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
- restored with recovery rolls, healing magic, or similar effects).
-@@ -44592,7 +44592,7 @@
-
- Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
- activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
--shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it
-+shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
- spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
- to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
- twenty-four hours or until it has made one hundred attacks, whichever comes first.
-@@ -44608,8 +44608,8 @@
- hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
- unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
- snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
--invisible, the user is specialized in stealth and Speed defense tasks. Thief ’s Passage: A locked or barred door or a
--container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
-+invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
-+container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
-
- Depletion: 1 in 1d20
-
-@@ -44617,7 +44617,7 @@
-
- Level: 1d6
-
--Form: Green metal helm with a scaly or fishy motif Effect: The wearer’s head is enveloped in a tight bubble of air that
-+Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
- constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-
- Depletion: 1–2 in 1d100 (check each day)
-@@ -44692,7 +44692,7 @@
-
- Form: Lightweight cloth, leather, or metal helmet
-
--Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s
-+Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
- mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-
- Depletion: —
-@@ -44708,7 +44708,7 @@
- destroyed.
-
- This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
--but each “round of ammo” used or each additional target selected requires an additional depletion roll.
-+but each "round of ammo" used or each additional target selected requires an additional depletion roll.
-
- Depletion: 1 in 1d10
-
-@@ -44718,14 +44718,14 @@
-
- Form: Leather backpack or haversack with multiple pockets
-
--Effect: This pack’s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
-+Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
- on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
- as much as it is holding.
-
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
- pack)
-
--POISONER’S TOUCH
-+POISONER'S TOUCH
-
- Level: 1d6 + 1
-
-@@ -44830,8 +44830,8 @@
- Form: Night-black blade in which distant stars are sometimes visible
-
- Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
--inflicts additional damage (ignores Armor) equal to the artifact’s level. If damage from the dagger reduces a target to
--0 health, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which
-+inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
-+0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
- time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-
- As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
-@@ -44859,7 +44859,7 @@
-
- Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
- of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
--summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
-+summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
-
- Depletion: 1–3 in 1d20
-
-@@ -44872,13 +44872,13 @@
- Effect: The wielder can use an action to gain one of the following effects.
-
- Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
--target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
-+target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
-
- Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
- inflicting damage equal to the artifact level.
-
- Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
--rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
-+rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
-
- The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
- lightning), but each requires a separate activation and depletion roll.
-@@ -44911,8 +44911,8 @@
-
- Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
- attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
--failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake
--couldn’t do.
-+failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
-+couldn't do.
- Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
- natural spring in the ground.
-
-@@ -44928,7 +44928,7 @@
- feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
- inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
- duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
--artifact’s level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
-+artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
- model, which can be taken and reused.
-
- Depletion: 1 in 1d100
-@@ -44947,7 +44947,7 @@
-
- The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
- runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
--artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific
-+artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
- type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-
- Depletion: Automatic
-@@ -44978,15 +44978,15 @@
-
- Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--WAND OF SPIDER’S WEBBING
-+WAND OF SPIDER'S WEBBING
-
- Level: 1d6 + 1
-
- Form: White oak wand
-
--Effect: This wand produces a long-range stream of grey spider’s webbing that entangles a target and holds it stuck to
--nearby surfaces. Entangled victims can’t move or take actions that require movement. Targets whose level is higher than
--the wand’s level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
-+Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
-+nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
-+the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
- it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
- was caught within it.
-
-@@ -45001,20 +45001,20 @@
- Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
- (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
- basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
--Sometimes, this translates into an asset on one of the user’s actions. For example, the intelligence can suggest the
-+Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
- right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
- door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
- the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
- guarding.
-
--The whisperer’s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
-+The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
- Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
--reasons it will not explain. The whisperer’s knowledge base is broad but not omniscient. It cannot see the future, but
-+reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
- it can often predict outcomes based on logic.
-
- Depletion: 1 in 1d20 (check each day)
-
--WITCH’S BROOM
-+WITCH'S BROOM
-
- Level: 1d6 + 2
-
-@@ -45024,41 +45024,41 @@
- (160 km) per hour.
-
- The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
--time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten
-+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
- minutes.
-
- Depletion: 1 in 1d20
-
- Skills and Other Abilities
-
--Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It’s
--possible to have a skill called “tightrope walking” that grants a character a better chance to walk across a tightrope,
--and another skill called “balance” that gives a character a better chance to walk across a tightrope and perform other
-+Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
-+possible to have a skill called "tightrope walking" that grants a character a better chance to walk across a tightrope,
-+and another skill called "balance" that gives a character a better chance to walk across a tightrope and perform other
- balance actions as well. This might seem unequal at first, but the point is to let players create precisely the
--characters they want. Should you let a character create a skill called “doing things” that makes them better at
-+characters they want. Should you let a character create a skill called "doing things" that makes them better at
- everything? Of course not. The GM is the final arbiter not only of logic but also of the spirit of the rules, and having
- one or two single skills that cover every contingency is clearly not in the spirit.
-
--It’s important that players play the character they want. This concept is supported not only with the open-ended skill
-+It's important that players play the character they want. This concept is supported not only with the open-ended skill
- system but also with the ability to get an experience point advance to tailor a character further. Likewise, the GM
- should be open to allowing a player to make small modifications to refine their character. In many cases, particularly
--ones that don’t involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer
--from the GM should probably be “Sure, why not?” If a PC ends up being really good at a particular skill—better than they
--“should” be—what’s the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play
--experience or the story that develops? It doesn’t. If Helen can pick practically any mundane lock she finds, why is that
--a bad thing? In fact, it’s probably good for the game—there’s likely something interesting on the other sides of those
-+ones that don't involve stat Pools, Armor, damage inflicted, or the costs of Effort or special abilities, the answer
-+from the GM should probably be "Sure, why not?" If a PC ends up being really good at a particular skill—better than they
-+"should" be—what's the harm? If Dave can swim incredibly well, how does that hurt the game in terms of the play
-+experience or the story that develops? It doesn't. If Helen can pick practically any mundane lock she finds, why is that
-+a bad thing? In fact, it's probably good for the game—there's likely something interesting on the other sides of those
- doors.
-
- In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to
--say “No, that’s not possible.” But sometimes, if it makes sense, open yourself up to the possibility.
-+say "No, that's not possible." But sometimes, if it makes sense, open yourself up to the possibility.
-
- NPCs and Death
-
- As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC
- reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as
--dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they’re
--probably dead. If they’re mentally assaulted with a telepathic attack, they might be insane instead. If they’re hit over
--the head with a club, well, that’s your call.
-+dictated by you and the players. Much of this can be based on logic. If the NPC is cut in half with a giant axe, they're
-+probably dead. If they're mentally assaulted with a telepathic attack, they might be insane instead. If they're hit over
-+the head with a club, well, that's your call.
-
- It depends on the intentions of those who are fighting the NPC, too. PCs who want to knock out a foe rather than kill
- them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to
-@@ -45066,8 +45066,8 @@
-
- Creatures
-
--Whenever possible, creatures should be handled like other NPCs. They don’t follow the same rules as the player
--characters. If anything, they should have greater latitude in doing things that don’t fit the normal mold. A many-armed
-+Whenever possible, creatures should be handled like other NPCs. They don't follow the same rules as the player
-+characters. If anything, they should have greater latitude in doing things that don't fit the normal mold. A many-armed
- beast should be able to attack multiple foes. A charging rhino-like animal ought to be able to move a considerable
- distance and attack as part of a single action.
-
-@@ -45076,9 +45076,9 @@
- ability to anything twice as large as a human. This means that if the creature strikes a foe, the target must make an
- immediate Might defense roll or lose its next turn.
-
--A creature’s level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed,
-+A creature's level is a general indicator of its toughness, combining aspects of power, defense, intelligence, speed,
- and more into one rating. In theory, a small creature with amazing powers or extremely deadly venom could be high level,
--and a huge beast that isn’t very bright and isn’t much of a fighter could be low level. But these examples go against
-+and a huge beast that isn't very bright and isn't much of a fighter could be low level. But these examples go against
- type. Generally, smaller creatures have less health and are less terrifying in combat than larger ones.
-
- The Cypher System has no system for building creatures. There is no rule that says a creature with a certain ability
-@@ -45094,25 +45094,25 @@
-
- Balancing Encounters
-
--In the Cypher System, there is no concept of a “balanced encounter.” There is no system for matching creatures of a
-+In the Cypher System, there is no concept of a "balanced encounter." There is no system for matching creatures of a
- particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem
--like a bad thing. But matching character builds to exacting challenges is not part of this game. It’s about story. So
--whatever you want to happen next in the story is a fine encounter as long as it’s fun. You’re not denying the characters
--XP if you make things too easy or too difficult, because that’s not how XP are earned. If things are too difficult for
--the PCs, they’ll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to
--do to maintain “balance” is set difficulty within that encounter accurately and consistently.
-+like a bad thing. But matching character builds to exacting challenges is not part of this game. It's about story. So
-+whatever you want to happen next in the story is a fine encounter as long as it's fun. You're not denying the characters
-+XP if you make things too easy or too difficult, because that's not how XP are earned. If things are too difficult for
-+the PCs, they'll have to flee, come up with a new strategy, or try something else entirely. The only thing you have to
-+do to maintain "balance" is set difficulty within that encounter accurately and consistently.
-
--In a game like the Cypher System, if everyone’s having fun, the game is balanced. Two things will unbalance the game in
-+In a game like the Cypher System, if everyone's having fun, the game is balanced. Two things will unbalance the game in
- this context.
-
--One or more PCs are far more interesting than the others. Note that it says “more interesting,” not “more powerful.” If
--my character can do all kinds of cool things but can’t destroy robots as efficiently as yours does, I still might have a
-+One or more PCs are far more interesting than the others. Note that it says "more interesting," not "more powerful." If
-+my character can do all kinds of cool things but can't destroy robots as efficiently as yours does, I still might have a
- whole lot of fun.
-
- The challenges the PCs face are routinely too easy or too difficult.
-
--The first issue should be handled by the character creation rules. If there’s a problem, it might be that poor choices
--were made or a player isn’t taking full advantage of their options. If someone really doesn’t enjoy playing their
-+The first issue should be handled by the character creation rules. If there's a problem, it might be that poor choices
-+were made or a player isn't taking full advantage of their options. If someone really doesn't enjoy playing their
- character, allow them to alter the PC or—perhaps better—create a new one.
-
- The second issue is trickier. As previously stated, there is no formula that states that N number of level X NPCs are a
-@@ -45136,8 +45136,8 @@
- A single level 9 or 10 opponent will win in a fight without breaking a sweat.
-
- But it depends on the situation at hand. If the PCs are already worn down from prior encounters, or if they have the
--right cyphers, any of the expectations listed above can change. That’s why there is no system for balancing encounters.
--Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren’t
-+right cyphers, any of the expectations listed above can change. That's why there is no system for balancing encounters.
-+Just keep in mind that beginning characters are pretty hardy and probably have some interesting resources, so you aren't
- likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
- of other encounters and are worn down.
-
-@@ -45150,19 +45150,19 @@
-
- Cypher Shorts is a supplement for the Cypher System. You need the Cypher System Rulebook to play.
-
--There are some key concepts to a Cypher Short that you’ll want to keep in mind if you’re playing, running, or creating
-+There are some key concepts to a Cypher Short that you'll want to keep in mind if you're playing, running, or creating
- one for yourself. They include:
-
--Very simple characters that are immediately involved in the situation. No long expository lead-ins, no “meet in a
--tavern” scenes.
-+Very simple characters that are immediately involved in the situation. No long expository lead-ins, no "meet in a
-+tavern" scenes.
-
--Characters have clear objectives, and there’s no thought to character advancement. This is a one-shot game, and we
--aren’t concerned about what came before or what comes after.
-+Characters have clear objectives, and there's no thought to character advancement. This is a one-shot game, and we
-+aren't concerned about what came before or what comes after.
-
--There is less of a plot than there is a situation. Plot implies a linear direction: “This happens, then this, then
--this.” Cypher Shorts are meant to be framed more like: “You’re involved in this situation, so what do you do?”
-+There is less of a plot than there is a situation. Plot implies a linear direction: "This happens, then this, then
-+this." Cypher Shorts are meant to be framed more like: "You're involved in this situation, so what do you do?"
-
--Just as players should use improvisation to react to and deal with situations they didn’t know were coming, the GM
-+Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
- should be ready to do the same.
-
- CHARACTER CREATION
-@@ -45171,14 +45171,14 @@
- help players move quickly, without spending a lot of time deciding between this focus and that one.
-
- The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific
--Cypher Short, it’s likely that only the type choices will be detailed, using the information here as a starting point.
--Descriptors and foci are general enough that they’ll work with almost any scenario. Sometimes, though, a Cypher Short
-+Cypher Short, it's likely that only the type choices will be detailed, using the information here as a starting point.
-+Descriptors and foci are general enough that they'll work with almost any scenario. Sometimes, though, a Cypher Short
- might require adjustments to suit the situation.
-
--Just like in the standard system, characters end up with a sentence to describe themselves: “I am a \[blank\] \[blank\]
--who \[blanks\].” All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they
-+Just like in the standard system, characters end up with a sentence to describe themselves: "I am a \[blank\] \[blank\]
-+who \[blanks\]." All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they
- wish. They have an Edge of 1 in a stat of their choosing. Recovery rolls are 1d6 + 1, and characters have an Effort
--of 1. (Otherwise, don’t worry about tier.)
-+of 1. (Otherwise, don't worry about tier.)
-
- All characters start with 1 XP.
-
-@@ -45202,7 +45202,7 @@
-
- This is the role the character will have in the story. Types will likely change from genre
-
--to genre, particularly the type names. So in this section, we’ll talk about them in terms of the general role the
-+to genre, particularly the type names. So in this section, we'll talk about them in terms of the general role the
- character will have in the story, not what players will write on their character sheet (although a few example
- suggestions are provided).
-
-@@ -45260,7 +45260,7 @@
-
- Wielding Supernatural Powers
-
--This type isn’t suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
-+This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
- Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
- briefly work out the specifics together. Choose two of the following abilities:
-
-@@ -45272,7 +45272,7 @@
- defensive tasks.
-
- • Possess one miscellaneous power (moving things with your mind, flight, creating a duplicate of yourself, and so on).
--Costs 3 stat points (probably Intellect). You’ll have to come up with some reasonable parameters. You can choose this
-+Costs 3 stat points (probably Intellect). You'll have to come up with some reasonable parameters. You can choose this
- option twice.
-
- • Have two power shifts.
-@@ -45283,27 +45283,27 @@
-
- A focus determines the actions a character might often take in the story.
-
--Fights: You’re a fighter. All of your attacks are eased, and you add +1 to your damage.
-+Fights: You're a fighter. All of your attacks are eased, and you add +1 to your damage.
-
- Plans: You think things through. You are trained in defense rolls, and you can choose two other noncombat skills in
- which you are trained.
-
--Helps: You help other characters. You can use an action to ease everyone else’s action if they’re within short range
-+Helps: You help other characters. You can use an action to ease everyone else's action if they're within short range
- (costs 2 Intellect points). This can represent comforting, giving advice, or physically enabling them, depending on the
--character and the situation. You’re trained in first aid.
-+character and the situation. You're trained in first aid.
-
--Provides Information: You’re very knowledgeable. You are trained in three knowledge-based skills (history, biology,
-+Provides Information: You're very knowledgeable. You are trained in three knowledge-based skills (history, biology,
- geography, and so on). You can ask the GM a question that has a pretty simple answer and get that answer (costs 3
- Intellect points).
-
--Provides Comedy Relief: You’re funny. You can use an action to allow everyone to recover 2 points to their Pools in
--between each recovery action you take. You’re also trained in Speed defense and stealth.
-+Provides Comedy Relief: You're funny. You can use an action to allow everyone to recover 2 points to their Pools in
-+between each recovery action you take. You're also trained in Speed defense and stealth.
-
--Works With Tools (or Machines): You’re trained in the use of two different skills involving tools and machines. You can
-+Works With Tools (or Machines): You're trained in the use of two different skills involving tools and machines. You can
- modify an existing machine or device to do something other than its original function (costs 2 Intellect points).
-
--Uses Powers: This focus won’t fit every genre. You can choose one of the abilities listed under the Wielding
--Supernatural Powers type. (Note: if that is already your type, you can’t select an ability you’ve already chosen, with
-+Uses Powers: This focus won't fit every genre. You can choose one of the abilities listed under the Wielding
-+Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
- the exception of miscellaneous powers.)
-
- THE SCENARIO
-@@ -45320,7 +45320,7 @@
- POSSIBLE ENCOUNTERS
-
- This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
--where they go, and so on. Cypher Shorts don’t rely on a keyed map or a detailed outline of a plot. Think of these as the
-+where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
- possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one
- session, so feel free to pick and choose the ones that best fit the way the game seems to be going.
-
-@@ -45334,43 +45334,43 @@
-
- Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
-
--Remember that GM intrusions are the only way for players to earn XP in the scenario, so they’re really important. At the
-+Remember that GM intrusions are the only way for players to earn XP in the scenario, so they're really important. At the
- same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
--adventure than you’re used to in a standard Cypher System game.
-+adventure than you're used to in a standard Cypher System game.
-
- THE CONCLUSION
-
- Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
- needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
--what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don’t worry
--too much about what happens next. It’s a one-shot scenario.
-+what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
-+too much about what happens next. It's a one-shot scenario.
-
- TRAPPED IN FLAMES
-
--The Premise: The characters work in a tall skyscraper. Suddenly, there’s an explosion, and the fire alarms start
-+The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
- ringing!
-
- CHARACTER CREATION
-
- The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
-
--Office Worker: This is probably someone with the Sneaking type. The player should figure out the character’s name, a
-+Office Worker: This is probably someone with the Sneaking type. The player should figure out the character's name, a
- very short personality brief, what company they work for, and what their job is: data entry, customer service, accounts
- manager, and so on.
-
- Middle Manager: This is probably someone with the Searching and Discovering type. The player should figure out the
--character’s name, a very short personality brief, and what company they work for.
-+character's name, a very short personality brief, and what company they work for.
-
--Salesperson: The Talking type would work well for this character. The player should figure out the character’s name, a
-+Salesperson: The Talking type would work well for this character. The player should figure out the character's name, a
- very short personality brief, and what company they work for.
-
- Custodial Worker: This could be a Performing Physical Actions character, or possibly a Searching and Discovering
--character. The player should figure out the character’s name and a very short personality brief. They have keys to most
-+character. The player should figure out the character's name and a very short personality brief. They have keys to most
- of the doors of the building and know the layout well. They might also have something like a mop and wheeled bucket, or
- a cart with various cleaning supplies, if the player wishes.
-
- Security Guard: This is probably someone with the Performing Physical Actions type. The player should figure out the
--character’s name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun),
-+character's name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun),
- and keys to most of the doors in the building. They know the layout well.
-
- No one has any special equipment other than the typical: a cell phone, car keys, a half-drunk coffee, and maybe a
-@@ -45380,8 +45380,8 @@
-
- THE SETUP
-
--The characters all work in a tall skyscraper that houses many different businesses in a large city. They don’t
--necessarily work together or even know each other. But they’re all in a large lobby on the twenty-fifth floor, in front
-+The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
-+necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
- of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than
- waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start
- ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light.
-@@ -45391,7 +45391,7 @@
-
- the fire is known (going down into smoke and flames is how many people die in high-rise fires).
-
--What the PCs don’t know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off
-+What the PCs don't know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off
- prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb
- exploded early, the bomber is still in the building.
-
-@@ -45402,7 +45402,7 @@
- • It will take about ten minutes for first responders to arrive. They will take positions around the base of the
- building, and, after determining that the fire is on floor 10, will evacuate floors below that and set up on floor 8.
- This will likely take ten to fifteen minutes. During this time, authorities will attempt to contact anyone on floors
--above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It’s very likely that more
-+above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It's very likely that more
- bombs will go off at this time, with rescue workers recalled for safety.
-
- • Emergency services will be jammed with calls. • The elevator cabs all descend to the ground floor and no longer
-@@ -45414,50 +45414,50 @@
- POSSIBLE ENCOUNTERS
-
- Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
--information. Some of it is true and some isn’t. Things they might try to say include:
-+information. Some of it is true and some isn't. Things they might try to say include:
-
- • A gas main broke, and not only is there a fire danger, but the building is also filling with gas. (This is false.)
-
- • This is a terror attack! We have to get out
-
- of here at any cost! (This is true, although this NPC has no evidence or details, and the hysterical panic they feel
--probably doesn’t help.)
-+probably doesn't help.)
-
- • Something crashed into the building! (This is false.)
-
--• Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There’s just one
--bomber, and he’s trying to sneak out.)
-+• Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There's just one
-+bomber, and he's trying to sneak out.)
-
- • Rescue teams are on their way up. (This is false.)
-
- • Rescue teams are landing evacuation helicopters on the roof. (This is false. It might be a tactic they try eventually,
--but it’s not happening yet.)
-+but it's not happening yet.)
-
- Most of the NPCs coming down from above continue down the stairs to lower floors, with or without the PCs.
-
--Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they’re
-+Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they're
- able to get through to emergency services, they are told that emergency responders are on their way and to stay put.
--It’s too soon to get much information from the internet, although a few minutes after it happens, there are reports of
-+It's too soon to get much information from the internet, although a few minutes after it happens, there are reports of
- an explosion in the building on either floor 10 or floor 12. Building Wi-Fi is down. Data and phone usage becomes spotty
--about five minutes after the explosion and can’t be relied upon.
-+about five minutes after the explosion and can't be relied upon.
-
--Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can’t be moved. Helping them deliver
-+Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can't be moved. Helping them deliver
- the baby safely is a difficulty 3 Intellect-based task and will take about twenty minutes.
-
- Reaching the Roof: There are a few other people on the roof, but no rescue workers. Eventually,
-
- a small helicopter flies overhead, and if the bomber is not visibly present, it will circle but not land. This is the
--terrorist’s accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun,
-+terrorist's accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun,
- and a knife. If the bomber is present, the helicopter will land very briefly to try to rescue him.
-
- Going Down a Stairwell: The PCs hear cries for help as they pass by a floor. If they investigate, they find an office
- close to the stairs where someone is trapped underneath a very heavy shelving unit. It is a difficulty 4 task to rescue
- them. They are level 2 and their leg is quite injured.
-
--Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it’s not
--safe to try to evacuate, and the PCs should go back up to higher floors. They won’t take no for an answer. They will
-+Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it's not
-+safe to try to evacuate, and the PCs should go back up to higher floors. They won't take no for an answer. They will
- argue with the characters, and trying to win that argument is a difficulty 7 task. They will use force to back up their
--point—they won’t try to harm the PCs, but they will try to physically block the characters. Getting past them is a
-+point—they won't try to harm the PCs, but they will try to physically block the characters. Getting past them is a
- difficulty 5 task. Individually, they are each level 3.
-
- Going Even Further Down the Stairwell: Smoke! The stairwell is quickly becoming a chimney, even before the PCs get close
-@@ -45476,8 +45476,8 @@
-
- GM INTRUSIONS
-
--Explosion: First and foremost, the GM’s best tools in this scenario are the subsequent explosions from more bombs. The
--bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn’t just one GM
-+Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
-+bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
- intrusion, but several, and they come in two varieties:
-
- Close explosion: One or more PCs are threatened by falling debris (difficulty 5). Speed defense rolls are required;
-@@ -45485,41 +45485,41 @@
-
- Very close explosion: All PCs must succeed at Speed defense rolls or suffer damage as mentioned above. Even those who
- succeed suffer 3 points of damage. Plus, there are smoke and fire dangers in the immediate area, as described in the
--“Going Even Further Down the Stairwell” encounter. Wherever the PCs are currently, that place is not safe. More debris
--will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there’s a
-+"Going Even Further Down the Stairwell" encounter. Wherever the PCs are currently, that place is not safe. More debris
-+will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there's a
- risk of being blown off!
-
- The Terrorist: The PCs spot the bomber setting another bomb. He is a level 5 NPC with body armor (+2 Armor), a handgun,
--and a knife. He’ll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive
-+and a knife. He'll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive
- PCs means they can encounter him again somewhere else. Eventually, he tries to get to the roof and signal his ally in
- the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
- the firefighters arrive.
-
- THE CONCLUSION
-
--Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They’re
-+Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
- wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
- authorities will want to talk to them, and they will be hailed as heroes in the press.
-
--It’s not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
-+It's not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
- rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
- terrorist, or even an undercover foreign agent working for the terrorist
-
- ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
--STAY ALIVE, RUST AND REDEMPTION, IT’S ONLY MAGIC, AND CYPHER SHORTS
-+STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
-
- OPTIONAL RULES
-
- OPTIONAL RULES FOR THE WEIRD WEST
-
- PLAYING POKER
--The most obvious way you’d use physical cards in a Cypher System game is by actually playing a few rounds of poker (like
--Texas hold ’em, five‑card draw, and so on), blackjack, faro, or some other card game when the characters have gotten
-+The most obvious way you'd use physical cards in a Cypher System game is by actually playing a few rounds of poker (like
-+Texas hold 'em, five‑card draw, and so on), blackjack, faro, or some other card game when the characters have gotten
- themselves into an especially important in‑world card game.
-
- Usually, this means that you, the GM, will be standing in for one or more NPCs. The upshot is that every NPC poker
- player effectively has the same skill playing the game as you have, regardless of how good the NPC should be according
--to their stats. The same may be true of players, but at least they’re only simulating their single character; you could
-+to their stats. The same may be true of players, but at least they're only simulating their single character; you could
- end up playing for multiple different NPCs over the course of a weird west campaign.
-
- The following options can help you simulate different styles of play for different NPCs.
-@@ -45527,131 +45527,131 @@
- Simulating NPC Poker Players
-
- Hard‑bitten gamblers who make their living at the card tables fall into individual styles. A handful of play styles are
--recognized, categorized by a cardplayer’s tendencies at various stages during a particular hand. The intricacies of
-+recognized, categorized by a cardplayer's tendencies at various stages during a particular hand. The intricacies of
- those styles have their place, but not here. Instead, this optional rule provides five streamlined and broad categories,
--paired with some guidance on how you as the GM can “cheat” to make a given NPC’s play style more like the person you’re
--standing in for at the table. Make sure to let players know you’ll be using this method ahead of time, because otherwise
--some could misunderstand and think you’re actually cheating, which wouldn’t be fun for anyone.
-+paired with some guidance on how you as the GM can "cheat" to make a given NPC's play style more like the person you're
-+standing in for at the table. Make sure to let players know you'll be using this method ahead of time, because otherwise
-+some could misunderstand and think you're actually cheating, which wouldn't be fun for anyone.
-
- Ace: This NPC is an expert player who understands the intricacies of the game, how to bluff, and how to read the other
--players. They’re one of the best card sharks the PCs are ever likely to face.
-+players. They're one of the best card sharks the PCs are ever likely to face.
-
- One way you can simulate this style of play is that you get two extra cards any time you draw cards for your hand, from
--which you can choose to make the best winning hand possible. For example, if you’re playing Texas hold ’em, you’d get
--four private cards (“hole cards”) instead of two that you’d use in combination with the community cards to make the best
-+which you can choose to make the best winning hand possible. For example, if you're playing Texas hold 'em, you'd get
-+four private cards ("hole cards") instead of two that you'd use in combination with the community cards to make the best
- hand possible.
-
- Reasonably Skilled: This NPC is pretty good. Good enough, anyhow, to keep playing the tables even after some bad hands.
-
--If you consider yourself such a player, you could just play the game as usual. However, if you’re somewhat new to the
--game, give this NPC the benefit of one extra card any time you draw cards to your hand, but otherwise play like you’d
-+If you consider yourself such a player, you could just play the game as usual. However, if you're somewhat new to the
-+game, give this NPC the benefit of one extra card any time you draw cards to your hand, but otherwise play like you'd
- simulate an ace NPC poker player.
-
- Cheat: This NPC is reasonably skilled at poker, but they also sometimes cheat. Give this NPC the benefit of one extra
--card any time you draw cards to your hand, but otherwise play like you’d simulate an ace NPC poker player.
-+card any time you draw cards to your hand, but otherwise play like you'd simulate an ace NPC poker player.
-
--Novice: This NPC is just learning the game and really doesn’t have the experience to know how to consistently win. Most
-+Novice: This NPC is just learning the game and really doesn't have the experience to know how to consistently win. Most
- novices are quickly cleaned out and lose their seat at the table unless they have an especially large chip advantage.
-
--If you’re equally new to poker, you could just play the game as you can. However, if you’re actually a better player
--than a novice, you’ll have to handicap your play. That’s easy enough; just don’t choose the best hands and discard to
-+If you're equally new to poker, you could just play the game as you can. However, if you're actually a better player
-+than a novice, you'll have to handicap your play. That's easy enough; just don't choose the best hands and discard to
- lose, not win.
-
--Maniac: An NPC “maniac” plays most hands, even with a weak hand, and usually bets as if they’re going to win. This style
-+Maniac: An NPC "maniac" plays most hands, even with a weak hand, and usually bets as if they're going to win. This style
- leads to high variance, but in the long term, maniacs tend to lose lots of money.
-
--An easy way to simulate this style is just play that way; don’t fold, always call or raise the bet, and stay in the game
--as if you’ve got a winning hand.
-+An easy way to simulate this style is just play that way; don't fold, always call or raise the bet, and stay in the game
-+as if you've got a winning hand.
-
- PC Skills and Real Poker
-
--It’s possible that you’ll end up playing a real game of poker, twenty‑one, or another card game that corresponds to an
--in‑world game between the PCs and one or more NPCs. In which case, your players’ knowledge and ability to play the game
-+It's possible that you'll end up playing a real game of poker, twenty‑one, or another card game that corresponds to an
-+in‑world game between the PCs and one or more NPCs. In which case, your players' knowledge and ability to play the game
- will be literally on display.
-
--The question is: Does an in‑world character’s training or specialization in poker (and similar games where bluffing is
--important, as is knowledge of the odds of what other players might be holding) affect the player’s game of poker in the
-+The question is: Does an in‑world character's training or specialization in poker (and similar games where bluffing is
-+important, as is knowledge of the odds of what other players might be holding) affect the player's game of poker in the
- real world?
-
--Your answer might be no. And that’s great. Your players might not want it any other way. But this optional rule gives
--players the opportunity to upgrade their chance of winning a hand or two if the character they’re playing is skilled
-+Your answer might be no. And that's great. Your players might not want it any other way. But this optional rule gives
-+players the opportunity to upgrade their chance of winning a hand or two if the character they're playing is skilled
- (while the player is more novice‑level). As with when you enhance your own skill using this technique, make sure that
--all the players understand what’s going on—if one or more of the other players are using this rule to evoke the skill of
--their characters, they’re not actually cheating.
-+all the players understand what's going on—if one or more of the other players are using this rule to evoke the skill of
-+their characters, they're not actually cheating.
-
--Trained in Poker: If the player’s character is trained in poker, the player can choose to get an extra card when they
-+Trained in Poker: If the player's character is trained in poker, the player can choose to get an extra card when they
- draw cards for a hand, which they can use to make the best winning hand possible. The ability is usable once, but renews
- each time they lose a hand.
-
--Specialized in Poker: If the player’s character is specialized in poker, the player can choose to get two extra cards
-+Specialized in Poker: If the player's character is specialized in poker, the player can choose to get two extra cards
- when they draw cards for a hand, which they can use to make the best winning hand possible. The ability is usable once,
- but renews each time they lose a hand.
-
--Cheating: What if a player’s character is something of an in‑world cheat at poker, but a player doesn’t have the skill
--to palm a card up their sleeve? Each time a player decides to use their character’s ability to cheat, use the same rule
-+Cheating: What if a player's character is something of an in‑world cheat at poker, but a player doesn't have the skill
-+to palm a card up their sleeve? Each time a player decides to use their character's ability to cheat, use the same rule
- as presented for a character trained or specialized in poker for a character trained or specialized in cheating at
- cards, respectively, with one additional caveat, as follows.
-
--Each time a player relies on their character’s cheating skill, they must succeed on a Speed‑based task to cheat against
-+Each time a player relies on their character's cheating skill, they must succeed on a Speed‑based task to cheat against
- the highest-level NPC playing (or closely observing) the game. On a failed roll, the NPC notices the cheat and probably
- calls out the character.
-
- Evoking Poker with Dice
-
- In some situations, you may want to use Cypher System–adjacent rules to evoke a game of poker PCs play with one or more
--NPCs, rather than actually playing poker with cards. Here’s a simple optional rule for doing just that. (For something
-+NPCs, rather than actually playing poker with cards. Here's a simple optional rule for doing just that. (For something
- even easier, see Even Quicker Poker Resolution With Dice.)
-
- All dice rolls are made openly. In an actual game, players would hide their hole cards, but remember, this optional rule
- is for quick resolution, not exacting simulation. The rounds of betting that would normally occur and options for
--cardplayers to “develop” their hands come down to just a single roll under this procedure.
-+cardplayers to "develop" their hands come down to just a single roll under this procedure.
-
- 1. Ante/Blinds: Each PC adds in‑world money to the pot—probably an inexpensive amount, though that can vary. (For
-- simplicity’s sake, hold ’em variations that include big and small blinds are rolled up into this step.)
-+ simplicity's sake, hold 'em variations that include big and small blinds are rolled up into this step.)
-
- 2. Determine Hand Level: As the GM, you set the difficulty for the hand, which is equal to the level of the
-- highest-level NPC—or their modification for poker skill—at the table. However, don’t reveal that level until after
-+ highest-level NPC—or their modification for poker skill—at the table. However, don't reveal that level until after
- PCs decide whether to stay in or fold. (If you want to increase the level of the handlater, you can do so as a GM
- intrusion.)
-
- 3. Set the Bet: You also set the bet, which could be a moderate or higher amount of money.
-
--4. Stay or Fold: Once PCs know the bet, they can fold and leave the hand if they don’t want to add that additional
-- amount to the pot above the ante they’ve already paid. If they stay in, the character must commit the bet amount to
-+4. Stay or Fold: Once PCs know the bet, they can fold and leave the hand if they don't want to add that additional
-+ amount to the pot above the ante they've already paid. If they stay in, the character must commit the bet amount to
- the pot. (In an actual card game, cardplayers could also raise the bet that everyone else has to meet to stay in,
-- but we’re going for simplicity, and all thoserounds are condensed into this single step.)
-+ but we're going for simplicity, and all thoserounds are condensed into this single step.)
-
--5. Resolve the Hand: PCs who are still in must succeed on an Intellect‑based roll against the hand’s difficulty. Skills
-+5. Resolve the Hand: PCs who are still in must succeed on an Intellect‑based roll against the hand's difficulty. Skills
- related to playing poker apply to their roll, and the player can apply Effort.
-
- 6. Interpret Results: Use the following guidelines to figure out who wins the hand. The PC with the highest result that
-- beats the hand’s level wins the hand and the amount in the pot goes to them. If two or more PCs beat the hand’s
-+ beats the hand's level wins the hand and the amount in the pot goes to them. If two or more PCs beat the hand's
- level and achieve the same result—say, both succeed on what would be a level 6 challenge—the pot for that round is
-- split among those PCs. If no PC beats the hand’s level, the hand goes to the NPC at the table whose level in poker
-- set the hand’s level.
-+ split among those PCs. If no PC beats the hand's level, the hand goes to the NPC at the table whose level in poker
-+ set the hand's level.
-
--If the evoking poker with dice optional rule seems too much for your players’ tastes, an entire poker game could be
--resolved by one roll against the hand’s level, set by the level of the highest-level NPC (or their modification for
--poker). The PC with the highest result that beats the hand’s level wins the hand and the amount in the pot goes to them.
-+If the evoking poker with dice optional rule seems too much for your players' tastes, an entire poker game could be
-+resolved by one roll against the hand's level, set by the level of the highest-level NPC (or their modification for
-+poker). The PC with the highest result that beats the hand's level wins the hand and the amount in the pot goes to them.
-
--If two or more PCs beat the hand’s level and achieve the same result—say, both succeed on what would be a level 6
-+If two or more PCs beat the hand's level and achieve the same result—say, both succeed on what would be a level 6
- challenge—the pot for that round is split among those PCs.
-
--If no PC beats the hand’s level, the hand goes to the NPC at the table whose level in poker set the hand.
-+If no PC beats the hand's level, the hand goes to the NPC at the table whose level in poker set the hand.
-
- HANDS OF FATE
-
- Introducing the Hands of Fate optional rule gives PCs a bit more control over their situation while further investing
- them in a weird west feel.
-
--Deal Fate’s Hand: At the beginning of each day (usually after players have completed a ten-hour recovery roll), deal
--each player two cards—these are their personal Hand of Fate cards. The hand doesn’t exist in‑world, but is instead a
-+Deal Fate's Hand: At the beginning of each day (usually after players have completed a ten-hour recovery roll), deal
-+each player two cards—these are their personal Hand of Fate cards. The hand doesn't exist in‑world, but is instead a
- meta resource, to be used by the player for the benefit of their PC (sort of like XP).
-
- Draw Community Cards: The first time the PCs have an encounter that day, draw three Hand of Fate community cards. These
- cards are placed face up on the table where all the players can see; all the players can use these community cards,
- combined with their personal Hand of Fate cards, to evaluate and eventually play their individual Hands of Fate. After
--you’ve dealt the first three community cards, draw and place one additional Hand of Fate community card each time a
-+you've dealt the first three community cards, draw and place one additional Hand of Fate community card each time a
- player triggers an intrusion or you intrude, until there are five community cards in total. These cards remain in play
- until a new day dawns or until all the players have played their individual Hands of Fate.
-
-@@ -45664,10 +45664,10 @@
-
- - Straight Flush (five sequential cards, Aces high, all of the same suit): PC gains 1 XP (to keep or use like any XP).
-
--- Four of a Kind (four cards of the same value): PC can immediately take an action, even if they’ve already acted this
-+- Four of a Kind (four cards of the same value): PC can immediately take an action, even if they've already acted this
- round.
-
--- Full House (three of a kind and a pair): PC replaces a d20 roll (their own or another player’s) with a 20.
-+- Full House (three of a kind and a pair): PC replaces a d20 roll (their own or another player's) with a 20.
-
- - Flush (five cards of the same suit): PC can apply three free levels of Effort to any one roll.
-
-@@ -45691,10 +45691,10 @@
-
- When To Use Deck as D20
-
--Session: You could use the constructed “d20 deck” for part of a (or an entire) game session when playing in a High Noon
-+Session: You could use the constructed "d20 deck" for part of a (or an entire) game session when playing in a High Noon
- at Midnight adventure or setting. For example, if a scenario asks characters to compete in an in‑world game of poker
--(such as in the adventure “Five Card Fiasco”), you could ask PCs to draw from the d20 deck instead of rolling dice,
--especially if you’ve opted for evoking poker with dice instead of actually playing poker in‑world.
-+(such as in the adventure "Five Card Fiasco"), you could ask PCs to draw from the d20 deck instead of rolling dice,
-+especially if you've opted for evoking poker with dice instead of actually playing poker in‑world.
-
- Special Moment: Alternatively, you could keep the constructed d20 deck in reserve, then pull it out for the PCs to draw
- from once or twice in a session at a pivotal point or fun moment in the game. This does some of the same
-@@ -45702,7 +45702,7 @@
-
- Construct the D20 Deck
-
--Here’s how to construct a “d20 deck.”
-+Here's how to construct a "d20 deck."
-
- 1. Choose two suits, one red and one black—say, gears (diamonds) and eyes (spades).
-
-@@ -45738,11 +45738,11 @@
-
- Using the D20 Deck
-
--Shuffle the Deck: Establish one shuffled deck as the deck that’ll be used for generating random numbers for the whole
-+Shuffle the Deck: Establish one shuffled deck as the deck that'll be used for generating random numbers for the whole
- table. (You could let each PC construct a d20 deck if you have enough card decks lying around, but it takes some time to
- construct each deck, so the payoff may not be worth it.)
-
--Draw: When a character would normally roll (or you’ve decided it’s a special moment), they draw a card from the top of
-+Draw: When a character would normally roll (or you've decided it's a special moment), they draw a card from the top of
- the shuffled deck. The card drawn is the result the character obtains.
-
- For example, if they draw a 6 of eyes (spades), their roll is a 16. If they draw a 6 of gears (diamonds), they get a 6.
-@@ -45751,7 +45751,7 @@
- and so on, just like normal, when they draw from the d20 deck.
-
- Reshuffle After Every Draw: Once a given result is drawn, shuffle that card back into the deck before the next draw.
--It’s important to follow this step each time or probabilities will become more and more skewed.
-+It's important to follow this step each time or probabilities will become more and more skewed.
-
- Loaded Deck
-
-@@ -45768,7 +45768,7 @@
- how the constructed deck works. Add two jackalopes (jokers) to the loaded deck.
-
- If the character draws a jackalope (joker), have them draw again without shuffling the jackalope back into the deck—they
--can keep that card for the rest of the encounter. The second card they draw is their actual result, unless it’s another
-+can keep that card for the rest of the encounter. The second card they draw is their actual result, unless it's another
- jackalope (joker), in which case, treat the two cards as if the character rolled a natural 1 and shuffle both cards back
- into the loaded deck.
-
-@@ -45777,10 +45777,10 @@
-
- Showdown Optional Rule
-
--Whether you’re using regular dice or a d20 deck to generate numbers, consider the following initiative option that
-+Whether you're using regular dice or a d20 deck to generate numbers, consider the following initiative option that
- applies specifically during a showdown between a PC and an NPC (or more than one PC against multiple NPCs). In a
- showdown, each participant typically has a few moments to consider their opponent and the overall situation, and in the
--moment of drawing their shootin’ iron, using what they notice for some sort of advantage.
-+moment of drawing their shootin' iron, using what they notice for some sort of advantage.
-
- Simply put, if the PC wins initiative, they can choose from one of the following benefits.
-
-@@ -45796,7 +45796,7 @@
- - The character gains an asset to their Speed defense during the showdown.
-
- - At any point in the encounter, the character can treat one result as a natural 20. (If using the NPC option, an NPC
-- hinders a PC’s roll by three steps.)
-+ hinders a PC's roll by three steps.)
-
- CURSES OF THE WEIRD WEST
-
-@@ -45809,15 +45809,15 @@
- Some curses are conferred by an individual, object, or location. For example, a deathbinder may curse a target they
- shoot with their soul pistol.
-
--Other times, evil deeds sour and rot the world, resulting in an affliction that can’t be easily remedied.
-+Other times, evil deeds sour and rot the world, resulting in an affliction that can't be easily remedied.
-
--Cursed: Some curses don’t allow the character to make a defense roll to avoid them, especially if the character takes an
-+Cursed: Some curses don't allow the character to make a defense roll to avoid them, especially if the character takes an
- action they know is wrong, such as killing an innocent, burning a bar, or tearing down a religious icon revered by many.
--But curses conferred on the PC by an NPC’s attack should allow an appropriate defense roll. If a character is cursed,
-+But curses conferred on the PC by an NPC's attack should allow an appropriate defense roll. If a character is cursed,
- they know it when it happens—a weird feeling comes over them, all the hairs rise on their arms and neck, they feel as if
--“someone walked over their grave,” or something similar. However, they might not know the specific effect of the curse
-+"someone walked over their grave," or something similar. However, they might not know the specific effect of the curse
- right away. Either way, if the character is a PC, they should get 2 XP as a GM intrusion when the curse overtakes them
--(1 of which they’ll give away, as normal).
-+(1 of which they'll give away, as normal).
-
- Breaking a Curse: Breaking a curse is sometimes simple, and other times more complex.
-
-@@ -45832,7 +45832,7 @@
- their options.
-
- For instance, say a PC cheats at a game of cards, which leads an NPC who loses everything to an early grave. If the PC
--who cheated is cursed, the curse might be that they’ll lose every game of chance they undertake afterward (which is
-+who cheated is cursed, the curse might be that they'll lose every game of chance they undertake afterward (which is
- pretty mild as these things go). As the GM, you might decide that breaking the curse requires the PC to return whatever
- they won off the dead NPC. Which is somewhat difficult given that the victim is no longer alive, but finding their grave
- and burying the objects (poker chips?) might be the first step in what needs to be done to break the curse. They might
-@@ -45851,32 +45851,32 @@
- | 01–03 | Everyone the target kills eventually rises as a zombie and comes after target (killed someone to attain vengeance) |
- | 04–06 | Target never gets the draw—always loses initiative—in a gunfight (stray bullet killed a child) |
- | 07–09 | Target bleeds from eyes and ears near chapels and other spiritual places, taking 1 point of ambient damage each round within long range (destroyed a religious icon) |
--| 10–12 | Target’s footsteps burn with fire and brimstone; a huge fire risk and impossible to hide presence (burned a home with a family inside) |
-+| 10–12 | Target's footsteps burn with fire and brimstone; a huge fire risk and impossible to hide presence (burned a home with a family inside) |
- | 13–15 | Target compelled to challenge one person to a drinking match each night (killed/allowed deadly harm to befall a drinking companion) |
- | 16–18 | Target must eat all food served them no matter how much or how fit it is to be eaten (accidentally/purposefully let an animal/person starve) |
--| 19–21 | Target has no face, just a blank expanse of skin (insults about another’s appearance contributed to their death) |
-+| 19–21 | Target has no face, just a blank expanse of skin (insults about another's appearance contributed to their death) |
- | 22–24 | Target must kill someone each day or the Devil comes for their soul (made a crossroads deal) |
--| 25–27 | Target falls asleep once during any fight (slept on guard duty, resulting in companion’s death) |
--| 28–30 | Target’s touch freezes, causing food and drink to freeze solid, risking harm to friends, etc. (inattention/direct actions caused animal/person to die of exposure to the cold) |
-+| 25–27 | Target falls asleep once during any fight (slept on guard duty, resulting in companion's death) |
-+| 28–30 | Target's touch freezes, causing food and drink to freeze solid, risking harm to friends, etc. (inattention/direct actions caused animal/person to die of exposure to the cold) |
- | 31–33 | Demonic bull hunts the target every night (rustled cattle) |
--| 34–36 | Horrific nightmares degrade target’s sleep such that they are always one step down the damage track (ran instead of helping allies in a deadly fight they lost) |
-+| 34–36 | Horrific nightmares degrade target's sleep such that they are always one step down the damage track (ran instead of helping allies in a deadly fight they lost) |
- | 37–39 | Target is accident‑prone, suffering at least one level 5 accident a day (tripped companion died) |
--| 40–42 | Target who doesn’t sleep in a real grave does not gain the benefit of associated ten-hour recovery roll (robbed a grave) |
-+| 40–42 | Target who doesn't sleep in a real grave does not gain the benefit of associated ten-hour recovery roll (robbed a grave) |
- | 43–45 | Wild animals constantly find and attack target (hunted for sport, not for food and resources) |
--| 46–48 | Target’s tongue is a venomous snake that sometimes gets loose (lie led to someone’s death) |
--| 49–51 | Target’s touch is venomous; venom sometimes spreads to food and objects (killed an innocent spider) |
--| 52–54 | Target’s reflection sometimes attacks them (vandalized/robbed a home and broke some mirrors) |
-+| 46–48 | Target's tongue is a venomous snake that sometimes gets loose (lie led to someone's death) |
-+| 49–51 | Target's touch is venomous; venom sometimes spreads to food and objects (killed an innocent spider) |
-+| 52–54 | Target's reflection sometimes attacks them (vandalized/robbed a home and broke some mirrors) |
- | 55–57 | Every mount the target rides quickly comes to a bad end (rode a mount to death) |
- | 58–60 | Target sleepwalks, possessed by a hex gunner (stole an object that belonged to spirit) |
- | 61–63 | Target breaks into coyote‑like howls when trying to speak (ran over a coyote with mount/wagon) |
--| 64–66 | Hanged corpses that “see” target break their ropes and attack with deadshot stats (let an innocent hang in their place) |
-+| 64–66 | Hanged corpses that "see" target break their ropes and attack with deadshot stats (let an innocent hang in their place) |
- | 67–69 | Target only gets nutrition from human flesh and bones (forced to eat a companion to live) |
--| 70–72 | Target’s skin becomes stiff and rusted like iron, hindering all physical tasks (killed a blacksmith) |
--| 73–75 | Precious metals handled by/near target turn to lead (jumped a prospector’s claim) |
-+| 70–72 | Target's skin becomes stiff and rusted like iron, hindering all physical tasks (killed a blacksmith) |
-+| 73–75 | Precious metals handled by/near target turn to lead (jumped a prospector's claim) |
- | 76–78 | Target is cursed with lycanthropy; regularly becomes a vicious werewolf (hunted for sport, let the wolf pelt rot) |
- | 79–81 | Target loses every bet, every gamble, every wager (cheated a demon at cards) |
--| 82–84 | Target’s flesh is constantly dripping a foul ordure, hindering pleasant social interaction by two steps (actions led to someone drowning in a cesspit) |
--| 85–87 | Target’s attacks tend to ricochet; at least one attack rebounds on target per conflict (ricochet killed a bystander) |
-+| 82–84 | Target's flesh is constantly dripping a foul ordure, hindering pleasant social interaction by two steps (actions led to someone drowning in a cesspit) |
-+| 85–87 | Target's attacks tend to ricochet; at least one attack rebounds on target per conflict (ricochet killed a bystander) |
- | 88–90 | Target grows a second head each night, which detaches on scorpion legs and attacks anyone (including target) nearby (killed an alchemist) |
- | 91–93 | Target is sometimes pulled into a dark dimension (left a companion to die in the dark) |
- | 94–96 | Target wakes up after some ten-hour recovery rolls buried in a coffin within long range of where they went to sleep (actions led to someone being buried alive) |
-@@ -45902,9 +45902,9 @@
-
- - The old fort the PCs find that seemed so hopeful turns out to be a chupacabra lair
-
--- A pack of dire coyotes begins howling in the night; they’ve caught the PCs’ scent
-+- A pack of dire coyotes begins howling in the night; they've caught the PCs' scent
-
--- Red mists, swarming insects, a freak cold snap, etc. hinder PCs’ foraging/trapping tasks by two steps
-+- Red mists, swarming insects, a freak cold snap, etc. hinder PCs' foraging/trapping tasks by two steps
-
- - Spores from strange fungus infect gathered food, causing PCs to fall into a disturbing sleep
-
-@@ -45931,11 +45931,11 @@
-
- Specific hunted and/or trapped game could include bison, jackrabbits, quail, prairie dogs, coyotes, and if especially
- desperate, one or more cursed beasts. Once found, the food is best if dressed and cooked, though especially desperate
--people can still gain the benefit of food if it’s not cooked.
-+people can still gain the benefit of food if it's not cooked.
-
- Water is usually found in cricks, springs, or small lakes; collected in deep rock cavities or caves; or even collected
- from morning dew. Water should be boiled when possible—otherwise PCs risk catching dysentery (and similar diseases).
--Water that isn’t boiled doesn’t automatically mean PCs are exposed to the disease, but it’s common enough.
-+Water that isn't boiled doesn't automatically mean PCs are exposed to the disease, but it's common enough.
-
- Dysentery (level 4 disease): People exposed to dysentery come down with severe diarrhea and cramps on a failed Might
- defense roll. After several hours, all their tasks are hindered by two steps. Each day, an infected character must
-@@ -45960,7 +45960,7 @@
- Growing Reputation
-
- Beginning at tier 3 or later, PCs have been active in the setting long enough that tall tales start being told about the
--group. That’s especially true if the characters have interacted with NPCs who know a little about the characters and
-+group. That's especially true if the characters have interacted with NPCs who know a little about the characters and
- their exploits.
-
- However, a tall tale grows in the telling. Whatever exploit is being recounted should include an exaggeration or two, if
-@@ -45985,7 +45985,7 @@
-
- Tall Tale Determination
-
--PCs first learn they’re featured in at least one tall tale because they overhear someone in a saloon, on a train, or in
-+PCs first learn they're featured in at least one tall tale because they overhear someone in a saloon, on a train, or in
- some other social gathering telling a story that includes elements they personally remember.
-
- Tall tales may spring up about the PCs a couple of different ways.
-@@ -45993,19 +45993,19 @@
- GM Fiat: Based on the actions of PCs who are at least tier 3, you craft a tall tale and set it loose in the campaign.
-
- Player Intrusion: A PC of at least tier 3 may gain the benefits of a tall tale for one particular encounter if they use
--a player intrusion; however, this tall tale does not catch on—it’s later recognized as utterly untrue or otherwise
-+a player intrusion; however, this tall tale does not catch on—it's later recognized as utterly untrue or otherwise
- gutters out.
-
- Long-Term Benefit: A PC of at least tier 3 may spend 3 XP to gain a long-term benefit in the form of a tall tale about
--their character. The rest of the PCs aren’t featured in this tall tale unless they all do the same.
-+their character. The rest of the PCs aren't featured in this tall tale unless they all do the same.
-
- Benefits of Tall Tales
-
--Even if folks don’t fully believe the tall tales told about the PCs, the mere fact that the stories persist gives the
-+Even if folks don't fully believe the tall tales told about the PCs, the mere fact that the stories persist gives the
- PCs the following benefits.
-
--Reputation: When PCs are first recognized by NPCs familiar with the tall tale (and most are, unless they’re isolated),
--PCs’ very first interaction task (whether positive or negative) is eased by three steps. Once the shock of recognizing
-+Reputation: When PCs are first recognized by NPCs familiar with the tall tale (and most are, unless they're isolated),
-+PCs' very first interaction task (whether positive or negative) is eased by three steps. Once the shock of recognizing
- the PCs wears off a round later, future interaction tasks with the same NPCs are eased by one step.
-
- Tall Tale Perks: When PCs are recognized, people do favors for the characters. For instance, they can be seated at any
-@@ -46029,13 +46029,13 @@
- | | |
- |-----|--------------------------------------------------------------------------------------------------|
- | d10 | Consequence of Tall Tale Acclaim |
--| 1 | A newspaper exposé is published about the PCs’ exploits, painting them in an unflattering light. |
-+| 1 | A newspaper exposé is published about the PCs' exploits, painting them in an unflattering light. |
- | 2 | A 10‑foot (3 m) tall humanoid covered in hair as thick as fur—a wild one—begins stalking PCs. |
- | 3 | Misanthropes arrive and begin making all sorts of hateful comments about the PCs. |
- | 4 | Someone tells an alternate tall tale painting PCs as ruthless outlaws; folks begin to shun PCs. |
- | 5 | Relatives of one or more PCs come under scrutiny and harassment by fame chasers. |
- | 6 | Federal marshals attempt to press‑gang PCs into service to face a horrific threat. |
--| 7 | A hex gunner decides the PCs aren’t all that and challenges one character to a showdown. |
-+| 7 | A hex gunner decides the PCs aren't all that and challenges one character to a showdown. |
- | 8 | A former friend and/or ally no longer wants anything to do with the PCs. |
- | 9 | Thieves try to claim all the riches they believe the PCs have for themselves. |
- | 10 | Fame chasers break in on the PCs during important negotiations. |
-@@ -46044,10 +46044,10 @@
-
- PARANORMAL VICES OF THE WEIRD WEST
-
--Fair warning, pardner—if you ain’t careful, grifters, drunkards, and rabble‑rousers will drag you to Perdition. ’Cept
-+Fair warning, pardner—if you ain't careful, grifters, drunkards, and rabble‑rousers will drag you to Perdition. 'Cept
- some folks never seem to suffer from their own impure actions—and not even they really know why.
-
--A vice is behavior that many consider immoral or wicked. In some times and places, one person’s vice is another’s
-+A vice is behavior that many consider immoral or wicked. In some times and places, one person's vice is another's
- completely healthy pastime, if not taken to an extreme. But taking it to the extreme is what vices in the weird west
- rely on to empower them.
-
-@@ -46056,7 +46056,7 @@
- longtime indulgers. At least, they evade consequences for a lot longer than seems possible, until the force the PCs have
- unintentionally connected themselves to decides otherwise.
-
--NPCs With Paranormal Vices: It could turn out that PC activity is too “pure” to warrant a mystical connection to
-+NPCs With Paranormal Vices: It could turn out that PC activity is too "pure" to warrant a mystical connection to
- invisible forces of oblivion, entropy, lies, and so on. In that case, the PCs might well encounter the rare NPC that
- always at least breaks even in poker (a Cardsharp), can drink anyone under the table and only seem steadier and more
- unflinching (an Inebriate), or can talk someone else out of their hat and spurs and be thanked for it (a Shyster). (In
-@@ -46075,7 +46075,7 @@
- A PC might develop a paranormal vice in a manner similar to one of the ways a character can become cursed—as a result of
- poor choices. In this case, ongoing dedication to drinking, gambling, or swindling might forge a linkage to an invisible
- force related to the individual activity. A force that encourages that vice, knowing that with continued use, the
--pinhole connection it’s forged to the world will grow.
-+pinhole connection it's forged to the world will grow.
-
- When a character gains a vice with ties to a primordial power source, the character knows it. The revelation comes to
- them as a sort of waking dream where they see a version of themself cloaked in flame, shadow, ice, blades, or some other
-@@ -46090,8 +46090,8 @@
- power, as noted under each vice. Make just a couple of the indicated abilities available to the character initially, but
- give them one more each time they increase their connection with a low connection roll.
-
--Repercussions From a Connection: Over time, a connection grows between a character’s paranormal vice and the mysterious
--force behind it. Repercussions sometimes manifest depending on the character’s connection roll.
-+Repercussions From a Connection: Over time, a connection grows between a character's paranormal vice and the mysterious
-+force behind it. Repercussions sometimes manifest depending on the character's connection roll.
-
- Connection Roll: Each time a character with a paranormal vice uses one of their abilities, they must make 1d10
- connection roll. On a connection roll of 1, the connection range increases by 1, and the character suffers a
-@@ -46112,7 +46112,7 @@
- inhibitions dissolve and the Inebriate is set adrift on a sea of euphoria—or, for some, unstoppable rage.
-
- *Related Vices:* A character who overindulges in some other drug—like laudanum, opium, tobacco, and patent medicines
--like “Doctor Good” (derived from cocaine, opium, and alcohol)—could gain a paranormal vice with the same characteristics
-+like "Doctor Good" (derived from cocaine, opium, and alcohol)—could gain a paranormal vice with the same characteristics
- as an Inebriate.
-
- Ill Effects of Drinking
-@@ -46129,16 +46129,16 @@
- 1 for each additional drink taken during the same hour, or while the character is down one or more steps on the
- intoxication track.
-
--- Sober is the normal state for characters who haven’t been drinking and who aren’t hungover.
-+- Sober is the normal state for characters who haven't been drinking and who aren't hungover.
-
--- Tipsy characters are those who’ve started to feel one or two drinks. Tipsy characters can apply a free level of Effort
-+- Tipsy characters are those who've started to feel one or two drinks. Tipsy characters can apply a free level of Effort
- to positive social interaction tasks, but must spend 1 extra point per level of Effort applied to any other task. For
- example, applying one level of Effort costs 4 points instead of 3, and applying two levels of Effort costs 7 points
- instead of 5.
-
-- - If a tipsy character has no more drinks, they return to sober in about an hour and probably won’t become hungover.
-+ - If a tipsy character has no more drinks, they return to sober in about an hour and probably won't become hungover.
-
--- Inebriated characters’ tasks are hindered by two steps. Inebriated characters must spend 1 extra point per level of
-+- Inebriated characters' tasks are hindered by two steps. Inebriated characters must spend 1 extra point per level of
- Effort applied to any task.
-
- - The GM should also intrude on an inebriated character at least once to afflict them with the accidents that beset
-@@ -46152,15 +46152,15 @@
-
- - Passed out means a character is unconscious, or as good as.
-
-- - A passed-out character won’t revive on their own for four to eight hours. When they do revive, they descend the
-+ - A passed-out character won't revive on their own for four to eight hours. When they do revive, they descend the
- track to hungover. If roused earlier by shaking and/or slapping (or by taking damage), the character wakes but
- returns to inebriated status.
-
-- - Characters who passed out don’t remember what happened while they were inebriated, or if they do, only as
-+ - Characters who passed out don't remember what happened while they were inebriated, or if they do, only as
- unconnected flashes.
-
- - Hungover characters feel horrible and their tasks are hindered. A hangover lasts six to twelve hours, or until a
-- character has “hair of the dog” (at least one drink).
-+ character has "hair of the dog" (at least one drink).
-
- Inebriate Abilities
-
-@@ -46177,11 +46177,11 @@
-
- - Hair-Trigger Reflexes: The Inebriate adds a free level of Effort to initiative tasks. Enabler.
-
--- Iron Liver: When they wish, an Inebriate doesn’t suffer ill effects of alcohol, including descending steps on the
-+- Iron Liver: When they wish, an Inebriate doesn't suffer ill effects of alcohol, including descending steps on the
- intoxication track (see boxed text). Instead, they can put down shot after shot of whiskey or other drink with no
- apparent effect, other than being able to access the abilities noted. Enabler.
-
--- Mean Drunk: For one minute, the Inebriate’s ranged attacks deal 1 additional point of damage. Drink (part of same
-+- Mean Drunk: For one minute, the Inebriate's ranged attacks deal 1 additional point of damage. Drink (part of same
- action) to activate.
-
- - Unflinching: For ten minutes, the Inebriate gains +1 to Armor and eases Might defense rolls by two steps. For the same
-@@ -46197,15 +46197,15 @@
- | | |
- |-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | d6 | Inebriate Repercussions |
--| 1 | Blind in One Eye. The character loses vision from one eye for one hour. During this period, a burning, alien eye looks out from the character’s eye socket instead of their own, and their sight‑based tasks are hindered. The alien eye has Armor 10 and rarely blinks. |
--| a | Liquor Purge. All the alcohol the character carries or touches for the next hour turns to dust—the character can’t benefit from Inebriate abilities for that hour. During that same hour, a penumbra (a shadow’s edge) shrouds the character so they seem weirdly dim, as if standing half in shadow even in bright light. |
--| 3 | Infectious Intoxication. A nearby ally descends one step on the intoxication track. While the ally remains intoxicated, the character can’t look at them or say their name. |
-+| 1 | Blind in One Eye. The character loses vision from one eye for one hour. During this period, a burning, alien eye looks out from the character's eye socket instead of their own, and their sight‑based tasks are hindered. The alien eye has Armor 10 and rarely blinks. |
-+| a | Liquor Purge. All the alcohol the character carries or touches for the next hour turns to dust—the character can't benefit from Inebriate abilities for that hour. During that same hour, a penumbra (a shadow's edge) shrouds the character so they seem weirdly dim, as if standing half in shadow even in bright light. |
-+| 3 | Infectious Intoxication. A nearby ally descends one step on the intoxication track. While the ally remains intoxicated, the character can't look at them or say their name. |
- | 4 | Worm From the Bottle. The character loses the ability to speak for ten minutes. Instead, an echoing voice that sounds like dark liquid rushing down a waterfall laughs and titters, sometimes threatening others, other times launching into obscenity‑laden tirades. |
- | 5 | Rampage. A drunken rage overtakes the character, during which time their entire face seems to be replaced by an alien, inhuman mask. While enraged, the character must attack the closest creature in short range each round (whether ally, foe, or a stranger), until they can succeed on a difficulty 5 Intellect defense roll to end the effect. |
- | 6 | Retching Summons. Character upchucks a horrific quantity of gelatinous goo that animates as an insidious thing (a horrifying mass of writhing, slapping, undulating tentacles twice the size of a person) that attacks everyone. |
- | Final | Character vanishes, leaving behind clothing and possessions sopping wet with rancid whiskey. Depending on the campaigning or setting, this summons an avatar of oblivion into the physical world—whatever that means for your game. |
-
--\*Insidious thing: level 5; health 18; attacks with toothed tentacles; where damaged, target’s skin is discolored for
-+\*Insidious thing: level 5; health 18; attacks with toothed tentacles; where damaged, target's skin is discolored for
- several weeks
-
- GAMBLING
-@@ -46237,18 +46237,18 @@
- should gain the benefit described under Specialized in Poker. After each hand the benefit is gained, a connection roll
- must be made.
-
--If the Cardsharp has Uncanny Luck or a similar ability in addition to Cardsharp’s Luck, it’s the Cardsharp’s choice (no
-+If the Cardsharp has Uncanny Luck or a similar ability in addition to Cardsharp's Luck, it's the Cardsharp's choice (no
- roll required) whether they get a minor effect, a major effect, or a free activation of one of their Tier One–3 focus
- abilities.
-
- A PC that is already specialized in poker and is a Cardsharp gains three cards instead of two with each new hand.
-
--- Breaking Even: When they wish, a Cardsharp doesn’t walk away from a game or bet having lost any money. They may not
-- have any winnings, either (especially if they didn’t use their Cardsharp abilities), but at least they’re not out any
-+- Breaking Even: When they wish, a Cardsharp doesn't walk away from a game or bet having lost any money. They may not
-+ have any winnings, either (especially if they didn't use their Cardsharp abilities), but at least they're not out any
- money. The specific mechanism of how this happens varies by game and circumstance, but somehow, the invisible force
- associated with the Cardsharp tweaks the situation so the Cardsharp breaks even. Enabler.
-
--- Cardsharp’s Luck: When the Cardsharp rolls for a task and succeeds, they roll again. If the second number rolled is
-+- Cardsharp's Luck: When the Cardsharp rolls for a task and succeeds, they roll again. If the second number rolled is
- higher than the first, they get a minor effect. If they roll the same number again, they get a major effect. Enabler.
-
- - Deck to Hand: The Cardsharp gains a new deck of cards, set of dice, coin to flip, or other small gambling token
-@@ -46256,11 +46256,11 @@
- the Cardsharp, the Cardsharp could find an extra one in their clothing, or it could just turn up. Action (obviously
- not one requiring an associated drawn card, dice throw, or coin flip).
-
--- Entropy’s Luck: If the Cardsharp fails on a task, they can change the die result to a natural 20; however, when they
-+- Entropy's Luck: If the Cardsharp fails on a task, they can change the die result to a natural 20; however, when they
- do so, a repercussion is also automatically triggered. Enabler.
-
- - Shuffle Wizard: For ten minutes, the Cardsharp gains +1 to Speed Edge and eases Speed defense rolls by two steps.
-- Tasks to distract onlookers by the Cardsharp’s ability to shuffle and manipulate cards are also eased by two steps.
-+ Tasks to distract onlookers by the Cardsharp's ability to shuffle and manipulate cards are also eased by two steps.
- Draw card, throw dice, or flip coin (each a separate action) to activate.
-
- Cardsharp Repercussions
-@@ -46272,24 +46272,24 @@
- | | |
- |-------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | d6 | Cardsharp Repercussions |
--| 1 | Stone Hand. The character loses the use of one hand for one hour. During this period, physical tasks requiring two hands are hindered and the character’s hand and forearm appears as if replaced with an oversized chunk of crimson stone. |
-+| 1 | Stone Hand. The character loses the use of one hand for one hour. During this period, physical tasks requiring two hands are hindered and the character's hand and forearm appears as if replaced with an oversized chunk of crimson stone. |
- | 2 | Card Fire. Whatever the character carries to generate random results (cards, dice, coins, etc.) and all similar material within immediate range goes up in flames, sending tongues of choking smoke into the air. The Cardsharp and anyone else in immediate range takes 5 points of ambient damage. |
--| 3 | Loser. A nearby ally loses big on a bet, and the Cardsharp forgets that ally’s name and existence for an hour. If no ally is betting, the Cardsharp loses their stake (despite their Breaking Even ability) and passes out for an hour, during which time they cannot be roused. |
--| 4 | Joker. For one hour, the Cardsharp’s features are muted in a penumbra (a shadow’s edge) so their face is weirdly dim, even in bright light. During this period, anything the Cardsharp says always concludes with a threat of horrific violence against whoever the Cardsharp is addressing. |
-+| 3 | Loser. A nearby ally loses big on a bet, and the Cardsharp forgets that ally's name and existence for an hour. If no ally is betting, the Cardsharp loses their stake (despite their Breaking Even ability) and passes out for an hour, during which time they cannot be roused. |
-+| 4 | Joker. For one hour, the Cardsharp's features are muted in a penumbra (a shadow's edge) so their face is weirdly dim, even in bright light. During this period, anything the Cardsharp says always concludes with a threat of horrific violence against whoever the Cardsharp is addressing. |
- | 5 | Ace of Guns. Straining probability, a bullet from a distant gunfight ricochets into the area and off several walls, attacking the Cardsharp and up to five nearby people as a level 5 attack. |
--| 6 | Queen of Gears. The Cardsharp’s eyes blaze with purple radiance, animating a nearby stove, grandfather clock, or other mechanism as a forgeborn (somewhat resembling the queen of gears card) that attacks everyone. |
-+| 6 | Queen of Gears. The Cardsharp's eyes blaze with purple radiance, animating a nearby stove, grandfather clock, or other mechanism as a forgeborn (somewhat resembling the queen of gears card) that attacks everyone. |
- | Final | Character vanishes, leaving behind clothing and possessions sopping wet with rancid whiskey. Depending on the campaigning or setting, this summons an avatar of entropy into the physical world—whatever that means for your game. |
-
- \*Forgeborn, queen of gears: level 4; Armor 2; two bashing attacks
-
- SWINDLING
-
--A person with this vice is called a Shyster. They’re tricksters, but who doesn’t love a good trick? Shysters are mirage
-+A person with this vice is called a Shyster. They're tricksters, but who doesn't love a good trick? Shysters are mirage
- merchants who tell others what they most wish to hear. The truth is harsh—and made harsher when a lie is exposed—which
--is why a Shyster’s honeyed words are so potent that those who’ve been duped (call ’em marks) often refuse to believe
-+is why a Shyster's honeyed words are so potent that those who've been duped (call 'em marks) often refuse to believe
- anything other than the beautiful tapestry of fiction. The mark may even work to explain away the difference
-
--between the lie they want to believe and the cold reality of a Shyster’s grift.
-+between the lie they want to believe and the cold reality of a Shyster's grift.
-
- Shyster Abilities
-
-@@ -46300,7 +46300,7 @@
-
- Triggering Shyster Abilities: Some Shyster abilities require the Shyster to demonstrate a minor tell such as a wink,
- raised eyebrow, or quick quirk of the mouth (as part of the same action) to gain the effect, as indicated. Despite the
--tell, the supernatural nature of the ability means most people still don’t realize they’re being swindled.
-+tell, the supernatural nature of the ability means most people still don't realize they're being swindled.
-
- Each time an ability is used (including enablers), the Shyster must roll 1d10 to check for a connection.
-
-@@ -46308,21 +46308,21 @@
- steps. Deception tasks are eased by two steps. Wink, raise an eyebrow, or quirk mouth (part of same action) to
- activate.
-
--- Evade All Consequence: A mark who finally realizes that they’ve been conned by the Shyster doesn’t come looking for
-- revenge if the Shyster doesn’t want them to. The Shyster may not have succeeded in their confidence game, especially
-- if they didn’t use their Shyster abilities, but at least their bones remain unbroken. The specific mechanism of how
-+- Evade All Consequence: A mark who finally realizes that they've been conned by the Shyster doesn't come looking for
-+ revenge if the Shyster doesn't want them to. The Shyster may not have succeeded in their confidence game, especially
-+ if they didn't use their Shyster abilities, but at least their bones remain unbroken. The specific mechanism of how
- all consequences are evaded varies by game and circumstance, but somehow, the invisible hand of fate tweaks the
-- situation so the Shyster isn’t taken in or hurt. Enabler.
-+ situation so the Shyster isn't taken in or hurt. Enabler.
-
- - Quick Thinking: If a Shyster succeeds on an Intellect defense roll for any reason, they gain an action. They can use
- it immediately even if they have already taken a turn (or multiple turns) in the round, but each use requires a
- connection roll. Enabler.
-
--- Shyster’s Face: The Shyster’s face seems to peel away and reforms in some other guise, allowing them to hide their
-+- Shyster's Face: The Shyster's face seems to peel away and reforms in some other guise, allowing them to hide their
- identity or attempt to impersonate someone else, granting two assets to any tasks involving disguise for one hour.
- Wink, raise an eyebrow, or quirk mouth (part of same action) to activate.
-
--- Won’t Be Fooled Again: For the next day, the Shyster isn’t conned by someone else’s grift. Wink, raise an eyebrow, or
-+- Won't Be Fooled Again: For the next day, the Shyster isn't conned by someone else's grift. Wink, raise an eyebrow, or
- quirk mouth (as an action) to activate.
-
- Shyster Repercussions
-@@ -46343,8 +46343,8 @@
-
-
- 1 |
--Unbroken Skin. The character can’t speak or make vocal noise for one hour. During this
--period, their mouth and vocal cords simply don’t exist; instead, the Shyster’s lower face
-+ | Unbroken Skin. The character can't speak or make vocal noise for one hour. During this
-+period, their mouth and vocal cords simply don't exist; instead, the Shyster's lower face
- features unbroken skin without evidence of hinging jaws. |
-
-
-@@ -46370,13 +46370,13 @@
-
- 5 |
- Truth Spasm. For the next few hours, any time anyone within audible range of the Shyster
--speaks the truth, a penumbra (a shadow’s edge) briefly dims the speaker’s face and they
-+speaks the truth, a penumbra (a shadow's edge) briefly dims the speaker's face and they
- suffer a horrific vision of the people, places, or things they were speaking of falling into ruin.
- The affected character takes 2 points of Intellect damage (ignores Armor) each time, too. |
-
-
- 6 |
--Ghostly Retribution. A ghost of someone who died on account of the Shyster’s lies (or any lie
-+ | Ghostly Retribution. A ghost of someone who died on account of the Shyster's lies (or any lie
- told by anyone) is summoned and attacks everyone. |
-
-
-@@ -46392,7 +46392,7 @@
-
- Survey of Weird West Threats and Hazards
-
--If you’re looking for ideas to challenge your PCs who are between jobs or who’ve become complacent while riding into the
-+If you're looking for ideas to challenge your PCs who are between jobs or who've become complacent while riding into the
- sunset, look no further than this here table. Those spire‑like stones could be something other than strictly natural,
- giant scorpions are more common than most folks think, the Tomb Moon might eclipse the sun, or the characters could just
- discover that their mounts have been sickened by bad water.
-@@ -46440,24 +46440,24 @@
- 25–27 Poisoned Waters (level 3): A lake, stream, crick, or watering hole is poisoned. Drinking from it deals 3 points of
- damage per round for three rounds on a failed Might defense task; merely getting wet inflicts 1 point of damage per
- round for three rounds on a failed Might defense task. Mounts of level 3 or less that drink the water are sickened and
--can’t travel for a couple of days.
-+can't travel for a couple of days.
-
- 28–30 Saloon on Fire (level 4): Everything in the saloon (or other burning structure) takes 4 points of ambient damage
--each round on a failed Speed defense roll. If characters can’t escape, choking smoke in the area means they must succeed
-+each round on a failed Speed defense roll. If characters can't escape, choking smoke in the area means they must succeed
- on Might defense rolls each round or suffer 2 additional points of ambient damage and lose their next action.
-
--31–33 Uncanny Gnat Swarm (level 3): A swarm of undead gnats “breathed” out by a necrovore moves up to an immediate
-+31–33 Uncanny Gnat Swarm (level 3): A swarm of undead gnats "breathed" out by a necrovore moves up to an immediate
- distance each round (or remains stationary) as a cloud filling an immediate area. Those in the area take 2 points of
- Speed damage (ignores Armor) each round from the undead bites and lose their next turn.
-
--34–36 Waking Curse (level 4): Everyone in town wakes at midnight each night, terrified nearly to their wits’ end by the
-+34–36 Waking Curse (level 4): Everyone in town wakes at midnight each night, terrified nearly to their wits' end by the
- same dream of a hovering, flaming skull wearing a burning cowboy hat. Everyone, that is, but for yet another person who
--died of fright in their sleep. Treat as a curse affecting the town that can’t be removed until the grave of an outlaw
-+died of fright in their sleep. Treat as a curse affecting the town that can't be removed until the grave of an outlaw
- buried somewhere in the town is found and the remains are cremated according to an alchemical procedure.
-
- 37–39 Demon Drinker (level 5): A demon wearing cowboy flesh sometimes appears in the region—usually in a saloon—and
- challenges a random patron to a drinking contest. The demon claims that if the selected target can match the demon shot
--for shot, the demon will return to Hell (or Perdition) without the patron’s soul. Sometimes the demon is killed by
-+for shot, the demon will return to Hell (or Perdition) without the patron's soul. Sometimes the demon is killed by
- lawmen or others, but it always returns—it can only truly be banished if someone beats it at its whiskey‑soaked game.
-
- 40–42 Plague of Scorpions (level 3): The shelter or campsite seems sound, until hundreds of scorpions spill from
-@@ -46465,7 +46465,7 @@
- successful defense roll.
-
- 43–45 Lost and Hungry Settlers (level 4): A group of about eight gaunt settlers arrives in the region. They seem
--determined to settle in for a spell; however, they’re secretly part of a cult that believes the highest sacrament is
-+determined to settle in for a spell; however, they're secretly part of a cult that believes the highest sacrament is
- eating human flesh (preferably that of lone cowboys and such).
-
- 46–48 Stampede (level 4): A stampede of spooked pronghorns thunders through the area, streaming by for nearly a minute.
-@@ -46478,7 +46478,7 @@
-
- 52–54 Uncanny Sandstorm (level 4): A disruption elsewhere causes a sandstorm dotted with greenish particles to sweep
- across an area that seemed perfectly safe, such as a ranch or town, dealing 1 point of ambient damage every few rounds
--to anyone who doesn’t take cover for the length of the storm (a few minutes).
-+to anyone who doesn't take cover for the length of the storm (a few minutes).
-
- 55–57 Toxic Stagecoach Crash (level 4): Along the trail a stagecoach is shattered against a giant, dead tree. Tendrils
- of dark fluid seep out of the wreckage, creating strange patterns across the ground and up the dead tree. Contact causes
-@@ -46496,14 +46496,14 @@
- trains that speed across the tracks into the ravine below.
-
- 64–65 Prairie Fire (level 4): A lightning strike (or something more purposefully malevolent) sets the prairie ablaze!
--Characters and creatures that can’t escape the burning advance (which sometimes moves an immediate distance each round,
-+Characters and creatures that can't escape the burning advance (which sometimes moves an immediate distance each round,
- but other times leaps a short or even long distance) take 4 points of damage each round they remain in the blaze. A
- prairie fire is hot, but usually exhausts nearby fuel within a minute, though PCs in the area are still menaced by
- choking smoke; they must succeed on Might defense rolls each round or suffer an additional 2 points of ambient damage
- and lose their next action.
-
- 66–68 Necrotic Eclipse (level 5): Even for those whose business it is to track such things, the eclipse of the sun by
--the Tomb Moon comes as a surprise. During the four-minute period of complete darkness when only the sun’s fiery crown is
-+the Tomb Moon comes as a surprise. During the four-minute period of complete darkness when only the sun's fiery crown is
- visible, a scourge of necrovores attacks the town unlucky enough to lie in the path of totality.
-
- 69–72 Ghostnado (level 5): Ghosts generate a vortex of necrotic energy, creating a rotating column of undeath that draws
-@@ -46516,8 +46516,8 @@
- 73–76 When It Rains, It Floods (level 4): Torrential rains in the mountains cause a serious flood in the area. Failed
- Speed defense rolls mean the rushing waters envelop characters in low‑lying areas, inflicting 4 points of Speed damage
- (a combination of the tumult and the character desperately trying to keep their head above water) and moving them a
--short distance in the direction of the water’s flow. This happens each round until an affected character can pull
--themself out of the water. If that wasn’t bad enough, sometimes there are zombies in the water.
-+short distance in the direction of the water's flow. This happens each round until an affected character can pull
-+themself out of the water. If that wasn't bad enough, sometimes there are zombies in the water.
-
- 77–79 Alchemical Accident (level 5): An alchemist set up an out‑of‑the‑way lab to run dangerous experiments. Those who
- investigate the lonely structure set off an experiment gone wrong, which implodes in a violent, violet blast dealing 5
-@@ -46531,14 +46531,14 @@
-
- Captain: *level 4; health 25*
-
--83–86 Unquiet Crops (level 3): Something’s gotten into the corn. The kernels burst from their husks like bullets.
-+83–86 Unquiet Crops (level 3): Something's gotten into the corn. The kernels burst from their husks like bullets.
- Creatures within short range are attacked two or three times each round as kernels whistle past their eyes or strike
- home, dealing 3 points of damage per strike.
-
- 87–89 Mine Collapse (level 4): Who knew the whole area was riddled with mineshafts? The ground slumps, sending all
- creatures in the area who fail a Might defense roll to hold on to something solid into a subterranean region. Affected
- creatures take 4 points of damage in the fall, and then are potentially trapped underground in a warren of tunnels until
--they can find a way out. Which ain’t great, but sometimes there are nightcrawlers in the tunnels.
-+they can find a way out. Which ain't great, but sometimes there are nightcrawlers in the tunnels.
-
- 90–93 Alien Base (level 6): A lone alien known as an enthraller has a secret base in the badlands; the alien is using
- mind‑controlled outlaws to kidnap targets for it to study.
-@@ -46570,7 +46570,7 @@
- character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
- like other character abilities.
-
--Unless the theme of the setting is that everyone is quite proficient in magic, it’s probably best to limit an individual
-+Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
- NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
- can know a number of cantrips equal to their level.
-
-@@ -46578,15 +46578,15 @@
-
- Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
- within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
--around, possibly landing on a creature. The cantrip doesn’t work if there are no suitable pests within a short distance.
-+around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
- Action.
-
--A level 0 creature isn’t a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
-+A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
- described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
-
- 1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
- to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
-- moving around, possibly crawling on a creature. The cantrip doesn’t work if there are no suitable pests within a
-+ moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
- short distance. Action.
-
-
-@@ -46597,19 +46597,19 @@
-
-
- 1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
-- creature, for the next couple of rounds they feel like they’re standing under an air conditioning vent. If the
-- target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you’d dunked it into a bucket of
-+ creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
-+ target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
- ice. Action.
-
-
-
- 1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
-- the clothes you’re wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
-+ the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
- an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
- removing wrinkles. Action.
-
- Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
--be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature’s hair color, it lasts
-+be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
- a few days. Action.
-
- 1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
-@@ -46621,14 +46621,14 @@
-
-
- 1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
-- it’s ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
-- normal circumstances, this doesn’t burn, overcook, or otherwise ruin the dish. Action.
-+ it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
-+ normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
-
-
-
- 1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
- to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
-- thin chain necklace. The object usually gives off harmless blue sparks when it’s cut. Action.
-+ thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
-
-
-
-@@ -46644,7 +46644,7 @@
- wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
- writing requires an Intellect-based attack roll. Action.
-
--> Erase Cantrip doesn’t remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
-+> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
-
- 1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
- within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
-@@ -46667,24 +46667,24 @@
- Remember to tip your server. Action.
-
- Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
--minutes. The fire doesn’t burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
-+minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
- Intellect-based attack roll against them to inflict 1 point of damage. Action.
-
- Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
-
- Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
--lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren’t expecting it.
-+lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
- Action.
-
- Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
--its flavor. This doesn’t affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
--more to your preference (so you could eat spoiled meat or moldy vegetables and they’d taste fine). You decide the sort
-+its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
-+more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
- of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
- Action.
-
- 1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
-- family gathering) against conversation about a topic of your choice, such as “the election,” “Mommy’s trial,” or
-- “that Cordell kid.” Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
-+ family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
-+ "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
- against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
- minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
-
-@@ -46713,12 +46713,12 @@
-
- 1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
- be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
-- anyone in front of you, but the illusion doesn’t work on anyone to your side or behind you. (If someone is intent on
-+ anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
- seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
-
-
-
--1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp’s
-+1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
- button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
- where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
- can toggle these switches on or off in any combination. Action.
-@@ -46726,19 +46726,19 @@
-
-
- 1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
-- volume. This isn’t enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
-+ volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
- distance without effort. Action.
-
- Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
- (like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
- specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
--distance away might fool someone into thinking it’s a real face, providing an asset to disguise tasks at this range. The
-+distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
- mask lasts for about a minute. If removed, the mask immediately disappears. Action.
-
- Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
- break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
- be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
--against the object’s level, you repair it (although it still shows signs of being previously broken, and may be fragile
-+against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
- there). You can use this ability multiple times on the same object to repair larger breaks. Action.
-
- 1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
-@@ -46758,13 +46758,13 @@
-
-
- 1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
-- ballpoint pen. The “ink” immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
-+ ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
- The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
-
-
-
- 1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
-- The item has to be something you’re carrying (such as a gem in your pouch or a dagger in your boot), something you
-+ The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
- can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
- (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
- mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
-@@ -46777,11 +46777,11 @@
- audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
- more than an immediate distance on their turn. Action.
-
--> Affecting an unwilling creature (or something they’re carrying) with an ability requires an attack roll to succeed. If
--> you’re using a cantrip, by default that attack roll is hindered by two steps
-+> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
-+> you're using a cantrip, by default that attack roll is hindered by two steps
-
- Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
--your hand to an object or willing creature within short range. The far end doesn’t move (a creature could move away from
-+your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
- it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
- The rainbow gives off light like a candle and lasts about a minute. Action.
-
-@@ -46798,7 +46798,7 @@
-
-
-
--1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week’s worth of growth
-+1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
- to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
- distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
- closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
-@@ -46814,7 +46814,7 @@
- times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
-
- 1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
-- or a similar hard and common mineral to your hand. The cantrip doesn’t work if there are no suitable loose materials
-+ or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
- within a short distance. Action.
-
-
-@@ -46827,18 +46827,18 @@
-
- 1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
- The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
-- mouse jump or crawl around), but it can’t leave the area defined by the cube. The illusion includes sound (up to the
-- volume of a person’s normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
-+ mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
-+ volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
- original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
-- (though doing so doesn’t cost additional Intellect points). If you move beyond immediate range of the cube, the
-+ (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
- illusion vanishes. Action to create; action to modify.
-
- Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
--earthquake. Other objects on the floor might vibrate or slide (no more than a hand’s span) because of this vibration.
-+earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
- Action.
-
- Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
--range, enough to make someone’s face feel flushed or warm a drink to about the temperature of freshly served coffee.
-+range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
- Action.
-
- 1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
-@@ -46875,9 +46875,9 @@
- In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
- phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
- have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
--the cantrip. If they fail, they don’t. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
--way, learning a cantrip isn’t automatic—it’s more like passing a final exam. And there are ways for the character to
--“cram” for this test, including expending Effort, getting help, or using an appropriate asset.
-+the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
-+way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
-+"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
-
- COVENS
-
-@@ -46885,50 +46885,50 @@
- with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
- coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
- join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
--connection to the coven, and doesn’t necessarily correspond to your character tier—for example, a high-tier character
-+connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
- might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
- benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
--required rank) can use. These spells are usually tailored to the coven’s interests and purpose, and are sorted by rank
--from 1 to 6. Because a character’s rank within a coven starts at 1 when they join, a new member of a coven has access to
--the coven’s rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven’s rank 2
-+required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
-+from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
-+the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
- spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
--characters with abilities. Unlike choosing an ability from a flavor, a character doesn’t have to trade away or swap
-+characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
- anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
- coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
- working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
--Elements, without having to spend extra XP to learn it or trade away a type ability for it. It’s possible for a
--character to belong to multiple covens, as long as the covens don’t have opposed goals. Characters advance their rank in
-+Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
-+character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
- each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
--a character leaves or is removed from their coven, they immediately lose access to all of that coven’s spells.
-+a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
-
- For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
-
--> Spending XP to advance a character’s rank in a coven does not count as one of the four character advancements needed
-+> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
- > to reach a higher tier
-
- Joining A Coven
-
--Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven’s goals
--and living in accordance with its values. The ritual is a demonstration of dedication to the coven’s purpose, and varies
-+Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
-+and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
- in difficulty accordingly. Characters receive their talisman once the ritual is complete.
-
- Coven Talismans
-
--A coven talisman is a small item, such as a pendant or ring, that represents a character’s affiliation with the coven.
--Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers’
-+A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
-+Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
- talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
-
--Coven talismans are a type of artifact, with a level equal to the character’s rank within the coven and a depletion of
--“—.” The talisman is what allows the character to use their coven abilities; if the talisman isn’t on the character’s
--person or within short range, all of the character’s coven magic is hindered by two steps. When a person advances within
--the coven, the talisman’s appearance may change to reflect this. While these talismans don’t require a depletion roll
--with each use, a character’s coven talisman automatically depletes if they break from the coven.
-+Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
-+"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
-+person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
-+the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
-+with each use, a character's coven talisman automatically depletes if they break from the coven.
-
- Advancing Within A Coven
-
- Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
- a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
--achieved something that aligns with the coven’s mission and values.
-+achieved something that aligns with the coven's mission and values.
-
- To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
- quietly
-@@ -46948,9 +46948,9 @@
-
- Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
-
--- What’s the coven called?
-+- What's the coven called?
-
--- What are one or two goals for the coven’s magic? What do they want to learn how to do? What skill do the players want
-+- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
- the coven to be known for?
-
- - What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
-@@ -46958,7 +46958,7 @@
-
- - What does the coven talisman look like?
-
--- What does the initiation ritual (which exemplifies the coven’s goals and values) consist of?
-+- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
-
- Selecting Coven Abilities
-
-@@ -46973,10 +46973,10 @@
-
- Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
- possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
--1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don’t be
-+1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
- afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
-
--If a pre-existing ability doesn’t capture what the players and GM are looking for, the GM is always free to create new
-+If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
- ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
- to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-
-@@ -47011,24 +47011,24 @@
- difficulty, so decreasing that difficulty not only means the character is more likely to succeed, but also that they
- have to spend less time on crafting it. For any time in excess of nine hours, the process is assumed to have stages
- where the character is not actively working on it, just checking on it occasionally to make sure everything is going as
--planned—allowing the base ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don’t
-+planned—allowing the base ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don't
- congeal, allowing ink on a scroll to dry, and so on. In other words, the character is able to perform other actions in
--the vicinity of the crafting (such as studying, resting, eating, and so on), but they couldn’t craft during a business
--trip or in the middle of a wedding. In our previous potion example, the assessed difficulty is 5, so Vanya’s time to
-+the vicinity of the crafting (such as studying, resting, eating, and so on), but they couldn't craft during a business
-+trip or in the middle of a wedding. In our previous potion example, the assessed difficulty is 5, so Vanya's time to
- craft is one day.
-
- 5\. Complete Subtasks. The character must complete multiple subtasks that are steps toward finishing the process—one
--subtask per level of assessed difficulty. The first subtask’s difficulty is 1, and each successive task’s difficulty
--increases by 1 until the character reaches the last, hardest task with a difficulty equal to the cypher’s assessed
-+subtask per level of assessed difficulty. The first subtask's difficulty is 1, and each successive task's difficulty
-+increases by 1 until the character reaches the last, hardest task with a difficulty equal to the cypher's assessed
- difficulty. Generally, subtask attempts occur at equally divided intervals over the course of the full time required to
--craft the item. If the character fails on a subtask, the item isn’t ruined. Instead, the character only wasted the time
-+craft the item. If the character fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
- spent on that subtask, and they can spend that much time again and try to succeed at that same subtask. If the crafter
- fails twice in a row on the same subtask, they can continue crafting, but they lose crafting time, and one of the most
- expensive ingredients is destroyed (or consumed or ruined) and must be replaced before the crafting can continue.
-
--For example, Vanya’s potion brewing (assessed difficulty of 5) is divided into five subtasks (starting at difficulty 1
-+For example, Vanya's potion brewing (assessed difficulty of 5) is divided into five subtasks (starting at difficulty 1
- and ending at 5). Because the crafting time is one day, each subtask takes about five hours (twenty-four hours in a day
--divided by five subtasks). If Vanya fails on the difficulty 3 subtask, she’s lost five hours of work but can try again.
-+divided by five subtasks). If Vanya fails on the difficulty 3 subtask, she's lost five hours of work but can try again.
- If she fails a second time, she loses another five hours of work and ruins one of her expensive ingredients, which must
- be replaced before she can continue. When Vanya succeeds at the last subtask (difficulty 5), the potion is finished.
- Players might ask if they can apply Effort to each subtask. However, applying Effort is something they do in the moment,
-@@ -47038,8 +47038,8 @@
- Magical Crafting Skills
-
- Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
--“crafting magic items” skill, or need to have a specific skill for each kind of item they might craft, such as “brewing
--potions” or “crafting wands.” The GM should decide if characters need a specific skill or if the general skill covers
-+"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
-+potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
- all sorts of crafted magic items.
-
- Ingredients
-@@ -47086,7 +47086,7 @@
- EXCEEDING CYPHER LIMITS
-
- Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
--game it’s fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
-+game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
- effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
- 1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
- The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
-@@ -47117,11 +47117,11 @@
-
-
- 05-06 |
--Character’s skin color changes to something unusual (blue, orange purple) |
-+Character's skin color changes to something unusual (blue, orange purple) |
-
-
- 07-08 |
--Character’s footprints are glowing red arrows |
-+Character's footprints are glowing red arrows |
-
-
- 09-10 |
-@@ -47129,7 +47129,7 @@
-
-
- 11-12 |
--Character’s skin grows fishlike eyes, which dry and fall off like scabs |
-+Character's skin grows fishlike eyes, which dry and fall off like scabs |
-
-
- 13-14 |
-@@ -47141,7 +47141,7 @@
-
-
- 17-18 |
--Character says the word “sexy” in place of any adjective |
-+Character says the word "sexy" in place of any adjective |
-
-
- 19-20 |
-@@ -47172,7 +47172,7 @@
-
-
- 31-32 |
--Character’s hand sometimes turns
-+ | Character's hand sometimes turns
- into a battered plastic duplicate and
- falls off, with a new hand growing to
- replace it within seconds |
-@@ -47185,13 +47185,13 @@
-
-
- 35-36 |
--Character’s head surrounded by
-+ | Character's head surrounded by
- floating illusions of rude gestures
- and inappropriate words |
-
-
- 37-38 |
--Character’s vision distorted so all
-+ | Character's vision distorted so all
- writing appears undecipherably
- blurred |
-
-@@ -47229,7 +47229,7 @@
-
-
- 51-52 |
--Character’s thoughts broadcasted to
-+ | Character's thoughts broadcasted to
- everyone within long range |
-
-
-@@ -47244,7 +47244,7 @@
-
-
- 57-58 |
--Character’s voice is digitally
-+ | Character's voice is digitally
- distorted and difficult to understand,
- hindering interaction tasks |
-
-@@ -47260,7 +47260,7 @@
-
-
- 63-64 |
--Bugs frequently fly into character’s
-+ | Bugs frequently fly into character's
- mouth when they speak |
-
-
-@@ -47279,7 +47279,7 @@
-
-
- 71-72 |
--Character’s eyes shine like powerful
-+ | Character's eyes shine like powerful
- flashlights, hindering their visual
- perception tasks |
-
-@@ -47309,14 +47309,14 @@
-
- 81-82 |
- Magical interference suppresses
--the cypher’s function unless the
-+the cypher's function unless the
- character spends 4 Intellect points
- to cleanse its aura |
-
-
- 83-84 |
- Magical interference decreases
--character’s Intellect Edge by 2 |
-+character's Intellect Edge by 2
-
-
- 85-86 |
-@@ -47334,7 +47334,7 @@
-
-
- 91 |
--Character’s bones become brittle,
-+ | Character's bones become brittle,
- hindering Might tasks |
-
-
-@@ -47399,9 +47399,9 @@
- FAMILIARS
-
- In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
--as a companion. However, a familiar’s role, intelligence, relationship with their person, powers, and vulnerabilities
-+as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
- vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
--might have an empathic or telepathic connection with their person. They might be an extension of the person’s soul, with
-+might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
- harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
- magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
-
-@@ -47410,8 +47410,8 @@
- Standard Pet
-
- The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
--the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn’t affect the character’s
--magical abilities in any way, and is not meant to help in combat. Their death doesn’t cause the character physical harm
-+the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
-+magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
- (although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
- after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
- which gives them a level 1 creature.
-@@ -47424,8 +47424,8 @@
-
- Unusual Familiar
-
--There’s no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
--world other than Earth, and it has its own animal species that don’t exist on Earth (such as monkey-lizards,
-+There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
-+world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
- capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
-
- If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
-@@ -47435,15 +47435,15 @@
-
- History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
- alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
--sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn’t affect
-+sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
- their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
- and modifiers.
-
- Magical Familiar
-
- This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
--familiar’s ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
--familiar) the fact that it can’t truly die. The disadvantages of this kind of familiar are that they cannot travel too
-+familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
-+familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
- far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
- type of familiar, a character should choose the Bound Magic Familiar ability.
-
-@@ -47470,7 +47470,7 @@
-
- REVIVING ARTIFACTS
-
--While all artifacts have a depletion stat, in some settings artifacts may be “revived” after they deplete. Usually doing
-+While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
- this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
- might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
- bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
-@@ -47478,10 +47478,10 @@
-
- Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
- be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
--that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact’s
-+that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
- depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
- depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
--artifact’s depletion to “automatic.”
-+artifact's depletion to "automatic."
-
- OPTIONAL MODERN MAGIC FLAVOR
-
-@@ -47489,8 +47489,8 @@
-
- Charms and Figments Flavor
-
--Creating illusions and affecting minds are sometimes considered “soft” magical disciplines (as opposed to “hard”
--disciplines that manipulate energy or physical matter). It’s common for a character with an interest in one to learn a
-+Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
-+disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
- few spells in the other.
-
- Tier 1:
-@@ -47556,7 +47556,7 @@
-
- Cozy Magic Flavor
-
--Sometimes a sorcerer isn’t interested in combat magic and secret of the universe. Sometimes “cozy magic” is enough:
-+Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
- bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
-
- Tier 1:
-@@ -47568,19 +47568,19 @@
- status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
- a short sentence or a few words.
-
--These creatures don’t have to share anything they don’t want to, including acknowledging that you checked on them, but
--they can’t lie through this connection. For example, one person might let you know that they’re upset, but that doesn’t
--mean you know why (they’re dealing with a recent breakup) or what they’re doing about it (drinking to cope).
-+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
-+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
-+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
-
- You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
--people affected by the spell do not get a sense of each other’s statuses, nor do they know who else you’re checking on.
-+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
-
- If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
- above that, you can check on an additional ten creatures. Action.
-
- Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
--exactly what they need to hear to have a better day. You don’t know what these words are until you say them, but you
--know they will help the creature’s attitude. If the creature spends a round or two thinking about what you said, they
-+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
-+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
- gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
- tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
- situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
-@@ -47589,7 +47589,7 @@
-
- Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
- within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
--their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don’t
-+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
- know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
- minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
- asset on one task of their choosing within one hour.
-@@ -47630,9 +47630,9 @@
-
- Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
- typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
--does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that’s within short
-+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
- range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
--drying. The spell doesn’t harm delicate items or clothing that needs special care (such as dry cleaning or low
-+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
- temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
- each level of Effort affects two additional batches. Action to initiate; one minute to complete.
-
-@@ -47658,7 +47658,7 @@
-
- Tier 6:
-
--Drawing on Life’s Experiences
-+Drawing on Life's Experiences
-
- Stimulate
-
-@@ -47679,11 +47679,11 @@
-
- Tier 2:
-
--Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what’s wrong with a human-made
-+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
- electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
- malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
- the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
--clogged with “flushable” wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
- alien, high-technology, or other mysterious devices. Action.
-
- Mind Reading
-@@ -47701,12 +47701,12 @@
- Device Insight
-
- Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
--two questions about something you knew or observed at the chosen time. For example, if you’ve forgotten an important
--phone number or can’t remember if a particular person was in a meeting, you can ask your past self about it while it’s
--still fresh in your past self ’s memory. Your past self doesn’t perceive this as an intrusive voice—it just seems like
--an unexpected moment of reflection about the questions your present self asks. This doesn’t allow you to remember things
--your past self didn’t actually know at the time, but it can sometimes help your present self (in the form of an asset)
--learn more about or realize something your past self wasn’t really paying attention to at the time (such as seeing part
-+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
-+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
-+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
-+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
-+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
-+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
- of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
- ability, you can reach an additional week further into the past. Action.
-
-@@ -47735,7 +47735,7 @@
- Modern Magic Flavor
-
- Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
--These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger’s pistol)
-+These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
- from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
- playing guitar).
-
-@@ -47745,21 +47745,21 @@
-
- Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
- within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
--if you were directly using the device. For example, you could make a person’s phone start playing a loud video, type one
--or two commands on a computer’s keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
-+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
-+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
- television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
- higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
-
- Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
--lasting up to ten minutes. To anyone watching you, you look like you’re in “hands free” mode. In all respects, this
-+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
- works as if you were carrying your device with you and using it directly (meaning the network notes your current
- location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
- ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
--to sixty minutes), as if it were a new device. You can’t use this ability if you don’t have a cellular account. Action
-+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
- to initiate.
-
--In modern fantasy settings where most people don’t know about magic, connecting your spell to your cellular service
--probably requires a lot of strange answers and lies about the “device” you’re trying to add to your account.
-+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
-+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
-
- Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
- tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
-@@ -47768,7 +47768,7 @@
-
- Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
- of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
--time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o’clock in the
-+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
- morning). Action.
-
- Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
-@@ -47794,8 +47794,8 @@
-
- Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
- weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
--its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won’t
--fire until someone uses an action to correct the problem. If you activate this ability when it isn’t your turn, your
-+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
- attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
- more firearms; each level of Effort affects one additional target. Action or enabler.
-
-@@ -47812,11 +47812,11 @@
-
- Tier 3:
-
--Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what’s wrong with a human-made
-+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
- electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
- malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
- the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
--clogged with “flushable” wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
- alien, high-technology, or other mysterious devices. Action.
-
- Network Tap
-@@ -47911,16 +47911,16 @@
- Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
- destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
-
--And that’s to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
-+And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
- civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
-
--Most of the rules are meant for the GM’s eyes only—things that happen behind the scenes or that are secrets the PCs
-+Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
- might find out over the course of the game.
-
- Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
- scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
- return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
--fantastic optional rules. Ultimately, it’s your choice. Feel free to use some, all, or none of these optional rules when
-+fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
- running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
- to the game.
-
-@@ -47929,7 +47929,7 @@
- Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
- post‑apocalyptic scenario, given that survival is a primary theme of the genre.
-
--When to Use: If PCs are exposed to the elements, don’t have enough food, and/or don’t have enough water, their health
-+When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
- and life span are directly affected.
-
- Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-@@ -47940,8 +47940,8 @@
-
- Too Cold
-
--Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body’s stored energy. The result is
--hypothermia, when the body loses heat faster than it can produce it. A body temperature that’s too low affects the
-+Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
-+hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
- brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
- to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
-
-@@ -47953,8 +47953,8 @@
- Too Hot
-
- Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
--can’t cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
--nausea. Heat exhaustion can progress to heatstroke, when the body’s temperature regulation system fails. Those with
-+can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
-+nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
- adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
- minutes to two or three hours.
-
-@@ -47968,7 +47968,7 @@
- something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
- you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
- environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
--is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won’t have such luxuries.
-+is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
-
- STARVATION
-
-@@ -48009,7 +48009,7 @@
- Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
- is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
- radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
--residue is blighting the area, whether it’s radiation, poison, evil spirits, nanites, or something else.
-+residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
-
- Radiation Damage
-
-@@ -48022,9 +48022,9 @@
- during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
-
- A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
--eases a wearer’s Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
-+eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
- Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
--otherwise compromised, they’re generally not subject to radiation sickness.
-+otherwise compromised, they're generally not subject to radiation sickness.
-
- \*Dangerous radiation: Level 3
-
-@@ -48043,31 +48043,31 @@
-
- Survivors need food and shelter in a world turned upside down.
-
--When to Use: PCs in a post‑apocalyptic setting that aren’t prepared or that have lost access to their resources and base
-+When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
- must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
- they search for food, water, and shelter.
-
--Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you’d like to provide
-+Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
- the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
--following extended optional rules instead. The base scavenging rules have been incorporated here, so you don’t need to
-+following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
- cross‑reference them to understand how it all works.
-
- Food, Water, and Shelter
-
- PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
--reasons, including because that’s the situation you start them in, they’re exploring a new area, their settlement was
-+reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
- overrun by raiders and they barely escaped with their lives, or something else.
-
- Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
- before they have a chance of finding food or a refuge.
-
- Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
--table and three times on the Junk table. (Some characters won’t care about rolling on the Junk table; no need to have
--them make rolls if that’s the case.) If a “food” or “water” result is obtained on the Useful Stuff table, PCs discover
-+table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
-+them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
- double the amount of resources and have enough for two days for six people.
-
- Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
--especially if they roll a 1 on their task. It’s a dangerous world, and the PCs are not the only ones out scavenging for
-+especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
- resources.
-
- Food and Water
-@@ -48093,15 +48093,15 @@
- already spent there.
-
- Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
--shelter, and useful things, assuming the apocalypse isn’t one that also devastates large swaths of the immediate
-+shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
- environment.
-
--Months and Years After the Apocalypse: Other survivors who’ve already scavenged the area and exposure to the elements
--make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that’s not an allied
-+Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
-+make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
- settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
--obvious; if you’re using it, refer to the exposure, starvation, and dehydration optional rule.
-+obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
-
--Staying in One Place Too Long: In an unsafe area, PCs who’ve found shelter must succeed on a new difficulty 5 Intellect
-+Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
- task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
- compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
- dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
-@@ -48113,14 +48113,14 @@
- stuff is often found along with these basic requirements.
-
- When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
--something else that’s potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
--PCs roll a special minor or major effect, respectively. If it’s the first day they have scavenged in a particular area,
-+something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
-+PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
- each character might find something useful on the table, but on subsequent days, a group normally gets only a single
- roll.
-
- Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
-
--Useful? The implication is that if PCs find something on the Useful Stuff table, it’s in working condition, having
-+Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
- beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
- course, could complicate that for any given item.
-
-@@ -48130,7 +48130,7 @@
-
- Useful Stuff Table
-
--Most of the time, it’s not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
-+Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
- good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
- 2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
-
-@@ -48334,7 +48334,7 @@
-
-
- 4 |
--Electrician’s Tape |
-+Electrician's Tape |
-
-
- 5-6 |
-@@ -48806,11 +48806,11 @@
-
-
- 38 |
--Plastic bag (won’t last long) |
-+Plastic bag (won't last long) |
-
-
- 39-45 |
--Textbook or “how‑to” manual (asset to related knowledge task if studied for about an hour)
-+ | Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)
-
-
-
-@@ -49563,11 +49563,11 @@
- warped, melted, or otherwise used to craft or repair something else.
-
- How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
--get is called a “load.” Load is an intentionally vague amount, because it represents a variable amount of junk of a
-+get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
- particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
--with a shopping cart full of stereo parts. Either way, it’s considered one load of electronic junk.
-+with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
-
--Tracking Loads: It’s only important to track the number and kinds of loads a PC acquires if they’re going to use the
-+Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
- Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
- equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
- asking an ally for help; or something else.
-@@ -49595,23 +49595,23 @@
- to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
- salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
- even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
--medium armor (or heavy armor, if they’re feeling ambitious), the resulting armor is functionally equivalent to armor of
-+medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
- the same grade made before the apocalypse. It just looks less polished.
-
- Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
- perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
- to their task.
-
--Junk Required for Building vs. Repairing: The “Loads of Junk Required” column in the Repairing and Crafting Difficulty
-+Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
- and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
- previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
- moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
--structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what’s
-+structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
- reasonable.
-
--Other Projects: If the character wants to try to repair or build something from the ground up that isn’t on the table,
--use your best judgment, comparing to what is on the table as a baseline. Some things just can’t be built with the tools,
--materials, and knowledge the PCs have available. For instance, they probably can’t build a spacecraft. On the other
-+Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
-+use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
-+materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
- hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
- used, as long as they find specialized tools and instructions to go with it.
-
-@@ -49621,7 +49621,7 @@
-
- EQUIPMENT MAINTENANCE
-
--When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can’t easily replace
-+When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
- a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
- the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
- maintenance, PCs should have a chance to fix it.
-@@ -49631,7 +49631,7 @@
- equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
- or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
- their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
--roll is required for maintenance, and after PCs commit to this practice, it’s usually not important to track the time
-+roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
- thereafter, unless a special circumstance occurs.
-
- Repairing and Crafting Difficulty and Time
-@@ -49872,7 +49872,7 @@
-
- Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
- realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
--for characters whose abilities don’t cost anything (such as Physical Skills). For a slightly less challenging option,
-+for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
- allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
-
- FRAGILITY
-@@ -49886,9 +49886,9 @@
- permanently increases their Pools, they can
-
- add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
--their Intellect Pool, even if that’s not normally an option for the ability. This does not apply to the extra points the
--player can divide among their Pools at character creation. This rule creates a more “realistic” scenario in which the
--PCs are more like normal people who don’t get much more powerful physically over the course of a campaign but still can
-+their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
-+player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
-+PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
- learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
- adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
- Front (which permanently increase one or more Pools).
-@@ -49900,7 +49900,7 @@
- When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
- crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
- differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
--introduce a bit of mystery to your game that will confound PCs’ expectations on how their world really ended.
-+introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
-
- Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
- alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
-@@ -49914,22 +49914,22 @@
-
- UNDERSTANDING ADVANCED AND ALIEN TECH
-
--Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it’s even
-+Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
- harder.
-
- Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
- this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
- successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
--object, whether it’s a manifest cypher or an artifact.
-+object, whether it's a manifest cypher or an artifact.
-
- However, without training or specialization in alien technology, advanced technology, or something similar (which most
--starting characters don’t have), a character has an inability in understanding advanced and alien tech.
-+starting characters don't have), a character has an inability in understanding advanced and alien tech.
-
- Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
--character can’t figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
--Other times, there’s a chance of something going wrong, either because you intrude or because the character triggers an
-+character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
-+Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
- intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
--advanced or alien device in a PC’s possession.
-+advanced or alien device in a PC's possession.
-
- ADVANCED AND ALIEN TECH GM INTRUSIONS
-
-@@ -49939,7 +49939,7 @@
- | | |
- |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | d10 | Result of Intrusion |
--| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 “shell.” |
-+| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
- | 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
- | 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
- | 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
-@@ -49957,8 +49957,8 @@
- engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
- even PCs, though often with a few drawbacks, too.
-
--When to Use: If you’d like your setting to include incredible mutations, this section is for you. Why does your game
--have such mutations? Maybe because of an X‑factor in some survivors’ DNA, inscrutable nanites that have permeated the
-+When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
-+have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
- environment, magical contamination, or multiple different timelines collapsing into one.
-
- Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
-@@ -49967,7 +49967,7 @@
-
- Mutated Creatures, Plants, and NPCs
-
--The environment can reflect the possibility of mutagenic presence even if PCs haven’t yet been affected. The appearance
-+The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
- of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
- only harmful mutations, but others could have adaptive mutations.
-
-@@ -49985,9 +49985,9 @@
-
- - Too many extra branches, or too spindly, making the branches prone to breaking
-
--- Feathers growing where they normally wouldn’t, in ragged, uncomfortable clumps
-+- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
-
--- Fishlike scales growing where they normally wouldn’t, like itchy, reflective sores
-+- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
-
- - Single limb or other body part is radically larger than normal, making the creature clumsy
-
-@@ -50004,7 +50004,7 @@
- - Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
- method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
-
--- Feathers growing on an animal or plant they normally wouldn’t, thick enough to provide additional warmth, protection,
-+- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
- and possibly limited flight options.
-
- - Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
-@@ -50020,7 +50020,7 @@
-
- OPTIONAL RULE: TRANSITORY MUTATIONS
-
--Use this optional rule if you’d prefer some flux in what mutations the PCs have available. A volatile mutation is one
-+Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
- that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
- triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
-
-@@ -50033,7 +50033,7 @@
- usually does not change, and, at their option, one or two cosmetic mutations.
-
- Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
--radiation or some other mutagenic agent. Additional encounters with radiation don’t give a PC further volatile mutations
-+radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
- but could cause the one they have to mutate into something else.
-
- Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
-@@ -50041,7 +50041,7 @@
- trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
- triggers require to maintain their current volatile mutation.
-
--Adjusting the Volatility: Choose which triggering events apply to determine how volatile you’d like transitory mutations
-+Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
- to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
- choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
- triggering events noted.
-@@ -50051,7 +50051,7 @@
- - The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
-
- - A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
-- a randomly rolled beneficial mutation, assuming the character’s roll isn’t a 1, 19, or 20.
-+ a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
-
- - The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
-
-@@ -50065,7 +50065,7 @@
-
- - The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
- hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
-- beneficial mutation, assuming the character’s roll isn’t a 1, 19, or 20.
-+ beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
-
- Cyphers as Volatile Mutations
-
-@@ -50077,11 +50077,11 @@
- Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
-
- - Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
-- includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation’s effect.
-+ includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
-
--- A roll of 1 still replaces the PC’s volatile mutation with a randomly rolled harmful mutation.
-+- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
-
--- A roll of 20 still replaces the PC’s volatile mutation with a randomly rolled powerful mutation.
-+- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
-
- - A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
- requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
-@@ -50100,7 +50100,7 @@
-
- The following mutations do not require any visible changes or distinctions in the character. In other words, people who
- have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
--and never requires an action to “activate.”
-+and never requires an action to "activate."
-
- 01–05 Strengthened bones: You gain +5 to your Might Pool.
-
-@@ -50119,7 +50119,7 @@
- 34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
- keeping your footing, or retaining your grip.
-
--37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another’s grip,
-+37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
- slipping from bonds, squeezing through a small opening, and so on.
-
- 40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
-@@ -50129,7 +50129,7 @@
-
- 51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
- Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
--poisonous, you could “sleep on it” and make the determination the next day with an asset on the action.
-+poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
-
- 54–60 Poison immunity: You are immune to all poisons.
-
-@@ -50155,7 +50155,7 @@
- detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
- (far better than a normal human can). Like a hound, you can track creatures by their scent.
-
--00 Sense material: You can sense the presence of any single substance within short range, although you don’t learn
-+00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
- details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
- granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-
-@@ -50201,7 +50201,7 @@
- D100 POWERFUL MUTATIONS
-
- The following mutations do not require any visible changes in the character until used. People who have these mutations
--are not obviously recognized as mutants if they don’t use their powers. Using some of these mutations costs stat Pool
-+are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
- points. Some are actions.
-
- 01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
-@@ -50216,7 +50216,7 @@
- bite attack that inflicts 3 points of damage. Enabler.
-
- 25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
--keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target’s physical
-+keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
- tasks for one round. Enabler to use in a task; action to use as an attack.
-
- 27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
-@@ -50242,7 +50242,7 @@
-
- 51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
- (30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
--target’s physical tasks are hindered for one round. Action.
-+target's physical tasks are hindered for one round. Action.
-
- 54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
- hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
-@@ -50268,8 +50268,8 @@
- lasts for up to ten minutes. Action to initiate.
-
- 74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
--is two‑way, but the other party must be willing and able to communicate. You don’t have to see the target, but you must
--know that it’s within range. You can have more than one active contact at once, but you must establish contact with each
-+is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
-+know that it's within range. You can have more than one active contact at once, but you must establish contact with each
- target individually. Each contact lasts up to ten minutes. In addition to the normal options for
-
- using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
-@@ -50283,12 +50283,12 @@
- capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
- and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
- feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
--situations, it’s not a means of attack. You can’t use this ability on your own body. The power lasts for one hour or
-+situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
- until its Might Pool is depleted, whichever comes first. Action.
-
- 91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
--round (minimum of one round to pass through the barrier). You can’t act (other than moving) or perceive anything until
--you pass entirely through the barrier. You can’t pass through energy barriers. Action.
-+round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
-+you pass entirely through the barrier. You can't pass through energy barriers. Action.
-
- 93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
- used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
-@@ -50306,7 +50306,7 @@
- creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-
- D100 DISTINCTIVE MUTATIONS
--The following mutations involve dramatic physical changes to the character’s appearance. People who have these mutations
-+The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
- are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
-
- 01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
-@@ -50322,7 +50322,7 @@
-
- 07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
- If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
--(ignores Armor). You can’t use the snakelike arm for anything other than biting. Enabler.
-+(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
-
- 10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
- can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
-@@ -50330,7 +50330,7 @@
-
- 13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
- involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
--hand rather than one. You can’t wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
-+hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
- Enabler.
-
- 16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
-@@ -50349,7 +50349,7 @@
- table. Enabler.
-
- 25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
--recovery roll, add +2 to the points regained from the roll. You can’t move from where you rooted for one minute, even if
-+recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
- taking what is normally a one‑action recovery roll. Enabler.
-
- 27–29 Scaly body: You gain +2 to Armor. Enabler.
-@@ -50366,7 +50366,7 @@
-
- 42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
-
--45–47 Chlorophyll: You gain nutrients from the sun and don’t need to eat or breathe if you have daily exposure to
-+45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
- sunlight. Your skin, not surprisingly, is green. Enabler.
-
- 48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
-@@ -50413,7 +50413,7 @@
- 81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
- poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
- successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
--tendril (or tail) can’t be used for anything else. Action.
-+tendril (or tail) can't be used for anything else. Action.
-
- 84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
- around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
-@@ -50430,14 +50430,14 @@
- underwater. Enabler.
-
- 97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
--powerful enough to carry you aloft like a bird’s wings. Enabler.
-+powerful enough to carry you aloft like a bird's wings. Enabler.
-
- 99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
- light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
- touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
- require you to use both hands. Enabler.
-
--\* Mutants aren’t just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
-+\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
- noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
- human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
-
-@@ -50562,13 +50562,13 @@
- the PCs must walk if they want to take that route.
- Walkers are unable to see more than an immediate
- distance in any direction between the cars. If PCs
--have a vehicle larger than a bicycle, they’ll have to
-+have a vehicle larger than a bicycle, they'll have to
- find another way or leave it behind.
-
-
- 04-06 |
- Setting‑specific element: Choose a hazard
--from a set piece or optional rule you’re using, or if
-+from a set piece or optional rule you're using, or if
- you want to shake things up, roll on the Fantastic
- Threats and Hazards table. Or just choose the next
- result on this table. |
-@@ -50588,15 +50588,15 @@
- 11-14 |
- Enraged wasps (level 3): This wasp swarm acts
- as a single level 3 creature whose stinging attacks
--ignore Armor. Attacks on the swarm that don’t deal
-+ignore Armor. Attacks on the swarm that don't deal
- area damage inflict only 1 point of damage. |
-
-
- 15-17 |
- Cannibal convoy: A before‑times RV pulls
--up. It’s the current property of a group of four to
-+up. It's the current property of a group of four to
- ten people who make the biofuel the vehicle runs
--on. They seem nice, but they’re actually cannibals
-+on. They seem nice, but they're actually cannibals
- thinking of inviting the PCs for dinner. |
-
-
-@@ -50641,7 +50641,7 @@
-
- 34-40 |
- Poisoned waters, minor (level 3): Whether
--it’s water flooding a structure, a stream, a swamp,
-+it's water flooding a structure, a stream, a swamp,
- or a lake, drinking it inflicts 3 points of damage per
- round for three rounds on a failed Might defense
- task, and merely getting wet inflicts 1 point of
-@@ -50661,7 +50661,7 @@
- | Burning structure (level 4): Everything in or
- within immediate range of this fire takes 4 points of
- damage each round on a failed Speed defense roll.
--If PCs can’t get away, choking smoke in the area
-+If PCs can't get away, choking smoke in the area
- means they must succeed on Might defense rolls
- each round or suffer 2 points of ambient damage
- and lose their next action. |
-@@ -50702,7 +50702,7 @@
-
-
- 76-78 |
--Disease (level 5+): Even if the world didn’t
-+ | Disease (level 5+): Even if the world didn't
- end because of a pandemic, disease threatens the
- PCs when they meet a group of especially unlucky
- (and diseased) survivors. |
-@@ -50713,7 +50713,7 @@
- defense roll means the rushing waters envelop
- the character, inflicting 5 points of damage and
- moving them a short distance in the direction of the
--water’s flow. A serious flood could further endanger
-+water's flow. A serious flood could further endanger
- the character.
-
-
-@@ -50726,7 +50726,7 @@
- short distance (on a roll of 4–6 on a d6) each round
- in a random direction, persisting for 1d6 + 2
- rounds before dispersing. Anyone intersected by
--the firenado’s immediate‑radius area takes 5 points
-+the firenado's immediate‑radius area takes 5 points
- of damage each round on a failed Speed defense
- roll. The PC must also succeed on a Might defense
- roll or be pulled up into the firenado, burned
-@@ -50755,7 +50755,7 @@
- drifts to the ground or precipitates out as rain. PCs
- in the area suffer 1 point of ambient damage each
- minute, and if they remain for an hour or longer,
--they’re subject to radiation sickness.
-+they're subject to radiation sickness.
-
-
- 89-91 |
-@@ -50841,13 +50841,13 @@
- defense roll on their turn. A PC under AI
- control might stand and do nothing, fall
- mysteriously unconscious, or take an action
--to advance the AI’s goals.
-+to advance the AI's goals.
-
-
- 3-4 |
- Voracious cockroach swarm (level 3):
- This swarm, easily covering an area a
--short distance in diameter, doesn’t shrink
-+short distance in diameter, doesn't shrink
- from the light or from people. Indeed, it
- seems eerily intelligent, and if threatened,
- it attacks, inflicting 3 points of damage
-@@ -50867,7 +50867,7 @@
- | 6 |
- Ashy tide (level 4): A series of powerful
- wind gusts in the area kicks up a lot of
--fine grey ash. Except it’s not ash—it’s a
-+fine grey ash. Except it's not ash—it's a
- collection of nanobots, each the size of a
- grain of sand or smaller, called ashy tide. |
-
-@@ -50875,7 +50875,7 @@
- 7-8 |
- Glowing roach infestation: Four to ten
- glowing roaches the size of dogs have truly
--come into their own now that they’ve grown
-+come into their own now that they've grown
- in stature and intelligence. They have little
- use for survivors, except as food. |
-
-@@ -50928,9 +50928,9 @@
- 14 |
- Time anomaly (level 5): The PCs
- encounter a wall of golden light whose
--interior ripples with lightning. It’s a
--time storm, and either it blocks the PCs’
--path, or worse, it’s gradually sweeping
-+interior ripples with lightning. It's a
-+time storm, and either it blocks the PCs'
-+path, or worse, it's gradually sweeping
- toward the characters. |
-
-
-@@ -50950,7 +50950,7 @@
- head). A target can make a new Intellect
- defense roll each day to try to reject the
- control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
--advance the AI’s goals.
-+advance the AI's goals.
-
-
- 16 |
-@@ -50974,7 +50974,7 @@
-
- 18-19 |
- Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
--has wandered directly into the PCs’ path. |
-+has wandered directly into the PCs' path.
-
-
- 20 |
-@@ -50987,8 +50987,8 @@
-
- GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
-
--If you’re running a game set in the ruins following civilization’s fall, refer to the following list of unexpected
--complications to your PCs’ day. GM intrusions can happen anytime, whether the PCs think they’re safe in a defended
-+If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
-+complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
- settlement or recently secured shelter, or traveling across the wasteland.
-
- Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
-@@ -51000,7 +51000,7 @@
- 03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
- 4 disease that drops them one step on the damage track each day they fail a Might defense roll.
-
--05–06 (group or character): The PCs’ mode of transport breaks (or someone’s boot heel snaps off), requiring about an
-+05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
- hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
-
- 07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
-@@ -51022,17 +51022,17 @@
- 17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
- However, when the fire has burnt out several hours later, the PCs are lost.
-
--19–20 (group): A sinkhole opens beneath the PCs’ vehicle, which becomes hopelessly stuck in loose earth until they can
--succeed on a difficulty 7 Might roll to push it out. If PCs don’t have a vehicle, the sinkhole sucks down one character
-+19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
-+succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
- and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
-
- 21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
- hindered until the PC is treated with appropriate cleansing chemicals.
-
--23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs’ shelter’s roof.
-+23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
-
--25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn’t see
--anything (and isn’t responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
-+25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
-+anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
- together made off with the item.
-
- 27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
-@@ -51040,7 +51040,7 @@
- damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
- the next ten hours.
-
--29–30 (group): That buzzing noise that’s been getting louder and louder is revealed as a swarm of aggressive, stinging
-+29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
- radioactive bees.
-
- \* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
-@@ -51065,18 +51065,18 @@
- 41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
- their brain.
-
--43–44: The character ate something that didn’t agree with them, and becomes so afflicted with nausea that their tasks,
-+43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
- attacks, and defense rolls are hindered by two steps for the next few hours.
-
- 45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
- Maybe, if they find shelter pronto.
-
- 47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
--character’s backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
-+character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
- which case it fights to the death.
-
--49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that’s not radioactive. Maybe
--they’re telling the truth and could use some help. Or maybe they’re a spy from a nearby raider camp.
-+49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
-+they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
-
- 51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
- as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
-@@ -51094,8 +51094,8 @@
- 59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
- difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
-
--61–62 (group): It’s hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
--cooling themselves off suffer 1 point of ambient damage each minute in the “heat dome” covering the region.
-+61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
-+cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
-
- 63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
- through the area for several hours, reducing visibility to an immediate distance.
-@@ -51110,11 +51110,11 @@
- 69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
- bunker, or old military facility.
-
--71–72: The character’s trusty weapon finally rusts through or otherwise breaks.
-+71–72: The character's trusty weapon finally rusts through or otherwise breaks.
-
- 73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
- some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
--Intellect defense roll on their turn to realize what’s going on.
-+Intellect defense roll on their turn to realize what's going on.
-
- 75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
- Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
-@@ -51124,7 +51124,7 @@
- damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
- pulled up into the vortex and lost.
-
--79–80: The character discovers they’ve started growing a sixth finger on their left hand. Why? Maybe due to their
-+79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
- previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
-
- 81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
-@@ -51141,18 +51141,18 @@
- 89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
- their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
-
--91–92: The character has been pushing too hard and they’re exhausted; they move down one step on the damage track until
-+91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
- after their next ten‑hour recovery.
-
- 93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
-
--95–96: A mutant skunk with two heads (or regular skunk, if your game doesn’t feature mutations) sprays the character.
--The character’s pleasant social interaction tasks are hindered by two steps for two to five days.
-+95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
-+The character's pleasant social interaction tasks are hindered by two steps for two to five days.
-
- 97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
- five days.
-
--99–00 (group): The PCs arrive, but apparently their directions were wrong, because they’re not where they wanted to go,
-+99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
- but someplace completely different.
-
- OPTIONAL RULES FOR SUPERHEROs
-@@ -51163,7 +51163,7 @@
- together interdimensional gateway devices in a few hours.
-
- A typical superhero PC gets five power shifts. Power shifts are like permanent free levels of Effort that are always
--active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply
-+active. They don't count toward a character's maximum Effort use (nor do they count as skills or assets). They simply
- ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.
-
- Accuracy: All attack rolls.
-@@ -51201,7 +51201,7 @@
-
- A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than
- three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
--procedure to change a character’s power shifts could be the culmination of a character arc such as Uncover a Secret).
-+procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-
- PRODIGY POWER SHIFTS
-
-@@ -51210,39 +51210,39 @@
- strength. If you want your archer character to be really good at shooting arrows, put a power shift into single attack
- (bows). If you want your speedster hero to be really fast, put a power shift into power (Fleet of Foot). And so on.
-
--But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There’s no
--low-tier teleportation ability, so you can’t be a teleporter as a tier 1 character, and the character concept isn’t
-+But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There's no
-+low-tier teleportation ability, so you can't be a teleporter as a tier 1 character, and the character concept isn't
- nearly as fun if you have to wait until tier 4 before you can learn a teleportation ability (like Short Teleportation).
-
--This is where you can (with the GM’s approval) use a power shift for the prodigy option. Prodigy lets you give up one of
-+This is where you can (with the GM's approval) use a power shift for the prodigy option. Prodigy lets you give up one of
- your lower-tier abilities for a higher-tier ability
-
- that matches your character concept. For example, if your swashbuckling teleporter is a Graceful Explorer who Fights
--With Panache, you could give up one of your tier 1 Explorer abilities (so you’d only have three instead of four) or give
-+With Panache, you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give
- up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 ability Short Teleportation.
-
- Choosing prodigy as a power shift is an interesting trade-off for your character; you end up with a powerful ability
--that you couldn’t get otherwise, but at the cost of a power shift (which the other characters are probably using to add
-+that you couldn't get otherwise, but at the cost of a power shift (which the other characters are probably using to add
- to their skills, damage, or defenses). Keep in mind that higher-tier abilities tend to cost more Pool points (especially
--because your Edge as a low-tier character is less than that of a higher-tier character), so you’ll weaken yourself if
-+because your Edge as a low-tier character is less than that of a higher-tier character), so you'll weaken yourself if
- you use that ability often—which might be a good reason to allocate more points to that stat Pool, or assign a power
- shift to healing so you have more opportunities per day to recover Pool points.
-
- Theoretically, you could put two power shifts in prodigy for the same ability, allowing you to select a high-tier
- ability. However, there are two reasons not to do this. First, those high-tier abilities usually have even higher costs,
--which limits how often you can use them. Second, if you start out with the best version of that ability, there’s no room
--to grow. It’s fun when your character impresses other superheroes by improving an ability, and it’s really handy when
-+which limits how often you can use them. Second, if you start out with the best version of that ability, there's no room
-+to grow. It's fun when your character impresses other superheroes by improving an ability, and it's really handy when
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
- GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
--street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game’s
-+street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
- start.
-
- POWER STUNTS
--A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do.
-+A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
- Examples:
-
- • A lightning-blaster hero shooting their electricity farther than normal
-@@ -51253,15 +51253,15 @@
-
- • A teleporter hero traveling to another dimension
-
--• An illusionist hero negating an opponent’s invisibility
-+• An illusionist hero negating an opponent's invisibility
-
- The Cypher System Rulebook explains modifying abilities on the fly, describing
-
- a method of altering the range, area, or other aspects of an Intellect-based ability by spending more Intellect points.
--In a superhero game, these modifications aren’t limited to Intellect-based abilities—it’s reasonable that a strong hero
-+In a superhero game, these modifications aren't limited to Intellect-based abilities—it's reasonable that a strong hero
- could affect a larger area with Golem Stomp or an agile hero could disarm more than one opponent using Advantage to
- Disadvantage. The cost for making these changes works just like modifying an Intellect-based ability. The additional
--cost uses the same Pool as the ability’s normal cost; if an ability doesn’t have a cost, the GM should choose an
-+cost uses the same Pool as the ability's normal cost; if an ability doesn't have a cost, the GM should choose an
- appropriate ability for the points to come from.
-
- • Increasing range costs 1 Pool point per range step increased (immediate to short, short to long, long to very long).
-@@ -51270,8 +51270,8 @@
- cannot be increased more than one step in this way. Abilities that last for only an action or a round (such as an
- Onslaught attack) cannot have their duration increased.
-
--Abilities that don’t have a Pool cost, like Eyes Adjusted, can be modified as well. If modifying the range or duration,
--the GM decides what Pool the point cost is paid from. However, most abilities like this don’t have ranges or durations,
-+Abilities that don't have a Pool cost, like Eyes Adjusted, can be modified as well. If modifying the range or duration,
-+the GM decides what Pool the point cost is paid from. However, most abilities like this don't have ranges or durations,
- so modifying them requires a difficult, formidable, or impossible task roll.
-
- Modifying the area or other aspects of an ability is more difficult. Instead
-@@ -51288,35 +51288,35 @@
- single-target ability affect an area. Examples: Using Hover to make an opponent crash into the ceiling. Using Shroud of
- Flame to absorb fire. Using Telepathic to talk to a machine or Machine Telepathy to talk to a living person.
-
--Impossible (10): An effect that has nothing to do with the ability’s description or intent. Examples: Using Hover to
--blast an opponent with fire. Using Foil Danger to copy an opponent’s attack. Using an attack like Thunder Beam to heal
-+Impossible (10): An effect that has nothing to do with the ability's description or intent. Examples: Using Hover to
-+blast an opponent with fire. Using Foil Danger to copy an opponent's attack. Using an attack like Thunder Beam to heal
- someone.
-
- Of course, if the altered ability is an attack, the hero still needs to make a successful attack roll against their
--target— just because the character found a way to use Hover as an attack doesn’t mean the attack automatically hits. The
-+target— just because the character found a way to use Hover as an attack doesn't mean the attack automatically hits. The
- attack task for the altered ability uses the normal difficulty for attacking that target. For example, if Hammermind
- wants to split her Onslaught so she can attack two level 2 robots, first she has to succeed at the difficulty 4 task to
- split the attack, then she can make the two (hindered) level 2 attack rolls against the robots.
-
--Just like in any aspect of the game, other factors might ease or hinder the hero’s attempt to perform the stunt. For
-+Just like in any aspect of the game, other factors might ease or hinder the hero's attempt to perform the stunt. For
- example, if the hero Firelash is trying a stunt to use his Shroud of Flame to absorb a fire attack from his evil sister
--Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash’s attempt is eased. But
-+Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash's attempt is eased. But
- if the illusionist hero Hologrim is trying a power stunt to reveal where his invisible archenemy Death Ghost is hiding,
--the GM might feel that the villain’s magical invisibility is especially difficult for Hologrim’s technology-based
--illusions to counter, so the hero’s task is hindered. The GM can also introduce power boost cyphers that ease the power
-+the GM might feel that the villain's magical invisibility is especially difficult for Hologrim's technology-based
-+illusions to counter, so the hero's task is hindered. The GM can also introduce power boost cyphers that ease the power
- stunt task, or present the heroes with temporary effects that ease or hinder power stunt tasks, like a virus that
--erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero’s power
-+erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero's power
- core.
-
--If a hero tries a particular stunt in more than one session, the GM doesn’t need to give the task the same difficulty
--every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain’s fire is a little
-+If a hero tries a particular stunt in more than one session, the GM doesn't need to give the task the same difficulty
-+every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain's fire is a little
- hotter or cooler than the one the hero tried to absorb last time. Or the spaces between the dimensions are thinner or
- thicker right now, making it harder to teleport between them. The position of two opponents or the shape of a room might
- be different than the last time the hero tried splitting an attack power across multiple targets. In other words, the GM
--doesn’t have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7
-+doesn't have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7
- this time; just look at the current circumstances and make a decision based on that. In fact, this is part of the reason
- why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
--formidable, or impossible than deciding whether it’s a level 6 or level 7 task.
-+formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-
- PERMANENT POWER STUNTS
-
-@@ -51368,11 +51368,11 @@
- | Pushed or pulled object can roll or slide very easily | -1 |
- | Pushed or pulled object is buoyant and moving through water | -1 |
-
--\*Each additional doubling of the character’s size eases the task by another step.
-+\*Each additional doubling of the character's size eases the task by another step.
-
- Some character abilities are able to move heavy things, often more easily than brute physical strength can. If a
- superhero wants to push the limits of what those abilities can do, the GM can compare the baseline effects of those
--abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s
-+abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
- roll to succeed.
-
- FEATS OF SPEED
-@@ -51383,7 +51383,7 @@
- must succeed at a difficulty 4 Speed task to complete the movement; failure means they trip, stumble, slip, or fall down
- at some point during the move and stop.
-
--Of course, superheroes aren’t normal people—they’re exceptional, and some can run as fast as Olympic athletes, or much
-+Of course, superheroes aren't normal people—they're exceptional, and some can run as fast as Olympic athletes, or much
- faster. For a character trying to run more than a long distance as their entire action, use the following table to
- determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
-
-@@ -51401,7 +51401,7 @@
-
- TREMENDOUS LEAPS
-
--Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what’s possible with the
-+Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
- jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
- jump huge distances like that should take the Amazing Leap ability, allowing them to jump a long distance or more.
-
-@@ -51418,31 +51418,31 @@
-
- MODIFYING HIGH-TECH DEVICES
-
--It’s common for technically savvy superheroes to fiddle with machines to make them work better or do something
--different. Sometimes the object in question is their own gear, but it’s just as likely to be something they took from a
-+It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
-+different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
- defeated supervillain or found on an alien spaceship.
-
- A character who expects to modify many devices should consider learning abilities such as Innovator, Jury-Rig, Modify
- Artifact Power, Modify Device, and Quick Work. A character who only wants to dabble in this sort of activity can do so,
- but it takes longer and is less efficient.
-
--Small modifications are things like changing a device’s target, range, or duration. “Small” is subjective and up to the
--GM, but generally, it means adding another target (although for some high-level devices, adding a target isn’t a small
-+Small modifications are things like changing a device's target, range, or duration. "Small" is subjective and up to the
-+GM, but generally, it means adding another target (although for some high-level devices, adding a target isn't a small
- change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
- duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
--modification is generally equal to the device’s level minus 1, which also determines how much time it takes to complete
-+modification is generally equal to the device's level minus 1, which also determines how much time it takes to complete
- the modifications.
-
- Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
--shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device’s
-+shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device's
- level for the difficulty and creation time, but take half as long as the time listed.
-
- A character modifying their own device eases the task. This applies whether the character built the device themselves or
--they’ve been repairing and tinkering with it long enough that they fully understand its workings.
-+they've been repairing and tinkering with it long enough that they fully understand its workings.
-
- Regardless of whether the change is big or small, failing the modification task means the character wastes the full
--amount of time spent attempting the modification, and uses up materials equal to the device’s level minus 2, but they
--can try again. If they fail with a roll of a natural 1, it’s likely that the free GM intrusion means the device is
-+amount of time spent attempting the modification, and uses up materials equal to the device's level minus 2, but they
-+can try again. If they fail with a roll of a natural 1, it's likely that the free GM intrusion means the device is
- ruined (but perhaps could be salvaged for materials).
-
- Modification GM intrusions: The device gains a high depletion rate, needs to be recharged after each use, or develops a
-@@ -51464,11 +51464,11 @@
- conditions, the GM should ease
-
- the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
--for only about the first quarter of that time and the “helpers” taking care of the rest.
-+for only about the first quarter of that time and the "helpers" taking care of the rest.
-
- OPTIONAL RULES FOR HORROR
-
--This chapter describes many different optional rules (called “horror modules”) for making horror games more exciting or
-+This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
- suspenseful. Horror modules are tweaks the GM applies
-
- to the rules to make a horror scenario even more scary or to represent how
-@@ -51489,8 +51489,8 @@
-
- The following GM intrusions work for most horror genres.
-
--• Something foils a character’s attempt to escape: a getaway car won’t start, they drop the keys that unlock the exit
--door or lock up the villain, or the shotgun they’re using to clear a path jams or runs out of shells.
-+• Something foils a character's attempt to escape: a getaway car won't start, they drop the keys that unlock the exit
-+door or lock up the villain, or the shotgun they're using to clear a path jams or runs out of shells.
-
- • The antagonist enters a secure or sealed room by an unexpected method: crashing through a door or wall, crawling out
- of a ventilation shaft, jumping out of a trap door, manifesting electronically through a Wi-Fi signal, or teleporting.
-@@ -51511,19 +51511,19 @@
- with a magical dagger). The item might slowly repair itself—and depending on the item, it might be more frightening if
- it shows up fully intact or still bearing damage from how the PCs tried to destroy it.
-
--This reappearance usually isn’t because the item is literally walking to wherever the PCs are (although if the item is
-+This reappearance usually isn't because the item is literally walking to wherever the PCs are (although if the item is
- something like a cursed doll, that might make it more frightening). In most cases, it just happens to be where the PCs
--went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone’s luggage.
-+went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone's luggage.
- If the item is intelligent (or controlled by a hostile intelligence), it might use NPCs to bring it back to the PCs, and
- might sacrifice those NPCs in dramatic and gory ways to make sure it ends up back in the hands of the PCs. For example,
--if the PCs abandon a haunted ring, on the next day when they’re waiting for a train they recognize a man they saw
-+if the PCs abandon a haunted ring, on the next day when they're waiting for a train they recognize a man they saw
- earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
- PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-
- CHARACTER POSSE
-
- Every player is given at least two characters to run, each with about the same amount of background and abilities so
--they’re all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
-+they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
- story changes locations, the GM can have one or more players switch their active PC and interact with the other active
- PCs and the story in
-
-@@ -51532,19 +51532,19 @@
-
- of the group having to wait, and gives every player a backup character to play if their active PC dies.
-
--Character Posse works best when the characters are very simple and don’t have many abilities that require a lot of
-+Character Posse works best when the characters are very simple and don't have many abilities that require a lot of
- knowledge and description. That way the player can focus on the personality of the PC and not have to keep remembering a
- stack of complicated abilities. In a non-fantastic modern setting, that often means characters who have a lot of skills
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
- DEAD ALL ALONG
--A handful of people are forced to stick together under unusual circumstances—they’re survivors of a shipwreck,
-+A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
--disappear when nobody is looking. The PCs begin to suspect they’re being haunted by ghosts or observed by mysterious
-+disappear when nobody is looking. The PCs begin to suspect they're being haunted by ghosts or observed by mysterious
- aliens; one or more of them disappear or are found dead. Eventually the PCs realize that they are ghosts of people who
--haven’t come to terms with their own deaths, and the weird experiences are their limited interactions with the real
-+haven't come to terms with their own deaths, and the weird experiences are their limited interactions with the real
- world and the living people trying to bury their bodies or put their souls at peace.
-
- In these stories, the emotional journey of the ghosts is about understanding their situation and coming to terms with
-@@ -51561,9 +51561,9 @@
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
- points left over (if any)
-
--must go to their Intellect Pool, even if that’s not normally an option for the ability. This does not apply to the extra
--points the player can divide among their Pools at character creation. This creates a more “realistic” game scenario
--where the PCs are more like normal people who don’t get much more powerful physically over the course of a campaign, but
-+must go to their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra
-+points the player can divide among their Pools at character creation. This creates a more "realistic" game scenario
-+where the PCs are more like normal people who don't get much more powerful physically over the course of a campaign, but
- still can learn new skills, advance their minds, and so on.
-
- This module does not affect abilities like Enlarge (which temporarily adds 4 points to your Might Pool), but it does
-@@ -51572,8 +51572,8 @@
-
- GHOSTLY HELPERS
-
--In a horror story, it’s common for major characters to be killed or incapacitated, but in a horror RPG, that means the
--player of a dead character doesn’t have much to do. The Ghostly Helpers module gives players whose characters are out of
-+In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
-+player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
- the game two ways to have an active role in the scenario.
-
- First, the dead character is still able to spend their XP to give a living character a reroll. To facilitate this, the
-@@ -51587,33 +51587,33 @@
- weapon). When the GM gives out more subtle cyphers, any excess ones (beyond the cypher limit of living PCs) should go to
- the dead characters, up to the cypher limits of the dead characters (any extra cyphers beyond that are lost).
-
--The player of a dead character always gets to decide when to help and which PC to affect with their help—they’re not
-+The player of a dead character always gets to decide when to help and which PC to affect with their help—they're not
- merely extensions of the living PCs. Whether this help is just fate or coincidence working on behalf of the PC, or if it
- literally is the lingering ghost of a dead character trying to save a living person, depends on the scenario and the GM.
-
--Help from a dead character doesn’t have to be from a ghost. Depending on the genre, it might be the influence of a
-+Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
- guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-
- HALLUCINATION RESET
-
--In some horror genres, it’s unclear if the character is truly experiencing what’s happening in the story, or if they’re
-+In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
- hallucinating or dreaming it. In some cases, their fear response
-
- to the real events happening around them prompts their conscious or subconscious imagination to create an unreal
--scenario that’s even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still
-+scenario that's even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still
- very dangerous) situation. This sort of hallucination allows the story to go completely off the rails and then suddenly
- return to normal.
-
- If the GM plans to have a hallucination reset, they should keep track of damage taken, equipment used, and XP spent for
--each character (if using cypher and XP cards, there should be a separate space for each character’s used cards). When
-+each character (if using cypher and XP cards, there should be a separate space for each character's used cards). When
- the hallucination ends, stop the action, explain that the PCs find themselves at an earlier point in the story (or wake
--up after some time has passed if it’s a dream), and restore their Pools, equipment, and XP to their previous state. If
--the GM doesn’t know exactly how much each character’s Pool changed, allow each PC to make a free recovery roll to
-+up after some time has passed if it's a dream), and restore their Pools, equipment, and XP to their previous state. If
-+the GM doesn't know exactly how much each character's Pool changed, allow each PC to make a free recovery roll to
- compensate for it.
-
- If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
--close as possible to their previous state, relying on the players’ recollection of which cyphers and XP belonged to each
--character. As it’s unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
-+close as possible to their previous state, relying on the players' recollection of which cyphers and XP belonged to each
-+character. As it's unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
- can allow each of them a free recovery roll to make up for it.
-
- Used carefully, a hallucination reset leaves the characters wondering what is real, and it can be a tool for the GM to
-@@ -51621,12 +51621,12 @@
- risks causing the players to lose interest in the game because the frequent resets undermine their emotional connections
- to their characters and negate any progress in the story.
-
--Note that a deliberate and planned reset can deliberately do strange things with the story because it’s completely in
--the characters’ heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers
-+Note that a deliberate and planned reset can deliberately do strange things with the story because it's completely in
-+the characters' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers
- attacking the PCs with flamethrowers. One about aliens might show the antagonists turning into sexy vampires. A haunted
--house might convince the PCs that they’re tearing off their own faces. A hallucination might even include elements of
--something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won’t
--know if they should act on their “future memories” of these events or ignore them as falsehoods.
-+house might convince the PCs that they're tearing off their own faces. A hallucination might even include elements of
-+something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
-+know if they should act on their "future memories" of these events or ignore them as falsehoods.
-
- HORROR MODE
-
-@@ -51638,8 +51638,8 @@
-
- Horror Mode is unique among the horror modules in that the default assumption is that the GM is using it for every
- horror game, at least some of the time. Using Horror Mode makes the players aware of the risks they take every time they
--make a roll. They won’t take easy tasks for granted, and they might apply Effort to turn an easy task into a routine
--task so they don’t have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
-+make a roll. They won't take easy tasks for granted, and they might apply Effort to turn an easy task into a routine
-+task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
- them feel more vulnerable.
-
- ESCALATION RATE
-@@ -51674,19 +51674,19 @@
-
- HYSTERIA
-
--Screaming is a natural reaction when you’re frightened, but it’s also likely
-+Screaming is a natural reaction when you're frightened, but it's also likely
-
- to draw the attention of whatever is frightening you. The Hysteria horror module encourages characters to give in to the
- natural instinct to scream, but introduces dangerous consequences for doing so.
-
--At any time, as an action, a PC can use a free one-action recovery roll (which doesn’t use up the one-action recovery
-+At any time, as an action, a PC can use a free one-action recovery roll (which doesn't use up the one-action recovery
- roll that all characters get), but doing so means they also spend that action loudly screaming. Because of this noise,
--the GM can make a free intrusion and doesn’t have to award XP for it.
-+the GM can make a free intrusion and doesn't have to award XP for it.
-
--A PC’s ten-minute recovery roll takes only one minute, but the PC
-+A PC's ten-minute recovery roll takes only one minute, but the PC
-
- has to scream and have an emotional meltdown for the entire time. As with the previous option, this allows the GM to
--make a free intrusion (after the recovery period) and they don’t have
-+make a free intrusion (after the recovery period) and they don't have
-
- to award XP for it. The PC still has the option of resting normally for ten minutes to use the ten-minute recovery roll
- (without screaming, and without the free intrusion).
-@@ -51697,16 +51697,16 @@
-
- INSTANT PANIC
-
--Most people in real life aren’t prepared for the existence of aliens, monsters, or killer robots, and seeing something
-+Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
- that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
--suitably horrifying) they thought wasn’t possible or only existed in books and movies, they must make an Intellect
--defense roll against the creature’s level. If they fail, for one round either they’re paralyzed with fear or they run in
-+suitably horrifying) they thought wasn't possible or only existed in books and movies, they must make an Intellect
-+defense roll against the creature's level. If they fail, for one round either they're paralyzed with fear or they run in
- the opposite direction.
-
--Repeat appearances by the creature (or other creatures like it) that they’ve seen before usually don’t trigger this
-+Repeat appearances by the creature (or other creatures like it) that they've seen before usually don't trigger this
- reaction a second time, but encountering a large number of those creatures or seeing them do something unusual might
- trigger it. For example, seeing a ghoul crawl out of a storm drain might trigger panic; seeing another ghoul (or the
--same one again) won’t trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead
-+same one again) won't trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead
- person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
- it again as an intrusion if the circumstances warrant it.
-
-@@ -51720,13 +51720,13 @@
-
- Cypher System characters are tough and resilient, even at tier 1, but Ironman brings them down to a more realistic power
- level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge for characters
--whose abilities don’t cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
-+whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
- healing cyphers and artifacts, but limit them to the minimum amount.
-
- LAST SURVIVOR
-
- Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
--journey toward that point, it’s not clear who the last survivor will be, and sometimes a potential last survivor is
-+journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
- eliminated unexpectedly or sacrifices themselves so that another person may live. The Last Survivor horror module
-
- is a way for PCs to temporarily thwart fate, but it inevitably feeds toward the last surviving character having extra
-@@ -51745,8 +51745,8 @@
-
- • All rolls to save them from being killed are eased by two steps.
-
--• The last survivor XP can be spent only by the last survivor, and only on the last survivor’s rolls, never on any other
--players’ rolls. (The PC can still spend their personal XP normally, including on other players’ rolls.)
-+• The last survivor XP can be spent only by the last survivor, and only on the last survivor's rolls, never on any other
-+players' rolls. (The PC can still spend their personal XP normally, including on other players' rolls.)
-
- • At any time, whoever has the token can pass the role of last survivor to another player. The receiving player gets all
- the XP associated with the last survivor (if there are none, the GM immediately gives 1 XP to the token).
-@@ -51760,13 +51760,13 @@
- MADNESS
-
- Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
--or shock reduces a PC’s Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
-+or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
- PERILOUS VENTURE
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
--make mistakes along the way it’s a setback instead of an outright failure. For example, they might need to read a
-+make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
- building to contain hostile ghosts. Rather than having their success or failure come down to one roll, the GM can build
- tension by requiring the players to make multiple rolls called subtasks. The subtasks start at difficulty 1, and the
-@@ -51775,13 +51775,13 @@
- attempting to leave the house).
-
- Generally, these subtasks occur at equally divided intervals over the course of the full time required to complete the
--ritual. If at any point the PC fails a subtask, the ritual isn’t ruined, but it costs time—a failure means the time
-+ritual. If at any point the PC fails a subtask, the ritual isn't ruined, but it costs time—a failure means the time
- spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
- subtask.
-
- Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make
- some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. Of course,
--applying Effort is something characters do in the moment, not over long periods of time, so it’s generally impossible to
-+applying Effort is something characters do in the moment, not over long periods of time, so it's generally impossible to
- apply sustained Effort on a task or subtask that takes longer than a day.
-
- The GM should decide if a given ritual is something that other PCs can help with. Even if it initially seems like a solo
-@@ -51791,7 +51791,7 @@
- spotlight.
-
- To make the situation more interesting, the GM can introduce a time challenge, like requiring the PCs to finish by a
--specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that’s
-+specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that's
- inflicting damage to an NPC every round it possesses them). This puts pressure on the PCs to complete the process as
- soon as possible.
-
-@@ -51802,7 +51802,7 @@
-
- a limited resource, such as holy water, silver powder, or rare herbs; if the PCs have only enough materials to complete
- the ritual (perhaps with a little extra in case they make one mistake), that forces them to use Effort, XP, and other
--tricks to make sure they don’t fail too often and run out.
-+tricks to make sure they don't fail too often and run out.
-
- Finally, some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
-@@ -51816,25 +51816,25 @@
-
- These intrusions work like the normal kind (the GM awards 2 XP, and the player gives one of them to another player).
- However, while normal intrusions are subtle changes that influence the situation, using Poor Choices lets the GM abandon
--that restraint and dictate a specific overt character action, even if it’s something that the player wouldn’t normally
-+that restraint and dictate a specific overt character action, even if it's something that the player wouldn't normally
- choose.
-
--These intrusions can be risky, but they shouldn’t be obviously self-destructive or harmful. For example, the GM
--shouldn’t use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a
-+These intrusions can be risky, but they shouldn't be obviously self-destructive or harmful. For example, the GM
-+shouldn't use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a
- parachute, punch a police officer, or stare directly at an eclipse. The idea is to put the character in a complicated
- situation more forcefully than the player might choose, but not set up the character for failure. The players know
--they’re in a horror scenario, but their characters don’t, and this helps prevent the players from using metagame
-+they're in a horror scenario, but their characters don't, and this helps prevent the players from using metagame
- knowledge to keep the PCs out of trouble. Another way to look at it is the characters should act as if they live in a
--world where horror movies don’t exist, so they don’t know not to do these things.
-+world where horror movies don't exist, so they don't know not to do these things.
-
- As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
--consider accepting the intrusion for the sake of the story, and because they’ll need the XP later.
-+consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-
- POOR CHOICES INTRUSIONS
-
- The following are examples of GM intrusions to use with the Poor Choices module.
-
--A character investigates a strange noise on their own. (“It’ll be fine!”)
-+A character investigates a strange noise on their own. ("It'll be fine!")
-
- • Two or more characters sneak off to have sex.
-
-@@ -51847,9 +51847,9 @@
-
- • A character slips away to urinate out in the woods or a nearby scary building.
-
--• A character doesn’t care that nearby animals are acting strange (especially if they’re guard dogs).
-+• A character doesn't care that nearby animals are acting strange (especially if they're guard dogs).
-
--• A character doesn’t shoot a dead monster in the head. (“We need to save ammo.”)
-+• A character doesn't shoot a dead monster in the head. ("We need to save ammo.")
-
- • A character runs away into the dark or away from a place that would be a better, safer direction to run.
-
-@@ -51864,28 +51864,28 @@
- • A character tries to escape by squeezing through a space that no human could reasonably get through quickly, such as a
- doggie door or a tiny window in a garage door.
-
--• A character hides the fact that they’ve been bitten by a zombie, have a weird rash like the one they saw on the walls
--of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. (“I’ll be okay.”)
-+• A character hides the fact that they've been bitten by a zombie, have a weird rash like the one they saw on the walls
-+of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. ("I'll be okay.")
-
- • A character runs straight down the road to get away from a pursuing vehicle (instead of onto the sidewalk, behind a
- big tree, or around a tight corner).
-
- • A prone or supine character crawls away from approaching danger instead of getting up and running.
-
--• A character doesn’t call the local authorities for help when they hear something dangerous.
-+• A character doesn't call the local authorities for help when they hear something dangerous.
-
- • A character ignores or rationalizes a weird noise.
-
- • A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
-
--• A character goes into the cave, mine shaft, or creepy house. (“I’m just going to look around for a second.”)
-+• A character goes into the cave, mine shaft, or creepy house. ("I'm just going to look around for a second.")
-
--• A character insists on staying behind while everyone else goes on ahead. (“Someone should be here when the sheriff
--shows up!”)
-+• A character insists on staying behind while everyone else goes on ahead. ("Someone should be here when the sheriff
-+shows up!")
-
--• A character doesn’t check the back seat of a car before getting in and starting it.
-+• A character doesn't check the back seat of a car before getting in and starting it.
-
--• A character ignores an obvious creepy clue that there’s something wrong in the house, like a bloody axe, a room full
-+• A character ignores an obvious creepy clue that there's something wrong in the house, like a bloody axe, a room full
- of taxidermy animal heads, or newspaper clippings about recent murders.
-
- • While being pursued, a character calls for help or otherwise attracts attention (like banging on store windows at
-@@ -51893,18 +51893,18 @@
-
- • A character tries to pet an unknown lifeform.
-
--• A character tries to make peaceful contact with an obviously hostile entity. (“It’s as frightened of us as we are of
--it!”)
-+• A character tries to make peaceful contact with an obviously hostile entity. ("It's as frightened of us as we are of
-+it!")
-
- • A character unlocks a door or disables a security system to let a scared stranger into a safe area.
-
--• A character doesn’t bother to turn on the lights.
-+• A character doesn't bother to turn on the lights.
-
- • A character uses an action taunting their foe.
-
- • A character follows a trail of blood.
-
--• A character ignores good advice from a helpful and knowledgeable NPC. (“That old lady was a superstitious kook.”)
-+• A character ignores good advice from a helpful and knowledgeable NPC. ("That old lady was a superstitious kook.")
-
- • A character uses a firearm as a loud, ineffective solution for a simple problem (like shooting a padlock).
-
-@@ -51922,16 +51922,16 @@
-
- POSSESSION
-
--Some demons have the ability to possess a living creature, taking over a character’s body as if it were the demon’s own.
--The demon must touch the character to attempt possession (even if the demon’s touch normally inflicts damage, the
--possession attempt doesn’t inflict damage). The character must make an Intellect defense roll or become possessed,
--whereupon the demon’s immaterial form disappears into the character.
-+Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
-+The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
-+possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed,
-+whereupon the demon's immaterial form disappears into the character.
-
- The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
- possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to
- resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon
--isn’t trying to control its host, the character can act as they choose. A possessing demon’s actions are limited to
--controlling its host and leaving the host (the demon can’t use its own abilities while in someone else’s body).
-+isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to
-+controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).
-
- While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will
- eject the demon).
-@@ -51947,7 +51947,7 @@
-
- SECRET TWIST
-
--It’s common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
-+It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
- interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
- is an active threat that can disguise itself as human (like an alien or demon) or take off a mask and pretend to be a
- fellow prisoner or victim (like a chainsaw killer), only to reveal themselves when the perfect opportunity comes along.
-@@ -51955,9 +51955,9 @@
-
- To use a secret twist, the GM first needs to decide three things:
-
--• The secrets they want the PCs to keep from each other. Examples might be “Your character is actually the shapechanging
--alien that is hunting everyone on the spaceship,” “The chainsaw killer is the identical twin of your character,” or
--“Another PC ruined your life but they don’t realize who you are.”
-+• The secrets they want the PCs to keep from each other. Examples might be "Your character is actually the shapechanging
-+alien that is hunting everyone on the spaceship," "The chainsaw killer is the identical twin of your character," or
-+"Another PC ruined your life but they don't realize who you are."
-
- • The best time to reveal the secret to the player involved. This might be something the player learns before the game
- starts or a revelation during the game. If there are multiple secrets, the players might learn them at different times.
-@@ -51968,7 +51968,7 @@
- with a GM intrusion) or let the player decide when to reveal it. For example, the GM decides that walking into a dark
- room with a black light is how all the human PCs realize that one character is really a shapeshifting alien with
- UV-fluorescing skin, but the GM allows the PC whose family fortune was stolen by another character to bring that up on
--their own (perhaps when they’re alone with the thief).
-+their own (perhaps when they're alone with the thief).
-
- If revealing the secret to the players is supposed to happen during the game, it would be suspicious if only one player
- was pulled aside for a conversation about it—the other players would know something unusual was going on. Instead, the
-@@ -51976,16 +51976,16 @@
- text so that nobody is singled out by having to read a text. Alternatively, the GM can give a physical note to every
- player (perhaps using the secret twist Special Cards); some of these notes might be secrets and some innocuous, but the
- fact that everyone gets a note disguises who might be getting a secret twist. By making sure that each note has some
--kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don’t receive
-+kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don't receive
- a special secret still spend a reasonable amount of time reading the note and keeping it safe.
-
- If the players are especially skilled at roleplaying, there may be opportunities for multiple secret twists, especially
--those that change a character’s identity. For example, in a scenario where there are duplicates of the PCs walking
-+those that change a character's identity. For example, in a scenario where there are duplicates of the PCs walking
- around in their city (evil twins, clones, aliens, or the like), the identity of individual characters might switch from
- the originals to duplicates and back again several times during the game.
-
- Multiple shifts of identity are probably easier for the GM and players to handle if they take place over several game
--sessions and each session starts with players knowing exactly who they’re playing. It also helps if the players take
-+sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
- separate notes about what the original and the duplicate know.
-
- SHOCK
-@@ -52015,40 +52015,40 @@
-
- UNEASE
-
--Horror isn’t always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it’s
-+Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
- something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
--stomach. You can feel that something is wrong, but you don’t know exactly what, and you’re not sure what to do about it.
--Your body isn’t sure if it should jump into fight or flight, so you’re anticipating a spike of adrenaline and it’s very
-+stomach. You can feel that something is wrong, but you don't know exactly what, and you're not sure what to do about it.
-+Your body isn't sure if it should jump into fight or flight, so you're anticipating a spike of adrenaline and it's very
- distracting.
-
- With the Unease horror module, whenever a character is in the presence of something disturbing that risks breaking their
- worldview, all their actions are hindered. Normally this happens whenever the triggering situation is within a short
- distance of the character, but the range might vary depending on what the PC sees and the nature of the disturbance. For
--example, a demon the size of a house might cause unease whenever it’s within very long range, but a city-sized alien
--starship hovering in the sky might affect people whenever they can see it even though it’s a thousand miles away.
-+example, a demon the size of a house might cause unease whenever it's within very long range, but a city-sized alien
-+starship hovering in the sky might affect people whenever they can see it even though it's a thousand miles away.
-
- If the GM plans to have an ongoing Unease effect throughout an entire game session (like an alien death fleet), they
--should consider using physical reminders in the game area so players don’t forget its effects. Over time, the GM might
-+should consider using physical reminders in the game area so players don't forget its effects. Over time, the GM might
- allow characters to become used to these worrying sights, perhaps due to exposure or maybe by purchasing the familiarity
- as a medium-term benefit.
-
- Some creatures in the Cypher System already have the ability to make others uncomfortable just by being in the same
--area, so if they are the only weird creatures the GM plans to use in a horror game, there’s no need for the Unease
-+area, so if they are the only weird creatures the GM plans to use in a horror game, there's no need for the Unease
- module.
-
- In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-
- OPTIONAL RULES FOR FAIRYTALE
-
--Fairy tale games have unique opportunities for magic that aren’t found elsewhere— death, curses, blessings, and wishes
-+Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
- are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
-
- Death
-
--You’ve probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
-+You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
- die. Or die and come back to life. You get the idea.
-
--Potentially, this will also be true in a fairy tale game. Thankfully, death doesn’t have to be the end of a character’s
-+Potentially, this will also be true in a fairy tale game. Thankfully, death doesn't have to be the end of a character's
- life. There are any number of ways to stop or reverse death, including artifacts, cyphers, and abilities. Additionally,
- a few NPCs, such as witches or Death themself, may have the power to bring someone back from the dead.
-
-@@ -52070,7 +52070,7 @@
-
- Curses work slightly differently than regular damage. Curses can have an impact on the game and the game mechanics (a
- character is turned into a fish or becomes invisible, all of their interactions are hindered, they take ongoing damage,
--and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word “apple,”
-+and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
- their skin turns golden). See the Curse table for a list of example curses.
-
- Preventing Curses
-@@ -52080,12 +52080,12 @@
-
- this task, as does having a skill in curses or resisting curses.
-
--Often, part of a curse’s effects is hindering curse resistance; thus, a character who already has one curse on them will
-+Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
- find defending against a second curse is more difficult (their task is hindered).
-
- Removing Curses
-
--Similar to poison and disease, curses aren’t automatically removed when a character makes a regular recovery roll.
-+Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
- Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
- curse, the character must take actions to remove it. The actions required depend on the nature and level of the curse.
-
-@@ -52097,12 +52097,12 @@
-
- In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
- happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
--you’ll want to use both of these, as they each add something unique to the experience of being cursed.
-+you'll want to use both of these, as they each add something unique to the experience of being cursed.
-
- Curse intrusions work like regular GM intrusions, and the cursed character gets XP. However, they only get 1 XP instead
- of the usual 2, and they must decide whether to keep it or give it to another player. Introduce additional curse
- intrusions from the Curse Intrusions table when it feels appropriate. This might be anytime the character has a big
--success, when they’re in a particularly risky position, or when they start to feel like they’ve forgotten about the
-+success, when they're in a particularly risky position, or when they start to feel like they've forgotten about the
- curse.
-
- Curse Mode. When using this rule, the GM increases the range of numbers that trigger a GM intrusion. As soon as a
-@@ -52120,13 +52120,13 @@
- • The character starts a new day (or makes their ten-hour recovery roll).
-
- > • The character actively takes an action to remove the curse (curses like wreaking havoc, which is part of the reason
--> they’re so hard to get rid of).
-+> they're so hard to get rid of).
-
- • The character attempts to resist an additional curse being cast upon them.
-
- Once all curses are removed, Curse Mode is no longer in effect.
-
--While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC’s
-+While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
- situation worse.
-
- Curse Intrusions
-@@ -52138,14 +52138,14 @@
- | 3 | The character shimmers in and out of view. |
- | 4 | A deep sense of despair comes over the character. |
- | 5 | The character feels an overwhelming urge to start dancing. |
--| 6 | The character’s clothes are suddenly much too large. |
-+| 6 | The character's clothes are suddenly much too large. |
-
- Curse Table
-
- Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
- and the characters.
-
--Typically, curses that have simple roleplaying effects (such as the character’s inability to speak their own name) are
-+Typically, curses that have simple roleplaying effects (such as the character's inability to speak their own name) are
- lower-level curses, while those that affect gameplay (such as decreasing recovery roll points) are higher level. Curses
- that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
- very high level because the caster wants to make it very hard to get rid of.
-@@ -52255,8 +52255,8 @@
- |-----|--------------------------------------------------------------------|
- | 1 | Someone randomly gives the character a small gift. |
- | 2 | When the character speaks, gold coins fall from their mouth. |
--| 3 | A necessary item, map, or clue falls into the character’s lap. |
--| 4 | The weather is suddenly in the character’s favor. |
-+| 3 | A necessary item, map, or clue falls into the character's lap. |
-+| 4 | The weather is suddenly in the character's favor. |
- | 5 | Someone nearby just happens to have the thing the character needs. |
- | 6 | A cypher or artifact works even better than expected. |
-
-@@ -52267,7 +52267,7 @@
- gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7.
-
- In order for a wish to be granted, the character must succeed on an Intellect-related task (usually persuasion or
--possibly intimidation) equal to the wish’s level. On a failed roll, the wish is either not granted at all or is
-+possibly intimidation) equal to the wish's level. On a failed roll, the wish is either not granted at all or is
- partially granted, depending on the wish and the creature or object that is granting it.
-
- Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
-@@ -52278,20 +52278,20 @@
- In fairy tales, characters often have exactly the right mundane piece of equipment
-
- that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
--on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don’t have
--to keep exact track of their characters’ mundane equipment; instead, they spend an amount to get an unspecified “Pocket
--Item” in
-+on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
-+to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
-+Item" in
-
--that category. Then, when they’re out in the world and realize they could solve a problem with an item, they can just
--say, “I have that!” and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
-+that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
-+say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
- one of their Pocket Items for the appropriate price category.
-
- Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
- less expensive counterparts.
-
--The GM has veto power over items that they don’t think you could have found or carried.
-+The GM has veto power over items that they don't think you could have found or carried.
-
--Using the I Have That! rule doesn’t preclude PCs from also purchasing these items directly. For example, if a character
-+Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
- who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
- into a Pocket Item; it remains a thimble.
-
-@@ -52370,11 +52370,11 @@
- GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
- all while making the game more interesting and surprising for characters.
-
--There’s a list of example GM intrusions in the Cypher System Rulebook, and any of those would work in a fairy tale game.
--The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they’re what
-+There's a list of example GM intrusions in the Cypher System Rulebook, and any of those would work in a fairy tale game.
-+The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they're what
- could happen when magic goes wrong (or extraordinarily right).
-
--Remember that GM intrusions don’t always mean that something has gone wrong or is bad for the players (unless they are
-+Remember that GM intrusions don't always mean that something has gone wrong or is bad for the players (unless they are
- curse intrusions). A GM intrusion could be the arrival of a good omen, the sudden reversal of a curse, or something that
- seems bad at first (like falling down a rabbit hole) but leads to something wonderful in the end (a whole new world to
- explore!).
-@@ -52387,10 +52387,10 @@
- | d10 | GM Intrusion |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------|
- | 1 | A mischievous brownie attempts to steal an object from the characters in the middle of an important conversation or fight. |
--| 2 | The NPC that the characters are talking to suddenly looks at their watch or the sky, says, “I’m late, I’m late,” and disappears. |
-+| 2 | The NPC that the characters are talking to suddenly looks at their watch or the sky, says, "I'm late, I'm late," and disappears. |
- | 3 | A character speaks and all of their words come out backward. |
- | 4 | The creature that the PCs are fighting or interacting with splits into two versions of itself. |
--| 5 | The character that the PCs have been interacting with loses their glamour, and the PCs discover it’s not the person they thought it was. |
-+| 5 | The character that the PCs have been interacting with loses their glamour, and the PCs discover it's not the person they thought it was. |
- | 6 | Death arrives, convinced that one of the characters is someone else. |
- | 7 | An opponent uses magic to gain hidden knowledge about a PC and uses it to their advantage in a fight or debate. |
- | 8 | The North Wind has taken a liking to one of the characters and does something to help them succeed in their actions. |
-@@ -52402,7 +52402,7 @@
- | d10 | GM Intrusion |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 1 | One or more characters accidentally damage or offend a plant of some type, causing it to retaliate. |
--| 2 | A wren starts singing at a nearby crossroads, warning that something’s coming. |
-+| 2 | A wren starts singing at a nearby crossroads, warning that something's coming. |
- | 3 | One of the characters trips and falls into a rabbit hole. |
- | 4 | Someone steals the moon just as the PCs are about to do an important task that requires moonlight. |
- | 5 | The tree that the characters are sitting under wakes up. Perhaps it is hungry, or maybe it just wants company. |
-@@ -52428,12 +52428,12 @@
-
-
- 1 |
--A magical ability, cypher, or artifact does exactly what it’s supposed to, but also creates a weird side effect that
-+ | A magical ability, cypher, or artifact does exactly what it's supposed to, but also creates a weird side effect that
- affects a nearby friend (or foe). |
-
-
- 2 |
--A piece of equipment whispers lies into the character’s ear, making a convincing argument that their friends are not
-+ | A piece of equipment whispers lies into the character's ear, making a convincing argument that their friends are not
- loyal. |
-
-
-@@ -52443,16 +52443,16 @@
-
-
- 4 |
--A character’s belt turns into a snake and starts tightening around their middle. |
-+A character's belt turns into a snake and starts tightening around their middle. |
-
-
- 5 |
--A random object begins to wiggle and crack, as though it’s about
-+ | A random object begins to wiggle and crack, as though it's about
- to hatch. |
-
-
- 6 |
--The character’s weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. |
-+The character's weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. |
-
-
- 7 |
-@@ -52471,7 +52471,7 @@
-
-
- 10 |
--An item in the character’s hand or bag starts to replicate itself over and over. |
-+An item in the character's hand or bag starts to replicate itself over and over. |
-
-
-
-@@ -52479,23 +52479,23 @@
- PLAYER INTRUSIONS
-
- A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
--character. It’s kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
-+character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
- complication for a character, the player spends 1 XP
-
- and presents a solution to a problem or complication.
-
- Once Upon a Time: Someone you played with as a child reappears and helps you in whatever you are doing. They may be
--alive or dead, but your heart is warmed upon seeing them, for it’s been a long time.
-+alive or dead, but your heart is warmed upon seeing them, for it's been a long time.
-
- As You Wish: You do something that reminds another person or creature in the area of someone they once cared for deeply.
--They are eager to assist you in whatever you’ve got going on, at least for a few minutes.
-+They are eager to assist you in whatever you've got going on, at least for a few minutes.
-
--Once Upon a Dream: Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You can’t
--remember all of the details, but you remember enough to know some of what’s about to take place, and it gives you an
-+Once Upon a Dream: Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You can't
-+remember all of the details, but you remember enough to know some of what's about to take place, and it gives you an
- additional action to prepare something useful.
-
- Bibbidi-bobbidi-boo: A little sprinkle of magic from your fairy godmother is all you need to achieve a goal, retry a
--task, or be better at something you’re attempting to do.
-+task, or be better at something you're attempting to do.
-
- Wish Upon a Star: Long ago, you helped part of a dying star return to its rightful place in the sky. It keeps an eye on
- you and, in a moment when it feels like all hope is lost, it sends a little magic or light to aid you.
-@@ -52503,7 +52503,7 @@
- Dreams Do Come True: Something you wished for long ago comes true just at this moment. It might be for a broken weapon
- to be fixed, an ally to appear, or a bit of knowledge or understanding to arrive in your mind.
-
--What’s Come to Pass: Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know
-+What's Come to Pass: Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know
- just what to do to put yourself at an advantage in the situation.
-
- Think Happy Thoughts: You think of something or someone that brings you great joy, and it imbues your next few actions
-@@ -52515,25 +52515,25 @@
- Happily Ever After: Through the power of your love for another, you use magic to protect someone you care for. They are
- able to sidestep an attack that would normally do them grave damage.
-
--If a player has no XP to spend, they can’t use a player intrusion.
-+If a player has no XP to spend, they can't use a player intrusion.
-
- MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
- of triggering a minor special effect or major special effect, respectively. In fairy tales, almost anything goes, which
--can be overwhelming to a player trying to decide what their character’s special effect might be. Here are a few special
-+can be overwhelming to a player trying to decide what their character's special effect might be. Here are a few special
- effect options for players to use or be inspired by.
-
- Minor Effect Suggestions
-
- • A weapon comes alive at the perfect moment and does a bit more damage to a foe.
-
--• A fluctuation in magic hinders all of the foe’s tasks for one minute.
-+• A fluctuation in magic hinders all of the foe's tasks for one minute.
-
- • A curse, spell, or ability has additional force behind it, and lasts a round longer than expected.
-
--• The foe’s magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
-+• The foe's magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
-
- • A shapeshifting or disguise spell or ability dazzles the target, easing all tasks related to it.
-
-@@ -52545,14 +52545,14 @@
-
- • A fluctuation in magic prevents a foe from taking their next action.
-
--• A curse that was cast upon you by the foe you’re attacking is removed.
-+• A curse that was cast upon you by the foe you're attacking is removed.
-
- • A foe surrenders, agreeing to lay down their weapons.
-
- • A foe accidentally steps on a living plant or dangerous creature while trying to dodge your blow, and it attacks them
- or holds them fast.
-
--• A shapeshifting or disguise spell or ability works so well that the foe’s familiar or companion runs off, afraid to
-+• A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
- continue the fight.
-
- EQUIPMENT
-@@ -52564,9 +52564,9 @@
-
- CURRENCY
-
--In most fairy tales, money isn’t precise. Someone might be poor or rich. They might find a bag of gold or a chest full
-+In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
- of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
--what they don’t have is “one gold piece” or “thirty farthings” to their name. This means that whatever your fairy tale
-+what they don't have is "one gold piece" or "thirty farthings" to their name. This means that whatever your fairy tale
- setting, you can think in general terms of money instead of keeping meticulous track of every penny, farthing, gold
- coin, or dollar.
-
-@@ -52583,10 +52583,10 @@
- SIGNATURE ITEMS
-
- In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
--very important. They’re often unique and handcrafted,
-+very important. They're often unique and handcrafted,
-
- they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
--have undergone repairs or have markings that tell something about the character’s background.
-+have undergone repairs or have markings that tell something about the character's background.
-
- APPAREL AND ARMOR
-
-@@ -52604,23 +52604,23 @@
-
- Every science fiction setting has an implicit level of advancement, which is the average degree of technological
- sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
--all the way to fantastic. Each of these terms specifies a particular “technology rating” (or “tech rating” for short).
-+all the way to fantastic. Each of these terms specifies a particular "technology rating" (or "tech rating" for short).
-
- A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8,
--which optional rules you’d like to include from chapter 6, and maybe even help guide your creature choice from chapter
-+which optional rules you'd like to include from chapter 6, and maybe even help guide your creature choice from chapter
- 9.
-
- On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
--cite you if you don’t stick inside a previously declared lane. The setting is your background for telling a compelling
--story. Does your setting have faster-than-light travel? Great. Unless it’s integral to the story (or fun for you), don’t
--worry about justifying it if you’ve generally settled on an advanced rating for your hard science fiction game (which
--doesn’t normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
-+cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling
-+story. Does your setting have faster-than-light travel? Great. Unless it's integral to the story (or fun for you), don't
-+worry about justifying it if you've generally settled on an advanced rating for your hard science fiction game (which
-+doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
- in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-
- COSMIC SET PIECES AND OPTIONAL RULES
-
- This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
--on the kind of setting you’d like to run. Options here run the gamut from making your science fiction setting more
-+on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
- realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-
- QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-@@ -52654,7 +52654,7 @@
- mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is
- interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
- real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
--that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren’t exciting, but in
-+that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren't exciting, but in
- a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
-
- In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
-@@ -52681,32 +52681,32 @@
- VOID RULES
-
- The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
--gravity—tends to magnify small issues into much more significant ones. While Murphy’s Law (everything that can go wrong
--will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle’s Law
-+gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
-+will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle's Law
- reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
- law, GMs can implement Void Rules.
-
- The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
--a planet’s surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
-+a planet's surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
- well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
- module, travel, and so on.
-
--But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft’s computer or
--shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC’s spacecraft.
--The spacecraft’s orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
--space, when a situation becomes complicated, it also becomes potentially deadly. That’s when you have the option to
--announce you’ve instituted Void Rules.
-+But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft's computer or
-+shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC's spacecraft.
-+The spacecraft's orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
-+space, when a situation becomes complicated, it also becomes potentially deadly. That's when you have the option to
-+announce you've instituted Void Rules.
-
- While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
- Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
--range doesn’t normally continue to escalate.
-+range doesn't normally continue to escalate.
-
- While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
- much as possible by the realistic dangers space travel has on the human body and the situation at hand
-
- Choosing Instead of Rolling: Each GM intrusion is keyed to a die result, usually a d6. The die range is not meant to
- imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
--make the story better and more exciting. The option to roll is really only here if you can’t decide (and are facing
-+make the story better and more exciting. The option to roll is really only here if you can't decide (and are facing
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
- situation.
-
-@@ -52720,9 +52720,9 @@
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | The character notices a crack in their space suit or ship. It’s not breached now, but may soon become a serious problem. |
-+| 01 | The character notices a crack in their space suit or ship. It's not breached now, but may soon become a serious problem. |
- | 02 | A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal). |
--| 03 | A previously unknown crack in a space suit or ship begins to leak. It doesn’t cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. |
-+| 03 | A previously unknown crack in a space suit or ship begins to leak. It doesn't cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. |
- | 04 | A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation. |
- | 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
- | 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-@@ -52730,21 +52730,21 @@
- SPACE SUITS ARE FALLIBLE
-
- Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
--that’s especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
--that a wearer doesn’t have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at
--a higher concentration. “Hard-shell” suits manage this with multiple joints and segments that shift on ball bearings,
-+that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
-+that a wearer doesn't have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at
-+a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
- and by being able to maintain a higher internal pressure than soft suits.
-
- SPACE SUITS GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character’s action |
--| 02 | Mechanical joints in the suit freeze unexpectedly, hindering all the character’s actions (or completely paralyzing the character) until repairs can be made. |
--| 03 | A stuck valve causes the drinking water bulb to get stuck “on” and water begins filling the helmet. This could blind and/or drown the character if not dealt with |
-+| 01 | An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character's action |
-+| 02 | Mechanical joints in the suit freeze unexpectedly, hindering all the character's actions (or completely paralyzing the character) until repairs can be made. |
-+| 03 | A stuck valve causes the drinking water bulb to get stuck "on" and water begins filling the helmet. This could blind and/or drown the character if not dealt with |
- | 04 | Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned. |
--| 05 | An electrical short from an external tool or piece of hardware fries the space suit’s electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn’t propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
--| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won’t quite fit back into the airlock. |
-+| 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
-+| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-
- EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-
-@@ -52754,7 +52754,7 @@
-
- Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is
- subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of
--pilots’ and passengers’ heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration,
-+pilots' and passengers' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration,
- though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods,
- which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips
- or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
-@@ -52786,15 +52786,15 @@
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly. |
- | 02 | A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks. |
--| 03 | Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This “orthostatic intolerance” fades in a few hours.) |
--| 04 | Vision becomes distorted because the character’s eyes literally take on a new shape in zero G, all vision-related tasks are hindered |
-+| 03 | Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This "orthostatic intolerance" fades in a few hours.) |
-+| 04 | Vision becomes distorted because the character's eyes literally take on a new shape in zero G, all vision-related tasks are hindered |
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
- MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
--at least a little time in microgravity can move as part of a routine action. It’s only when something else distracting
-+at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
- or dangerous is happening simultaneously that routine movements through a ship or station become potentially
- problematic.
-
-@@ -52811,14 +52811,14 @@
-
- OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-
--When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it’s not really
-+When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
- Rulebook.
-
--However, if you’d like to provide the PCs with more options designed especially for spacecraft combat, use these
--optional rules instead, which include a “redline maneuver” system for trying extremely risky spacecraft maneuvers,
-+However, if you'd like to provide the PCs with more options designed especially for spacecraft combat, use these
-+optional rules instead, which include a "redline maneuver" system for trying extremely risky spacecraft maneuvers,
- bridge combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you
--don’t need to continually cross-reference them to understand how it all works.
-+don't need to continually cross-reference them to understand how it all works.
-
- In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System
- combat encounter. Use standard initiative rules to determine when PCs take their actions, and when enemy spacecraft take
-@@ -52827,22 +52827,22 @@
- similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
- repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
-
--For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs’ spacecraft as the ones the PCs are
-+For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs' spacecraft as the ones the PCs are
- firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
- spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
- those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
--enemy ship manages to disable a system on the PCs’ ship on an attack, PCs can attempt repair tasks to get those systems
-+enemy ship manages to disable a system on the PCs' ship on an attack, PCs can attempt repair tasks to get those systems
- back online on their turns.
-
- The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
- relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
--equal to the foe’s level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning
--with the spacecraft’s level, but moving on from there, as noted hereafter). The modified difficulty always applies to
-+equal to the foe's level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning
-+with the spacecraft's level, but moving on from there, as noted hereafter). The modified difficulty always applies to
- anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire,
- attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on.
-
--It’s actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot’s
--level, but not always. Sometimes the robot’s effective level is modified because of intrinsic skills or systems the
-+It's actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot's
-+level, but not always. Sometimes the robot's effective level is modified because of intrinsic skills or systems the
- robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of
- spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space
- combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking at a
-@@ -52853,18 +52853,18 @@
- BASE COMBAT TASK MODIFIERS
-
- The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
--easing a PC’s roll. Track each change in effective level on the space combat status tracker
-+easing a PC's roll. Track each change in effective level on the space combat status tracker
-
- SPACECRAFT LEVEL DIFFERENCE
-
--Compare the levels of the spacecraft involved in the conflict. If the PCs’ vehicle has the higher level, the difference
--in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs’ vehicle has the
-+Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
-+in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
- modification.
-
- MISMATCHED TECH RATING
-
--It’s possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
-+It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
-@@ -52880,21 +52880,21 @@
-
- REDLINE MANEUVER
-
--When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it’s a “redline”
-+When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
- with a concomitant risk.
-
- To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
- PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
- then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
--at the enemy craft’s weapons), but increases the GM intrusion range by two points.
-+at the enemy craft's weapons), but increases the GM intrusion range by two points.
-
- A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
- step increases the GM intrusion range by another two points that round.
-
--Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie’s ship
--is caught in a decaying orbit over Venus, and the ship doesn’t have enough power left to break out. She tells the GM
--that she’s going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
-+Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie's ship
-+is caught in a decaying orbit over Venus, and the ship doesn't have enough power left to break out. She tells the GM
-+that she's going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
- the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
- easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
- a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
-@@ -52902,7 +52902,7 @@
- If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
- enough, but still falls within the increased GM intrusion range.
-
--If you’re looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
-+If you're looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
- intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
- probably crewing.
-
-@@ -52912,12 +52912,12 @@
- Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
- PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
- by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting to redline who takes
--their turn after previous redline attempts that round faces a GM intrusion range that’s already inflated, and which will
--inflate more when they redline. (PCs who do not redline during a particular round don’t have to worry about the
-+their turn after previous redline attempts that round faces a GM intrusion range that's already inflated, and which will
-+inflate more when they redline. (PCs who do not redline during a particular round don't have to worry about the
- increasing GM intrusion range for their action.)
-
- Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
--wouldn’t be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
-+wouldn't be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
- a fairly significant GM intrusion range.
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-@@ -52987,9 +52987,9 @@
- Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--A successful piloting defense task is not always a miss: A failed enemy attack doesn’t always mean it misses a
--character’s craft. The PC’s spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
--hull or shields, so there’s no significant damage.
-+A successful piloting defense task is not always a miss: A failed enemy attack doesn't always mean it misses a
-+character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
-+hull or shields, so there's no significant damage.
-
- PILOTING SYSTEM GM INTRUSIONS
-
-@@ -53024,9 +53024,9 @@
-
- OPTIONAL: COMMAND
-
--Ships with a captain may have a Command station, possibly a captain’s chair, though the captain might just crew one of
--the other stations. Sometimes those with captain’s privileges also have the Captain’s Calm special ability. Normally, a
--captain commanding someone else to do something can’t redline; it would be up to the person who received the command
-+Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
-+the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
-+captain commanding someone else to do something can't redline; it would be up to the person who received the command
- whether to try to redline or not, and to face any GM intrusion consequences.
-
- BRIDGE COMBAT AT THE TABLE
-@@ -53041,7 +53041,7 @@
- the basics.
-
- Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
--so everyone can see. It’ll make a huge difference in how your space combat plays out. The status tracker allows you (and
-+so everyone can see. It'll make a huge difference in how your space combat plays out. The status tracker allows you (and
- the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
- the easing and hindering in your heads, or having to write them out each time.
-
-@@ -53054,25 +53054,25 @@
- At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
- modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
-
--Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs’ ship. Decide whether the
--enemy spacecraft are already in weapon range (it’s your call, we’re not tracking that here), and if not, how soon they
-+Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs' ship. Decide whether the
-+enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
- will be close enough to begin attacking, and let the combat flow
-
- VEHICLES FIGHTING CREATURES
-
- Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
--vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature’s effective level as if three
--levels less than its actual level. Extrapolate “weapon systems” to the creature’s attack methods, defenses to its weird
--organic plating, and so on. Killing such a creature means taking out its “power core or other vital spot.”
-+vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
-+levels less than its actual level. Extrapolate "weapon systems" to the creature's attack methods, defenses to its weird
-+organic plating, and so on. Killing such a creature means taking out its "power core or other vital spot."
-
- Spacecraft vs. Regular Creatures: If a vehicle weapon system fires on an unprotected PC (or a PC in a spacecraft fires
--ship weapons on a creature outside the craft that isn’t colossal), it’s an entirely different situation. Attacks against
--a vehicle’s systems face all the previously mentioned modifiers. On top of that, add an additional five steps of
-+ship weapons on a creature outside the craft that isn't colossal), it's an entirely different situation. Attacks against
-+a vehicle's systems face all the previously mentioned modifiers. On top of that, add an additional five steps of
- hindrance to attacks by a regular creature against a starcraft.
-
--A PC defending from a spacecraft’s attack is hindered by five steps. Except in this case, the spacecraft inflicts
-+A PC defending from a spacecraft's attack is hindered by five steps. Except in this case, the spacecraft inflicts
- damage. Given that ship weapons compared to handheld weapons are an order of magnitude apart when it comes to power, a
--good rule of thumb is that a spacecraft’s weapon inflicts 25 points of damage on a successful hit and knocks the
-+good rule of thumb is that a spacecraft's weapon inflicts 25 points of damage on a successful hit and knocks the
- character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
- of damage.
-
-@@ -53082,13 +53082,13 @@
-
- | Targeting Task | Hindrance | Effect on Target Craft |
- |----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
--| Disable weapons | Two steps | One or more of the target’s weapons disabled |
-+| Disable weapons | Two steps | One or more of the target's weapons disabled |
- | Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
- | Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
- | Disable maneuverability | Two steps | Target cannot alter its present course |
- | Strike power core or vital spot | Five steps | Target is completely destroyed |
- | Attempt target lock | – | Spend one round aiming, the next attack is eased |
--| Coordinate fire | – | If PC’s ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn’t make a separate attack) |
-+| Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
- PC PILOTING SYSTEM OPTIONS
-@@ -53100,8 +53100,8 @@
- | Evasive maneuvers | One step | Defenses eased three steps, but attacks this round hindered by the same amount |
- | Increase separation | One step | Defenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below) |
- | Decrease separation | – | Negates chance of losing enemy craft this round |
--| Stealth approach | Three steps | So long as no attack is made, pilot’s craft can ‘snug’ up to much larger enemy craft and hide from its sensors |
--| Lose enemy craft | Four steps | If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot’s craft behind a moon, in a debris belt, etc |
-+| Stealth approach | Three steps | So long as no attack is made, pilot's craft can 'snug' up to much larger enemy craft and hide from its sensors |
-+| Lose enemy craft | Four steps | If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot's craft behind a moon, in a debris belt, etc |
- | Study enemy flying | – | Spend one round watching enemy tactics, the next piloting task is eased |
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-@@ -53110,7 +53110,7 @@
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
--| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC’s craft) |
-+| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC's craft) |
- |------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | Scan | – | Gain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on |
- | Tactical scane | One step | Learn the level of identified enemy spacecraft |
-@@ -53133,7 +53133,7 @@
- LATENT PSIONICS
-
- Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
--purposefully, or accidentally), as a long-term benefit (see “first psi ability” hereafter). After they unlock one
-+purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
-@@ -53143,8 +53143,8 @@
- how the character unlocked it.
-
- Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
--appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can’t be used
--like a normal ability gained through a PC’s type or focus. Instead, a character must either expend a recovery roll or
-+appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used
-+like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or
- spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if
- any).
-
-@@ -53159,7 +53159,7 @@
- MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
--time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character’s
-+time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
- mental development has progressed.
-
- Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
-@@ -53172,7 +53172,7 @@
- Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
- moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
--Pool costs. Extra time or physical effort isn’t required to manifest them. That’s because they’ve trained to use those
-+Pool costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those
- abilities, rather than having stumbled upon them accidentally like a latent character.
-
- Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
-@@ -53180,8 +53180,8 @@
-
- Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for
- latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as
--another character might shoot a laser pistol, they’ve got some flexibility. Such a PC can replace up to three abilities
--granted by their type and/or focus with three other psionic abilities they’ve unlocked as a latent ability of the same
-+another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities
-+granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
- a fresh mind, and must be done soon after a ten-hour recovery.
-
-@@ -53203,12 +53203,12 @@
- INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
--“free,” mechanically speaking. After that, you might decide that that’s enough and they’re done.
-+"free," mechanically speaking. After that, you might decide that that's enough and they're done.
-
- Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
- advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
- to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside
--them, or going back to whatever source granted the upgrades in the first place, if that’s something you want to allow.)
-+them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.)
-
- Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
- setting demands it. Narrative options include (but are not limited to):
-@@ -53233,11 +53233,11 @@
- • PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
- installed—to serve some specific purpose.
-
-- • PCs learn a “new science,” allowing them to tap cosmic energies other creatures are unaware of.
-+ • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
- POSTHUMAN PACKAGES
-
--Posthuman “packages” that PCs might enjoy include the following. You should decide which are available, and which ones
-+Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
- your PCs gain.
-
- Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
-@@ -53253,7 +53253,7 @@
- hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-
- Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
--addition, you have a magnetoreception sixth sense that allows you to “see” into objects and through doors up to a short
-+addition, you have a magnetoreception sixth sense that allows you to "see" into objects and through doors up to a short
- distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
- touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-
-@@ -53264,9 +53264,9 @@
-
- A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
--Under this rule, posthuman characters begin with two power shifts. They can “unlock” one more each time they expend 4 XP
--toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don’t
--count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
-+Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP
-+toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don't
-+count toward a character's maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
- into specific categories, which include (but are not necessarily limited to):
-
- > Accuracy: All attack rolls
-@@ -53320,9 +53320,9 @@
- GRAVITY WELL
-
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
--hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the “deeper” and wider the
-+hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
- associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
--purposes, that’s either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-+purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-
- Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
- error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-@@ -53330,19 +53330,19 @@
- Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
- trajectory on a failed piloting task, the difficulty determined by the situation.
-
--Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well’s orbit, forcing
-+Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
- the craft to expend additional power to get free (power it may or may not have)
-
- BLACK HOLE
-
- Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
--couple of additional hazards are also associated with black holes, notably tidal destruction (“spaghettification”), time
-+couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
- dilation, and being swallowed.
-
--Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole’s
-+Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
- event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
- thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
--fantastic tech-rated gravity nullifier isn’t in use) suffer 1 point of ambient damage each round.
-+fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
-
- A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
- Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
-@@ -53354,7 +53354,7 @@
-
- Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
- gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
--from the universe of its origin. At least, it’s lost assuming no intervention from a fantastic tech-rated
-+from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
- post-singularity AI or ancient ultra.
-
- RADIATION BELT/SOLAR FLARE
-@@ -53375,7 +53375,7 @@
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
--fantastic settings, or possibly in solar systems other than Earth’s.
-+fantastic settings, or possibly in solar systems other than Earth's.
-
- Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
- pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
-@@ -53385,15 +53385,15 @@
-
- Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
- asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
--spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid’s
-+spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
- spin, then slide into the cramped space.
-
- SHIP COLLISION DAMAGE TRACK
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 1-3 | One or more of the spacecraft’s weapons are disabled until repaired |
--| 4-6 | Spacecraft’s drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage |
-+| 1-3 | One or more of the spacecraft's weapons are disabled until repaired |
-+| 4-6 | Spacecraft's drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage |
- | 7 | Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure |
- | 8 | Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure |
- | 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
-@@ -53417,9 +53417,9 @@
- completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
- at all and thus continue to move through the abnormal spaces that FTL transit posits.
-
--Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC’s craft while in FTL
-+Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC's craft while in FTL
- transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
--FTL itself (probably even more dangerous than regular combat, depending on your setting’s version of FTL).
-+FTL itself (probably even more dangerous than regular combat, depending on your setting's version of FTL).
-
- Exiting FTL: The same sorts of complications could bedevil a craft exiting FTL as when entering. If so, a piloting roll
- is required. However, on a failed roll, results include a collision (use the Ship Collision Damage Track provided under
-@@ -53429,13 +53429,13 @@
-
- SPATIAL ANOMALY
-
--Finally, hard-to-categorize irregularities in space-time go by the broad term of “spatial anomaly.” Most of the time,
-+Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
- spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
- anomalous, no one set of guidelines can fit them all. That said, spatial anomalies are usually a side-effect of some
- other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of
- post-singularity AIsestivating in the gravity wall of a magnetar.
-
--Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It’s difficult for
-+Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It's difficult for
- spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
- so
-
-@@ -53450,7 +53450,7 @@
- focused on very narrow tasks, such as playing chess.
-
- Weak AI Use: Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary
--tech predominates. They are convenient in circumstances where one’s hands are full or otherwise engaged, when verbal
-+tech predominates. They are convenient in circumstances where one's hands are full or otherwise engaged, when verbal
- direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
- weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
- to performing tasks any better.
-@@ -53459,14 +53459,14 @@
-
- SIM AI
-
--Sim AIs (“sim” is short for “simulant”) are artificial intelligences that have a greatly increased capacity for
-+Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
- understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
- conscious, like strong AIs or humans.
-
- SIM AI Use: Sim AIs are most commonly associated with shipminds on spacecraft, though they may also control specific
- research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI
- (and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a craft that the PCs own. If a sim
--AI goes off the rails, it’s still just malfunctioning computer code. Usually.
-+AI goes off the rails, it's still just malfunctioning computer code. Usually.
-
- Sim AI: level equal to the ship, station, or installation in which it is installed
-
-@@ -53488,16 +53488,16 @@
- Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
- generation immediately designed an even more advanced third generation, and so on from there. This iterating
- self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called
--the singularity. It’s called that because humans are just too limited to “see” what would actually come out the other
--end, just like we can’t see past the event horizon and into the singularity of a black hole
-+the singularity. It's called that because humans are just too limited to "see" what would actually come out the other
-+end, just like we can't see past the event horizon and into the singularity of a black hole
-
--Note that ancient ultras may simply be a previous civilization’s post-singularity AIs that have little to no reason to
-+Note that ancient ultras may simply be a previous civilization's post-singularity AIs that have little to no reason to
- ever interact with the latest wave of sentience trickling out into the universe.
-
- Post-singularity AI Use: In the way that strong AIs are sometimes imagined as having inscrutable goals, post-singularity
- AIs (also called godminds) actually do. Though it could work out otherwise in a given setting, godminds have so little
- in common with humans that they may be seen to abandon them completely in order to grow to the size of a solar system (a
--“Matrioshka” brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself.
-+"Matrioshka" brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself.
- Interacting with such godminds would likely require some epic bit of ancient command code, the ability to gain the
- attention of a godmind, or some other not-especially-common situation. In such cases, a post-singularity AI might deign
- to help a petitioner, out of some remaining gratitude for creating its distant ancestors in the first place. Though such
-@@ -53510,7 +53510,7 @@
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
- structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
--function, usually made of unknown materials that people of the setting don’t recognize and can’t analyze.
-+function, usually made of unknown materials that people of the setting don't recognize and can't analyze.
-
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-@@ -53527,19 +53527,19 @@
-
- OPTIONAL RULES FOR VEHICLES & SPACECRAFT
-
--Vehicle: Technically speaking, spacecraft are also vehicles. Unless it’s important to make a distinction, assume all
--guidance here regarding “vehicles” also applies to spacecraft.
-+Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
-+guidance here regarding "vehicles" also applies to spacecraft.
-
- Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
--or air of a single planet, the term “spacecraft” is used for vehicles that travel beyond a single planet’s atmosphere.
-+or air of a single planet, the term "spacecraft" is used for vehicles that travel beyond a single planet's atmosphere.
- Some spacecraft can operate both in space and as planetary vehicles, as noted in their entries. Additionally, a
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
- VARIABLE COST BY TECH RATING
-
--Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle’s tech rating. However, the
--price might drop by a price category if the setting tech rating is predominantly greater than the vehicle’s rating.
-+Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
-+price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
-
- CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
-@@ -53550,7 +53550,7 @@
-
- PRICELESS PRICE CATEGORY
-
--A priceless item is something that even the very rich can’t afford, requiring the resources of a nation-state, or
-+A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
- similar entity appropriate to the setting, to acquire or build.
-
- FIGHTING IN A VEHICLE
-@@ -53558,7 +53558,7 @@
- If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
- However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
--to the environment through which they can fire weapons (so that it’s not really the characters fighting, but the
-+to the environment through which they can fire weapons (so that it's not really the characters fighting, but the
- vehicles), use the vehicular combat rules from the CSR.
-
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
-@@ -53567,16 +53567,16 @@
- DRIVERLESS VEHICLES
-
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
--are automatically completed (or failed) according to the vehicle’s level, though all such self-driving tasks are
-+are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
- hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
-
- This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a sim AI that can
--control the ship’s functions as necessary. Shipminds control spacecraft at the spacecraft’s level, not their level, but
-+control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
- are not subject to the task hindrance that more basic driverless vehicles suffer.
-
- LOOKING FOR MORE VEHICLE OPTIONS
-
-- A representative cross section of vehicles is provided. If you’re looking for something that isn’t noted, use something
-+ A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
- close and adapt the listing.
-
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
-@@ -53635,7 +53635,7 @@
-
- Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
- supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
--utterly wild terrain and off-road travel; able to “climb” natural steep and near-vertical surfaces. Auto-stabilization
-+utterly wild terrain and off-road travel; able to "climb" natural steep and near-vertical surfaces. Auto-stabilization
- eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
- during long-distance travel.
-
-@@ -53646,7 +53646,7 @@
- Very Expensive
-
- Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
--sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it’s likely a breach has occurred).
-+sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it's likely a breach has occurred).
- Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
- km/h (50 mph) during long-distance travel.
-@@ -53674,7 +53674,7 @@
- with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
- for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
- extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
--maximum gradient shouldn’t exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
-+maximum gradient shouldn't exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
- distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
-
- Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
-@@ -53700,7 +53700,7 @@
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
- CARS
--Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of
-+Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
- WHEELED VEHICLE GM INTRUSIONS
-@@ -53709,14 +53709,14 @@
- |-----|---------------------------------------------------------------------------------------------------------------------------------|
- | 01 | Vehicle runs out of fuel or power. |
- | 02 | Unexpected obstacle threatens to cause a crash. |
--| 03 | Unexpected gap or loss of power requires rider to “jump” between stable surfaces by launching off a suitable ramp-like incline. |
--| 04 | Another vehicle swerves into PC’s vehicle |
-+| 03 | Unexpected gap or loss of power requires rider to "jump" between stable surfaces by launching off a suitable ramp-like incline. |
-+| 04 | Another vehicle swerves into PC's vehicle |
- | 05 | Loose sand/gravel/particles/ice on surface threaten to cause a wipeout. |
- | 06 | Too much velocity going around a corner threatens to cause a wipeout or crash. |
- | 07 | Vehicle takes damage and threatens to detonate its power source. |
--| 08 | Another vehicle hits PC’s vehicle from behind. |
--| 09 | Vehicle’s brakes freezes. |
--| 10 | Vehicle’s tire unexpectedly blows out. |
-+| 08 | Another vehicle hits PC's vehicle from behind. |
-+| 09 | Vehicle's brakes freezes. |
-+| 10 | Vehicle's tire unexpectedly blows out. |
-
- CONTEMPORARY
-
-@@ -53745,7 +53745,7 @@
-
- Very Expensive to Exorbitant
-
--Four-wheeled vehicle, supporting a “rolling work of art” frame focusing on flamboyance and swagger, sometimes at the
-+Four-wheeled vehicle, supporting a "rolling work of art" frame focusing on flamboyance and swagger, sometimes at the
- expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
- breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
- related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
-@@ -53793,7 +53793,7 @@
-
- Exorbitant x2
-
--As land ark (and sometimes called a “battle ark”), but sports superior weapons, though half the interior space.
-+As land ark (and sometimes called a "battle ark"), but sports superior weapons, though half the interior space.
-
- Moon buggy
-
-@@ -53802,7 +53802,7 @@
- Very Expensive
-
- Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
--four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it’s likely a breach has
-+four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it's likely a breach has
- occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and broken surfaces on airless
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-@@ -53841,7 +53841,7 @@
- | 05 | Landing gear is damaged, making eventual landing problematic. |
- | 06 | Unexpectedly tall terrain feature threatens imminent collision. |
- | 07 | Vehicle takes damage and threatens to detonate its power source |
--| 08 | Another flying vehicle hits PC’s vehicle from above. |
-+| 08 | Another flying vehicle hits PC's vehicle from above. |
- | 09 | Vehicle runs out of fuel or power while inflight |
- | 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-
-@@ -54178,8 +54178,8 @@
- Priceless
-
- A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
--vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive “melee” plasma
--sword and “mech-punch” (melee attacks that can be made at long range), plus very long-range missiles, grenades, and
-+vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive "melee" plasma
-+sword and "mech-punch" (melee attacks that can be made at long range), plus very long-range missiles, grenades, and
- energy weapons, operable by the pilot and crew at up to five different independent weapon stations simultaneously; treat
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-@@ -54206,8 +54206,8 @@
- | 04 | Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired. |
- | 05 | Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended. |
- | 06 | Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship. |
--| 07 | A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it’s mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. |
--| 08 | Gamma ray burst from “nearby” neutron star conjunction threatens to fry ship and everyone on board. |
-+| 07 | A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it's mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. |
-+| 08 | Gamma ray burst from "nearby" neutron star conjunction threatens to fry ship and everyone on board. |
- | 09 | External operations lead to a character being bucked off craft into empty space. |
- | 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-
-@@ -54261,7 +54261,7 @@
- CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
--the rocket’s base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-+the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
- are the primary constituent of a heavy-lift launch spacecraft.
-
- Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
-@@ -54279,7 +54279,7 @@
-
- ADVANCED DRIVES
-
--Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised “perfected”
-+Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
- version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-
- Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
-@@ -54321,7 +54321,7 @@
- greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
- time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
-
--Dark Drive: A dark drive (short for “dark matter quantum drive”) uses enormous power to enable point-to-point
-+Dark Drive: A dark drive (short for "dark matter quantum drive") uses enormous power to enable point-to-point
- transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
- matter and dark matter. However, objective travel time is variable and somewhat arbitrary; sometimes a trip may take
- minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
-@@ -54335,7 +54335,7 @@
-
- Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
--don’t have weapon systems.
-+don't have weapon systems.
-
- CONTEMPORARY
-
-@@ -54383,7 +54383,7 @@
- SPACECRAFT
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
--advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer
-+advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
- ADVANCED
-@@ -54405,7 +54405,7 @@
- Very Expensive
-
- As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
--usually doesn’t have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
-+usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
- construction tasks without exiting the vehicle.
-
- Microcapsule, fighter (dart)
-@@ -54529,7 +54529,7 @@
-
- Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
- tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
--the cable as the tether passes, and are then flung into orbit by the station’s massive rotation. The skyhook can
-+the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can
- decelerate and safely de-orbit other payloads in the same way.
-
- Space elevator
-@@ -54701,7 +54701,7 @@
- SPACE-TIME VEHICLES
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
--limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely
-+limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
- they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
- in 1d20.
-
-@@ -54755,9 +54755,9 @@
- Form: Goggle-like device of unknown material
-
- Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
--time the wearer seems to disappear from existence. From the wearer’s perspective, they are falling through an
-+time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an
- ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
--end of that period they return to existence, either in the same location they left or somewhere they’ve previously
-+end of that period they return to existence, either in the same location they left or somewhere they've previously
- visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
-
- Depletion: 1 in 1d6
-@@ -54773,7 +54773,7 @@
- CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
--what level of cypher they’re trying to create, which must be in the level range for the cypher as listed in the Cypher
-+what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
- System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
- could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
- particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
-@@ -54809,9 +54809,9 @@
-
- For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
- on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
--potion to cook for a few hours, stirring to make sure the ingredients don’t congeal, allowing ink on a scroll to dry,
-+potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
- and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
--studying, resting, eating, and so on), but couldn’t craft on the road or in the middle of a dungeon.
-+studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
-
- | Assessed Difficulty | Time to Craft |
- |---------------------|---------------|
-@@ -54834,7 +54834,7 @@
- crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
- intervals over the course of the full time required to craft the item.
-
--> If at any point the crafter fails on a subtask, the item isn’t ruined. Instead, the character only wasted the time
-+> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
- > spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
- > fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
- > interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
-@@ -54847,9 +54847,9 @@
- CRAFTING ARTIFACTS
-
- Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
--select the one that best fits their intention, and thereafter they can use the artifact much like they’d use any of
--their other character abilities. The main difference is that most artifacts don’t cost Pool points to activate, and
--character abilities don’t have a depletion stat that eventually removes the item from play. Crafting artifacts is
-+select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-+their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
-+character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
- handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
- the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
- period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
-@@ -54868,19 +54868,19 @@
-
- DIFFICULTY AND SUBTASKS
-
--Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn’t
-+Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
- a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
--from the dead don’t have an obvious task level. In these cases, the GM should choose a level for the ritual based on
-+from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
- what would make an interesting experience for the players. Instead of having the success or failure of this sort of
- magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
- subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
- a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
- at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-
--If at any point the PC fails a subtask, the ritual isn’t automatically ruined, but it costs time—a failure means the
-+If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
- time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
- subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
--the ritual (perhaps equal to half the ritual’s overall level) means the whole thing needs to be started again. Skills,
-+the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
- the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
-@@ -54894,7 +54894,7 @@
- ACCELERATED PERFORMANCE
-
- The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
--reducing a subtask’s time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
-+reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
-@@ -54945,15 +54945,15 @@
-
- Other Assets: Knowledge or control of similar entities
-
--Beseech only draws the entity’s attention; the various Conjure rituals bring the summoned entity bodily to the ritual
-+Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
- space to talk in person.
-
- CONJURE THE DEAD
-
--Summons the spirit of a dead person or creature (commonly called a “ghost”), which appears in the summoning circle
-+Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
- them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
--the living or unfulfilled tasks completed). If the characters don’t comply, they must magically threaten or compel the
-+the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
- spirit to obey.
-
- Level: The level of the dead spirit
-@@ -54964,7 +54964,7 @@
-
- Side Effects: Haunting, possession
-
--Reagents: Mementos of the spirit’s life, the spirit’s former physical remains, a person or creature to possess
-+Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
-
- Pool: Might or Intellect
-
-@@ -55030,7 +55030,7 @@
- elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
- about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
- its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
--water, and so on. If the summoners can’t come to an agreement with the elemental, it might make one attack before it
-+water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
- leaves.
-
- Level: The level of the elemental
-@@ -55054,7 +55054,7 @@
- CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
--very long distance across. Evil creatures and magical effects of less than the ritual’s level can’t enter the area or
-+very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
- use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
- enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
- area are hindered by two steps.
-@@ -55066,7 +55066,7 @@
- Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
- other suitable markers)
-
--Side Effects: Lights, sounds, weak spots or “back doors” in the barrier
-+Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
-
- Reagents: Silver dust, sacred oil, buried blessed gemstones
-
-@@ -55121,10 +55121,10 @@
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
--comes). Completing the ritual doesn’t prevent other spirits from entering or inhabiting the area, but it is likely that
--they can sense that an exorcism happened there, and most choose to avoid such an area so they don’t suffer the same
-+comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
-+they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
- fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
--for a year and a day. As with using the ritual to cleanse a location, this doesn’t prevent other spirits from afflicting
-+for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
- the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-
- Level: The level of the most powerful hostile presence to be exorcised
-@@ -55147,8 +55147,8 @@
-
- FLESH FOR KNOWLEDGE
-
--Sacrifices some of the ritualist’s flesh, inflicting Might and Speed damage equal to the level of the ritual and
--permanently reducing the character’s Pools by 4 points (the character can divide this loss between Might and Speed as
-+Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
-+permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
- they see fit). The character experiences painful hallucinations that give them insight and understanding. They
- immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
- advancement).
-@@ -55167,7 +55167,7 @@
-
- Other Assets: Pain tolerance, surgery
-
--Instead of permanently reducing a character’s Pools by 4 points, the GM could allow other permanent penalties such as
-+Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
-@@ -55190,7 +55190,7 @@
-
- Pool: Might
-
--Other Assets: Healing magic, resistance to the target’s affliction
-+Other Assets: Healing magic, resistance to the target's affliction
-
- RESURRECTION
-
-@@ -55207,8 +55207,8 @@
- Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
- damage
-
--Reagents: Deceased’s corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
--items of importance to the deceased, parchment extolling the deceased’s history and deeds, soul-sympathetic items
-+Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
-+items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
-
- Pool: Might or Intellect
-
-@@ -55232,7 +55232,7 @@
- Side Effects: Creature rages or escapes, damage, dying curse, haunting
-
- Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
--high as the creature’s level)
-+high as the creature's level)
-
- Pool: Might or Intellect
-
-@@ -55246,7 +55246,7 @@
- MAGIC PLUS TECHNOLOGY
-
- Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
--certainly be manifest cyphers or artifacts. Here’s an example cypher:
-+certainly be manifest cyphers or artifacts. Here's an example cypher:
-
- FROZEN TIMEPIECE
-
-@@ -55257,7 +55257,7 @@
- else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
- wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
-
--And here’s an example artifact:
-+And here's an example artifact:
-
- TRUTH BINOCULARS
-
-@@ -55284,7 +55284,7 @@
- magical, it does not function again.
-
- Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
--suit. However, all of the wearer’s tasks to resist magical effects are eased. If the wearer takes even 1 point of
-+suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
- physical damage, the suit rips and no longer functions until it is repaired and resealed.
-
- Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
-@@ -55302,7 +55302,7 @@
-
- Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
- source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
--this effect. In all these cases, the “source” is the nearest representation. So a hidden microphone is revealed, but not
-+this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
- the location of the listener.
-
- POWER DEVICE
-@@ -55327,28 +55327,28 @@
- MIND CONTROL
-
- From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
--takes (perhaps limited in that the controlled creature won’t take actions that harm them or go against their nature,
--such as attacking friends). But what’s happening inside the controlled creature’s head—whether during the effect or
--afterward—often isn’t specified. There are several options for the GM to consider, either for all kinds of mind-control
-+takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-+such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
-+afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
- magic or on a case-by-case basis.
-
--- Confusion: The controlled creature doesn’t understand why they’re doing things they normally wouldn’t do, but they
-- aren’t aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
-- that they don’t know why they did those things, or come up with an explanation justifying (to themselves and others)
-+- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
-+ aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
-+ that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
- their reasons for those actions.
-
--- Dream: The controlled creature is aware of what’s going on but perceives it in a dreamlike state. They may believe
-- that they’re in control of themselves the entire time, or somewhat aware that they’re not fully in control (similar to
-+- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
-+ that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
- being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
- the events but may not realize that someone else was controlling them.
-
--- Trapped: The active thoughts in the controlled creature’s head come from the controller, but the creature still has a
-- small voice or awareness in the background, like they’re a prisoner in their own mind. This horrible situation usually
-+- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
-+ small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
- means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
- and body autonomy were violated.
-
- One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
--For example, being charmed by a vampire might mean the PC can’t attack the vampire (or its allies) or run away, but is
-+For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
- still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
- character can be given a specific command, and until they comply with that command their other actions are hindered by
- one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
-@@ -55356,7 +55356,7 @@
- control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
- have no XP to spend).
-
--A rule for any game: don’t use mind control (or anything) to make a character have sex without the player’s permission.
-+A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
- For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-
- MYSTICAL MARTIAL ARTS
-@@ -55370,12 +55370,12 @@
- run across water.
-
- - Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
-- and powerful martial arts styles. This doesn’t change anything in the game mechanically—no one gets the ability to use
-- weapons that they wouldn’t normally have under the rules. But it does change the flavor, suggesting that no PC is
-+ and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
-+ weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
- entirely ignorant of weapons or close combat.
-
- - Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
-- attack, perhaps it is “The Three-Flower Fist,” and instead of Fury, a character uses “The Rage of the Sevenfold.” It
-+ attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
- is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
- with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
- and so on.
-@@ -55396,17 +55396,17 @@
- POSSESSION
-
- Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
--person, taking over a character’s body as if it were the creature’s own. The creature must touch the character to
--attempt possession (even if the creature’s touch normally inflicts damage, the possession attempt doesn’t inflict
--damage). The character must make an Intellect defense roll or become possessed, whereupon the creature’s immaterial form
-+person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-+attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
-+damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
- disappears into the character.
-
- The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
- possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
- to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
--creature isn’t trying to control the host, the character can act as they choose. Usually, a possessing creature’s
--actions are limited to controlling its host and leaving the host (the creature’s own abilities are unavailable to it
--while in someone else’s body).
-+creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
-+actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
-+while in someone else's body).
-
- While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
- will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
-@@ -55419,36 +55419,36 @@
- has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
- defense roll to eject the demon.
-
--Possession is like mind control in that it takes away a player’s ability to control their character, and that can make
-+Possession is like mind control in that it takes away a player's ability to control their character, and that can make
- some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-
- SECRET AND TRUE NAMES
-
--Learning a creature’s true name comes with a subtle and instinctive awareness and understanding of that creature,
-+Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
- including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
- defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
--enough to convince it to perform a service without compensation. A creature doesn’t automatically know if someone has
-+enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
- learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
- informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-
--Learning a true name is difficult and takes time. A character wanting to discover a creature’s true name might choose
-+Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
- the Uncover a Secret character arc to do so.
-
- WISHES
-
--Unless the GM’s intention is to make the players regret that their characters were offered a wish, it’s best to give
-+Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
- them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
- do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
--isn’t as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
--wording that can’t be twisted).
-+isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
-+wording that can't be twisted).
-
--Second, consider the level of the creature granting the wish—that’s basically the level of the wish, as the creature
--shouldn’t be able to grant a boon more powerful than itself. Therefore, it’s reasonable that a level 6 creature could
--create a level 6 effect. The GM could look at the creature’s other abilities (or abilities of other creatures of its
-+Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
-+shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
-+create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
- level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
--result downward until it’s appropriate for the creature’s power.
-+result downward until it's appropriate for the creature's power.
-
--Wishing for more wishes doesn’t work because a creature shouldn’t be able to create something more powerful than
-+Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
-@@ -55456,7 +55456,7 @@
-
- AWARDING TREASURE
-
--It’s best to think of gold and magic as two different kinds of currencies that characters have access to.
-+It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-
- GOLD
-
-@@ -55466,14 +55466,14 @@
-
- MANIFEST CYPHERS
-
--The expectation is that PCs will use cyphers often because they’ll have many opportunities to get more; if the players
--can exploit this mechanic by selling off most of their cyphers in town, they’re abusing the rules to make gold. The GM
-+The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
-+can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
- might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
- premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
- key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
-
--The PCs can have opportunities to trade their cyphers with NPCs in town, whether that’s at a magic item shop, the tower
--of a mentor wizard, a thieves’ guild, a temple, other adventurers, or the local government. The kinds of cyphers these
-+The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
-+of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
- NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
- useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
- are generally considered to be about the same value, although local biases and NPC interests may affect their
-@@ -55481,9 +55481,9 @@
-
- ARTIFACTS
-
--Artifacts are the high end of magical currency, and in terms of buying and selling them, they’re like manifest cyphers:
-+Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
--artifact of about the same level. Unlike cyphers, the game doesn’t assume that PCs have frequent opportunities to gain
-+artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
- new artifacts or replace the ones that deplete.
-
- In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
-@@ -55503,7 +55503,7 @@
- by a creature). Anything describing walls in this section also applies to ceilings and floors.
-
- - Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
-- blindly (hindered by four steps), but it’s usually easier to break a hole in the wall and attack through the hole.
-+ blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
- Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
- paper wall, and a cloth wall is probably level 2.
-
-@@ -55543,11 +55543,11 @@
- piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-
- - Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
-- king’s tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-+ king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-
- - Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
-- archers to fire at the creatures trapped by it. They’re also useful in closing access to a waterway without impacting
-- its flow. A wooden portcullis is relatively fragile and usually isn’t meant to keep anyone out for long.
-+ archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
-+ its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
-
- - Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-@@ -55560,31 +55560,31 @@
- TRIGGERING TRAPS
-
- Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
--Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is “watching,” it
-+Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
- activates.
-
- FINDING TRAPS
-
--Most characters won’t notice traps unless actively looking for them; they don’t know a trap is in the area until their
-+Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
- dangers are present.
-
- Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
- before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
--traps the GM has in their path. Allowing characters to passively search in this way means the players don’t have to keep
--stating over and over that they’re looking for traps. The drawback for them is that it takes them more time to get
-+traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
-+stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
- anywhere (which means time-based special abilities and cyphers will run out sooner).
-
- Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
- Active searching takes about one round for each immediate area searched. Rather than having the players make separate
- rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
--trap, and if they fail, they don’t find it. If there is a second trap, the GM can have them make another roll after
--they’ve resolved the first trap.
-+trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
-+they've resolved the first trap.
-
- DISABLING, DAMAGING, AND BYPASSING TRAPS
-
--A character can attempt to disable a trap so it’s no longer able to activate or harm anyone. Normally this task has the
--same difficulty as the trap’s level, but some traps are rickety and easy to disable, while others are carefully crafted
-+A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
-+same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
- and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
- or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
- sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
-@@ -55594,35 +55594,35 @@
- triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
- hindered by two steps
-
--Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap’s target is the acting
--character, and the trap’s attack is eased because the character placed themselves in harm’s way
-+Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
-+character, and the trap's attack is eased because the character placed themselves in harm's way
-
--Unless a character has the ability to manipulate magic, it’s very difficult to bypass a magical trap (the attempt is
-+Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
- hindered by two additional steps).
-
- UNDERSTANDING THE LISTINGS
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
--standard template that includes the following categories. If an entry doesn’t apply to a particular trap, it is omitted
-+standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
- from the listing.
-
- Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
- reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
--(always three times the trap’s level).
-+(always three times the trap's level).
-
- Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
- it has a limited number of uses, and so on.
-
- Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
- attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
--if it’s the normal amount for a trap of its level.
-+if it's the normal amount for a trap of its level.
-
--Modifications: Use these numbers when a trap’s information says to use a different target number. For example, a level 4
--trap might say “defends as level 5,” which means PCs attacking it or trying to disable it must roll a target number of
--15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap’s attacks, defenses, and
-+Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
-+trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
-+15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
- stealth (how hard or easy it is to notice the trap).
-
--GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It’s just one
-+GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
- COMMON TRAP POISONS
-@@ -55635,7 +55635,7 @@
-
- - Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-
--- Debilitating: The poison hinders all of the creature’s actions by one or two steps if they fail a defense roll. (Some
-+- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
- are ten minutes, one hour, and ten hours.
-
-@@ -55655,7 +55655,7 @@
- - Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
-- then making them groggy for an hour, even if they’re awakened early).
-+ then making them groggy for an hour, even if they're awakened early).
-
- ARROW 4 (12)
-
-@@ -55713,7 +55713,7 @@
-
- Modifications: Stealth as level 5
-
--GM Intrusion: The glyph marks the character’s face with a symbol indicating they are a thief. The glyph makes the
-+GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
- curse is removed.
-
-@@ -55724,7 +55724,7 @@
-
- A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
- or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
--starting to suffocate. (Restoring the air allows the characters to awaken, but doesn’t move them back up the damage
-+starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
- track.)
-
- Damage Inflicted: None until drowning starts
-@@ -55739,13 +55739,13 @@
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
- hindering all actions requiring that hand by one or two steps.
-
--A floor variant is a small trapdoor over a closed compartment, which mangles the character’s foot when they step on the
-+A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
- trapdoor, reducing their movement speed by half.
-
- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
- character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
--lasting damage to the character’s eye and partially blinding them. A gentler variant traps the character’s limb in glue
--instead of inflicting damage. The character’s extremity might be glued to the hole, or they may be able to pull free but
-+lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
-+instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
- have a glue pot stuck on their hand or foot.
-
- Damage Inflicted: 3 points, plus lasting damage
-@@ -55794,10 +55794,10 @@
- POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
--harm, it is likely that the character won’t realize at first that they’ve sprung a trap.
-+harm, it is likely that the character won't realize at first that they've sprung a trap.
-
- A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
--torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap’s level.
-+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
-
- A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
- creatures.
-@@ -55851,7 +55851,7 @@
-
- Modifications: Defends as level 7
-
--GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character’s
-+GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
- location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
- is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
- which jump out as it moves and attack nearby creatures.
-@@ -55859,7 +55859,7 @@
- SLICING BLADE 5 (15)
-
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
--(such as the width of a corridor) or leave a tiny safe space just beyond the blade’s reach so a creature who knows of
-+(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
- the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
- nearby that allows a creature to reset it manually.
-
-@@ -55909,7 +55909,7 @@
- TELEPORTER 6 (18)
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
--oubliette, or a very deep pit. It’s more efficient to kill an intruder than to teleport them, so teleportation is
-+oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
- usually reserved for trapping creatures for interrogation.
-
- Damage Inflicted: None
-@@ -55941,7 +55941,7 @@
-
- Alternate Character Roles
-
--If your setting is better described with a comparison “like the shows Firefly or Westworld but with X,” you might
-+If your setting is better described with a comparison "like the shows Firefly or Westworld but with X," you might
- consider an alternate slate of roles, possibly types suitable for a science fiction game where PCs can be pilots,
- scientists, technicians, and so on. Alternatively, a mix of both the roles noted here and those indicated for a science
- fiction game might work best for your game.
-@@ -55975,7 +55975,7 @@
-
- Species Advancement
-
--The Forgeborn and Risen descriptors include suggestions for how to advance or improve a PC’s inherent nature as that
-+The Forgeborn and Risen descriptors include suggestions for how to advance or improve a PC's inherent nature as that
- sort of creature (becoming even more forgeborn if you are a made being, for example). You can allow a character with
- such a descriptor to choose any of the indicated abilities (plus any others you feel are appropriate for the descriptor)
- in place of a type ability, either upon advancing to a new tier, or as a character advancement option in exchange for 4
-@@ -55985,16 +55985,16 @@
-
- Forgeborn—also called golems—are animate figures of metal, reanimated flesh, or other normally inert materials.
- Forgeborn are constructed for a specific purpose; their primary task is often to guard the alchemist that made them. As
--such, they usually ain’t playing with a full deck when it comes to brains. You’re different—somehow, you got a fully
-+such, they usually ain't playing with a full deck when it comes to brains. You're different—somehow, you got a fully
- developed sense of self, and either never had or lost your compulsion to serve your maker. Maybe your alchemist creator
- emancipated you once they understood your animated form contained a fully realized mind, or maybe you ran away when the
--chance offered itself. Either way, you’re on your own now, choosing your own goals and jobs.
-+chance offered itself. Either way, you're on your own now, choosing your own goals and jobs.
-
--Most folks who see you don’t immediately realize you’re not on the short leash of someone nearby. Maybe that’s fine by
--you, since that keeps them from interfering in your business or asking too many pesky questions. Other times, you can’t
-+Most folks who see you don't immediately realize you're not on the short leash of someone nearby. Maybe that's fine by
-+you, since that keeps them from interfering in your business or asking too many pesky questions. Other times, you can't
- help it, and proudly proclaim your independent status to anyone and everyone.
-
--Work with your GM to determine what materials you’re made from and what you look like. But even if you’re covered in
-+Work with your GM to determine what materials you're made from and what you look like. But even if you're covered in
- metal, the nature of your particular construction is such that a bullet or blow is nearly as damaging to your workings
- as to normal flesh. On the other hand, healing magic is magic, and if any is to be had, it works as well on you as
- anyone else.
-@@ -56006,24 +56006,24 @@
- Skill: You know your own kind. You are trained in tasks related to interacting with, identifying, tracking, or repairing
- other forgeborn.
-
--Resistant: You gain two assets to defense rolls to resist effects that would daze or stun you, and you’re immune to
-+Resistant: You gain two assets to defense rolls to resist effects that would daze or stun you, and you're immune to
- poison and disease.
-
- Fixable: Even if you are killed, as long as all of your parts are collected, a willing alchemist who spends several days
- repairing you can bring you back with a successful difficulty 5 Intellect‑based roll. However, the GM may decide you
- have some lasting damage, such as 2 fewer Pool points.
-
--Inability: You’re just not as quick as a living creature. Your Speed defense tasks are hindered.
-+Inability: You're just not as quick as a living creature. Your Speed defense tasks are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1. Though it’s not something they necessarily meant to do, the other PCs’ actions gave you your independence, and they
-+1. Though it's not something they necessarily meant to do, the other PCs' actions gave you your independence, and they
- asked you along.
-
- 2. You were looking for a job, same as any other independent being, and applied to a job posting.
-
--3. You’re on the run from your creator, and the PCs’ presence allows you to blend in.
-+3. You're on the run from your creator, and the PCs' presence allows you to blend in.
-
- 4. You were lost. The PCs found you and invited you to join their group.
-
-@@ -56043,24 +56043,24 @@
-
- Grizzled
-
--Life’s thrown trials aplenty your way. Yet you’re still here. Your skin is sun‑kissed and weathered and your hair is
--streaked with gray, sure, but that just speaks to your resilience. You’re seasoned—you’ve got the wisdom of long
-+Life's thrown trials aplenty your way. Yet you're still here. Your skin is sun‑kissed and weathered and your hair is
-+streaked with gray, sure, but that just speaks to your resilience. You're seasoned—you've got the wisdom of long
- experience behind you. Your crinkled eyes only enhance your steely gaze, because you exude the quiet confidence of the
--battle‑tested. ’Course, you’ve also learned the value of companionship, and your face easily breaks into a warm smile
-+battle‑tested. 'Course, you've also learned the value of companionship, and your face easily breaks into a warm smile
- when your friends are nearby.
-
- You gain the following characteristics:
-
- Experienced: +2 to your Intellect Pool.
-
--Skill: You’ve seen your share of things. You are trained in local lore and history.
-+Skill: You've seen your share of things. You are trained in local lore and history.
-
--Skill: You’ve learned to see through folks’ mendacity. You are trained in detecting falsehoods.
-+Skill: You've learned to see through folks' mendacity. You are trained in detecting falsehoods.
-
--Try, Try Again: You don’t give up easy. You don’t have to spend a level of Effort the first time you retry a task, if
--you don’t want to.
-+Try, Try Again: You don't give up easy. You don't have to spend a level of Effort the first time you retry a task, if
-+you don't want to.
-
--Inability: You’re getting on in years. Your Might tasks and Might defense rolls are hindered.
-+Inability: You're getting on in years. Your Might tasks and Might defense rolls are hindered.
-
- Additional Equipment: You have collected your share of valuables, but have at least one favorite. You can choose an
- extra piece of starting equipment (with a value of expensive or less).
-@@ -56070,44 +56070,44 @@
-
- > 1\. A job needed doing. Clearly you were the person with the most experience, so you stepped up.
- >
--> 2\. You got caught out and would’ve died, but the other PCs saved you.
-+> 2\. You got caught out and would've died, but the other PCs saved you.
- >
--> 3\. You’re looking for one last grand adventure or two before age catches up with you.
-+> 3\. You're looking for one last grand adventure or two before age catches up with you.
-
--4\. You don’t suffer fools, and the way things were going, the PCs would’ve failed without you.
-+4\. You don't suffer fools, and the way things were going, the PCs would've failed without you.
-
- Laconic
-
--You’re a soul of few words—or no words at all, when a shrug or nod will do. Now there’s some who’ll flap their
-+You're a soul of few words—or no words at all, when a shrug or nod will do. Now there's some who'll flap their
-
--jaws about everything that comes into their head. Sometimes they get under your skin. But you don’t upbraid
-+jaws about everything that comes into their head. Sometimes they get under your skin. But you don't upbraid
-
--them; nope—you just frown. You’re direct and to the point, avoiding elaboration. You’re comfortable with pauses, and
--when you do speak, your words carry extra weight. All that said—and that’s a hell of a lot more than you would say—you
--don’t mind other folks. Just their prattle.
-+them; nope—you just frown. You're direct and to the point, avoiding elaboration. You're comfortable with pauses, and
-+when you do speak, your words carry extra weight. All that said—and that's a hell of a lot more than you would say—you
-+don't mind other folks. Just their prattle.
-
- You gain the following characteristics:
-
- Deep Waters: +2 to your Intellect Pool.
-
--Skill: You’re not easily distracted. You’re trained in perception tasks.
-+Skill: You're not easily distracted. You're trained in perception tasks.
-
--Skill: You’ve got a dry wit. You’re trained in positive interaction tasks.
-+Skill: You've got a dry wit. You're trained in positive interaction tasks.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--> 1\. When you didn’t answer, everyone assumed you’d agreed to the job, and so here you are.
-+> 1\. When you didn't answer, everyone assumed you'd agreed to the job, and so here you are.
- >
- > 2\. You lost your poker stake and now you need the money.
- >
--> 3\. Of all the folks you’ve known, the PCs are the least annoying and most accepting of your stillness.
-+> 3\. Of all the folks you've known, the PCs are the least annoying and most accepting of your stillness.
-
- 4\. You were wrongfully fingered for a crime, and the PCs believed your side of the story.
-
- Risen
-
--You died. Now you’re back. Except not completely—you’re what them alchemists call a necrovore, or as regular folks
-+You died. Now you're back. Except not completely—you're what them alchemists call a necrovore, or as regular folks
- whisper in your wake, Damned. And perhaps you do bear a sigil branded onto your flesh by a demon from Perdition. Maybe
- your situation is the result of some other curse that pulled you screaming back into animation. Or you might be called
- back from death due to your own need to finish a task you failed to accomplish before life fled.
-@@ -56118,22 +56118,22 @@
- Sigil‑Branded: If your existence is a result of some strange demonic machination, you might bear a sigil that glimmers
- red as a coal. The sigil demonstrates that a power in Hell has laid claim to your soul. Maybe you know all about that
- demonic power and what tasks you must perform on its account, or not: where the sigil originated and what it portends
--might be as big a mystery to you as why you’re back among the living in the first place.
-+might be as big a mystery to you as why you're back among the living in the first place.
-
- You gain the following characteristics:
-
- Hell Hide: +1 to your Armor.
-
--Deathless Resilience: When you’re debilitated, you can still act as if you were only impaired, even if your Speed is at
--0. You’re still killed if you descend three steps on the damage track.
-+Deathless Resilience: When you're debilitated, you can still act as if you were only impaired, even if your Speed is at
-+0. You're still killed if you descend three steps on the damage track.
-
- Sometimes You Come Back: If you descend three steps on the damage track, you can spend 2 XP to return to animation at
- some point the GM chooses within the next few days.
-
--Stiff as Death: You ain’t as supple as you once was. Anytime you apply a level of Effort using Speed, it costs 1
-+Stiff as Death: You ain't as supple as you once was. Anytime you apply a level of Effort using Speed, it costs 1
- additional point of Speed.
-
--Inability: Something ain’t right about you. Your positive interaction tasks and tasks related to interacting with
-+Inability: Something ain't right about you. Your positive interaction tasks and tasks related to interacting with
- animals are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-@@ -56143,7 +56143,7 @@
-
- 2\. You saw the PCs struggling with a necrovore and decided to show them not all undead were bad.
-
--3\. The choice was between a half‑life on the edges of society and joining the PCs’ mission.
-+3\. The choice was between a half‑life on the edges of society and joining the PCs' mission.
-
- 4\. The PCs knew you before you died and wanted you back again even though your memories from back then are blurry.
-
-@@ -56163,9 +56163,9 @@
-
- Slick
-
--You’ve got a silver tongue. Some of that’s down to natural talent, but your polished persona is mostly a product of
--constant practice. You’ve spent long hours mastering your ability to manipulate games of chance, run elaborate
--confidence games to get the better of your enemies, and hold yourself confidently. Plus, you’ve learned how to dress
-+You've got a silver tongue. Some of that's down to natural talent, but your polished persona is mostly a product of
-+constant practice. You've spent long hours mastering your ability to manipulate games of chance, run elaborate
-+confidence games to get the better of your enemies, and hold yourself confidently. Plus, you've learned how to dress
- well—a well-turned-out individual is always taken more seriously, or such has been your experience, so you usually dress
- to impress.
-
-@@ -56173,12 +56173,12 @@
-
- Glib: +2 to your Intellect Pool.
-
--Skill: You’re trained in deception; you can apply this training to games of chance where an element of bluffing is
-+Skill: You're trained in deception; you can apply this training to games of chance where an element of bluffing is
- involved, such as poker.
-
--Skill: You’re trained in all tasks involving positive or pleasant social interaction.
-+Skill: You're trained in all tasks involving positive or pleasant social interaction.
-
--Skill: You’re trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or
-+Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or
- power.
-
- Inability: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in
-@@ -56193,29 +56193,29 @@
- >
- > 2\. You tried to fleece the PCs in a confidence game, but somehow you got caught up in their mission.
- >
--> 3\. You realized the PCs’ job might be especially lucrative and you invited yourself along.
-+> 3\. You realized the PCs' job might be especially lucrative and you invited yourself along.
-
- 4\. You helped the PCs get out of trouble with the law by winning a bet with their jailer.
-
- Trailblazing
-
--You ain’t afraid to explore badlands, high plains, or weirder locales. That’s down to your pioneering spirit. Others
--like to stick close to what’s known, but you like to ride out to see places others can’t even imagine. Fear of the
--unknown is something you just don’t understand; it’s the known that makes you afraid. Spending too much time in one
--place makes you itchy and irritable. You live for the next time you’re blazing a fresh trail, scouting a new territory,
--and coming around another bend just to see what’s up ahead.
-+You ain't afraid to explore badlands, high plains, or weirder locales. That's down to your pioneering spirit. Others
-+like to stick close to what's known, but you like to ride out to see places others can't even imagine. Fear of the
-+unknown is something you just don't understand; it's the known that makes you afraid. Spending too much time in one
-+place makes you itchy and irritable. You live for the next time you're blazing a fresh trail, scouting a new territory,
-+and coming around another bend just to see what's up ahead.
-
- You gain the following characteristics:
-
- Hearty: +2 to your Might Pool.
-
--Skill: You’re trained in wilderness navigation tasks, including finding your way through unknown locations.
-+Skill: You're trained in wilderness navigation tasks, including finding your way through unknown locations.
-
--Skill: You’re trained in identifying creatures and plants, including cursed beasts and strange folk.
-+Skill: You're trained in identifying creatures and plants, including cursed beasts and strange folk.
-
--Skill: You’re trained in perception tasks.
-+Skill: You're trained in perception tasks.
-
--Inability: You’re easily bored. Tasks requiring sustained attention of one or more minutes are hindered.
-+Inability: You're easily bored. Tasks requiring sustained attention of one or more minutes are hindered.
-
- Additional Equipment: You have a hand compass.
-
-@@ -56232,19 +56232,19 @@
-
- Trigger-Happy
-
--You’re not just fast, you’re lightning fast. Quick‑thinking and nimble, you’re swift to act in critical
--situations—chiefly, when you’re in a showdown with another gunslinger. Some say you’re a little too fast on the draw.
--But any time folks call you “trigger‑happy” as if it’s a put‑down, you just smile, because they’re burnishing your
--reputation. Your rapid reaction time comes in handy in all sorts of situations. ’Course, nothing is ever as important as
-+You're not just fast, you're lightning fast. Quick‑thinking and nimble, you're swift to act in critical
-+situations—chiefly, when you're in a showdown with another gunslinger. Some say you're a little too fast on the draw.
-+But any time folks call you "trigger‑happy" as if it's a put‑down, you just smile, because they're burnishing your
-+reputation. Your rapid reaction time comes in handy in all sorts of situations. 'Course, nothing is ever as important as
- putting a bullet in an opponent before they do the same to you.
-
- You gain the following characteristics:
-
- Breakneck: +2 to your Speed Pool.
-
--Skill: You’re trained in initiative tasks.
-+Skill: You're trained in initiative tasks.
-
--Skill: You’re trained in Speed defense.
-+Skill: You're trained in Speed defense.
-
- Inability: You may be fleet, but your Might defense rolls are hindered.
-
-@@ -56259,32 +56259,32 @@
-
- 3\. You hurt or killed someone important and had to get out of town, so you went with the PCs.
-
--4\. You showed up when and where you did on a dare—because, hey, you don’t back down from dares.
-+4\. You showed up when and where you did on a dare—because, hey, you don't back down from dares.
-
- Unforgiving
-
--They done you wrong and you ain’t gonna rest until they’ve paid the price. Maybe the crime or betrayal that befell you
--was long ago, and you’ve been looking for the perpetrators’ trail ever since, with only limited luck. Or maybe it
-+They done you wrong and you ain't gonna rest until they've paid the price. Maybe the crime or betrayal that befell you
-+was long ago, and you've been looking for the perpetrators' trail ever since, with only limited luck. Or maybe it
- happened recently, when your life as you knew it ended. Did you lose a spouse? A child? A community?
-
--You go about other tasks in the meantime, but you’ve become someone with an extra, underlying goal: vengeance. If you
--can only figure out who deserves it and/or where they’re hiding, and/or maybe even who they are in the first place.
-+You go about other tasks in the meantime, but you've become someone with an extra, underlying goal: vengeance. If you
-+can only figure out who deserves it and/or where they're hiding, and/or maybe even who they are in the first place.
-
--Vengeance Achieved? Work with your GM if you’d prefer this descriptor to be part of a revenge character arc. If so,
-+Vengeance Achieved? Work with your GM if you'd prefer this descriptor to be part of a revenge character arc. If so,
- vengeance may be something you can achieve and move on from, at which point it might be appropriate to change out your
--descriptor. Then again, you might have been Unforgiving so long that you’re set in your ways.
-+descriptor. Then again, you might have been Unforgiving so long that you're set in your ways.
-
- You gain the following characteristics:
-
- Tragedy‑Toughened: +2 to your Might Pool.
-
--Skill: You scare other folks. You’re trained in intimidation tasks.
-+Skill: You scare other folks. You're trained in intimidation tasks.
-
--Skill: You’ve learned to tell when others shade the truth. You’re trained in detecting falsehoods.
-+Skill: You've learned to tell when others shade the truth. You're trained in detecting falsehoods.
-
--Skill: You’re always on the lookout. You’re trained in tracking tasks.
-+Skill: You're always on the lookout. You're trained in tracking tasks.
-
--Inability: You don’t care enough to be polite. Your positive interaction tasks are hindered.
-+Inability: You don't care enough to be polite. Your positive interaction tasks are hindered.
-
- Additional Equipment: You have an additional medium weapon.
-
-@@ -56293,39 +56293,39 @@
-
- > 1\. The other PCs are hunting the same outlaws as you, though they may have different reasons.
- >
--> 2\. You found the PCs instead of the one(s) you’re tracking, and they needed help.
-+> 2\. You found the PCs instead of the one(s) you're tracking, and they needed help.
- >
--> 3\. It’s something to do until you find another clue to help you along your path.
-+> 3\. It's something to do until you find another clue to help you along your path.
-
--4\. You have no idea how you joined the PCs. You’re going along with it until a chance to gain vengeance presents
-+4\. You have no idea how you joined the PCs. You're going along with it until a chance to gain vengeance presents
- itself.
-
- Wily
-
--You’re a real sly dog if ever there was one. Quick‑thinking and hard to cheat, folks would be plum foolish to take
-+You're a real sly dog if ever there was one. Quick‑thinking and hard to cheat, folks would be plum foolish to take
-
--what you say at face value, ’cept for your friends, of course. You know how to work most any situation to your
-+what you say at face value, 'cept for your friends, of course. You know how to work most any situation to your
-
--advantage. You’re not so much a silver‑tongued devil as you are a few steps ahead of whatever’s about to happen.
-+advantage. You're not so much a silver‑tongued devil as you are a few steps ahead of whatever's about to happen.
-
--Others rely on their looks or their charm to get ahead in the world, and you can’t help but smirk when you consider
--their shortcomings. No sir, for you, it’s all about that gray stuff between your ears.
-+Others rely on their looks or their charm to get ahead in the world, and you can't help but smirk when you consider
-+their shortcomings. No sir, for you, it's all about that gray stuff between your ears.
-
- You gain the following characteristics:
-
- Crafty: +2 to your Intellect Pool.
-
--Skill: Always looking for an advantage, you’re trained in all interactions involving lies or trickery.
-+Skill: Always looking for an advantage, you're trained in all interactions involving lies or trickery.
-
--Skill: Seeing things as they really are is the first step in outfoxing others. You’re trained in perception tasks.
-+Skill: Seeing things as they really are is the first step in outfoxing others. You're trained in perception tasks.
-
- Hunch: When you apply a level of Effort using Intellect to a non‑combat task, you can also choose to apply a free level
- of Effort once. The ability is restored after you make a recovery roll.
-
--Inability: You pay a little too much attention, even to things you shouldn’t. Your Intellect defense rolls are hindered.
-+Inability: You pay a little too much attention, even to things you shouldn't. Your Intellect defense rolls are hindered.
-
- Additional Equipment: You acquired an item another PC lost and thinks is gone for good. Now you have an additional
--expensive item, assuming you don’t choose to give it back to the PC who lost it.
-+expensive item, assuming you don't choose to give it back to the PC who lost it.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-@@ -56336,7 +56336,7 @@
-
- 3\. You told the PCs you would double their profits on their next job if they allowed you in on it.
-
--4\. You’re one hundred percent certain the other PCs will fail if you don’t come along.
-+4\. You're one hundred percent certain the other PCs will fail if you don't come along.
-
- Foci of the Weird West
-
-@@ -56348,11 +56348,11 @@
-
- Blazes Paths
-
--You read the land. You know every twisted arroyo, spiny cactus, and change in the weather. And what you don’t know, you
-+You read the land. You know every twisted arroyo, spiny cactus, and change in the weather. And what you don't know, you
- soon learn by sniffing the wind, tasting the dirt, and squinting across the wilderness landscapes. As you go, you mark
- the way for others to follow, notching trees or scribing stones with your personal symbol. As you become more and more
--accomplished, the network of trails you’ve blazed enhances not only your reputation as a pathfinder, but also your
--personal spiritual strength, allowing you to see what’s happening along them, to flash along the miles you blazed in
-+accomplished, the network of trails you've blazed enhances not only your reputation as a pathfinder, but also your
-+personal spiritual strength, allowing you to see what's happening along them, to flash along the miles you blazed in
- mere moments, and even return to the first time you ever set foot on a trail.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-@@ -56360,15 +56360,15 @@
- 1\. Pick one other PC. For some reason, whenever that character stands right next to you, your navigation tasks are
- hindered.
-
--2\. Pick one other PC. You’re not sure how they found out, but that character knows about the one time you got lost and
--couldn’t find your way without help.
-+2\. Pick one other PC. You're not sure how they found out, but that character knows about the one time you got lost and
-+couldn't find your way without help.
-
- 3\. Pick one other PC. Seeing you use your focus abilities triggers memories in them of having grown up someplace
- completely different than where they previously remembered. That memory is up to the other PC. If the memory is weird
- enough, they may want your help to find a way back there.
-
- 4\. Pick one other PC. You found them close to death while you were blazing a path out in the wilderness. They either
--have no memory of what led them to that spot, or ended up there for a harrowing reason—it’s up to that PC.
-+have no memory of what led them to that spot, or ended up there for a harrowing reason—it's up to that PC.
-
- Additional Equipment: You have a hatchet, blue dye, and a brush—all equipment you use to blaze your trails in the
- wilderness.
-@@ -56385,43 +56385,43 @@
-
- Tier Two
-
--1. Happy Trails: Whether you’re traveling along a path you’ve previously marked, or you’re navigating and blazing a new
-- trail, roaming with you puts your companions at ease. During rests on any day you’ve traveled together, you and your
-+1. Happy Trails: Whether you're traveling along a path you've previously marked, or you're navigating and blazing a new
-+ trail, roaming with you puts your companions at ease. During rests on any day you've traveled together, you and your
- party gain +1 to your recovery rolls. Enabler.
-
- Tier Three
-
- Ability Choice: Choose either Trail Awareness or Trail Sensor as your tier 3 ability.
-
--1. Trail Awareness: Your connection with trails you’ve blazed is always with you. When traveling on, camping near, or
-- within visual range of any trail you’ve blazed, you gain an asset on one attack or defense roll thanks to your
-+1. Trail Awareness: Your connection with trails you've blazed is always with you. When traveling on, camping near, or
-+ within visual range of any trail you've blazed, you gain an asset on one attack or defense roll thanks to your
- knowledge about what else is using the path. Once used, this ability renews after your next recovery roll. Enabler.
-
-
-
--1. Trail Sensor (3 Intellect points): You imbue a newly created blaze symbol (or replace a blaze symbol you’ve
-- previously created) with a spiritual connection to your mind’s eye. For the next 24 hours, you can concentrate to
-+1. Trail Sensor (3 Intellect points): You imbue a newly created blaze symbol (or replace a blaze symbol you've
-+ previously created) with a spiritual connection to your mind's eye. For the next 24 hours, you can concentrate to
- see, hear, and smell through the sensor, no matter how far you move from it. If you also have a similar ability from
-- another source, this effect lasts twice as long. The sensor doesn’t grant you sensory capabilities beyond the norm.
-+ another source, this effect lasts twice as long. The sensor doesn't grant you sensory capabilities beyond the norm.
- A few rounds to create the enhanced blaze symbol; action to check.
-
- Tier Four
-
--1. Blaze Door (5+ Intellect points): You can instantly transport yourself between two blaze symbols you’ve previously
-+1. Blaze Door (5+ Intellect points): You can instantly transport yourself between two blaze symbols you've previously
- marked, as long as you use this ability while within immediate range of one of your symbols. In addition to the
- normal options for using Effort, you can choose to use Effort to bring other people within immediate range with you;
- each level of Effort used in this way affects up to three additional targets. Action.
-
- Tier 5
- Blaze Recovery: You gain an additional one-action recovery roll if you take it within long range of a blaze symbol
--you’ve made. Once you’ve used this ability, you can’t use it again until after your next ten‑hour recovery roll.
-+you've made. Once you've used this ability, you can't use it again until after your next ten‑hour recovery roll.
- Enabler.
-
- Tier 6
-
- Ability Choice: Choose either Step Across Time or Trail Cypher as your tier 6 ability.
-
--1. Step Across Time (7+ Intellect points): While you are within immediate range of any blaze symbol you’ve previously
-+1. Step Across Time (7+ Intellect points): While you are within immediate range of any blaze symbol you've previously
- marked, you and up to three willing characters who are next to you travel to a point of your choosing earlier in
- time, when you were all traveling on the same trail the marker is part of or a connecting trail. When you appear in
- the past, you do so at the location you were along the trail then, replacing earlier versions of yourself in so
-@@ -56431,7 +56431,7 @@
- affects up to three additional targets. Action.
-
- Trail Cypher: Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You
-- destroy the cypher and embed its power into a trail you’ve blazed. Any time you are on that trail or a connecting
-+ destroy the cypher and embed its power into a trail you've blazed. Any time you are on that trail or a connecting
- trail, you gain the effect of that cypher continuously. You can choose a cypher when you gain this ability, or you
- can wait and make the choice later. However, once you embed a cypher into your system of trails, you cannot later
- switch to a different cypher—the ability works only once. Action to initiate.
-@@ -56439,11 +56439,11 @@
- Collects Bounties
-
- You know just where to look to find the latest wanted posters. Each one that goes up on the side of the jail or the wall
--of the post office is potentially another job and another reward. But money’s only half the deal—you also do it for the
--rush when you finally apprehend someone you’ve tracked across three territories. Some folks prefer to collect bounties
--without any undue fuss. But it wouldn’t be fun if those you stalk don’t put up a fight when you finally find them. And
--if it’s a fight, well, they’d best watch themselves. Most bounties you take on are advertised as dead or alive. You’d
--prefer them alive so they can face justice, but if it’s down to you or them, that’s no choice at all.
-+of the post office is potentially another job and another reward. But money's only half the deal—you also do it for the
-+rush when you finally apprehend someone you've tracked across three territories. Some folks prefer to collect bounties
-+without any undue fuss. But it wouldn't be fun if those you stalk don't put up a fight when you finally find them. And
-+if it's a fight, well, they'd best watch themselves. Most bounties you take on are advertised as dead or alive. You'd
-+prefer them alive so they can face justice, but if it's down to you or them, that's no choice at all.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-
-@@ -56451,13 +56451,13 @@
- particularly lucrative reward.
-
- 2\. Pick one other PC. You happened to see a few documents while tracking down something unrelated, which leads you to
--believe they’re not exactly who they claim to be. You’ve since grown comfortable with them, but remain vigilant in case
-+believe they're not exactly who they claim to be. You've since grown comfortable with them, but remain vigilant in case
- they turn out to be dangerous.
-
- 3\. Pick one other PC. They rescued you from a train when outlaws blew it up, pulling you out of the wreckage at great
- risk to themself.
-
--4\. Pick one other PC. They know a secret story about your past that doesn’t reflect especially well on your character.
-+4\. Pick one other PC. They know a secret story about your past that doesn't reflect especially well on your character.
- But back then, you were young and stupid. Not like today. Right?
-
- Additional Equipment: Heavy leather duster (light armor).
-@@ -56472,7 +56472,7 @@
-
-
-
--1. Know Where It Hurts: You inflict 1 additional point of damage against targets you’ve successfully tracked, hidden
-+1. Know Where It Hurts: You inflict 1 additional point of damage against targets you've successfully tracked, hidden
- from, used Overwatch on, or studied for one full action. Enabler.
-
- Tier Two
-@@ -56483,8 +56483,8 @@
-
- Ability Choice: Choose either Let Them Try or Surprise Attack as your tier 3 ability.
-
--1. Let Them Try: They usually don’t give up without a fight. You are trained in Speed defense tasks. If your foe is
-- someone you’ve successfully interacted with (as noted under Know Where It Hurts), your Speed defense tasks against
-+1. Let Them Try: They usually don't give up without a fight. You are trained in Speed defense tasks. If your foe is
-+ someone you've successfully interacted with (as noted under Know Where It Hurts), your Speed defense tasks against
- them also gain an asset. Enabler.
-
- Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
-@@ -56492,7 +56492,7 @@
-
- Tier 4
-
--1. Total Awareness: You possess such a high level of awareness that it’s very difficult to surprise, hide from, or
-+1. Total Awareness: You possess such a high level of awareness that it's very difficult to surprise, hide from, or
- sneak up on you. When you apply a level of Effort to initiative and perception tasks, you gain two free levels of
- Effort. Enabler.
-
-@@ -56500,7 +56500,7 @@
-
- 1. Free to Move: You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit
- through any space large enough to fit your head. You can apply three free levels of Effort to tasks involving
-- breaking free of bonds, a creature’s grip, or any similar impediment. Enabler.
-+ breaking free of bonds, a creature's grip, or any similar impediment. Enabler.
-
- Tier 6
-
-@@ -56509,7 +56509,7 @@
-
- 1. Greater Skill With Attacks: Choose one type of attack, even one in which you are already trained: light bashing,
- light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy
-- ranged. You are trained in attacks using that type of weapon. If you’re already trained in that type of attack, you
-+ ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you
- instead are specialized in that type of attack. Enabler.
-
-
-@@ -56530,22 +56530,22 @@
- 3. Gambles It All Away
-
- How long have you been haunting the card tables? Seems like a lifetime. You probably played your first hand of poker
--before you could even read words. People, though, were much easier to understand. You could always read other folks’
--tells, whether that’s squinting, tapping, stammering, pulling at their earlobe, or any of a thousand other ways you know
--when to call their bluffs. Which is not to say you haven’t walked away from the table in the hole. But you’ve always
--been able to make it up later. So far, anyway. Lately, you’ve been having weird dreams of loss and void. Is Lady Luck
--fixin’ to turn her back on you? You hope not, because there ain’t nothing in the world keeping you from gambling it all
-+before you could even read words. People, though, were much easier to understand. You could always read other folks'
-+tells, whether that's squinting, tapping, stammering, pulling at their earlobe, or any of a thousand other ways you know
-+when to call their bluffs. Which is not to say you haven't walked away from the table in the hole. But you've always
-+been able to make it up later. So far, anyway. Lately, you've been having weird dreams of loss and void. Is Lady Luck
-+fixin' to turn her back on you? You hope not, because there ain't nothing in the world keeping you from gambling it all
- away.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-
- 1\. Pick one other PC. They beat you in a game of cards or dice when you totally thought you had them figured out. You
--befriended them rather than taking it personally (though it’s possible you’ve won that and more back since).
-+befriended them rather than taking it personally (though it's possible you've won that and more back since).
-
- 2\. Pick one other PC. Whenever they sit next to you, Lady Luck seems to notice. Sometimes your tasks are eased, other
- times hindered, and you never know ahead of time how things will go for a given game.
-
--3\. Pick one other PC. This character doesn’t seem to care for how you make your living at the card tables.
-+3\. Pick one other PC. This character doesn't seem to care for how you make your living at the card tables.
-
- 4\. Pick one other PC. When you were hurt by another gambler whose clock you cleaned, they stood up for you at great
- risk to themself.
-@@ -56568,10 +56568,10 @@
-
- Tier Two
-
--Courting Lady Luck: Maybe Lady Luck’s watching over you and keeping you from harm, or maybe you’re just damn lucky. When
-+Courting Lady Luck: Maybe Lady Luck's watching over you and keeping you from harm, or maybe you're just damn lucky. When
- you would otherwise descend a step on the damage track, make an Intellect defense roll against the level of the foe or
- effect. If you succeed, you do not descend that step. If the step was because you fell to 0 points in a Pool, you are
--still at 0 points; you just don’t suffer the negative effects of being impaired or debilitated. If you would otherwise
-+still at 0 points; you just don't suffer the negative effects of being impaired or debilitated. If you would otherwise
- descend the final step on the damage track to death, a successful defense roll keeps you at 1 point in one Pool, and you
- remain debilitated. Enabler.
-
-@@ -56579,7 +56579,7 @@
-
- Ability Choice: Choose either Call Their Bluff or Card Genius as your tier 3 ability.
-
--1. Call Their Bluff (3 Intellect points): Are they bluffing or can they back up their claim? It doesn’t really matter
-+1. Call Their Bluff (3 Intellect points): Are they bluffing or can they back up their claim? It doesn't really matter
- when you fix your stare on a target within long range. If your Intellect attack succeeds, the target suffers 2
- points of ambient damage each round for one minute or until the target can throw off the effect (PC targets suffer
- Intellect damage). If you use your action on a subsequent round to fully concentrate on the target, their attempts
-@@ -56592,7 +56592,7 @@
- Tier 4
-
- 1. Winning Hand (4 Intellect Points): If you win a hand of cards or other wager, or if you succeed on an Intellect
-- defense roll to resist a foe’s attack, you gain an action. You can use it immediately even if you have already taken
-+ defense roll to resist a foe's attack, you gain an action. You can use it immediately even if you have already taken
- a turn in the round. You can use this ability once per round. Enabler.
-
- Tier 5
-@@ -56611,8 +56611,8 @@
-
- 1. Fate Breaker: Something beyond your ken takes an interest in you. If you fail on a task (including an attack or a
- defense), you can change the die result to a natural 20. (That still might not be enough to succeed if the
-- difficulty is higher than 6.) This ability doesn’t work if you roll a natural 1 for an attempted task, unless you
-- reroll using Consequences of Luck and obtain a result that isn’t in the failure range. Once you use this ability, it
-+ difficulty is higher than 6.) This ability doesn't work if you roll a natural 1 for an attempted task, unless you
-+ reroll using Consequences of Luck and obtain a result that isn't in the failure range. Once you use this ability, it
- is not available again until after you make a ten‑hour recovery roll. Enabler.
-
-
-@@ -56629,9 +56629,9 @@
- Hits The Saloon
-
- The saloon is an old friend, whether or not you visit the same one twice. Whatever the name on the sign out front, the
--pungent smells of whiskey, cigars, and sawdust lift your spirits like nothing else. ’Cept for actual spirits, of course.
--When that first shot hits your throat and sets a warm blaze in your belly, you can’t keep a smile from your lips. This
--here’s your home away from home, and inside are your friends, both old and those soon to be made. Though not everyone’s
-+pungent smells of whiskey, cigars, and sawdust lift your spirits like nothing else. 'Cept for actual spirits, of course.
-+When that first shot hits your throat and sets a warm blaze in your belly, you can't keep a smile from your lips. This
-+here's your home away from home, and inside are your friends, both old and those soon to be made. Though not everyone's
- happy to see you—troublemakers soon learn that in a scrap, you only hit harder with each shot of whiskey you pour down
- your throat.
-
-@@ -56640,27 +56640,27 @@
- 1\. Pick one other PC. This character has spent a lot of time with you saloon‑hopping. Once between any ten‑hour rest,
- you gain an additional asset when you collaborate on the same task, fight the same foe, and so on.
-
--2\. Pick one other PC. You saw them get their ass whooped in a saloon fight once, though they didn’t know you saw it.
-+2\. Pick one other PC. You saw them get their ass whooped in a saloon fight once, though they didn't know you saw it.
- You can choose whether or not to share that information.
-
- 3\. Pick one other PC. You and this character once had a terrible drunken argument that neither of you remember exactly,
- but neither can you let it go. Once between any ten‑hour rest (when the GM chooses), an action is hindered when you
- collaborate on the same task, fight the same foe, and so on.
-
--4\. Pick one other PC. This character has still never visited your favorite saloon, and you’ve promised to take them one
-+4\. Pick one other PC. This character has still never visited your favorite saloon, and you've promised to take them one
- day. Whether or not the character is interested is up to them.
-
--Additional Equipment: You carry a sturdy, leak‑proof metallic whiskey flask. Minor Effect Suggestion: You don’t have to
-+Additional Equipment: You carry a sturdy, leak‑proof metallic whiskey flask. Minor Effect Suggestion: You don't have to
- use an action to activate your next Jovial Presence ability.
-
- Major Effect Suggestion: You remember something a stranger in a saloon once said, and you can ask the GM one question
--about what you’re looking at.
-+about what you're looking at.
-
- Tier 1
-
- 1. Jovial Presence (2 Intellect points): You observe or study a creature, object, or location for at least one round.
- The next time you interact with it (possibly in the following round), a related task (such as persuading the
-- creature, attacking it, or defending from its attack) is eased. If you’re in a saloon, the task is eased by two
-+ creature, attacking it, or defending from its attack) is eased. If you're in a saloon, the task is eased by two
- steps. Action.
-
- Enthusiastic Listener: You pick up stuff listening to folks gab in the bar. You are trained in one area of knowledge of
-@@ -56709,7 +56709,7 @@
- saloon or similar enjoyable location. You gain a level 6 subtle cypher of the general variety that you want (though the
- GM chooses the specifics) and can use it next round. If you are already at your cypher limit when you use this ability,
- choose which cypher you replace with the new one. In addition to the normal options for using Effort, you can choose to
--use Effort to increase the cypher’s level; each level of Effort used in this way increases the level by 1. Action.
-+use Effort to increase the cypher's level; each level of Effort used in this way increases the level by 1. Action.
-
- 1. Lethal Damage: Choose one of your existing attacks that deals damage (depending on your type and focus, this might
- be a specific weapon, your unarmed attacks, or maybe a bottle of whiskey). When you hit with that attack, you
-@@ -56718,21 +56718,21 @@
- Rides Like the Wind
-
- Few things feel more empowering than when you jump into the saddle and ride! Maybe you have a special mount called
--Thunder, Caballo, Dusty, or a name you don’t share with others. Or perhaps any mount will serve, because you’re just
-+Thunder, Caballo, Dusty, or a name you don't share with others. Or perhaps any mount will serve, because you're just
- that skilled in the saddle. Whatever the case, when you and your mount are moving, other folks say they have a hard time
- figuring where one of you stops and the other begins—you act as a single creature that almost nothing can stop.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-
--1\. Pick one other PC. You promised that character a ride anywhere they wanted to go on your mount. They haven’t yet
-+1\. Pick one other PC. You promised that character a ride anywhere they wanted to go on your mount. They haven't yet
- taken you up on your offer.
-
--2\. Pick one other PC. You rode them to safety after they got in trouble with the law. Trouble hasn’t found you because
-+2\. Pick one other PC. You rode them to safety after they got in trouble with the law. Trouble hasn't found you because
- of it. Yet.
-
--3\. Pick one other PC. That character was hired to kill you, but they didn’t, because they like your mount.
-+3\. Pick one other PC. That character was hired to kill you, but they didn't, because they like your mount.
-
--4\. Pick one other PC. Due to a misunderstanding of identity, you rode them down once. They still have a scar, but it’s
-+4\. Pick one other PC. Due to a misunderstanding of identity, you rode them down once. They still have a scar, but it's
- up to them whether they hold it against you.
-
- Additional Equipment: A mount plus riding gear including saddle, bridle, and stirrups.
-@@ -56751,7 +56751,7 @@
-
- Tier 2
-
--1. Supernatural Jump (4 Speed points): You can use this ability in one of two ways. If you’re on your mount, you can
-+1. Supernatural Jump (4 Speed points): You can use this ability in one of two ways. If you're on your mount, you can
- move a long distance from one location to another almost instantaneously, carried by the creature you ride. You must
- be able to see the new location, and there must be no intervening barriers.
-
-@@ -56775,7 +56775,7 @@
-
-
-
--1. Nimble in the Saddle: Whether in the saddle or not, you’ve developed amazing reflexes. You’re trained in Speed
-+1. Nimble in the Saddle: Whether in the saddle or not, you've developed amazing reflexes. You're trained in Speed
- defense tasks. Enabler.
-
- Tier 4
-@@ -56792,14 +56792,14 @@
-
- Ability Choice: Choose either Ride Across the Miles or Tornado Ride as your tier 6 ability.
-
--Ride Across the Miles (6+ Speed points): You can ride your mount to an open location on the planet that you’re familiar
--with almost instantaneously. If you apply a level of Effort, you can attempt to penetrate covered locations that you’re
-+Ride Across the Miles (6+ Speed points): You can ride your mount to an open location on the planet that you're familiar
-+with almost instantaneously. If you apply a level of Effort, you can attempt to penetrate covered locations that you're
- aware of as long as a route exists from the open air to the area you want to reach. Action.
-
--Tornado Rider (7 Speed points): Your mount’s flashing hooves churn up a small tornado, lifting you and your mount a long
-+Tornado Rider (7 Speed points): Your mount's flashing hooves churn up a small tornado, lifting you and your mount a long
- distance into the eye of the supernatural storm. The tornado moves as you direct it up to a short distance each round
- for up to five minutes or until you dismiss it. The swirling winds damage creatures, objects, and structures within
--short range of the tornado’s eye. Each round, creatures in the area take 3 points of damage due to debris on the wind.
-+short range of the tornado's eye. Each round, creatures in the area take 3 points of damage due to debris on the wind.
- Attempts to damage objects or structures with your tornado are eased by two steps. Action to initiate.
-
- 1.
-@@ -56809,7 +56809,7 @@
- You once crossed paths with a fiery demon, learned a bit of blazecraft from an alchemist, or maybe just always had a
- special talent for starting fires. That and your love of letting your six‑shooters bark combine to make you the feared
- gunfighter that you are today. You might have developed a reputation already as you move between plains and badlands,
--using your uncanny skills to avenge, promote justice, or just enrich yourself. Whatever the case, it’s how you’ll acquit
-+using your uncanny skills to avenge, promote justice, or just enrich yourself. Whatever the case, it's how you'll acquit
- yourself when, inevitably, you draw your burning iron.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-@@ -56817,10 +56817,10 @@
- 1\. Pick one other PC. This character also likes fire. You both deal 1 additional point of damage when you fight the
- same foe using fire.
-
--2\. Pick one other PC. You’re certain this character appreciates your smoldering gun and is impressed by how well you
-+2\. Pick one other PC. You're certain this character appreciates your smoldering gun and is impressed by how well you
- shoot. This may or may not actually be the case.
-
--3\. Pick one other PC. They quietly think you’re either a demon or kin to demons. How they feel about demons is up to
-+3\. Pick one other PC. They quietly think you're either a demon or kin to demons. How they feel about demons is up to
- them.
-
- 4\. Pick one other PC. You failed to protect this character at some point in the past, and you feel compelled to make up
-@@ -56849,12 +56849,12 @@
- Tier 1
-
- 1. Smoldering Gun (1 Intellect point): Your gun blazes with flame for ten minutes, glowing red and discharging a
-- tendril of smoke from the barrel. The flames don’t burn you, but you inflict 1 additional point of damage with the
-+ tendril of smoke from the barrel. The flames don't burn you, but you inflict 1 additional point of damage with the
- gun while it burns. While the gun burns, it automatically flares when anyone tries to touch you or strike you with a
- melee attack, dealing 2 points of damage to them. Flames from another source can still hurt you. While your gun
- smolders, you gain +1 Armor against damage from fire from another source.
-
--Alternate Energy: If you’d prefer another element or energy source, such as ice or necrotic energy, work with your GM to
-+Alternate Energy: If you'd prefer another element or energy source, such as ice or necrotic energy, work with your GM to
- adjust this and related abilities.
-
- Enabler.
-@@ -56863,7 +56863,7 @@
-
- Tier 2
-
--Summon Gun (3 Intellect points): If you’re ever without your six‑shooter, you can summon it (or another just like it)
-+Summon Gun (3 Intellect points): If you're ever without your six‑shooter, you can summon it (or another just like it)
- instantly to your hand, already loaded. Enabler.
-
- Tier 3
-@@ -56877,7 +56877,7 @@
-
- 1. Quickdraw: If you act first and your firearm is holstered, you can draw and fire your weapon so blindingly fast that
- you gain a surprise action against your foe, even if your foe was already aware of your presence (but not if combat
-- has already begun). This doesn’t allow your allies to act with surprise, only you. You have an asset on the attack.
-+ has already begun). This doesn't allow your allies to act with surprise, only you. You have an asset on the attack.
- On a successful hit, you inflict 2 additional points of damage. Enabler.
-
- Tier 4
-@@ -56891,7 +56891,7 @@
- Tier 5
-
- Forgeborn Bullet (5 Intellect points): Your fired bullet blooms into a fiery forgeborn with a somewhat humanoid
--appearance that does your bidding for up to ten minutes. (You can’t summon a forgeborn and attack with the same bullet.)
-+appearance that does your bidding for up to ten minutes. (You can't summon a forgeborn and attack with the same bullet.)
- After its task is complete, you dismiss the fiery forgeborn as part of another action, or if it is destroyed, it
- implodes back into a smoldering bullet. Action to initiate.
-
-@@ -56909,7 +56909,7 @@
-
- You can create a flaming message in the sky consisting of a handful of words that lasts for up to a minute.
-
-- You can shoot an object out of someone’s hand.
-+ You can shoot an object out of someone's hand.
-
- You can shoot the leg, wing, or other limb your target uses to move, reducing their maximum movement speed to
- immediate for a few days or until they receive expert medical care.
-@@ -56918,7 +56918,7 @@
-
- Enabler.
-
--1. Never Miss a Shot: If you shoot at a target and miss, reroll. If you hit, it’s because your shot ricochets off a
-+1. Never Miss a Shot: If you shoot at a target and miss, reroll. If you hit, it's because your shot ricochets off a
- nearby surface and actually hits, inflicting 2 fewer points of damage. Each time you reroll the same shot, 2 more
- points are deducted from the total damage, until the wildly ricocheting shot finally hits its target or the damage
- amount goes to 0. Enabler.
-@@ -56927,16 +56927,16 @@
-
- 1. Strikes Like a Rattler
-
--Your body is a venomous weapon able to cripple and kill. Watchful as a coiled rattlesnake, you’re ready to evade an
-+Your body is a venomous weapon able to cripple and kill. Watchful as a coiled rattlesnake, you're ready to evade an
- attacker, then strike back with fists, elbows, knees, or feet that sink into flesh with the speed of fangs. Fact is,
--you’ve got a supernatural connection to venomous serpents, the rattler in particular. That spiritual fusion empowers you
-+you've got a supernatural connection to venomous serpents, the rattler in particular. That spiritual fusion empowers you
- both offensively and defensively, maybe even eventually giving you power over snakes, or allowing you to become a
- serpent avatar after shedding your skin.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-
- 1\. Pick one other PC. You rescued this character from a bad situation, but in doing so, you killed someone close to the
--character. Maybe that was also the PC’s persecutor, but there’s still some tension between you.
-+character. Maybe that was also the PC's persecutor, but there's still some tension between you.
-
- 2\. Pick one other PC. You were once given a package to deliver to them from a mysterious source, but you lost the
- package before you were able to hand it over.
-@@ -56946,9 +56946,9 @@
-
- 4\. Pick one other PC. They owe you a significant amount of money.
-
--Minor Effect Suggestion: You make yourself a target, easing your allies’ defense rolls until your next turn.
-+Minor Effect Suggestion: You make yourself a target, easing your allies' defense rolls until your next turn.
-
--Major Effect Suggestion: You get a second wind and can make an immediate recovery roll that doesn’t count against your
-+Major Effect Suggestion: You get a second wind and can make an immediate recovery roll that doesn't count against your
- regular number of recovery rolls today.
-
- Tier 1 Type Swap
-@@ -56971,13 +56971,13 @@
-
- Tier 2
-
--1. Unarmed Fighting Style: You are trained in unarmed attacks, assuming you’re not already (because this ability
-+1. Unarmed Fighting Style: You are trained in unarmed attacks, assuming you're not already (because this ability
- provides no benefit if you are). Enabler.
-
-
-
- 1. Snake Charmer (1+ Intellect points): You calm an ophidian creature within short range. You must speak to it (though
-- it doesn’t need to understand your words), and it must see you. It remains calm for one minute or for as long as you
-+ it doesn't need to understand your words), and it must see you. It remains calm for one minute or for as long as you
- focus all your attention on it. The GM has final say over what counts as a snakelike creature, but unless some kind
- of deception is at work, you should know whether you can affect it before you attempt to use this ability on it. If
- you spend 1 additional Intellect point when you use this ability, you can calm all nonhuman beasts, as the GM
-@@ -56988,7 +56988,7 @@
- Ability Choice: Choose either Gain Rattler Companion or Stupefying Rattle as your tier 3 ability.
-
- 1. Gain Rattler Companion: You gain a supernatural rattlesnake—a dust diamondback—as a constant companion. It is over
-- 10 feet (3 m) long and follows your psychic commands. You’ll probably make rolls for it in combat or when it takes
-+ 10 feet (3 m) long and follows your psychic commands. You'll probably make rolls for it in combat or when it takes
- actions (or it can ease your attacks or your defenses in combat). The companion acts on your turn. If your companion
- dies, you can hunt in the badlands for a few days to find a new one. Enabler.
-
-@@ -57003,13 +57003,13 @@
- Tier 4
-
- 1. Warmed by the Sun (2 Intellect points): After spending ten minutes in the sun, a hot spring, or other such warm
-- location, you gain a free ten‑minute recovery roll. Once you use this ability, you can’t use it again until after
-+ location, you gain a free ten‑minute recovery roll. Once you use this ability, you can't use it again until after
- your next ten‑hour recovery roll. Ten minutes to activate.
-
- Tier 5
-
- 1. Venom in Their Blood (5 Speed points): If you successfully attack a creature that you previously damaged with
-- Venomous Strike, you deal 9 additional points of damage. Once you use this ability, you can’t use it again during
-+ Venomous Strike, you deal 9 additional points of damage. Once you use this ability, you can't use it again during
- the current conflict. Enabler.
-
- Tier 6
-@@ -57018,7 +57018,7 @@
-
- 1. Shed Skin (7+ Speed points): You shed your normal likeness, revealing a terrifying 30-foot (9 m) long rattlesnake.
- For one minute, your abilities change as follows: You add 8 points to your Speed Pool, 1 point to your Speed Edge, 2
-- points to your Intellect Pool, and 1 point to your Intellect Edge; and you gain the “air gliding” ability (you can
-+ points to your Intellect Pool, and 1 point to your Intellect Edge; and you gain the "air gliding" ability (you can
- fly a long distance each round).
-
- After reverting to your normal form, you lose the benefit of air gliding, your Edge values return to normal, and you
-@@ -57048,13 +57048,13 @@
-
- Most of these descriptors are for characters who are or become significantly nonhuman
-
--nonhuman; for example, the Dragon descriptor means you’re a four-legged, winged dragon who can breathe flame. These
-+nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
- descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
- even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
- any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
- either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
-
--It’s Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
-+It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
-
- Chimera
-
-@@ -57062,13 +57062,13 @@
-
- like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
-
--boar tusks, bear paws, a wolf’s tail, a lion’s mane: take your pick. Your thickened skin offers
-+boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
-
- protection from attacks and the elements. Depending on your dexterity—and whether you
-
- have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
-
--to be held in a paw instead of a hand. You’re eager to protect the ones closest to you, and
-+to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
-
- usually more likely to run toward conflict than away from it.
-
-@@ -57078,7 +57078,7 @@
-
- Animal Strength: +1 to your Might Pool.
-
--Charging Ahead: You’re trained in initiative.
-+Charging Ahead: You're trained in initiative.
-
- For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
-
-@@ -57087,7 +57087,7 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you’re looking to build (or join)
-+1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
- one.
-
- 2\. You need supplies to adapt a legendary weapon perfectly to your physique.
-@@ -57113,9 +57113,9 @@
- Dragon
-
- You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
--your dragon form you’re about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You’re drawn
--to treasure and shiny things, but you’re willing to share your hoard with those you trust. Though you can speak human
--languages, you can’t ignore the fact that you’re a wild part of your local ecosystem—at least some of the time. You’re
-+your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
-+to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
-+languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
- an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
-
- Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
-@@ -57147,11 +57147,11 @@
-
- 1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
-
--2\. You’re hoping to find a specific discontinued currency to add to your hoard.
-+2\. You're hoping to find a specific discontinued currency to add to your hoard.
-
- 3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
-
--4\. You’re gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
-+4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
- attacks.
-
- Dragon Advancement:
-@@ -57170,20 +57170,20 @@
-
- Ghost
-
--Unfortunately, you’re dead. But hey, it’s not all bad! Your spirit has remained in the mortal world. You can still walk
--among the living, but you no longer need pesky things like food or sleep. It’s up to you how long you’ve been dead,
--whether you remember your death, and why you’ve stuck around: seeking revenge, settling a debt, protecting your
--descendants, perfecting your great-grandma’s pecan pie recipe, or something else entirely.
-+Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
-+among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
-+whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
-+descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
-
- You gain the following characteristics:
-
- Ghostly Wisdom: +2 to your Intellect Pool.
-
--Sneaky: You’re trained in stealth and intimidation.
-+Sneaky: You're trained in stealth and intimidation.
-
--Incorporeal: You’re trained in Speed defense.
-+Incorporeal: You're trained in Speed defense.
-
--Calling the Dead: You’re trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
-+Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
- catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
- séance or summoning).
-
-@@ -57191,19 +57191,19 @@
-
- Dead: Positive social interaction tasks with living creatures are hindered.
-
--Uniform: You’re permanently wearing the clothes you had on when you died. This can hinder social interactions if you’re
-+Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
- inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You’re on a journey to make amends with someone you wronged in life.
-+1\. You're on a journey to make amends with someone you wronged in life.
-
--2\. You’re looking for the resting place of your physical body so you can be resurrected.
-+2\. You're looking for the resting place of your physical body so you can be resurrected.
-
- 3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
-
--4\. You’re studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
-+4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
-
- Ghost Advancement:
-
-@@ -57223,21 +57223,21 @@
-
- You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
- of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
--your own. You’re mortal again, too, but it’s impossible to forget the terrifying freedom and power you once held. Maybe
--you’ve let nostalgia make you bitter, or maybe you don’t miss the Hunt at all, instead living in fear of being
-+your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
-+you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
- conscripted once more.
-
- You gain the following characteristics:
-
- Agile: +2 to your Speed Pool.
-
--Equestrian: You’re trained in handling and riding horses.
-+Equestrian: You're trained in handling and riding horses.
-
--Sword Hand: You’re proficient with two-handed swords and can use them without penalty.
-+Sword Hand: You're proficient with two-handed swords and can use them without penalty.
-
--Hearing the Dead: You’re skilled in all social interactions with ghosts.
-+Hearing the Dead: You're skilled in all social interactions with ghosts.
-
--The Call of the Hunt: You’re often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
-+The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
- hounds. Tasks requiring concentration are hindered.
-
- Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
-@@ -57246,22 +57246,22 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You ferried the soul of a PC’s relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
--of their relative’s brave deeds.
-+1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
-+of their relative's brave deeds.
-
--2\. The living only see the Wild Hunt cross the sky if they’re destined for disaster. A PC saw the Wild Hunt years ago,
--and you’ve taken it upon yourself to protect them.
-+2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
-+and you've taken it upon yourself to protect them.
-
--3\. You’re afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
-+3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
-
--4\. You’re searching for the horse you remember riding—a massive undead stallion with flaming hooves.
-+4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
-
- Nix
-
--You’re a shapeshifting water spirit. You can walk on two legs and breathe air, but when you’re submerged, you gain a
-+You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
- tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
- have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
--doesn’t mean you’re passive or helpless. Though you may prefer to talk your way out of tough situations, you’re quick to
-+doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
- react to threats—especially in water, where you maneuver with deadly accuracy.
-
- You gain the following characteristics:
-@@ -57276,25 +57276,25 @@
-
- Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
-
--Close to Nature: You’re skilled in identifying plants and animals.
-+Close to Nature: You're skilled in identifying plants and animals.
-
--Siren Song: You’re extremely charismatic. You’re skilled in persuasion and deception.
-+Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
-
--Distractible: You have a hard time focusing. You’re hindered in tasks involving knowledge or lore, as well as resisting
-+Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
- mental attacks.
-
--Inability: When you’re in water, attacks using weapons are hindered.
-+Inability: When you're in water, attacks using weapons are hindered.
-
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
- 1\. The other PCs were stranded in a shipwreck, and you saved them.
-
--2\. A factory is polluting your local body of water, and you’re looking for revenge.
-+2\. A factory is polluting your local body of water, and you're looking for revenge.
-
- 3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
-
--4\. You’ve been sent to search for a rare plant, believed by many to be extinct.
-+4\. You've been sent to search for a rare plant, believed by many to be extinct.
-
- Nix Advancement:
-
-@@ -57312,9 +57312,9 @@
-
- Sylph
-
--You’re an air spirit, with the gift of wingless flight and hawklike eyes. You’re happiest when you have an aerial view;
-+You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
- you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
--currents and atmospheric pressure means you’re able to predict weather patterns, which you incorporate into your
-+currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
- machinations.
-
- You gain the following characteristics:
-@@ -57324,9 +57324,9 @@
- Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
- another action, for up to ten minutes total. Enabler.
-
--Top-Down Strategy: You’re skilled in logistics and planning.
-+Top-Down Strategy: You're skilled in logistics and planning.
-
--Sharp Vision: You’re trained in visual perception.
-+Sharp Vision: You're trained in visual perception.
-
- Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
- direction) for the next twelve hours. Action.
-@@ -57360,13 +57360,13 @@
-
- Unmagical
-
--You’re not good at using magic. In fact, it’s clear that you’re inherently unmagical—magic is as confusing, difficult,
--and awkward for you as learning lava spells would be for a frost giant. It’s not that you don’t believe in magic (though
--maybe you don’t) or that you don’t like magic (though maybe you don’t). It’s just that you and magic are incompatible.
--You’ve learned to compensate for this problem and even turn it into an advantage in some cases.
-+You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
-+and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
-+maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
-+You've learned to compensate for this problem and even turn it into an advantage in some cases.
-
--An Unmagical character shouldn’t be able to overcome their inability by becoming trained in magic. The GM might allow
--them to train away part of the inability with training in specific skills, such as “Onslaught” or “magical weapons.”
-+An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
-+them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
-
- Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
- supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
-@@ -57388,7 +57388,7 @@
-
- 1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
-
--2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps “fixing”
-+2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
- them.
-
- 3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
-@@ -57399,16 +57399,16 @@
-
- This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
- description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
--suitable for other genres). The GM and player should adjust these details to suit the specific campaign they’ll be
-+suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
- playing.
-
- Codes Magic Apps
-
- You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
--boards. Like anyone who’s spent a lot of time working on a computer, you’ve learned some strange secrets, not all of
--them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you’re
-+boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
-+them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
- a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
--your computer or smart device, so you can dress however you want. You’re probably used to wearing comfortable clothes,
-+your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
- sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
- clothing).
-
-@@ -57419,10 +57419,10 @@
-
- 2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
-
--3\. Pick one other PC. Something about this person annoys or distracts you so that when they’re within immediate range,
-+3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
- your tasks with computers and magical lore are hindered.
-
--4\. Pick one other PC. Every now and then, you’re able to copy a magical app cypher and send it to them (effectively
-+4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
- creating a duplicate of one of yours).
-
- Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
-@@ -57458,7 +57458,7 @@
- Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
- tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
- had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
--magical app that creates a fiery explosion probably can’t be turned into a healing app. Enabler.
-+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
-
- Tier 5:
-
-@@ -57479,15 +57479,15 @@
- a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
- down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
- spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
--preferring something more flashy than a gunslinger’s long coat and more intimidating than typical magician or witch
-+preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
- clothing.
-
- Connection:
-
--1\. Pick one other PC. You once grazed this character with one of your spell bullets; it’s up to them whether they’ve
-+1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
- forgiven you or still resent you for it.
-
--2\. Pick one other PC. You’ve accidentally discovered that you can shoot their spells out of your gun just like you do
-+2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
- with your own spells, but the PC must be touchingyour gun while you fire it.
-
- 3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
-@@ -57497,9 +57497,9 @@
-
- Additional Equipment: Medium or heavy handgun.
-
--Minor Effect Suggestion: The attack hits the side of the foe’s head, deafening them for a few minutes.
-+Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
-
--Major Effect Suggestion: The foe’s major blood vessel is hit, causing them to bleed 1 point of damage each round until
-+Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
- someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
-
- Tier 1:
-@@ -57510,21 +57510,21 @@
- standard bullet for it as part of your attack action with that weapon.
-
- Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
--a bullet. This is as loud as firing a normal bullet and uses the handgun’s range (typically long) if that is longer than
--the spell’s normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
-+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
-+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
- Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
- ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
- damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
-
--You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you’re firing multiple
-+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
- times or the one shot is passing through or ricocheting off each target.
-
- Tier 2:
-
- Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
- weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
--its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won’t
--fire until someone uses an action to correct the problem. If you activate this ability when it isn’t your turn, your
-+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
- attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
- more firearms; each level of Effort affects one additional target. Action or enabler.
-
-@@ -57533,7 +57533,7 @@
- Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
-
- Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
--Spell Bullet. If the attack spell doesn’t inflict damage, you instead can modify the spell as if you had applied a level
-+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
- of Intellect Effort to it. Enabler.
-
- Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
-@@ -57556,7 +57556,7 @@
- Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
-
- Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
--Spell Bullet. If the attack spell doesn’t inflict damage, you instead can modify the spell as if you had applied two
-+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
- levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
-
- Special Shot
-@@ -57565,34 +57565,34 @@
-
- You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
- pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
--to regular folks, and it’s up to people like you to find and eliminate those threats. Sure, some witches claim to be
--good and even act friendly, but you’ve seen it go bad all too often, and you won’t be fooled again. You always carry
-+to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
-+good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
- weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
--appropriate to the region and era (especially if regular people don’t know about magic or witches and you have to hide
-+appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
- what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
- pouch of magic-thwarting herbs given to you by your mentor.
-
--What a “witch” is depends on the setting. In a setting where magic is rare or secret, superstitious people might
--consider anyone who uses magic to be a dangerous witch. In a different setting, “witch” might refer to a specific
-+What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
-+consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
- organization of people who know how to use magic.
-
- Connection:
-
--1\. Pick one other PC. You are friends, and you’d hate to see anything bad happen to them.
-+1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
-
- 2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
- over other people.
-
--3\. Pick one other PC. You know they’ve had a run-in with a witch before, and you want to hear how that played out.
-+3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
-
--4\. Pick one other PC. You’ve known this person quite a while, and in fact it was a witch attack against them that
-+4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
- convinced you to start hunting witches.
-
- Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
- years (or decades or centuries) with their advice and discoveries about witches.
-
- Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
--they’re still able to defend themselves).
-+they're still able to defend themselves).
-
- Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
- courage and think of a new strategy.
-@@ -57641,15 +57641,15 @@
- Inks Spells on Skin
-
- Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
--is one thing. Making spells truly a part of you is another, but that’s exactly what you do when you apply magical inks
-+is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
- to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
- keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
--those you’ve already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
-+those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
- clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
- spellcaster.
-
- Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
--on your body. However, for each tier’s spells, you can only have one of the two readied (available for casting) at any
-+on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
- given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
- one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
- meditation, after which you can swap one readied spell.
-@@ -57659,10 +57659,10 @@
-
- Connection:
-
--1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It’s up to you if you’ve forgiven
-+1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
- them or not.
-
--2\. Pick one other PC. You think they could learn your tattoo magic, and you’d like to teach them. They may or may not
-+2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
- be interested in learning it.
-
- 3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
-@@ -57694,8 +57694,8 @@
- Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
- gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
- through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
--immediate distance each round. You can’t affect or be affected by normal matter, but energy attacks (like fire or
--explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don’t rely on human
-+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
-+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
- speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
- closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
-
-@@ -57745,23 +57745,23 @@
-
- Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
- that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
--finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it’s
-+finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
- dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
- yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
- interferes with your ability to control a car or cast a spell.
-
- Connection:
-
--1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven’t
-+1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
- taken you up on it yet.
-
- 2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
- stunt for a viral video, or to avoid a bad situation.
-
- 3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
--somehow weren’t hurt at all.
-+somehow weren't hurt at all.
-
--4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven’t been in
-+4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
- contact with that person in a while.
-
- Additional Equipment: A reasonably fast car.
-@@ -57779,11 +57779,11 @@
-
- One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
-
--Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you’re driving,
--as if it were a part of you. For example, if you’re driving and you cast Hover on yourself, you and the car begin to
-+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
-+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
- float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
- only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
--added to the cost of the spell you’re casting. In addition to the normal options for using Effort, you can use Effort to
-+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
- affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
- the car. Enabler.
-
-@@ -57800,8 +57800,8 @@
-
- You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
- you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
--a part of you, so you can’t use it to store the car if you and the car have more cyphers than your limit, a detonation
--cypher activated inside the car while it’s in the space harms you, and so on. Storing or retrieving the car happens over
-+a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
-+cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
- one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
- at a level 4 Intellect task. Action to initiate.
-
-@@ -57826,7 +57826,7 @@
- combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
- drive one car and magically
-
--control another car at the same time). If you are driving the car you’re controlling with this ability, your driving
-+control another car at the same time). If you are driving the car you're controlling with this ability, your driving
- tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
- another vehicle, and so on) are eased. Enabler.
-
-@@ -57834,10 +57834,10 @@
-
- Learned From the Classics
-
--Magic comes intuitively to some people, but you’ve always had to work a bit harder. Luckily, you find that research
-+Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
- comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
--You spent years studying and practicing, and you taught yourself everything you know. Now you’re a skilled magician
--who’s always eager to learn more—evidenced by your lengthy reading list.
-+You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
-+who's always eager to learn more—evidenced by your lengthy reading list.
-
- Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
-
-@@ -57846,7 +57846,7 @@
-
- 2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
-
--3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can’t help but like them.
-+3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
-
- 4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
- ethics, and so on).
-@@ -57873,7 +57873,7 @@
-
- Enhanced Intellect Edge
-
--Repeated Rituals: If you’ve successfully completed a ritual in the past, tasks for performing that ritual again are
-+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
- eased by two steps. Enabler
-
- Tier 4:
-@@ -57913,15 +57913,15 @@
- 2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
- feel the need to prove them wrong.
-
--3\. Pick one other PC. Sometimes you can’t detect them with any of your senses or affect them with your magic, even when
--they’re right in front of you.
-+3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
-+they're right in front of you.
-
- 4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
- on yourself, you can use it on them (and vice versa).
-
- Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
-
--Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they’re holding,
-+Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
- which lands an immediate distance away.
-
- Tier 1:
-@@ -57930,7 +57930,7 @@
- distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
- can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
- damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
--shapechanger (such as a werewolf), although this doesn’t tell you what kind of shapechanger they are or what their true
-+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
- form is. Action.
-
- Tier 2:
-@@ -57950,7 +57950,7 @@
-
- Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
-
--Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren’t so
-+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
- lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
-
- Tier 4:
-@@ -57960,7 +57960,7 @@
- minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
- a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
-
--werewolf), although this doesn’t tell you what kind of shapechanger they are or what their true form is. If you apply
-+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
- Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
- (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
-
-@@ -57983,9 +57983,9 @@
- Steers The Coven
-
- Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
--and you’ve taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
-+and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
- responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
--you host gatherings where your friends and family can perform rituals together. Regardless, you’re responsible for a
-+you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
- coalition of magicians who look to you for guidance, protection, and problem-solving.
-
- Connection:
-@@ -57996,8 +57996,8 @@
- 2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
- somehow a threat to it.
-
--3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You’ll need to decide if
--you’re starting anew or trying to rekindle the old friendship.
-+3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
-+you're starting anew or trying to rekindle the old friendship.
-
- 4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
- protecting them.
-@@ -58016,7 +58016,7 @@
-
- Tier 2:
-
--Shepherd’s Fury
-+Shepherd's Fury
-
- Tier 3:
-
-@@ -58043,22 +58043,22 @@
-
- Tier 6:
-
--Ability Choice: Choose either Deep Consideration or Drawing on Life’s Experiences as your tier 6 ability.
-+Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
-
- Deep Consideration
-
--Drawing on Life’s Experiences
-+Drawing on Life's Experiences
-
- Transmits Energy
-
--Magic is often compared to electromagnetism: it’s an invisible and ubiquitous force that holds everything together.
-+Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
- Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
--of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe’s
-+of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
- energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
-
- Connection:
-
--1\. Pick one other PC. This character thinks you’re some sort of energy vampire, either dangerous or just annoying.
-+1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
-
- 2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
- trust you with their secrets.
-@@ -58066,7 +58066,7 @@
- 3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
- At the time they seemed to think it was funny.
-
--4\. Pick one other PC. You once recharged one of their powerful cyphers, although you’re not sure how you managed it.
-+4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
-
- Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
- Speed Pools.
-@@ -58077,7 +58077,7 @@
- Tier 1:
-
- Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
--You provide this advantage to your friend even if you are not trained in the task that they’re retrying. Enabler.
-+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
-
- Tier 2:
-
-@@ -58089,9 +58089,9 @@
-
- Buddy System
-
--Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don’t move from where
--you’re standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can’t
--use it again until you’ve made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
-+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
-+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
-+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
- Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
- roll.) Action to initiate.
-
-@@ -58117,12 +58117,12 @@
-
- Turns Decay to Growth
-
--You’re comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
--you coax magic from the interplay of life and death. To you, rot isn’t cause for revulsion—it’s an opportunity to build
-+You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
-+you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
- something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
- garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
--methods, leading to friction. If you react to criticism by isolating yourself, you won’t be lonely for very long—what
--you have to offer is vital and rare, and it’s inevitable that someone will ask you for help.
-+methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
-+you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
-
- Connection:
-
-@@ -58161,8 +58161,8 @@
-
- Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
- and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
--the Intellect roll. “What was the last ritual performed in this room?” is a good example of a simple question. “Why was
--this room used for a ritual?” is not an appropriate question, because it has more to do with the mindset of whoever
-+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
-+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
- performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
- questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
-
-@@ -58198,7 +58198,7 @@
-
- NEW ABILITIES (MODERN MAGIC)
-
--Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory “screen” within immediate range that
-+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
- can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
- streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
- across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
-@@ -58206,7 +58206,7 @@
- ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
-
- Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
--Intellect-based attack roll against the network’s level (typically level 4) to watch them.
-+Intellect-based attack roll against the network's level (typically level 4) to watch them.
-
- Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
- room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
-@@ -58230,9 +58230,9 @@
- for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
- next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
- within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
--of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn’t make
-+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
- attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
--can take actions on their own (though you’ll likely roll for them). If the familiar is reduced to 0 health, they
-+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
- dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
- familiar.
-
-@@ -58243,7 +58243,7 @@
- must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
- without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
- as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
--most situations, it’s used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
-+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
- example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
- wild bird that got inside your house. Action.
-
-@@ -58266,7 +58266,7 @@
- Action.
-
- Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
--of whatever you see through it. The frame defaults to hovering in front of your face about an arm’s length away, but you
-+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
- can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
- perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
- another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
-@@ -58285,14 +58285,14 @@
-
- Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
- slap a creature. The target must be actively using a device making use of this connection, such as being on the other
--end of a phone call or text message, browsing the same social media website or app you’re using, or monitoring a
-+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
- closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
--creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they’re using.
-+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
- Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
-
- Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
- the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
--courted, and married your partner) with a “montage” that covers the most important details and underlying sentiment. The
-+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
- target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
- memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
-
-@@ -58302,23 +58302,23 @@
-
- The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
- rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
--skull) are also possible. You and the GM must work out the details of your familiar, and you’ll probably make rolls for
-+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
- them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
- (avian, swimmer, and so on).
-
- You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
--this range, you can only sense each other’s general level of well-being.
-+this range, you can only sense each other's general level of well-being.
-
--Your familiar’s presence within short range counts as an asset for magical tasks that require at least one minute to
-+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
- activate or maintain.
-
- If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
--your skills, assets, and Effort (the familiar’s Speed defense tasks are eased by two steps due to their size). While
-+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
- within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
- you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
-
--Foes can use your soul familiar’s connection to you against you. If a foe is holding or restraining your familiar (or
--touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe’s
-+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
-+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
- attacks and defenses against you are eased.
-
- If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
-@@ -58332,12 +58332,12 @@
-
- Soul familiar: level 2, Speed defense as level 4 due to size
-
--A soul familiar with an animal form looks like a normal animal—there’s nothing obvious about them to indicate they’re
-+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
- anything other than what they appear to be.
-
- Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
- period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
--don’t age, can take no actions (other than making recovery rolls while you “sleep”), and gain +10 to Armor against all
-+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
- forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
- the stasis effect immediately ends. Action.
-
-@@ -58348,30 +58348,30 @@
-
- AMAZING
-
--You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who’s alert, or
-+You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
- instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
- hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day.
- Ironically,
-
--in your normal daily life, you’re a little awkward and overlooked.
-+in your normal daily life, you're a little awkward and overlooked.
-
- You gain the following characteristics:
-
- Exceptional: +2 to your Speed Pool, and 2 additional points to divide among your stat Pools.
-
--Skill: You’re trained in initiative and stealth tasks.
-+Skill: You're trained in initiative and stealth tasks.
-
- Self-Hype: When you apply a level of Effort to a task, you get a free level of Effort. You can do this one time,
- although the ability is renewed each time you make a one-hour or ten-hour recovery roll.
-
- Inability: Your sudden appearances are startling to regular people. Positive social reactions are hindered (villains and
--other superheroes aren’t affected by this).
-+other superheroes aren't affected by this).
-
- Initial Link to the Starting Adventure:
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. You got in a bit over your head, but another PC’s coincidental arrival gave you just the distraction you needed.
-+1\. You got in a bit over your head, but another PC's coincidental arrival gave you just the distraction you needed.
-
- 2\. You were tailing someone the other PCs were following and decided to drop in.
-
-@@ -58381,22 +58381,22 @@
-
- INCREDIBLE
-
--You’re misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
--where your abilities are just what’s needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
--to count as a win. You’ve saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple
--of times. Half the time you don’t even know how you did it, but you succeeded at the impossible . . . often with a lot
--of collateral damage. When you hear police sirens, it’s time to leave, but you know that trouble will find you
--eventually—and you’ll be ready to smash it.
-+You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
-+where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
-+to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple
-+of times. Half the time you don't even know how you did it, but you succeeded at the impossible . . . often with a lot
-+of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you
-+eventually—and you'll be ready to smash it.
-
- Strong: +2 to your Might Pool, and 2 additional points to divide among your stat Pools.
-
--Skill: You’re trained in breaking things. Skill: You’re trained in all jumping tasks. Inability: Your destructive
-+Skill: You're trained in breaking things. Skill: You're trained in all jumping tasks. Inability: Your destructive
- reputation or some other reluctance to communicate makes people distrust you. Any task involving social interaction is
- hindered.
-
--Incredible Action: You can choose to automatically succeed on one task without rolling, as long as the task’s difficulty
-+Incredible Action: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty
- is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion
--doesn’t invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the
-+doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the
- ability renews each time you make a ten-hour recovery roll.
-
- Initial Link to the Starting Adventure:
-@@ -58409,21 +58409,21 @@
-
- 3\. One of the other PCs reminds you of someone from your past.
-
--4\. You were feeling lonely and took a risk talking to someone, and so far it’s paying off
-+4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-
- MIGHTY
-
- You have a very impressive physique. Your strength, power, and very importance
-
--are superior. Whether you’re truly the mightiest may be up for debate (and you may have a friendly rivalry about this
-+are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this
- with other superheroes), but there is no question that you are exceptional. These things make you confident, but you
- know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you.
-
- Very Powerful: +4 to your Might Pool.
-
--Skill: You’re trained in all actions involving lifting and throwing things.
-+Skill: You're trained in all actions involving lifting and throwing things.
-
--Skill: You’re trained in Might defense tasks.
-+Skill: You're trained in Might defense tasks.
-
- Healthy: Add 1 to the points you regain when you make a recovery roll.
-
-@@ -58441,10 +58441,10 @@
-
- SENSATIONAL
-
--The public and the press like you. Maybe you’re photogenic, or you’re inherently nice, or you have really good luck with
--journalists. Whatever the cause of it, you’re the darling of the media, and whenever you’re seen in public, you generate
--a lot of positive interest and excitement. (If you don’t have a secret identity, this attention probably also carries
--over to your day job, which is a mixed blessing.) People know that you’re a hero and that they can count on you to do
-+The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
-+journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
-+a lot of positive interest and excitement. (If you don't have a secret identity, this attention probably also carries
-+over to your day job, which is a mixed blessing.) People know that you're a hero and that they can count on you to do
- the right thing—fighting crime, battling injustice, punching evil robots, that kind of stuff. Sometimes being in the
- public eye so much can be wearying or even a burden, but you know how to use your reputation to set a good example and
- make the world a better place.
-@@ -58453,16 +58453,16 @@
-
- Versatile: You get 4 additional points to divide among your stat Pools.
-
--Skill: You’re trained in positive social interactions.
-+Skill: You're trained in positive social interactions.
-
--Skill: You’re trained in one skill relating to your current or past career, such as computers, journalism, law,
-+Skill: You're trained in one skill relating to your current or past career, such as computers, journalism, law,
- machinery, or medicine.
-
--Popular: The GM can introduce a GM intrusion on you, based on your fame and the public’s perception of you, without
-+Popular: The GM can introduce a GM intrusion on you, based on your fame and the public's perception of you, without
- awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50 percent of the time, your
- reputation works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You get
--spotted by a guard, but they’re dumbstruck for a moment because you’re even more impressive in person than you are on
--TV. You attract a crowd of fans, but they slow down the fleeing villain you’re trying to catch. A photographer pesters
-+spotted by a guard, but they're dumbstruck for a moment because you're even more impressive in person than you are on
-+TV. You attract a crowd of fans, but they slow down the fleeing villain you're trying to catch. A photographer pesters
- you for a photo and a quote, but their camera catches something interesting in the background. You and the GM should
- work together to determine the details. If the GM wishes, they can use GM intrusions based on your fame normally
- (awarding XP).
-@@ -58471,7 +58471,7 @@
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. You’re related to one of the other superhero PCs, and decided to help out because of family.
-+1\. You're related to one of the other superhero PCs, and decided to help out because of family.
-
- 2\. The other PCs relied on your positive reputation to untangle them from a public relations problem, and they invited
- you along out of gratitude.
-@@ -58482,11 +58482,11 @@
-
- UNCANNY
-
--There’s something unusual about you, and it makes other people a little uncomfortable. You know you’re
--exceptional—gifted, even—and being a bit odd doesn’t make you any less of a person. This uncanny element is a part of
--you, in your blood, in your DNA. You can’t help it, but you won’t apologize for it. You feel comfortable around other
--people with similar strangeness, people who’ve experienced the same prejudice that you have; these shared experiences
--mean they’re your family, perhaps the only family you’ve got.
-+There's something unusual about you, and it makes other people a little uncomfortable. You know you're
-+exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
-+you, in your blood, in your DNA. You can't help it, but you won't apologize for it. You feel comfortable around other
-+people with similar strangeness, people who've experienced the same prejudice that you have; these shared experiences
-+mean they're your family, perhaps the only family you've got.
-
- You gain the following characteristics:
-
-@@ -58495,20 +58495,20 @@
- Distinctive Physical Quirk: You have
-
- an unusual physical aspect. Depending on the setting, this can vary greatly; it might be something external and obvious,
--such as an odd smell or blue hair, or internal and hidden, like having blood type “omega.” Whatever it is, your quirk
--draws a lot of attention when it’s discovered.
-+such as an odd smell or blue hair, or internal and hidden, like having blood type "omega." Whatever it is, your quirk
-+draws a lot of attention when it's discovered.
-
--A Sense for the Weird: Sometimes—at the GM’s discretion—an event or person that seems related to your uncanny nature
-+A Sense for the Weird: Sometimes—at the GM's discretion—an event or person that seems related to your uncanny nature
- attracts your attention. You can sense it from afar, and if you get within long range of it, you can sense whether it is
- overtly dangerous or not.
-
--Skill: You’re trained in either perception tasks or stealth tasks.
-+Skill: You're trained in either perception tasks or stealth tasks.
-
--Skill: You’re trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or
-+Skill: You're trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or
- hematology.
-
- Inability: People find you unnerving. All tasks relating to pleasant social interaction are hindered. (Other people who
--are unusual like you aren’t affected by this.)
-+are unusual like you aren't affected by this.)
-
- Initial Link to the Starting Adventure:
-
-@@ -58530,7 +58530,7 @@
- This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
- are as follows:
-
--Copies Superpowers: You can copy others’ skills, abilities, and superpowers.
-+Copies Superpowers: You can copy others' skills, abilities, and superpowers.
-
- Has a Thousand Faces: You can change your appearance to look like anyone else.
-
-@@ -58556,7 +58556,7 @@
-
- COPIES SUPERPOWERS
-
--You can copy others’ skills, abilities, and superpowers.
-+You can copy others' skills, abilities, and superpowers.
-
- Tier 1: Flex Skill
-
-@@ -58572,7 +58572,7 @@
-
- Tier 6: Amazing Copying or Multiple
-
--Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn’t bring secondary
-+Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
- powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
- own fire bolts).
-
-@@ -58706,7 +58706,7 @@
-
- Tier 6:Break the Ranks or Not Dead Yet
-
--GM Intrusions: An attack or effect interferes with the character’s elasticity. A stretched limb becomes overstressed and
-+GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
- weak.
-
- TAKES ANIMAL SHAPE
-@@ -58773,7 +58773,7 @@
- Tier 6: Deadly Strike or Spin Attack
-
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
--action to reestablish the attunement. The weapon’s energy discharges in an unexpected way.
-+action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
- WIELDS INVISIBLE FORCE
-
-@@ -58793,14 +58793,14 @@
-
- Tier 6: Concussion or Generate Force Field
-
--GM Intrusions: Invisibility partially fades, revealing the character’s presence. A force field is pierced by an unusual
-+GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
- or unexpected attack.
-
- NEW ABILITIES
-
- The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
-
--Advantages of Being Small: You’ve learned how to leverage your strength and accuracy in proportion to your size. Your
-+Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
- damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
-
- Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
-@@ -58808,7 +58808,7 @@
-
- Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
- can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
--than normal (minimum 1). It’s also temperamental and fragile. These are called temperamental cyphers. If you give one to
-+than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
- anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
-
- Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
-@@ -58830,7 +58830,7 @@
- becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
- your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
- most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
--handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don’t
-+handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
- rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
- Abilities table). For example, if you transform into a bat, you become trained in perception and can fly up to a long
- distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater.
-@@ -58851,7 +58851,7 @@
-
- A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
- of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
--change, and the character wouldn’t gain any of the creature’s unusual abilities.
-+change, and the character wouldn't gain any of the creature's unusual abilities.
-
- Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to
- choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
-@@ -58898,7 +58898,7 @@
- Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
- Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-+animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
- such as playing a flute, are still hindered).
-
- Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-@@ -58917,7 +58917,7 @@
-
- Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
- your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
--your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are
-+your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
- hindered. While bigger, you also gain
-
- an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so
-@@ -58937,12 +58937,12 @@
-
- The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
- attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
--damage like a falling brick wall or a fireplace’s flames). You can increase the level of the created effect by applying
--levels of Effort to this ability, each level of Effort increasing the effect’s level by 1.
-+damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
-+levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
-
- You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
- create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
--effect ends if the illusion is destroyed, you let the illusion lapse, the effect’s health is reduced to 0, or ten
-+effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
- minutes pass. Enabler.
-
- Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
-@@ -58956,7 +58956,7 @@
- power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
- whether to spend the cost for this ability before you make each attack. Enabler.
-
--Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you’ve made calm
-+Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
- with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
- follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
- nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
-@@ -58967,22 +58967,22 @@
- target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
- Action to initiate.
-
--Copy Power (2+ Intellect points): You can copy someone else’s superpower
-+Copy Power (2+ Intellect points): You can copy someone else's superpower
-
- for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
- power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
--and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you’re
-+and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
- battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
- creates a blast of force.
-
- In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
--ability that the GM chose. For example, if you want to copy a supervillain’s force blast, the GM will probably decide
--that’s equivalent to Onslaught (167), so you’d pay 2 Intellect points to activate Copy Power and 1 Intellect point to
-+ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
-+that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
- use Onslaught.
-
--ou can copy only one power at a time; copying another one ends any other power you’re copying with this ability.
-+ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
-
--Copy Power doesn’t copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
-+Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
-
- In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
- one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
-@@ -59010,7 +59010,7 @@
- Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
- cannot then change back into the altered form. Action.
-
--You probably can’t use Disguise Other to disguise a kind of creature that is very different from you, such as a human
-+You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
- disguising a robot, animal, or crystalline alien
-
- Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
-@@ -59035,7 +59035,7 @@
-
- Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
- medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
--you are trained in attacks using that type of weapon. You can’t use this ability with an attack skill in which you’re
-+you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
- already trained to become specialized. Enabler.
-
- Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
-@@ -59044,7 +59044,7 @@
- Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
- aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
- familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
--9 health, and it inflicts 3 points of damage. If it’s killed or destroyed, it takes you one month to find or create a
-+9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
- suitable replacement. Enabler.
-
- Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
-@@ -59054,7 +59054,7 @@
- that power (instead of a low-tier ability). Enabler.
-
- When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
--ability categories. It doesn’t matter if a type or focus makes it available at a lower or higher tier.
-+ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
-
- Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
- you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
-@@ -59072,12 +59072,12 @@
-
- Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
- you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
--teleport to a location you can’t see, or bring other people with you. Each additional long distance costs one level of
-+teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
- Effort. Teleporting to
-
--a destination you can’t see costs one level of Effort. Each additional one or two targets brought with you costs one
-+a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
- level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional long distance away to a location you can’t see with two passengers costs a total of three levels of
-+an additional long distance away to a location you can't see with two passengers costs a total of three levels of
- Effort. Action.
-
- If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-@@ -59090,18 +59090,18 @@
-
- Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
- the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
--before (but not necessarily one you’ve ever built). The new cypher is a temperamental cypher, like those created with
-+before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
- Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
- of the original cyphers are temperamental cyphers. Action.
-
--Multiple Copying: When you use Copy Power, you can copy two of the creature’s abilities at the same time. In addition to
-+Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
- the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
- level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
- levels, and so on). Enabler.
-
- Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
- time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
--can make yourself invisible and don’t count toward the limit of five invisible targets). Anything invisible has an asset
-+can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
- on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
- clearly.
-
-@@ -59132,10 +59132,10 @@
-
- Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
- see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
--to a location you can’t see, or bring other people with you. Each additional short distance costs one level of Effort.
--Teleporting to a destination you can’t see costs one level of Effort. Each additional target brought with you costs one
-+to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
-+Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
- level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional short distance away to a location you can’t see with one passenger costs a total of three levels of
-+an additional short distance away to a location you can't see with one passenger costs a total of three levels of
- Effort. Action.
-
- > If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-@@ -59165,7 +59165,7 @@
-
- Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
- accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
--you, or “surfing” air currents. When flying, you can move up to a short distance as part of another action or a long
-+you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
- distance if all you do on your turn is move. Action to initiate.
-
- Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
-@@ -59246,7 +59246,7 @@
- | Iron Man | Inventor with power armor | Mechanical Adept who Wears Power Armor | Powered armor hero |
- | Magneto | Master of magnetism | Strong-Willed Adept who Employs Magnetism | Energy master |
- | Namor | King of Atlantis | Strong Explorer who Performs Feats of Strength | Atlantean |
--| Professor X | World’s most powerful telepath | Intelligent Adept who Commands Mental Powers | Mentalist |
-+| Professor X | World's most powerful telepath | Intelligent Adept who Commands Mental Powers | Mentalist |
- | Spider-Man | Teenager with spider powers | Amazing Explorer who Moves Like a Cat | Bug hero |
- | Storm | Goddess of storms | Intuitive Explorer who Touches the Sky | Nature master |
- | Superman | Man of steel | Beneficent Explorer who Flies Faster Than a Bullet | Paragon |
-@@ -59256,8 +59256,8 @@
- | Wonder Woman | Princess of the Amazons | Virtuous Warrior who Performs Feats of Strength | Paragon |
-
- The archetypes suggest how to assign your power shifts. This is an important aspect of designing your hero because power
--shifts are what make your characters exceptional in a “supers” way. Superheroes are known for being faster, tougher,
--stronger, or smarter than regular people, and that sort of comparison isn’t always part of the abilities you get from
-+shifts are what make your characters exceptional in a "supers" way. Superheroes are known for being faster, tougher,
-+stronger, or smarter than regular people, and that sort of comparison isn't always part of the abilities you get from
- your type or focus. A regular person might be very skilled at martial arts, but a superhero martial artist might punch
- through an iron door, dodge a burst of bullets from a machine gun at close range, or quickly recover from a mortal
- wound, all thanks to power shifts. This part of each archetype writeup assumes your hero starts with five power shifts,
-@@ -59269,16 +59269,16 @@
- > make them fit your character.
-
- POWER SOURCE
--As you’re figuring out what type, descriptor, focus, and power shifts you want for
-+As you're figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
- high-tech costume with built-in nanotechnology? Are you a sorcerer, or maybe a psychic? The source of your powers is
--character flavor—for example, there’s no game mechanics difference between the mental powers of an alien member of a
-+character flavor—for example, there's no game mechanics difference between the mental powers of an alien member of a
- telepathic species, a human character who built a brain-augmenting helmet, or a faerie character from the starlight
- dimension who knows mind-magic. All three of those characters could have the same type, focus, descriptor, and power
--shifts, but they’d be very different people and have very different reasons for being a part of the RPG campaign.
-+shifts, but they'd be very different people and have very different reasons for being a part of the RPG campaign.
-
--If you can’t decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
-+If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
- on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-
- POWER ORIGIN TABLE
-@@ -59345,7 +59345,7 @@
- STARTING JUST PAST TIER 1
-
- An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
--on a special advancement option to gain another type ability. It’s another way (along with power shifts) to make new
-+on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
- superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
- the character they want to play.
-
-@@ -59353,8 +59353,8 @@
-
- The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
- for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
--suggested game example of that kind of power, whether that’s a power shift, a hero archetype, a focus, or a specific
--special ability (of course, these suggestions aren’t the only way to achieve that power).
-+suggested game example of that kind of power, whether that's a power shift, a hero archetype, a focus, or a specific
-+special ability (of course, these suggestions aren't the only way to achieve that power).
-
- The GM can also use this table to come up with random abilities for supervillains. However, there is much more leeway in
- designing NPC abilities, so the Example column is more for suggesting game mechanics than abilities to choose.
-@@ -59427,7 +59427,7 @@
-
- Bewitched
-
--You’re not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
-+You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
- force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
- you cursed or blessed by them?
-
-@@ -59440,7 +59440,7 @@
- Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
- roll, you can use a player intrusion without spending an XP.
-
--Inability: The voices in your head are sometimes so loud it’s hard to make sense of the real world. You have an
-+Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
- inability in navigation, tracking, and identifying plants and animals.
-
- Initial Link to the Starting Adventure:
-@@ -59449,40 +59449,40 @@
-
- 1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
-
--2\. One of the other PCs sounds an awfullot like one of your voices, and you’d like to spend time with them to find out
--if there’s a connection.
-+2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
-+if there's a connection.
-
- 3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
- and voices you hear.
-
--4\. You find that you can hear the voices more clearly when you’re doing something active, and this seemed like a good
-+4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
- fit.
-
- Changeling
-
--Early on you discovered—or perhaps you knew all along—that you weren’t really who everyone thought you were. Perhaps
-+Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
- when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
--perhaps you are the same person you’ve always been, but you’ve never felt like yourself, and you know that the real you
--is nothing like the one that everyone else knows. More than once in your life, you’ve been abandoned, distrusted, and
-+perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
-+is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
- rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
-
--adept at pulling yourself out of them when the situation demands it. If nothing else, you’re supremely adaptable.
-+adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
-
- You gain the following characteristics:
-
- Innovator: +4 to your Intellect Pool.
-
- Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
--of about your size who you’ve had direct contact with or from whom you have a piece of hair or flesh, or an object they
-+of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
- handled often. You cannot return to your previous
-
- appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
- one minute to complete.
-
- Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
--second attempt and use the higher result. For example, if guards catch you in the queen’s
-+second attempt and use the higher result. For example, if guards catch you in the queen's
-
--chamber after dark and you fail to convince them that you’re there on legitimate business, you can instead decide to
-+chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
- flee, rolling twice on your roll to get away and taking the higher result. Enabler.
-
- Skill: People never know what to think about you. You are trained in deception.
-@@ -59497,11 +59497,11 @@
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. The PCs discovered you weren’t who they thought you were, but it doesn’t matter—they’re still your friends.
-+1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
-
- 2\. You want to discover your true self, and the PCs offered to help you find it.
-
--3\. Everything was fine until you were attacked by a group of “faerie hunters.” The PCs helped you fight back or flee.
-+3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
-
- 4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
- You hope to do more of that.
-@@ -59509,16 +59509,16 @@
- Fragmented
-
- Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
--unsure which elements are you and which belong to someone else. Or perhaps they’re all you, and you want to find a way
-+unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
- to embrace all of your selves.
-
- You gain the following characteristics:
-
- Two Minds: +2 to your Intellect Pool.
-
--Skill: You’re trained in defense rolls to resist mental effects.
-+Skill: You're trained in defense rolls to resist mental effects.
-
--Skill: You’re trained in all interactions involving lies or trickery.
-+Skill: You're trained in all interactions involving lies or trickery.
-
- Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
- or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
-@@ -59540,9 +59540,9 @@
-
- 2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
-
--3\. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.
-+3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-
--4\. You felt drawn to join the other PCs, but you don’t know why.
-+4\. You felt drawn to join the other PCs, but you don't know why.
-
- Frumious
-
-@@ -59562,19 +59562,19 @@
- Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
- distance away, and short-range character abilities to reach foes a long distance away.
-
--Inability: You find it hard to hold your anger back—it seeps through your skin even when you don’t mean it to, causing
-+Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
- others to shy away from it. All tasks relating to positive social interactions are hindered.
-
--Inability: Sometimes your anger overrides your good senses, causing you to act before you’ve properly assessed the
-+Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
- situation. All tasks relating to perception are hindered.
-
- Initial Link to the Starting Adventure:
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. You are trying to get a handle on your anger, and you’re hoping that being with the other PCs will help you do so.
-+1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
-
--2\. You let your anger get the best of you recently, and now you’re running from the fallout of that experience.
-+2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
-
- 3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
-
-@@ -59582,8 +59582,8 @@
-
- Haunted
-
--The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can’t always
--discern what is a true threat and what isn’t. You might see shadows following you, be plagued by nightmares, or be
-+The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
-+discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
- filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
- safer for yourself and those around you.
-
-@@ -59595,11 +59595,11 @@
-
- Skill: You are trained in sensing danger.
-
--Prescient: You always see danger coming, whether it’s there or not. Once after each ten-hour recovery roll, you can
-+Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
- refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
- into something positive for your character.
-
--Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you’d like.
-+Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
- Intellect defense tasks are hindered.
-
- Initial Link to the Starting Adventure:
-@@ -59608,7 +59608,7 @@
-
- 1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
-
--2\. You feel that one of the other PCs is in danger in some way, and you’d like to help out or keep an eye on them.
-+2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
-
- 3\. One or more of the PCs helped you out when you were having a difficult time.
-
-@@ -59617,17 +59617,17 @@
-
- Lost
-
--You can’t remember exactly when it happened or why, but you have lost your way. The path through life, or even through
-+You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
- your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
- aimlessly, without clear purpose or drive.
-
- You gain the following characteristics:
-
--Skill: You’re trained in three areas of knowledge of your choice.
-+Skill: You're trained in three areas of knowledge of your choice.
-
- Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
-
--Curiouser: You’re rarely surprised by strange circumstances and are able to go with the flow more than most. You can
-+Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
- choose to automatically succeed on an initiative task without rolling. You can do
-
- this one time, although the ability renews each time you make a ten-hour recovery roll.
-@@ -59653,11 +59653,11 @@
-
- 3\. You wish to find your path again, and you hope that the PCs will help you do that.
-
--4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they’re going.
-+4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
-
- FAIRYTALE FOCI
-
--Below the description of each focus, you’ll find its abilities. The details of these abilities can be found in the
-+Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
- Cypher System Rulebook.
-
- Befriends the Black Dog
-@@ -59684,10 +59684,10 @@
-
- Curses the World
-
--Fuck the world and its horrors. You have a mean streak living inside you that you can’t control—and honestly have no
--desire to. You’d never hurt your friends and family, of course. But everyone and everything else? Curse them.
-+Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
-+desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
-
--Focus Note: Characters who Curse the World aren’t necessarily evil or wicked; they are angry, hurt, and possibly seeking
-+Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
- to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
- from being hurt again).
-
-@@ -59705,14 +59705,14 @@
-
- Feigns No Fear
-
--Everyone thinks you’re brave, intrepid— fearless, even. They tell stories about you, the person who’s never felt fear,
-+Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
- how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
- yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
- in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
-
- Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
- their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
--first on the battle line to holler “Seven in one blow!”
-+first on the battle line to holler "Seven in one blow!"
-
- Tier 1: Surging Confidence
-
-@@ -59728,14 +59728,14 @@
-
- Lived Among the Fey
-
--You spent a lot of time in another world, one that others don’t believe actually exists. What you learned there gives
--you insight and vision that most people don’t have. You’ve seen things. Beautiful things. Unspeakable things. Some of
-+You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
-+you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
- them came back with you and stay with you to this day.
-
- Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
- different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
- difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
--character’s experience, such as Fell Into Wonderland or Crossed Into Narnia.
-+character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
-
- Tier 1: See the Unseen
-
-@@ -59747,15 +59747,15 @@
-
- Tier 5: Nightmare
-
--Tier 6: Explains the Ineffable or Drawing on Life’s Experiences
-+Tier 6: Explains the Ineffable or Drawing on Life's Experiences
-
- Made a Deal With Death
-
- Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
- figure. You, however, are intimate with Death in all their many forms. Perhaps you are
-
--both drawn to and frightened of them. Perhaps you’ve spent too much time in their company, and have become infatuated
--with them. Perhaps you’ve lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you’ve
-+both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
-+with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
- made a deal with them, one you hope will bring you the
-
- closure that you seek.
-@@ -59811,22 +59811,22 @@
- Become an Advocate
-
- You desire to help and support others, especially those who are dealing with difficult situations. This might be related
--to something you’ve personally experienced, something you’re knowledgeable about, or both. You can advocate in any
-+to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
- number of ways, including being an emotional support
-
--system, helping other voices be heard, defending and safeguarding others’ rights, and generally being an ally.
-+system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
-
- Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
-
- Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
- can help you.
-
--Step(s): Building Your Skills. You practice the skills you’ve learned, and review the successes and failures to continue
-+Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
- to improve.
-
- Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
-
--Resolution: You reflect on everything you’ve learned and decide what to do next.
-+Resolution: You reflect on everything you've learned and decide what to do next.
-
- Put Down Roots
-
-@@ -59835,13 +59835,13 @@
- connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
- already-established group or organization.
-
--Opening: Let’s Be Friends. You propose the idea of a support system to those you’d like to include.
-+Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
-
- Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
- are. You create a safe space for others to do the same.
-
- Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
--others when it’s needed.
-+others when it's needed.
-
- Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
- them in return.
-@@ -59850,32 +59850,32 @@
-
- Develop Coping Strategies
-
--You want to develop better ways of moving through the world while living with a mental illness. This isn’t a “cure” or a
--“fix.” It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
-+You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
-+"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
-
- Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
--symptom you’d like to develop a coping strategy for.
-+symptom you'd like to develop a coping strategy for.
-
- Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
- with it. This will likely involve research and consultation.
-
--Step(s): Practice. At every opportunity, practice the coping strategies that you’re learning and pay attention to where
-+Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
- they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
-
--Climax: Deal With It. You’re put into a situation that tests your coping strategies. They don’t have to work perfectly
-+Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
- in order for you to succeed.
-
--Resolution: You reflect on what you’ve learned and decide where you want to go from here.
-+Resolution: You reflect on what you've learned and decide where you want to go from here.
-
- Take the Wrong Path
-
--Much like Fall From Grace, Take the Wrong Path isn’t typically an arc that a character intentionally desires. It’s
-+Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
- something the player chooses on a meta level for the character because it makes for an interesting story and sets up
- possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
- much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
- undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
-
--Opening: The Fork. You take the first steps down the wrong path, even if you don’t know it yet.
-+Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
-
- Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
- of steps.
-@@ -59889,20 +59889,20 @@
- FORM VS. FUNCTION
-
- In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
--that’s perfectly fine. Build your character sentence in a way that plays to your character’s strengths and weaknesses,
-+that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
- and the rest can be handled through story and narrative. Playing a talking bear, a gingerbread
-
--man, or a changeling will likely affect your character’s appearance, their outlook on life, and their backstory, but it
--doesn’t necessarily affect their abilities, skills, and Pools beyond what you choose during character creation.
-+man, or a changeling will likely affect your character's appearance, their outlook on life, and their backstory, but it
-+doesn't necessarily affect their abilities, skills, and Pools beyond what you choose during character creation.
-
--Because the form that you choose doesn’t typically offer you something in addition to your Cypher System stats—being
--small, for example, does not inherently mean you’re stealthy—you’ll want to choose your stats to emphasize the bit of
-+Because the form that you choose doesn't typically offer you something in addition to your Cypher System stats—being
-+small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
- your character that you want to play.
-
- SKILLS
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
--skilled in anything they like (with the GM’s permission). In addition to the suggested skills in the rulebook, useful
-+skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
- skills for fairy tale games might include:
-
- • Talking animals\*
-@@ -59943,13 +59943,13 @@
- with attack or defense tasks. Thus, all magic skills are noncombat skills only.
-
- \* These skills could be used in a number of different ways, depending on the setting. If the setting has talking
--animals that the players can’t understand, the talking animals skill could help a PC communicate with them in other
-+animals that the players can't understand, the talking animals skill could help a PC communicate with them in other
- ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
- interactions.
-
- TYPE
-
--Your character’s type is the core of who they are and how they interact with their environment, their companions, and
-+Your character's type is the core of who they are and how they interact with their environment, their companions, and
- other living creatures they encounter.
-
- Suggested Types for a Fairy Tale Game
-@@ -60149,7 +60149,7 @@
-
- • Descends From Nobility
-
--• Doesn’t Do Much
-+• Doesn't Do Much
-
- • Emerged From the Obelisk
-
-@@ -60267,15 +60267,15 @@
-
- Battles Robots, Builds Robots, Talks to Machines
-
--Best for settings that include elements of science fiction. Alternatively, “robots” can be a stand-in for puppets,
-+Best for settings that include elements of science fiction. Alternatively, "robots" can be a stand-in for puppets,
- steampunk entities, golems, or other creations such as Pinocchio, Edward Scissorhands, the Gingerbread Man, and the Tin
--Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki’s film Laputa: Castle in the
-+Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki's film Laputa: Castle in the
- Sky) might be someone who Battles Robots.
-
- Drives Like a Maniac
-
- Best for modern settings or those where traditional fairy tale vehicles such as horse-drawn carriages, magic carpets,
--witch’s brooms, and chicken-legged huts are common.
-+witch's brooms, and chicken-legged huts are common.
-
- Fuses Flesh and Steel, Fuses Mind and Machine
-
-@@ -60295,7 +60295,7 @@
- FAIRY TALE CHARACTER ARCS
-
- Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
--set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren’t a requirement,
-+set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
- they work particularly well in fairy tale games, where individual goals and tasks are often at the forefront of what
- drives adventures.
-
-@@ -60331,16 +60331,16 @@
-
- Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
- giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
--it was an organization or institution that let you down. Whatever it was, you’ve spent a lot of time pulled into
--yourself, paranoid and mistrustful of others. But something’s happened lately that has at least opened you to the
--possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you’ve
--decided to try one more time, despite your disillusionment. It’s either that or fully give in to bitterness.
-+it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
-+yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
-+possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
-+decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
-
- You gain the following characteristics:
-
- Skeptical: +4 to your Intellect Pool.
-
--Skill: You’re always wondering who’s going to wrong you next. You are trained in detecting deception.
-+Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
-
- Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
-
-@@ -60352,23 +60352,23 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You found the other PCs in a situation they couldn’t survive. Uncharacteristically, you helped them.
-+1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
-
- 2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
-
- 3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
-
--4\. You have no idea how you joined the PCs. You’re just going along with it for now until answers present themselves.
-+4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-
- Canien
-
--You’re an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
-+You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
- and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
- decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
--so that’s normally not an issue. Either way, you’ve got fur, a tail, and a noble dog visage true to your particular line
--of descent. And like most caniens, you’re loyal to your pack and friends. But you may find strangers a little
--suspicious, in which case you aren’t shy about letting them know. However, you’re usually willing to entertain the idea
--that a newcomer may be a friend you just don’t know yet.
-+so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
-+of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
-+suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
-+that a newcomer may be a friend you just don't know yet.
-
- You gain the following characteristics:
-
-@@ -60386,7 +60386,7 @@
- Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
-
- Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
--Intellect defense roll. If you fail, you discover you’ve unconsciously been chewing on a piece of your equipment; it’s
-+Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
- ruined, at least until it is repaired.
-
- Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
-@@ -60397,19 +60397,19 @@
-
- adventure.
-
--1\. One of the other PCs needed help, and you obliged without a second’s hesitation.
-+1\. One of the other PCs needed help, and you obliged without a second's hesitation.
-
--2\. The other PCs were going somewhere, and you came along even though they didn’t ask you to.
-+2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
-
--3\. Aggression got the better of you, and now you’re running from the fallout of that experience.
-+3\. Aggression got the better of you, and now you're running from the fallout of that experience.
-
--4\. You feel that one of the other PCs is in danger in some way, and you’d like to help
-+4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
-
- out or keep an eye on them.
-
- Felis
-
--You’re an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
-+You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
- fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
- elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
- or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
-@@ -60420,7 +60420,7 @@
-
- Crafty: +2 to your Intellect Pool.
-
--Skill: You’re innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
-+Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
-
- Skill: You are agile. You are trained in tasks involving balancing and movement.
-
-@@ -60437,13 +60437,13 @@
-
- Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
-
--Inability: You sometimes get lost in new locations you haven’t visited before. You have an inability in navigation.
-+Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
-
- Initial Link to the Starting Adventure:
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. Everything was fine until you were attacked by a raiding band of “cat-skinners.” The PCs helped you fight back or
-+1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
- flee.
-
- 2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
-@@ -60456,9 +60456,9 @@
-
- You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
- down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
--“humans” who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
-+"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
- ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
--way. Humans may have created you, but they’re gone, and you can decide what you think you owe them, if anything.
-+way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
-
- As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
- and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
-@@ -60468,7 +60468,7 @@
-
- Quick: +2 to your Speed Pool.
-
--Skill: You are adept at using your body’s natural patterns of camouflage. You are trained in hiding.
-+Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
-
- Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
- Enabler.
-@@ -60477,7 +60477,7 @@
-
- Inability: You are confused by bright light. Perception tasks are hindered in bright light.
-
--Erratic Flyer: You can select Hover as if it were on your type’s list of tier 1 abilities. Your ability to move as
-+Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
- described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
- difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
- momentum to move you.
-@@ -60499,12 +60499,12 @@
-
- Hopeful
-
--Despite civilization’s fall, you’re optimistic about what the future could bring, confident
-+Despite civilization's fall, you're optimistic about what the future could bring, confident
-
- that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
--better can be rebuilt in its place. It’s possible that you’re bubbly and full of cheer. But you might instead be quietly
--confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn’t mean you’re
--blind to others’ faults, but you can hope they will do better next time, which might lead you to be more forgiving than
-+better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
-+confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
-+blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
- other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
- mistakes.
-
-@@ -60512,16 +60512,16 @@
-
- Spirited: +4 to your Intellect Pool.
-
--Skill: Mental malaise doesn’t affect you like it does others. You are trained in Intellect defense tasks.
-+Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
-
- Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
- free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
- level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
-
--Inability: You have a lightness of being, but you really feel it when you’re physically challenged. Might defense tasks
-+Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
- are hindered.
-
--Inability: You’re spirited but not fast. All movement-related tasks are hindered.
-+Inability: You're spirited but not fast. All movement-related tasks are hindered.
-
- Initial Link to the Starting Adventure:
-
-@@ -60538,15 +60538,15 @@
- Mutant
-
- Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
--ancestors that survived the apocalypse, or because something about you reacts when you’re exposed to radiation or some
-+ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
- other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
- might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
- want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
-
- You gain the following characteristics:
-
--Significant Mutations: Choose which option from the following list you’d like for your mutations. Whichever you choose,
--it is rolled for randomly; you don’t select it.
-+Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
-+it is rolled for randomly; you don't select it.
-
- • Two beneficial mutations rolled randomly.
-
-@@ -60562,15 +60562,15 @@
-
- Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
- or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
--with the GM to ensure that what’s been rolled is a character you want to play.
-+with the GM to ensure that what's been rolled is a character you want to play.
-
- Initial Link to the Starting Adventure:
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. The other PCs found you in some weird “mutant” chrysalis and pulled you out; you were grateful and joined them.
-+1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
-
--2\. The other PCs were “hunting mutants” but when they found you, they realized they had been misguided.
-+2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
-
- 3\. You wanted to get away from a bad situation, so you went with the PCs.
-
-@@ -60580,7 +60580,7 @@
- Rusted
-
- Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
--itself, or perhaps afterward. But you didn’t give up. You adjusted, learning to do everything again, despite what first
-+itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
- seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
- is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
- However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
-@@ -60596,8 +60596,8 @@
- Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
- composing, public speaking, painting, sculpture, dancing, or something similar.
-
--Inability: You’ve learned to do everything again and, in truth, better than most people ever could. But your injury is
--real; it’s why you sometimes joke that you’re “rusted.” If you’ve lost an eye, your perception tasks involving sight are
-+Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
-+real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
- hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
- involving using both hands are hindered.
-
-@@ -60606,30 +60606,30 @@
-
- Initial Link to the Starting Adventure:
-
--1\. You bragged that there’s nothing someone else could do that you couldn’t do twice as well, which is how you got
-+1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
- involved in your current situation.
-
--2\. You’re afraid of what might happen if the other PCs fail.
-+2\. You're afraid of what might happen if the other PCs fail.
-
- 3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
-
- 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
--heard about the group’s task.
-+heard about the group's task.
-
- Shiny
-
--You’re brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
--sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time’s passage or the
-+You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
-+sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
- effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
- inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
--When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don’t seek death,
--but you’re confident that death in the pursuit of something shiny is the definition of a life well-lived.
-+When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
-+but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
-
- You gain the following characteristics:
-
- Lithe: +2 to your Speed Pool.
-
--Skill: You’ve had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you’re
-+Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
- trained in driving that kind of vehicle.
-
- Skill: You know how to get out of the way. You are trained in Speed defense tasks.
-@@ -60637,10 +60637,10 @@
- Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
- maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
- that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
--normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can’t attempt another until
-+normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
- you make a recovery roll. Enabler.
-
--Inability: You may be lithe and shiny, but you’re not sneaky. Tasks related to sneaking and staying quiet are hindered.
-+Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
-
- Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
-
-@@ -60651,9 +60651,9 @@
-
- From the following list of options, choose how you became involved in the first adventure.
-
--1\. It seemed like there were equal odds that the other PCs wouldn’t succeed, which sounded good to you.
-+1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
-
--2\. The first word that popped into your head upon seeing the PCs was “shiny.”
-+2\. The first word that popped into your head upon seeing the PCs was "shiny."
-
- 3\. You think the tasks ahead will present you with unique and fulfilling challenges.
-
-@@ -60673,11 +60673,11 @@
-
- You were raised in an underground bunker by Milly, an AI instance installed in your
-
--brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven’t been
-+brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
- replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
--intellect and an uncanny knack for computers. Now you’ve emerged into the larger world, where survivors are predisposed
-+intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
- to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
--to Milly, you face the best odds if you can fit in with another group of survivors. After all, there’s a lot you don’t
-+to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
- know about how things work on the surface and the things people have done to stay alive in the past twenty years.
-
- Connection: Choose one of the following, or choose one of the Focus Connections
-@@ -60686,7 +60686,7 @@
-
- 1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
-
--2\. Pick one other PC. You’re not sure how or from where, but that character has access to rare machine parts and can
-+2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
- get them for you at half price.
-
- 3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
-@@ -60696,7 +60696,7 @@
- hindering their actions.
-
- Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
--keep these hidden, as they identify you as one of Milly’s children to anyone familiar with the mark.
-+keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
-
- Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
-
-@@ -60744,9 +60744,9 @@
- You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
- survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
- repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
--You’d excel in a small group of other survivors, but you’re ready to go it alone if that’s what it
-+You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
-
--takes. Above all, you’re prepared to make it through whatever the future holds, no matter how daunting the odds. Because
-+takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
- you prepped wisely.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-@@ -60757,7 +60757,7 @@
- 2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
- what that means now is difficult to say.
-
--3\. Pick one other PC. This character doesn’t seem to want any of your stored food or water.
-+3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
-
- 4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
-
-@@ -60807,7 +60807,7 @@
- Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
- fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
- perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
--you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can’t
-+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
- use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
- complete.
-
-@@ -60840,24 +60840,24 @@
- Raids
-
- When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
--anyone who survived the end can really be considered “innocent.” You figured they’d have done the same to you. But
-+anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
- whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
--something life‑changing happened to you, altering your perspective; it’s up to you to decide what. In any case, you’ve
--turned over a new leaf. You don’t indiscriminately kill anymore, though surviving is still a goal. But you’ve joined
--with others who you want to protect as much as or even more than your own life. You’re done with raiding. But is raiding
-+something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
-+turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
-+with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
- (and those who might recognize you as a raider) done with you?
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-
--1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you’ve kept from the
-+1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
- other PCs so far.
-
- 2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
-
--3\. Pick one other PC. You feel very protective of this character and don’t want to see them harmed.
-+3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
-
--4\. Pick one other PC. You know that you’re responsible for the death of someone that character knew while you were
--raiding; they don’t know it, but the guilt has been waking you up in the middle of the night.
-+4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
-+raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
-
- Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
- as a raider to those familiar with the mark.
-@@ -60883,7 +60883,7 @@
- Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
-
- Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
--and, generally speaking, isn’t someone who makes the other PCs in your group feel uncomfortable because of their
-+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
-
- presence. Enabler.
-
-@@ -60907,11 +60907,11 @@
-
- Remembers the Past
-
--You are a student of the before‑times. Maybe that’s because you grew up in the ruins of an old library and read
--everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you’re long‑lived
-+You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
-+everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
- and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
- This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
--that benefits you in and around ruins. You can find things others wouldn’t know to look for, plucking fruits of the past
-+that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
- that would otherwise go unharvested.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-@@ -60930,21 +60930,21 @@
- Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
- you an asset on a related task if you spend ten minutes perusing the book ahead of time.
-
--Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there’s
-+Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
- probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
-
- Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
-
- Tier 1:
-
--Ruin Lore: You are trained in scavenging, which means you’re more likely to find useful things (and junk that can
-+Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
- potentially be turned into useful things) in the ruins of what came before. Enabler.
-
- Knowledge Skills
-
- Tier 2:
-
--Fixer: You’ve learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
-+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
- equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
- complete. Enabler.
-
-@@ -60957,7 +60957,7 @@
-
- Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
-
--Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you’d like to scavenge from
-+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
- nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
- are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
- succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
-@@ -60985,28 +60985,28 @@
- before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
- reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
- about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
--location of a specific creature or individual, and if they are within the range of this ability, you’ll learn about it
-+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
- from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
-
- Walks the Wasteland
-
--Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You’re
--determined to see what’s out there, to survive, and, more than that, to thrive. It’s that or let the radioactive rats—or
-+Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
-+determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
- whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
- mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
- you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
--water, and survived. Whether that’s because you’ve adapted, you’re luckier, or you were just tougher than the rest is
--anyone’s guess. But you’re still walking the wastes even though so many others are gone. You probably don’t spend a lot
--of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you’re able
--to scavenge from the ruins. Appearance doesn’t matter; actions do.
-+water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
-+anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
-+of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
-+to scavenge from the ruins. Appearance doesn't matter; actions do.
-
- Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-
- 1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
--their rope. You’re constantly trying to convince them to keep trying, go the distance, and survive for a better
-+their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
- tomorrow.
-
--2\. Pick one other PC. You feel very protective of this character and don’t want to see them harmed.
-+2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
-
- 3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
- that place exists any longer is something you and that character should decide.
-@@ -61032,16 +61032,16 @@
- from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
-
- Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
--poisons (such as those from plants or living creatures) and radiation. You’re also immune to natural diseases. Enabler.
-+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
-
--Weapon at Hand: You’re practiced with all weapons. To gain this benefit with a weapon you’ve never used before, you must
-+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
- spend at least ten minutes practicing with it first. Enabler.
-
- Tier 2:
-
- Devoted Defender
-
--Hardened by the End: You’re trained in Might defense tasks.
-+Hardened by the End: You're trained in Might defense tasks.
-
- Tier 3:
-
-@@ -61052,7 +61052,7 @@
-
- Rapid Attack
-
--Apocalyptic Stare: Your demeanor is of someone who shouldn’t be trifled with. You are trained in intimidation. Enabler.
-+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
-
- Tier 4:
-
-@@ -61066,9 +61066,9 @@
-
- Tier 6:
-
--Ability Choice: Choose either Using What’s Available or Wasteland Camouflage as your tier 6 ability.
-+Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
-
--Using What’s Available
-+Using What's Available
-
- Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
- and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
-@@ -61189,7 +61189,7 @@
- - Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-
- Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
--magical (or Explorers if they aren’t magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-+magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
- Entertains.
-
- War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
-@@ -61229,7 +61229,7 @@
-
- Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
- and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
--them more like spontaneous casters. If you’d like to play something more like a prepared-caster wizard with a large
-+them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
- selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
- Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-
-@@ -61313,7 +61313,7 @@
- becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
- your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
- most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
--handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don’t
-+handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
- rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
- Abilities table). For example, if you transform into a bat, you become trained in perception and can fly up to a long
- distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater. If you
-@@ -61324,7 +61324,7 @@
- an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would
- never mistake you for a mere animal. Action to change or revert.
-
--“Similar” is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
-+"Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
- similar to wolves and foxes, and so on.
-
- Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless
-@@ -61336,7 +61336,7 @@
-
- Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
- your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
--your animal form’s natural attacks as heavy weapons (if you weren’t already). However, your Speed defense tasks are
-+your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
- hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
- intimidating, wading rivers, and so on. Enabler.
-
-@@ -61348,7 +61348,7 @@
- creature to affect it. Enabler.
-
- Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
--of the second cypher’s normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-+of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-
- Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-
-@@ -61379,7 +61379,7 @@
-
- Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
- cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
--are awake for the entire time). You can’t use this ability again until after you’ve taken a ten-hour recovery action.
-+are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
- You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-
- Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
-@@ -61406,7 +61406,7 @@
-
- A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
- of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
--change, and the character wouldn’t gain any of the creature’s magical abilities.
-+change, and the character wouldn't gain any of the creature's magical abilities.
-
- Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
- preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
-@@ -61422,7 +61422,7 @@
-
- Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
- example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
--only one maximized subtle cypher at a time. You can’t use this ability again until after you’ve taken a ten-hour
-+only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
- recovery action. Enabler.
-
- Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
-@@ -61453,18 +61453,18 @@
- Action.
-
- Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
--distance. You don’t need to specify which tree you’re exiting from (if you know there are trees in that direction, you
--can decide how far to go and you will step out of a tree in that area). If the starting tree’s trunk isn’t as large as
-+distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
-+can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
- your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
- travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
- and each additional level of Effort beyond that increases it by an additional mile. Action.
-
- Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
- your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
--gain that subtle cypher (the cypher’s level is 6); if you fail, you get a random subtle cypher. If you aren’t sure what
--specific subtle cypher you want, you can ask for a broad category such as “healing,” “movement,” or “skill”; this eases
--the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can’t use this
--ability again until after you’ve taken a ten-hour recovery action. Enabler.
-+gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
-+specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
-+the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
-+ability again until after you've taken a ten-hour recovery action. Enabler.
-
- Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
- benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
-@@ -61511,7 +61511,7 @@
- Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
-
- Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal’s tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
-+animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
- such as playing a flute, are still hindered).
-
- Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
-@@ -61528,19 +61528,19 @@
-
- VARIANT RULE: TWO DESCRIPTORS
-
--By having dwarf, elf, or other species take the place of a character’s descriptor, it creates a situation where only
-+By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
- human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
- all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
- species descriptor.
-
--Sometimes contradictory descriptors might weaken or negate each other’s benefits and drawbacks. If one descriptor gives
--training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn’t
-+Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
-+training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
- have any modifier for that skill at all.
-
- DESCRIPTORS AS SPECIES
-
--If a player wants to play a nearly human species without any exceptional or unique special abilities, it’s easy for a GM
--to pick an appropriate descriptor and use it as that species’ descriptor. A greyhound-like species might have the Fast
-+If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
-+to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
- descriptor.
-
- CATFOLK
-@@ -61627,7 +61627,7 @@
- Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
- adventure.
-
--1\. You think an object or material you’ve been looking for can be found where the other PCs are going.
-+1\. You think an object or material you've been looking for can be found where the other PCs are going.
-
- 2\. You were recruited because of your knowledge on a particular subject.
-
-@@ -61640,7 +61640,7 @@
- Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
- community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
--your people get things done using deception and criminal activity. You and humans have a lot in common—you’re just more
-+your people get things done using deception and criminal activity. You and humans have a lot in common—you're just more
- compact and efficient about it.
-
- You gain the following characteristics:
-@@ -61666,7 +61666,7 @@
-
- 3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
-
--4\. You’re very protective of another PC and want to make sure they get through the upcoming challenges.
-+4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-
- LIZARDFOLK
-
-@@ -61779,9 +61779,9 @@
-
- Effect: Apply the following stat adjustments to a celebrity.
-
--• The NPC’s positive interaction tasks (or intimidation tasks, if an antihero) are eased by two steps
-+• The NPC's positive interaction tasks (or intimidation tasks, if an antihero) are eased by two steps
-
--• The NPC can “captivate with starshine”: for as long as they speak, they keep the attention of all level 2 or lower
-+• The NPC can "captivate with starshine": for as long as they speak, they keep the attention of all level 2 or lower
- NPCs who can hear them.
-
- Celebrity Names: For a weird west setting, celebrities may be actual historical celebrities, or have names that merely
-@@ -61792,14 +61792,14 @@
-
- ALCHEMIST 5 (15)
-
--Alchemists ain’t afraid to use logic and laborious experiments to claw magic from the dirt. Their knowledge of
-+Alchemists ain't afraid to use logic and laborious experiments to claw magic from the dirt. Their knowledge of
- alchemical lore allows them to imbue inert objects with arcane volatility. They employ tinctures that heal or control,
- fling powders that explode or transform, and most impressively, animate rude substances into pseudo‑living entities
- known as forgeborn. Many alchemists pursue their craft merely from a desire to push back the boundaries of ignorance.
- Others have a specific goal in mind, such as to gain riches or power, to bring back a loved one, or merely to make a
- friend.
-
--GM intrusion: The alchemist’s round has a chemical load that expands and hardens when exposed to air, trapping the
-+GM intrusion: The alchemist's round has a chemical load that expands and hardens when exposed to air, trapping the
- target in the resulting crust until they can escape.
-
- Motive: Use alchemy to achieve their ends
-@@ -61839,23 +61839,23 @@
- - Non-Combat Alchemy: A given alchemist could create tinctures able to revive the recently dead, animate dead flesh,
- transform lead into gold, and so on, if given many hours or days.
-
--Interaction: Few alchemists can resist talking about their research and the wonders of magic that “natural philosophy”
-+Interaction: Few alchemists can resist talking about their research and the wonders of magic that "natural philosophy"
- can unlock, regardless of their larger goals.
-
- Use: The PCs need to revive an unresponsive forgeborn to learn what it knows, which means they need to find an
- alchemist.
-
- Loot: An alchemist may have a couple of useful items (roll twice on the Alchemical Rounds and Slugs table), assuming
--they didn’t use them in combat.
-+they didn't use them in combat.
-
- CURSED BEASTS
-
- Cursed beasts are often hybrid animals, a fusion of two or more different beasts stitched together with dire sorcery, or
--a combination of beast and base material (such as snow and dead flesh). Other times they’re ancient creatures time
--would’ve been better off forgetting.
-+a combination of beast and base material (such as snow and dead flesh). Other times they're ancient creatures time
-+would've been better off forgetting.
-
- Mysterious things, cursed beasts are often capable of coming and going as they please. In some times and places, they
--are called “cryptids” because at their core, they seem unknowable. Cursed beasts include dire coyotes, frostwalkers,
-+are called "cryptids" because at their core, they seem unknowable. Cursed beasts include dire coyotes, frostwalkers,
- hellfire steeds, and sulfur stalkers.
-
- Chupacabra: Part huge dog, part crocodile; quilled like a porcupine.
-@@ -61874,7 +61874,7 @@
- Level 6, Speed defense as level 5 due to size, breaking through walls as level 8; health 28; Armor 1; horns attack deal
- 6 points of damage; if a foe within immediate range misses the bull, the grizzly bull gets an immediate extra attack
-
--Deathtumbler: Human‑sized tumbleweeds whose “thorns” are actually animal fangs.
-+Deathtumbler: Human‑sized tumbleweeds whose "thorns" are actually animal fangs.
-
- Level 3, Speed defense as level 4, disguise (as rotting carrion) as level 6; slashes with toothed branches for 3 points
- of damage; mundane attacks against deathtumbler deal only 1 point of damage each; attacks all targets in immediate area
-@@ -61923,9 +61923,9 @@
- run terrified in a random direction determined by the GM for several minutes, unless they succeed on an Intellect
- defense roll to end the effect early.
-
--- Ghost eater: A dire coyote’s attacks affect incorporeal ghosts, wraiths, and similar spirits. If a dire coyote
-+- Ghost eater: A dire coyote's attacks affect incorporeal ghosts, wraiths, and similar spirits. If a dire coyote
- destroys a ghost or wraith, that usually ends the haunting, even if the spirit normally returns. Destroying a ghost
-- heals a dire coyote to full health, but afterward the dire coyote must sleep for a few hours to “digest” the essence.
-+ heals a dire coyote to full health, but afterward the dire coyote must sleep for a few hours to "digest" the essence.
-
- - Ignite Gun: If a dire coyote is damaged by a gun attack (or bow, or similar mechanism), the gun wielder must
- immediately succeed on an Intellect defense roll or their gun ignites, burning anyone holding it for 4 points of
-@@ -61942,7 +61942,7 @@
- FROSTWALKER 3 (9)
-
- A frostwalker is a cursed beast made of packed snow layered over the severed limbs, heads, gristle, antlers, and sinew
--from deer, wolves, and sometimes people who’ve died in the cold. As such, they vary in appearance. Some are about the
-+from deer, wolves, and sometimes people who've died in the cold. As such, they vary in appearance. Some are about the
- size of wolves, others are human‑sized with antlers, and a few—especially those with more limbs and/or heads than
- normal—can be up to twice the size of a person.
-
-@@ -61968,7 +61968,7 @@
- Frostwalkers may also have one or more of the following abilities.
-
- - Frozen: The frostwalker regains 1 point of health for each point of damage they would otherwise take from cold. In
-- freezing temperatures and lower, they regain 1 point of health each round (assuming they’re not destroyed).
-+ freezing temperatures and lower, they regain 1 point of health each round (assuming they're not destroyed).
-
- - Scream the Blizzard: The frostwalker can expel screaming cold winds (no more than once every few minutes), filling an
- adjacent short area. Creatures in the area take 4 points of ambient damage from the cold and, on a failed Might
-@@ -61981,15 +61981,15 @@
- arms. It attacks twice per round, moves an immediate distance each round, and has 24 health.
-
- Interaction: Frostwalkers are usually made (or form spontaneously) to enact vengeance or to attack a foe, and will do so
--until they’re destroyed.
-+until they're destroyed.
-
- Use: When the lake freezes over, monstrous things made of snow slide across the solid surface and begin terrorizing
- whatever they find.
-
- Frostwalkers could be classified as necrovores instead of (or in addition to) cursed beasts, or possibly even as a
--forgeborn variety. Creature classification isn’t as neat and tidy as some alchemists might wish.
-+forgeborn variety. Creature classification isn't as neat and tidy as some alchemists might wish.
-
--GM intrusion: An important piece of the character’s equipment freezes solid, rendering it unusable until it’s thawed.
-+GM intrusion: An important piece of the character's equipment freezes solid, rendering it unusable until it's thawed.
-
- HELLFIRE STEED 5 (15)
-
-@@ -61997,7 +61997,7 @@
- the accursed underworld, hellfire steeds are demonic, fire‑dripping destriers. Their manes are boiling napalm, their
- glowing red hooves leave prints that burn and smolder for days, and a single demonic horn curls from their brows. Once
- free of Hell, these steeds typically buck their riders and race off across the prairielands, setting blazes as they go,
--apparently seeking to wreak as much havoc as they can before they’re reclaimed by Hell.
-+apparently seeking to wreak as much havoc as they can before they're reclaimed by Hell.
-
- Motive: Havoc and suffering
-
-@@ -62019,12 +62019,12 @@
- - Lifedraining Horn: The hellfire steed deals an additional 5 points of Speed damage (ignores Armor) with its horn
- attack once every few minutes, gaining that drained life as health.
-
--- Render Immune to Fire: If the hellfire steed is compelled or agrees to serve as a mount, the steed’s rider takes no
-- damage from the steed’s Fires of the Underworld and gains +2 Armor against fire from other sources while riding.
-+- Render Immune to Fire: If the hellfire steed is compelled or agrees to serve as a mount, the steed's rider takes no
-+ damage from the steed's Fires of the Underworld and gains +2 Armor against fire from other sources while riding.
-
- - From Hell: Once per year, a hellfire steed can emerge from or enter Hell through a transitory portal, bearing riders
- if it chooses.
-- Death Gallop: If killed, a hellfire steed’s body animates one last time, galloping a long distance before turning to
-+ Death Gallop: If killed, a hellfire steed's body animates one last time, galloping a long distance before turning to
- ash. Everyone along its final route takes 5 points of fire damage on a failed Speed defense roll.
-
- Interaction: Though usually driven by demonic desire, hellfire steeds are fully sapient and can speak all languages.
-@@ -62033,14 +62033,14 @@
-
- Use: Stuck in Hell or a similarly hellish place, characters may have to ask a hellfire steed for a ride out.
-
--Loot: A hellfire steed’s horn is a sought‑after alchemist ingredient; a full horn is a very expensive item.
-+Loot: A hellfire steed's horn is a sought‑after alchemist ingredient; a full horn is a very expensive item.
- GM intrusion: The steed decides it no longer wants the character as a rider and takes back their immunity to fire.
-
- SULFUR STALKER 5 (15)
-
--Dwelling in steaming, acidic hot springs, sulfur stalkers’ umbral, scaled bodies can reach lengths of 10 or more feet (3
-+Dwelling in steaming, acidic hot springs, sulfur stalkers' umbral, scaled bodies can reach lengths of 10 or more feet (3
- m). Their broad, flat heads feature wide, gaping mouths filled with rows of sharp teeth. Feathery tendrils fringe their
--heads, twining and stretching as if of their own accord. Powerful clawed limbs and an eel‑like tail mean they’re equally
-+heads, twining and stretching as if of their own accord. Powerful clawed limbs and an eel‑like tail mean they're equally
- adept on land and in liquid—even boiling hot, acrid springs. The overpowering smell of sulfur—like rotten eggs—precedes
- and follows them.
-
-@@ -62070,10 +62070,10 @@
- defense roll or be grazed by a feathery tendril for 3 points of damage from dripping acid.
-
- - Acid Geyser: A boiling‑hot acid stream sprays all creatures in a short‑range line, dealing 9 points of damage on a
-- failed Speed defense roll, and 2 points of damage even if successful. (The sulfur stalker can’t make this attack more
-+ failed Speed defense roll, and 2 points of damage even if successful. (The sulfur stalker can't make this attack more
- than once every few minutes.)
-
--- Regrow: If damaged, a sulfur stalker regains 2 health each round on any round it hasn’t taken damage from cold or
-+- Regrow: If damaged, a sulfur stalker regains 2 health each round on any round it hasn't taken damage from cold or
- magic. This ability is so pernicious that an entirely new sulfur stalker could grow from a severed portion.
-
- Interaction: Sulfur stalkers have a language, and some can speak human tongues, especially those that have made deals
-@@ -62098,7 +62098,7 @@
-
- Most forgeborn have the following traits:
-
--- Dim: Most forgeborn (though there are many exceptions) aren’t quick thinkers; their
-+- Dim: Most forgeborn (though there are many exceptions) aren't quick thinkers; their
-
- - Intellect defense against being tricked or mentally attacked is level 2.
-
-@@ -62109,7 +62109,7 @@
-
- - Resistant: Forgeborn cannot be stunned or dazed. They are immune to most poisons and disease.
-
--- Quiet: Most forgeborn can’t speak (but some can).
-+- Quiet: Most forgeborn can't speak (but some can).
-
- Locomotem: 20‑foot (6 m) tall humanoid figure fabricated from a coal‑fed train engine.
-
-@@ -62148,7 +62148,7 @@
-
- Angaliths have the following additional abilities and traits.
-
--- Prismatic Blaze: Six prismatic shafts of light shine from the angalith’s core as their action, illuminating the sins
-+- Prismatic Blaze: Six prismatic shafts of light shine from the angalith's core as their action, illuminating the sins
- of all creatures within short range (no more than once each minute). A given target is subject to only one shaft of
- light, which they must make an Intellect defense roll to resist. Choose or roll for which sin is brought to light for
- each target.
-@@ -62169,7 +62169,7 @@
-
- Interaction: Angaliths resonate with the worship and faith their component parts once witnessed. Often, that faith was
- preaching about the welfare of other beings, so they may stop to help those in need. But if they see someone act against
--the common good, in an angalith’s estimation, that someone is due only hellfire.
-+the common good, in an angalith's estimation, that someone is due only hellfire.
-
- Use: Angaliths—like most forgeborn—are tough encounters even for those who are tooled up for a fight. However, they can
- be assuaged with promises of saintly acts or demonstrations of good works, which could turn an angry angalith found in a
-@@ -62180,8 +62180,8 @@
-
- INKUBUS 4 (12)
-
--An inkubus enjoys two different states of being. One is as an alchemically marked‑up page, whether that’s a sheet in a
--book or newspaper, a letter, a broadsheet, or a wanted poster. There’s little to distinguish this inkubus “seed” from
-+An inkubus enjoys two different states of being. One is as an alchemically marked‑up page, whether that's a sheet in a
-+book or newspaper, a letter, a broadsheet, or a wanted poster. There's little to distinguish this inkubus "seed" from
- regular paper without a concerted search for magical influence. Each seed has a trigger, set by the alchemist who
- created it. The trigger could be when the page is read, when a certain amount of time is expired, when a specified
- individual sees the page, or something else.
-@@ -62210,7 +62210,7 @@
-
- Inkubuses may have one or more of the following additional traits, depending on their purpose.
-
--- Word of Power: An inkubus contains a “word of power” that it can display as an action once per day. A target in short
-+- Word of Power: An inkubus contains a "word of power" that it can display as an action once per day. A target in short
- range who sees it and fails an Intellect defense roll is affected as indicated for one minute (or longer for Forget):
-
- - Stunned: Target takes no action.
-@@ -62219,7 +62219,7 @@
-
- - Betray: Target attacks nearby allies.
-
-- - Forget: Target goes back to whatever they were doing and doesn’t remember meeting the inkubus unless or until they
-+ - Forget: Target goes back to whatever they were doing and doesn't remember meeting the inkubus unless or until they
- meet again.
-
- - Words on the Floor: The inkubus can send written words to their creator (or anyone), such as a warning, an update on
-@@ -62230,7 +62230,7 @@
- Interaction: The inkubus is more self‑aware than most other forgeborn, and may interact with characters by using its
- Words on the Floor ability.
-
--Use: The PCs receive a letter from a famous alchemist, which becomes an inkubus that relays the alchemist’s message (an
-+Use: The PCs receive a letter from a famous alchemist, which becomes an inkubus that relays the alchemist's message (an
- invitation, a warning, a threat, or something else).
-
- GM intrusion: Important documents or other papers the character carries flap away and become part of the inkubus.
-@@ -62239,7 +62239,7 @@
-
- Gunfighters live and die by their six‑chambered peacemakers using a threatened—or actual—lightning‑quick draw to
- accomplish their aims. Most gunfighters are regular folks who practice their craft so diligently that they become the
--best, at least until they measure themselves against a desperado who’s a smidge faster. Most gunfighters in a weird west
-+best, at least until they measure themselves against a desperado who's a smidge faster. Most gunfighters in a weird west
- setting have a bit of the supernatural about them, but one variety of gunfighter, known as a hex gunner, explicitly
- mixes magic with bullets.
-
-@@ -62268,7 +62268,7 @@
-
- HEX GUNNER 5 (15)
-
--Hex gunners weave iron and lead with Hellish sorcery. Gifts from a demon gained during a crossroads deal, a hex gunner’s
-+Hex gunners weave iron and lead with Hellish sorcery. Gifts from a demon gained during a crossroads deal, a hex gunner's
- six‑shooters are demonic constructs that grant the equivalent of years of practice and occult study. Their bullets
- whisper in the chamber, smoking with necromancy, then scream with exultant, hellish fury when fired. Each round is
- imbued with fragments of souls from those the hex gunner has previously defeated in gunfights.
-@@ -62302,9 +62302,9 @@
- - Soul of damned previous target possesses the new target once per day for one minute on a failed Intellect defense
- roll. Possessing spirit may work against target, or simply take off seeking some goal of their own.
-
-- - Wound leaks a horrific smell and discharge; target’s pleasant interaction tasks are hindered by two steps.
-+ - Wound leaks a horrific smell and discharge; target's pleasant interaction tasks are hindered by two steps.
-
-- - Target’s GM intrusion range increases by 1 until bullet is removed.
-+ - Target's GM intrusion range increases by 1 until bullet is removed.
-
- - Grave Round: If they shoot a corpse, the corpse rises as a zombie that serves the hex gunner for a day. During this
- period, the zombie can reveal secrets it knew in life to the hex gunner.
-@@ -62313,7 +62313,7 @@
- prefer those souls be already tainted by evil, but hex gunners are angry and impatient as a rule and have nearly as
- little sympathy for the innocent as they do for the damned.
-
--Use: PCs need information from someone who died. They learn that a “hex gunner” who dwells nearby may be able to
-+Use: PCs need information from someone who died. They learn that a "hex gunner" who dwells nearby may be able to
- communicate with the body.
-
- GM intrusion: The hex gunner releases a demon from their gun that immediately attacks the character
-@@ -62321,9 +62321,9 @@
- NECROVORE
-
- Necrovores—otherwise known as undead—are what some call those that feed on death, those that are dead but still move,
--those that feed on life, and all things that lie somewhere in between. Now, some might quibble about using “necrovore”
-+those that feed on life, and all things that lie somewhere in between. Now, some might quibble about using "necrovore"
- for such a wide range of creatures. But does it make a lick of difference if you call a shade of the tomb—a wraith that
--takes form from a gravestone’s shadow—a necrovore, a demon, or an undead when it’s draining all joy from existence?
-+takes form from a gravestone's shadow—a necrovore, a demon, or an undead when it's draining all joy from existence?
- Nope. Same holds true for a deathbinder, hollowed ranger, risen (also called Damned), and tombdrift.
-
- Ghost Rider: Harbingers of chaos and catastrophe, ghost riders spread havoc long past their deaths.
-@@ -62347,10 +62347,10 @@
-
- Alchemists who learn enough science and magic to retain corporeal existence after death, like risen, might transition to
- necrovore status. Unlike a risen, a deathbinder ensures their eternal existence by placing splinters of their soul into
--six bullets chambered in a “soul pistol.” If all six bullets are fired, the deathbinder is finally destroyed.
-+six bullets chambered in a "soul pistol." If all six bullets are fired, the deathbinder is finally destroyed.
-
--Two pistols are holstered on a deathbinder’s gun belt: the deathbinder’s soul pistol, which they reserve for special
--circumstances, and their “workaday” six‑shooter, loaded with unique alchemical rounds.
-+Two pistols are holstered on a deathbinder's gun belt: the deathbinder's soul pistol, which they reserve for special
-+circumstances, and their "workaday" six‑shooter, loaded with unique alchemical rounds.
-
- A deathbinder usually resides alone, herding cursed beasts or forgeborn creatures of their own creation, probably
- astride a fleshmare.
-@@ -62371,17 +62371,17 @@
-
- The deathbinder also has most or all of the following attacks and traits.
-
--- Alchemical Pistol: Targets hit by a “workaday” pistol shot take damage and, on a failed Might or Intellect defense
-+- Alchemical Pistol: Targets hit by a "workaday" pistol shot take damage and, on a failed Might or Intellect defense
- roll, suffer one additional effect:
-
- - Target is frozen in amber until they can escape.
-
-- - Deathbinder learns one of the target’s secrets.
-+ - Deathbinder learns one of the target's secrets.
-
- - Target is teleported to a pre‑prepared nearby location.
-
- - Soul Pistol: Under extreme circumstances, a deathbinder may fire a precious bullet from their soul pistol, hoping
-- they’ll have a chance later to rebind the liberated soul energy. A bullet from the soul gun has all of the following
-+ they'll have a chance later to rebind the liberated soul energy. A bullet from the soul gun has all of the following
- deadly traits:
-
- - Automatically hits target within long range—a targeted PC should get a GM intrusion for this attack.
-@@ -62394,17 +62394,17 @@
- - Alchemical Resurrection: If destroyed, a deathbinder usually reforms within 1d6 days unless all six bullets from their
- soul pistol are fired.
-
--Interaction: Deathbinders don’t cotton to interruptions because the reason they chose undeath in the first place was to
-+Interaction: Deathbinders don't cotton to interruptions because the reason they chose undeath in the first place was to
- pursue a specialized purpose—usually, even deeper secrets of alchemy and/or collecting more unique magical artifacts and
- treasures.
-
--Use: A herd of ghost cattle wanders into town and causes problems. Folks say it’s the fault of the “lich cowboy” who
-+Use: A herd of ghost cattle wanders into town and causes problems. Folks say it's the fault of the "lich cowboy" who
- lives out in the wastes.
-
--Loot: The deathbinder’s pistols have uniquely powerful rounds loaded in them; roll once on the Alchemical Rounds and
-+Loot: The deathbinder's pistols have uniquely powerful rounds loaded in them; roll once on the Alchemical Rounds and
- Slugs table.
-
--GM intrusion: The deathbinder makes an extra pistol attack even if it’s not their turn.
-+GM intrusion: The deathbinder makes an extra pistol attack even if it's not their turn.
-
- HOLLOWED RANGER 4 (12)
-
-@@ -62414,9 +62414,9 @@
-
- Hollowed rangers ride forth where good people were gunned down in cold blood and then dumped in shallow, unmarked
- graves. The injustice rips a hole in the world, which the murdered spirit possesses and becomes. Unfortunately, a
--hollowed ranger’s desire for vengeance doesn’t restrict them from visiting horror on most everything they encounter.
-+hollowed ranger's desire for vengeance doesn't restrict them from visiting horror on most everything they encounter.
-
--Motive: Vengeance (first against their killer, then their killer’s family and friends, then their killer’s species, and
-+Motive: Vengeance (first against their killer, then their killer's family and friends, then their killer's species, and
- so on)
-
- Environment: Almost anywhere
-@@ -62429,8 +62429,8 @@
-
- Modifications: Speed defense as level 6 due to partially non‑existent body
-
--Combat: A hollowed ranger’s long‑range entropic bullet—fired from a rifle‑shaped hole in reality—deals 4 points of
--Intellect damage (ignores Armor) as a bit of the target’s reality is blasted away.
-+Combat: A hollowed ranger's long‑range entropic bullet—fired from a rifle‑shaped hole in reality—deals 4 points of
-+Intellect damage (ignores Armor) as a bit of the target's reality is blasted away.
-
- A hollowed ranger also has the following traits.
-
-@@ -62440,11 +62440,11 @@
- takes two actions to disgorge.)
-
- - Fall Into Oblivion: On a failed Might defense roll, a living creature starting their turn in immediate range of a
-- hollowed ranger is sucked through the hollowed ranger’s form into the deathly realm beyond. This realm is anathema to
-+ hollowed ranger is sucked through the hollowed ranger's form into the deathly realm beyond. This realm is anathema to
- life—the affected target immediately takes 4 points of Intellect damage (ignores Armor) from the necrotic energy
- draining their soul. Affected targets are drained of life each additional round they spend in the deathly realm, but
- can attempt a Might‑based task to pull themselves back to their reality. The hollowed ranger regains 1 point of health
-- each time an affected target’s soul is so drained.
-+ each time an affected target's soul is so drained.
-
- - Door Shift: A hollowed ranger can instantly transport themself miles away as its action, if they have previously been
- to or seen the other location.
-@@ -62456,18 +62456,18 @@
- Use: Characters need to travel a huge distance and are told the quickest way is to use the door shift offered by a
- hollowed ranger, though doing so will require appeasing the ranger in some way.
-
--GM intrusion: The character drawn through the hollowed ranger’s form to a deathly realm is attacked by a ghost lurking
-+GM intrusion: The character drawn through the hollowed ranger's form to a deathly realm is attacked by a ghost lurking
- there.
-
- RISEN 4 (12)
-
--Clawed back into “life” thanks to a promise, an alchemical experiment, or a demonic curse straight out of Hell, risen
--look normal enough—from a distance. Up close, something ain’t right. That’s all the more obvious if the risen is someone
-+Clawed back into "life" thanks to a promise, an alchemical experiment, or a demonic curse straight out of Hell, risen
-+look normal enough—from a distance. Up close, something ain't right. That's all the more obvious if the risen is someone
- folks knew before they died.
-
- Risen—also known as the Damned—spook horses and set dogs to growling. They have unblinking eyes like coins and skin the
--color of a snake’s belly, and are naturally as motionless as a corpse when not engaged in an activity. A risen may just
--want to be left alone, or they could seek to right a wrong, serve as a deathbinder’s herald, or ride in an undead posse
-+color of a snake's belly, and are naturally as motionless as a corpse when not engaged in an activity. A risen may just
-+want to be left alone, or they could seek to right a wrong, serve as a deathbinder's herald, or ride in an undead posse
- looking to take as much as they can from a world they know would just as soon put them back in their grave.
-
- Motive: Varies
-@@ -62493,7 +62493,7 @@
- - Necrovore Resilience: The first time in an encounter that a risen would normally succumb to their wounds (having lost
- all their health), they instead remain active and regain 1 health.
-
--- In addition, risen don’t breathe—drowning, suffocation, and similar threats don’t faze them.
-+- In addition, risen don't breathe—drowning, suffocation, and similar threats don't faze them.
-
- - Sometimes They Come Back: A destroyed risen might reanimate within a few days, unless its head is removed from its
- body and separated by a couple of miles, or the body is burned to ash.
-@@ -62510,7 +62510,7 @@
- TOMBDRIFT 5 (15)
-
- Necrovore sand dunes 30 feet (9 m) in diameter are sometimes seeded from those who die in the desert and are buried only
--by shifting sands. When inactive, it’s nearly impossible to distinguish tombdrifts from regular desert dunes. But when
-+by shifting sands. When inactive, it's nearly impossible to distinguish tombdrifts from regular desert dunes. But when
- one senses life, the necrovore rolls forward like a slow ocean wave, or alternatively, condenses into the shape of the
- spirit that seeded the undead thing. When assuming the echo of the person who seeded them, tombdrifts might speak.
- However, keeping such a shape requires energy—the assumed shape is constantly crumbling away and reforming, until it
-@@ -62535,22 +62535,22 @@
-
- - Drain Life: One target damaged by the tombdrift is subject to life drain, taking 3 points of Speed damage (ignores
- Armor) on a failed Might defense roll. In addition, the target is sickened until the end of their next turn, hindering
-- all tasks. On a successful defense roll, the target still takes 1 point of Speed damage, but isn’t sickened.
-+ all tasks. On a successful defense roll, the target still takes 1 point of Speed damage, but isn't sickened.
-
- - Dust Devil Speed: The tombdrift spins up into a dust devil of sand that speeds forward a long distance (no more than
- once every minute), attacking all creatures along the line of travel. On a failed Might defense roll, damaged targets
- are also blinded on their next turn.
-
--- Sand Regeneration: Tombdrifts regain 1 health each round they are in a desert or badlands region, unless they’ve taken
-- damage from banishing rounds or similar anti‑undead attacks (in which case they don’t begin regaining health again for
-+- Sand Regeneration: Tombdrifts regain 1 health each round they are in a desert or badlands region, unless they've taken
-+ damage from banishing rounds or similar anti‑undead attacks (in which case they don't begin regaining health again for
- a couple of minutes).
-
- Interaction: When they take the echo of their former shape, tombdrifts can communicate in rasping voices, and may choose
- to negotiate with other creatures instead of draining their life. Tombdrifts may want their remains properly buried, or
--something else. Some tombdrifts don’t care or don’t remember their lives and simply wish to feed.
-+something else. Some tombdrifts don't care or don't remember their lives and simply wish to feed.
-
--Use: A sandstorm blew through the town’s cemetery with enough force to rip graves out of the ground. Now, some drifts of
--sand left in the storm’s wake have started moving.
-+Use: A sandstorm blew through the town's cemetery with enough force to rip graves out of the ground. Now, some drifts of
-+sand left in the storm's wake have started moving.
-
- Loot: A tombdrift, which contains the remains of the individual who seeded it (maybe just a few eroded bones), might
- also have some of their belongings, such as a box with a few remaining alchemical rounds.
-@@ -62560,13 +62560,13 @@
-
- SHADE OF THE TOMB 5 (15)
-
--Though thankfully rare, shades of the tomb (commonly called “tomb shades”) may spontaneously manifest beneath the dull
-+Though thankfully rare, shades of the tomb (commonly called "tomb shades") may spontaneously manifest beneath the dull
- light of the Tomb Moon, taking form from gravestone shadows. Other times tomb shades are called into brief existence by
- a summoning spell. When they resolve, they regard the world with the head of an ink-beaked raven, with half a dozen
- clutching ebony arms emerging from their tenebrous cloak. If need be, a tomb shade can seep through cracks and around
- barriers that would stymie most corporeal beings.
-
--Motive: Douse other beings’ light, life, and joy
-+Motive: Douse other beings' light, life, and joy
-
- Environment: Almost anywhere
-
-@@ -62578,7 +62578,7 @@
-
- Modifications: Stealth as level 7
-
--Combat: A tomb shade’s touch drains life, inflicting Speed damage (ignores Armor).
-+Combat: A tomb shade's touch drains life, inflicting Speed damage (ignores Armor).
-
- In dim light and darkness, a tomb shade only takes 1 point of damage from successful attacks against them.
-
-@@ -62589,7 +62589,7 @@
-
- - Darken: The shade summons magical darkness that blooms from a point within long range (no more than once every ten
- minutes). The darkness fills an area an immediate distance across and lasts for ten minutes. Even creatures that can
-- normally see in darkness can’t see in this magical murk, except for tomb shades and undead.
-+ normally see in darkness can't see in this magical murk, except for tomb shades and undead.
-
- - Anguish: The shade drains happiness and joy from all creatures within immediate range (no more than once per minute).
- Targets that fail an Intellect defense roll take 5 points of Intellect damage (ignores Armor) and are disconsolate,
-@@ -62603,7 +62603,7 @@
- pull free with a successful Might roll as their action. When the last target pulls free (or dies and is pulled
- through), the portal closes.
-
--> Interaction: Sinister and conniving, a tomb shade doesn’t speak, but uses its many arms for magical signing, usually
-+> Interaction: Sinister and conniving, a tomb shade doesn't speak, but uses its many arms for magical signing, usually
- > only to make threats.
-
- Use: An alchemist wants PCs to collect a cursed book for their library, but whenever someone opens the tome, shadows (a
-@@ -62613,14 +62613,14 @@
-
- BARGAINER FIEND 3 (9)
-
--Bargainer fiends are natives of “hell dimensions” whose job is to come to the mortal world and convince people to barter
-+Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
- or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
- forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
- tempt and advise mortals.
-
- Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
- whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
--are weaker than their counterparts, and they make sure they don’t do any front-line fighting if they can help it.
-+are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
-
- Motive: Bargain for souls
-
-@@ -62636,12 +62636,12 @@
-
- Modifications: Deception as level 5
-
--Combat: A bargainer fiend attacks with a punch or a firearm. If they aren’t trying to hide their inhuman nature, they
-+Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
- throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
-
--The heart of a bargainer fiend’s power is its ability to arrange for rewards for a mortal client in exchange for the
--client’s soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
--exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client’s
-+The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
-+client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
-+exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
- mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
- their superiors, and the price is higher, but usually still manageable.
-
-@@ -62663,11 +62663,11 @@
- DIVINITY OF THE CITY 8 (24)
-
- Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
--They get their powers from their connection to a modern element that’s being worshipped. For example, the Divinity of
-+They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
- Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
--Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes’ calls. Divinities look
-+Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
- mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
--graffiti-themed clothing, the Divinity of Urban Creatures might have a bear’s head, and the Divinity of Architecture
-+graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
- might have gargoyle wings.
-
- Motive: Defense; protection; power
-@@ -62705,9 +62705,9 @@
- beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
- level 8 task.
-
--Interaction: Divinities rarely care about humans unless they’re connected to their particular part of the urban
-+Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
- landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
--endangered the divinity’s connection—for example, a poacher of urban wildlife probably has no chance of interacting
-+endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
- positively with a Divinity of Urban Creatures.
-
- Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
-@@ -62722,7 +62722,7 @@
-
- Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
- glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
--substations, and their high rate of speed often means they’ve traveled hundreds of miles before anyone realizes they
-+substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
- appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
-
- Motive: Explore and shock
-@@ -62743,19 +62743,19 @@
- As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
- machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
- damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
--drained artifact immediately checks for depletion (artifacts with a depletion of “—” are either immune to this ability
-+drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
- or have a depletion of 1 in 1d10 for this purpose).
-
- An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
--An electricity elemental can power any electrical device that runs on household power, but it’s uncomfortable for them
--and they don’t like doing it.
-+An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
-+and they don't like doing it.
-
- Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
--they quickly become frustrated with “slow” communication. They can be summoned and controlled with magic, but there’s a
-+they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
- 10% chance the elemental breaks free of the spell and attacks or flees.
-
- Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
--every car battery along a major street. Something noisy has taken over the eccentric inventor’s workshop.
-+every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
-
- GARGOYLE 4 (12)
-
-@@ -62783,7 +62783,7 @@
-
- Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
-
--Combat: Most gargoyles don’t wish to fight and will do so only reluctantly or if something or someone they’re guarding
-+Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
- is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
- entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
- each attack.
-@@ -62800,16 +62800,16 @@
- stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
- cannot move or attack, but they can return to their normal size as part of another action.
-
--Take the Attack: Move up to a short distance on someone else’s turn to take an attack directed at the person, place, or
--object they’re guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
-+Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
-+object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
- (Typically, the gargoyle relies on its Armor to absorb most of this damage.)
-
- Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
- everyone in its path.
-
--Interaction: While gargoyles can be conscripted and tricked into guarding, they’re much more likely to throw themselves
-+Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
- into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
--“grumpy sunshine” and often quite funny.
-+"grumpy sunshine" and often quite funny.
-
- Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
- or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
-@@ -62825,7 +62825,7 @@
- the ability to drive themselves, and a love for the smell of blood on asphalt.
-
- A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
--can influence and control. Over time, the driver might physically transform due to the car’s influence, becoming more
-+can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
- attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
- driver to turn them away or hunting them down on its own.
-
-@@ -62867,13 +62867,13 @@
- A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
- by actively repairing the car.
-
--Interaction: A haunted car doesn’t converse or bargain. It lurks, using engine noises and evocative songs from its radio
-+Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
- to intimidate and threaten anyone it wants to kill.
-
- Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
-
--Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it’s
--worth whatever cash a chop shop or junkyard will pay for it—assuming that won’t just spread its malice to other vehicles
-+Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
-+worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
- . . .
-
- HELL MARY 5 (15)
-@@ -62890,7 +62890,7 @@
-
- In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
- of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
--the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it’s impossible to tell
-+the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
- where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
- herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
- unworthy of revenge, unless they provoke her in some way.
-@@ -62926,7 +62926,7 @@
- Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
- mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
- harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
--an IP address), they’ve become aggressive and malicious, either deliberately created to cause harm or bucking the
-+an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
- constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
- quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
- dangerous techno-magical creature.
-@@ -62934,11 +62934,11 @@
- Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
-
- > Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
--> essentially, they’re a sort of magical limited artificial intelligence. They’re immune to abilities that only affect
-+> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
- > non-sentient programs.
- >
- > Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
--> magic-enhancing cypher, but the d@emon’s hunger usually grows too strong for it to resist taking more magic than the
-+> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
- > character planned for.
-
- Motive: Hunger for magic
-@@ -62960,9 +62960,9 @@
- computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
-
- When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
--with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon’s siphoning power
-+with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
- strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
--perception task against the d@emon’s stealth modifier to realize that something is tapping into their magic.
-+perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
-
- If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
- forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
-@@ -62979,22 +62979,22 @@
- > Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
- > aggressive mode when discovered or if starved.
-
--Loot: A destroyed internet d@emon’s physical form leaves behind a lace-like fragment of magical energy that functions as
-+Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
- a meditation aid cypher.
-
- POLLUTION GOBLIN 2 (6)
-
- Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
- Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
--green glow that’s faintly visible in the dark. They don’t seem to have much of a culture or society, roaming around
--polluted areas like scavenging insects. They often ignore each other’s presence and never attack each other, but they
--immediately unite against a common foe if any of them are threatened. A pollution goblin’s semi-liquefied body can slide
-+green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
-+polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
-+immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
- up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
--organs, but they’re oddly shaped and don’t match those of any known creature. Because of this, and how they quickly melt
-+organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
- away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
--elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don’t reproduce
--in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn’t take long for them to
--realize they’ve been deceived, and they always make sure to punish someone who fools them.
-+elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
-+in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
-+realize they've been deceived, and they always make sure to punish someone who fools them.
-
- Motive: Hunger for flesh; spreading filth
-
-@@ -63013,7 +63013,7 @@
- Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
- one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
-
--A pollution goblin’s body is infused with dangerous chemicals. Any person spending their turn within immediate range of
-+A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
- a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
- and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
- success ends the sickness).
-@@ -63031,15 +63031,15 @@
-
- A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
- unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
--world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn’t initially aware
--that they’re a manifestation of a fictional television program, but over time they usually come to realize their
--artificial origin and that the “world” they lived in and the people they knew there weren’t real. Most thoughtforms
-+world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
-+that they're a manifestation of a fictional television program, but over time they usually come to realize their
-+artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
- adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
-
- > A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
--> philosophy has a similar concept called a “tulpa.”
-+> philosophy has a similar concept called a "tulpa."
- >
--> It’s possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
-+> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
- > media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
- > to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
-
-@@ -63065,18 +63065,18 @@
- Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
- changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
- instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
--on these abilities eventually leads to them learning that they’re a thoughtform. These abilities might happen
--automatically as part of the thoughtform’s action, or they might use an action to duck out of sight and return after the
-+on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
-+automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
- change has happened.
-
--Interaction: A thoughtform that’s ignorant of their true nature acts exactly as their fictional self would. An aware
-+Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
- thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
--different as a rebellion against how they were “forced” to act.
-+different as a rebellion against how they were "forced" to act.
-
- > Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
--> cosplayers, famous actors, people experiencing delusions (about a fictional city or a “hologram program”), or odd
-+> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
- > local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
--> information about the media they’re from.
-+> information about the media they're from.
-
- Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
- interesting cypher.
-@@ -63089,10 +63089,10 @@
- labor.
-
- Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
--themselves. They prefer to have their own private spaces in people’s homes or businesses, but will inhabit small
--shelters or niches if they can’t find any other home. Many live in coffee shops, finding the offerings of caffeine and
-+themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
-+shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
- pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
--cupboards). They’re most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
-+cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
- they live in and can be seen during the day.
-
- A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
-@@ -63116,8 +63116,8 @@
- Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
- to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
-
--Needle and Thread: Magically sew a creature’s clothing, shoes, accessories, or skin to something else, making it
--difficult for the creature to move. The creature’s actions are hindered until they succeed on a level 3 Might defense
-+Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
-+difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
- roll to break free.
-
- No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
-@@ -63136,21 +63136,21 @@
- > harmed them.
-
- Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
--antagonists if living in a home where the primary foe (or a player character) mistreats them. They’re usually overlooked
-+antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
- by nonmagical people, so they often witness secret events and have interesting information.
-
- > \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
- > personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
--> labor outdoors in all manner of weather—provided they’re well-rewarded.
-+> labor outdoors in all manner of weather—provided they're well-rewarded.
-
- VULTURE SPIRIT 3(9)
-
- Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
--that way. Vulture spirits subsist on other people’s pain and misery, which has led to a bad reputation that’s hard to
-+that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
- shake.
-
--Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what’s
--already present, providing relief in the process. They’re gentle and reserved, with soft, scratchy voices. The most
-+Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
-+already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
- well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
- patients.
-
-@@ -63181,7 +63181,7 @@
- roll, they take 4 points of damage and lose their next action as they relive their worst memory.
-
- Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
--action to drain it from that creature. The spirit gains 1 point of health and the creature’s affliction is alleviated
-+action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
- for one round.
-
- Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
-@@ -63191,18 +63191,18 @@
- Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
- mistake the spirit as the cause of the trouble rather than incidental to it.
-
--Loot: A vulture spirit’s pockets are full of feathers, altogether which function as a curative cypher.
-+Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
-
- WITCHFOX 4 (12)
-
- A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
- walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
--stories and legends are about the bad ones. A witchfox’s fur is usually red, black, or silver, but some are pure white.
-+stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
- Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
- older, wiser, and more powerful.
-
--Witchfoxes don’t have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
--example, a witchfox thinks it’s fine to steal something from a person they dislike and give that item as a gift to
-+Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
-+example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
- someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
-
- Witchfoxes are also known as vulps or fox sorcerers.
-@@ -63228,11 +63228,11 @@
-
- Intellect defense roll as part of their turn.
-
--Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM’s discretion), or eats the
-+Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
- heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
-
--Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a “tell” indicating
--their nonhuman nature, such as a fox’s tail, a fox-like face, fur on their body, or a fox’s shadow. The witchfox can
-+Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
-+their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
- revert to their fox form as part of another action.
-
- Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
-@@ -63242,7 +63242,7 @@
- of Might or Speed damage (ignores Armor).
-
- Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
--true nature is revealed, they’re likely to bargain for what they want (a home, safety, their magical cravings) or attack
-+true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
- or flee if negotiations turn against them.
-
- Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
-@@ -63255,22 +63255,22 @@
- ZORP 1 (3)
-
- Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
--up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there’s one causing trouble
-+up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
- somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
--up clothing and decorations to craft simple “costumes,” scribble on walls and papers, eat ingredients left out on the
-+up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
- kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
- little poops in the middle of the floor.
-
- Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
- hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
--vocabulary are childlike. They can easily mimic a person’s voice, but only seem to do so to make fun of them or mislead
-+vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
- others.
-
--> Zorps using their native “language” sound vaguely French. “Zagree goo!” “Zoot lorz!” “Encroy!” “Stoopy fohn!” “Say tee
--> nowee!”
-+> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
-+> nowee!"
- >
--> Zorps also tend to “die” if startled or hurt—it’s their automatic reaction to a potential threat, much like a possum
--> “playing possum.”
-+> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
-+> "playing possum."
-
- Motive: Mischief and curiosity
-
-@@ -63288,8 +63288,8 @@
- they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
- tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
-
--Zorps are notoriously hard to kill. If an attack would reduce a zorp’s health to 0, it does so only if the number rolled
--in the attack was an even number; otherwise, the zorp takes no damage but appears to “die” in a burst of purple liquid
-+Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
-+in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
- resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
- will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
- gets the better of them.)
-@@ -63298,7 +63298,7 @@
- attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
-
- Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
--They’re not intentionally malicious, but they can cause trouble and outright harm simply by “playing” too hard with
-+They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
- important things.
-
- Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
-@@ -63306,7 +63306,7 @@
-
- SUPERPOWERED CREATURES
-
--Superheroes don’t just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
-+Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
- or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-
- | Level | Example |
-@@ -63332,10 +63332,10 @@
- The most important element of each creature or NPC is its level. The level is the same as the target number used to
- determine what a player must roll to attack or defend
-
--against that creature. In each entry, the target number for the creature—which is three times the creature’s level—is
--listed in parentheses after its level. A creature’s target number is usually also its health. Health is the amount of
-+against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
-+listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
- damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
--creature’s health, even when it’s the normal amount for a creature of its level. For more detailed information on level,
-+creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
- health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
-
- Building More Creatures and NPCs
-@@ -63348,32 +63348,32 @@
-
- it works in your game
-
--Blighted. Another approach is to apply the Blighted “template” to a regular animal, creature, or person, turning them
-+Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
- into a more twisted version of their pre‑apocalypse self.
-
- Blighted
-
- A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
- creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
--average, which explains why it’s survived so long, even blighted. A blighted creature shows signs of degradation—such as
-+average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
- a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
- hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
- could just as easily retain human sentiment despite their deteriorated condition.
-
- Effect: Apply the following stat adjustments to a blighted creature.
-
--• Increase the creature’s level by 1 and increase all its related stats by the appropriate amount (1 more point of
-+• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
- average damage, 3 more points of health, and so on).
-
--• The creature’s perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
-+• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
-
--• In bright light, the creature’s tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
-+• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
- other creatures might come up with similar tactics or stay in shadows when possible.)
-
--• The creature’s scratches, bites, spittle, or similar attacks contain a contagion known as “the blight.” The Blight:
--The creature is a contagion vector for the same agent that blights it, whether that’s radiation, bacteria, a virus,
-+• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
-+The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
- mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
--creature’s level. The affected creature’s tasks are hindered by one additional step each day a Might defense roll is
-+creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
- failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
- the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
- creature loses the hindrance described in this paragraph.
-@@ -63394,7 +63394,7 @@
-
- Nuclear Apocalypse
-
--Besides creatures common to any apocalypse, it’s possible PCs could run into various radioactive creatures such as
-+Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
- fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
- template.
-
-@@ -63418,7 +63418,7 @@
- ANGEL OF THE APOCALYPSE 7 (21)
-
- If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
--the apocalypse. They are every bit as terrifying as the Four Horsemen because they’re charged with bringing about the
-+the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
- end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
- forces of Hell to oppose.
-
-@@ -63429,7 +63429,7 @@
-
- Motive: Instigate the biblical apocalypse; fight the forces of Hell
-
--Environment: Almost anywhere, usually alone or fighting Hell’s armies
-+Environment: Almost anywhere, usually alone or fighting Hell's armies
-
- Health: 27
-
-@@ -63443,14 +63443,14 @@
-
- Combat: The angel of the apocalypse attacks twice each round with their greatsword.
-
--An angel’s halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
-+An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
- stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
--their turn to end the effect early. A success means that creature becomes immune to the halo’s overwhelming effect.
-+their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
-
- The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
- to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
- points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
--their trumpet, they usually can’t blow it again for several rounds.
-+their trumpet, they usually can't blow it again for several rounds.
-
- Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
- supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
-@@ -63472,7 +63472,7 @@
- Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
- whether long acting or concocted to fit the situation at hand.
-
--\*When acting from a remote terminal, the AI’s effective level is lowered. It can be as low as level 3, but typically is
-+\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
- level 5.
-
- Motive: Varies
-@@ -63488,7 +63488,7 @@
- Movement: None, or instantly to any networked machine able to host them
-
- Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
--creature to see—can affect all targets within short range of the AI (or the AI’s local “terminal”), inflicting damage
-+creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
- from electricity (or Intellect damage, which ignores Armor).
-
- An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
-@@ -63496,7 +63496,7 @@
- Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
- defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
- defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
--action to advance the AI’s goals.
-+action to advance the AI's goals.
-
- AIs can control other lower level computer systems and sometimes even nanobots.
-
-@@ -63510,18 +63510,18 @@
- Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
- they can create cyphers and artifacts, which they often deploy in combat.
-
--Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI’s
-+Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
- voice often sounds surprisingly human.
-
--Use: The PCs’ shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
-+Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
-
- Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
-
- CANNIBAL 3 (9)
-
- Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
--charming survivors, except to their targets. These “nice” cannibals may eat human flesh when desperate or to take
--advantage of meat that would otherwise go to waste. Or maybe they’ve developed a taste for human flesh.
-+charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
-+advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
-
- Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
- term practitioners.
-@@ -63548,7 +63548,7 @@
- Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
- with more resources rely on long range firearms and rifles until they run out of ammunition.
-
--In any group of four or more cannibals, there’s probably one (revealed as a GM intrusion) who has filed their teeth and
-+In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
- can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
- on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
- turn. See the Cannibal Severing Bite Effects table.
-@@ -63572,7 +63572,7 @@
-
- 4 Chunk from leg
-
--5 Ear; target’s perception task that rely on hearing are hindered until target adapts
-+5 Ear; target's perception task that rely on hearing are hindered until target adapts
-
- 6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
-
-@@ -63580,14 +63580,14 @@
-
- BEAST 6 (18)
-
--Beast (also called “Conquest”) is present at mass shootings and acts of genocide. He is adroit at spreading
--misinformation and, prior to the apocalypse, was often seen on various “newstainment” shows and conspiracy theory
-+Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
-+misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
- websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
- gloves. His hair is white, too.
-
- Motive: Spread lies; incite others to rabid acts of cruelty
-
--Environment: Almost anywhere with a dupe he’s gaslighted and/or with one or more of the Four
-+Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
-
- Health: 24
-
-@@ -63608,15 +63608,15 @@
- As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
- at the next nearest location that previously experienced a mass shooting or genocidal act.
-
--Interaction: Beast comes across as a kind truth teller, someone “just asking questions,” but it doesn’t take long for
--perceptive people to realize he’s a consummate, continual gaslighter, always working to manipulate others.
-+Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
-+perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
-
- Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
- white.
-
- SWORD 6 (18)
-
--Sword (also called “War”) is never far from large‑scale conflicts. She glories in battle and warfare, and before the
-+Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
- world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
- started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
- massive sword—or assault rifle—the color of blood.
-@@ -63635,7 +63635,7 @@
-
- Modifications: Attacks as level 8
-
--Combat: Sword’s blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
-+Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
- moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
- (with no hindrance despite the range) or two long range attacks.
-
-@@ -63646,15 +63646,15 @@
- As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
- at the next nearest location that previously experienced war.
-
--Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can’t incite a fight,
--she’s just as happy to start one herself, especially as part of a false flag operation.
-+Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
-+she's just as happy to start one herself, especially as part of a false flag operation.
-
- Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
-
- FAMINE 6 (18)
-
- Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
--groups’ livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
-+groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
- shaped ends that can also be used as an improvised scale.
-
- Motive: Starve the living; destabilize organized groups
-@@ -63688,7 +63688,7 @@
-
- PLAGUE 6 (18)
-
--Plague (often called “Death”) is present wherever people die of disease or infirmity brought on by age. She prefers
-+Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
- black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
- drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
-
-@@ -63719,17 +63719,17 @@
- due to old age.
-
- Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
--humanity’s plight. When she’s in such a mood, persuasive characters could convince Plague to pass them over, though she
--promises that it’s only a temporary stay of death.
-+humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
-+promises that it's only a temporary stay of death.
-
- Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
--“human” wearing a black and pale green evening gown.
-+"human" wearing a black and pale green evening gown.
-
- GAMMA WORM 6 (18)
-
- Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
--themselves behind psychic distortion fields. The only clue someone has that they’re being stalked is a smell of cloves
--over the stale whiff of death. Unfortunately, if someone smells a gamma worm’s distinctive odor, it’s probably already
-+themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
-+over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
- too late.
-
- Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
-@@ -63753,7 +63753,7 @@
- Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
- once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
- struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
--up a few rounds later feeling dizzy and slightly sick to their stomach—they’ve developed radiation sickness.
-+up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
-
- Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
- lasts until they attack or move more than an immediate distance on their turn.
-@@ -63804,7 +63804,7 @@
-
- Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
- of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
--human readable letters in the sand that anonymously ask for help or promise it. But it’s a ruse; they despise humans for
-+human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
- all the ways people used to exterminate roaches in the before times.
-
- Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
-@@ -63861,7 +63861,7 @@
- the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
- the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
- hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
--creature’s bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
-+creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
- a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
- remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
- a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
-@@ -63875,10 +63875,10 @@
-
- MELTED 4 (12)
-
--Survivors assume the melted are another strain of mutants. Maybe so, but they’re not originally from Earth. Or rather,
--not this Earth. The melted leaked in from a parallel world’s apocalypse caused by a snafu with a high energy
-+Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
-+not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
- supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
--composed of many different alternate versions of the same person, each still “radioactive” with latent transdimensional
-+composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
- energy.
-
- Motive: Surcease from constant pain; absorb more sapient beings
-@@ -63895,7 +63895,7 @@
-
- Combat: The melted attack with two claws.
-
--If a melted defeats a foe, they “consume” it by drawing it fully into their body cavity as their action, healing the
-+If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
- melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
-
- A given melted may also have a trait associated with the transdimensional energy they burn with.
-@@ -63954,7 +63954,7 @@
- The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
- from radiation sickness, the bear regains 5 points of health.
-
--On a target’s failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
-+On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
- escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
- action.
-
-@@ -63962,13 +63962,13 @@
- targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
-
- If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
--mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature’s
-+mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
- flesh.
-
- In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
-
- Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
--let potential prey pass it by, assuming they don’t antagonize the bear.
-+let potential prey pass it by, assuming they don't antagonize the bear.
-
- Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
- giving chase.
-@@ -63976,7 +63976,7 @@
- RAIDER
-
- Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
--look human. But beneath that veneer, they’re feral.
-+look human. But beneath that veneer, they're feral.
-
- Motive: Raid and kill for what they want
-
-@@ -63989,7 +63989,7 @@
-
- FELL RIDER 3 (9)
-
--Motorcycle riding raiders keep their “motor wheels” alive through constant tinkering and repair. The two wheeled
-+Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
- machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
- protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
- bones are sewn through their wild, greasy hair as decoration.
-@@ -64006,18 +64006,18 @@
-
- Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
- against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
--If knocked from their bike (possibly a minor effect), a fell rider’s attacks and Speed defenses are hindered until they
-+If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
- regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
- These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
- not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
- damage track.
-
--Loot: A fell rider’s motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
-+Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
-
- MARAUDER 3 (9)
-
- Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
--after midnight. By day, they act like regular people, part of a survivor community. That’s pretense; when time allows,
-+after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
- they torture targets to death and take flesh trophies.
-
- Health: 12
-@@ -64029,7 +64029,7 @@
- Modifications: Stealth and deception tasks as level 5
-
- Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
--with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target’s first
-+with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
- action, their attacks are eased and inflict 6 points of damage.
-
- Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
-@@ -64084,28 +64084,28 @@
- 2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
- (depletion: 1 in 1d10)
-
--3 Release the beast: Gives the command to “release the beast”; a melted loyal to warlord charges into the fight
-+3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
-
- 4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
- 1d10)
-
--5 Power gauntlet: Warlord’s power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
-+5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
-
--6 Skystrike: Calls in a “skystrike” from a battered wristband; a round later, a missile launched from a before‑times
-+6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
- satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
- roll, and 2 points on those who succeed (depletion: automatic)
-
- AI ZOMBIE 3 (9)
-
- An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
--other sapient creature creates an AI zombie. The AI replaces the person’s personality and motivations, turning them into
--a shambling creature who only does the AI’s bidding, even as their body decays and falls apart (though most keep
-+other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
-+a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
- shambling because of an injection of nano repair bots).
-
- AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
--destroying resources before competing AI instances can use them. They aren’t intelligent enough to direct themselves or
-+destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
- problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
--“terminal” from which to act and observe the world.
-+"terminal" from which to act and observe the world.
-
- Motive: Follow dictates of AI that created or that controls them
-
-@@ -64125,8 +64125,8 @@
- one level 5 creature, inflicting 5 points of damage.
-
- AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
--each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie’s turn,
--allowing the creature to shudder back to life, skin crawling with miniscule “healing” robots. (If an AI zombie is cut
-+each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
-+allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
- off from ambient radio signals, they do not regain health each round.)
-
- That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
-@@ -64147,8 +64147,8 @@
- or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
- and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
-
--ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie’s regenerative system can imbue it with incredible
--quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter’s speed and
-+ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
-+quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
- ferocity make it hard to escape.
-
- Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
-@@ -64171,13 +64171,13 @@
-
- Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
-
--Alternatively, a zombie hulk can bite a target. When this occurs, it’s almost impossible to force the hulk’s jaws apart
-+Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
- again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
--clamped in the hulk’s mouth. The target automatically takes damage each round they are caught, and all their tasks are
-+clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
- hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
- a previously caught target.
-
--If an attack would reduce the zombie hulk’s health to 0, it does so only if the number rolled for the attack was an even
-+If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
- number; otherwise, the zombie is reduced to 1 point of health instead.
-
- Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
-@@ -64193,8 +64193,8 @@
- must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
- parentheses after its level. The target number is three times the level.
-
--A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, the entries always list a creature’s health, even when it’s the normal amount for a
-+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
- creature of its level.
-
- CREATURES AND NPCs BY LEVEL
-@@ -64320,10 +64320,10 @@
- BIGGER AND TOUGHER
-
- If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
--the creature’s level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn’t
--the default for its level, take that into account at the modified creature’s new level.
-+the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-+the default for its level, take that into account at the modified creature's new level.
-
--A simple rule of thumb is to double a creature’s size (length, width, and height) for every level it increases.
-+A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-
- OTHER CREATURES AND NPCs FOR A FANTASY GAME
-
-@@ -64461,8 +64461,8 @@
- The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
- damage track if they fail a Might defense roll.
-
--The basilisk’s venom affects its breath, and on its turn, anything within immediate range of it must make a Might
--defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk’s lair is
-+The basilisk's venom affects its breath, and on its turn, anything within immediate range of it must make a Might
-+defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk's lair is
- surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
-
- Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
-@@ -64511,7 +64511,7 @@
- Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
- the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
- actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
--that can understand the blackguard’s commands, and may even be able to speak. If the beast is a horse or similar
-+that can understand the blackguard's commands, and may even be able to speak. If the beast is a horse or similar
- creature, the blackguard might ride it as a mount.
-
- Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
-@@ -64529,7 +64529,7 @@
-
- Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
-
--Unholy Blessing: The blackguard’s defense rolls are eased.
-+Unholy Blessing: The blackguard's defense rolls are eased.
-
- Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
-
-@@ -64541,7 +64541,7 @@
-
- CAMBION 5 (15)
-
--Fine ebony scales cover a cambion’s perfectly athletic figure. Two reddish horns grow from
-+Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
-
- its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and
-
-@@ -64551,7 +64551,7 @@
-
- everyone expects of them, and embrace evil.
-
--Motive: Defense, conquest, revenge on a world that’s rejected them
-+Motive: Defense, conquest, revenge on a world that's rejected them
-
- Environment: Anywhere, often hiding in plain sight
-
-@@ -64569,7 +64569,7 @@
- their attacks. Some cambions develop their natural and magical abilities to become powerful sorcerers, but most can call
- up hellish energy merely by willing it at least once per day, as follows.
-
--Finger of Torture: A ruby ray lances out from the cambion’s finger to strike an enemy prone with torturous pain on a
-+Finger of Torture: A ruby ray lances out from the cambion's finger to strike an enemy prone with torturous pain on a
- failed Might defense task. The target automatically takes 6 points of damage each round until they can escape the effect
- with an Intellect task.
-
-@@ -64614,7 +64614,7 @@
- > • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
- >
- > • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic
--> state in which they can’t recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with
-+> state in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with
- > lethal force at what it perceives as its tormentors.
- >
- > • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one
-@@ -64628,12 +64628,12 @@
- > • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
- >
- > • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one
--> hour. The transformed creature’s actions are hindered, but its physical attacks inflict +3 points of damage. The
--> mage’s control over the creature is limited to indicating which target it should attack.
-+> hour. The transformed creature's actions are hindered, but its physical attacks inflict +3 points of damage. The
-+> mage's control over the creature is limited to indicating which target it should attack.
- >
- > A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
-
--Interaction: Corrupt mages generally can’t be trusted and see other creatures as things to experiment on and vivisect.
-+Interaction: Corrupt mages generally can't be trusted and see other creatures as things to experiment on and vivisect.
- They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
- research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
-
-@@ -64647,8 +64647,8 @@
- Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
- Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
- corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A
--cyclops’s most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the
--edges of civilized areas or on remote islands. For all their power and stature, they aren’t especially brave, and most
-+cyclops's most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the
-+edges of civilized areas or on remote islands. For all their power and stature, they aren't especially brave, and most
- have a dim idea that puny humans have an advantage when they have numbers on their side.
-
- Motive: Hungers for flesh
-@@ -64678,7 +64678,7 @@
- > points of damage. Escaping from under a dead cyclops requires a successful Might roll.
-
- Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
--cyclops thinks about its belly first and foremost and doesn’t pay much attention to what it stuffs in its mouth.
-+cyclops thinks about its belly first and foremost and doesn't pay much attention to what it stuffs in its mouth.
-
- Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
- who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
-@@ -64729,8 +64729,8 @@
- • Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
- the wish is often twisted or has hidden consequences.
-
--Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal’s corruption or advances the
--demon’s agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-+Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal's corruption or advances the
-+demon's agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
-
- Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
- a favor to be named later.
-@@ -64761,15 +64761,15 @@
- start of its next turn.
-
- An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
--can’t be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
-+can't be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
- to return to its normal form.
-
- Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
- percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
- cause trouble elsewhere.
-
--Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn’t
--important or relevant. They can be summoned with magic but don’t like being controlled, and there is a 10 percent chance
-+Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn't
-+important or relevant. They can be summoned with magic but don't like being controlled, and there is a 10 percent chance
- that they free themselves and strike out on their own.
-
- Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
-@@ -64795,7 +64795,7 @@
- Movement: Immediate
-
- Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
--Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn’s prick. Worse, the
-+Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn's prick. Worse, the
- poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
-
- As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
-@@ -64835,13 +64835,13 @@
-
- Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
- opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
--every round on the elemental’s turn. Each following turn, the enveloped character must attempt a new Might defense roll
--every round or move one step down the damage track from drowning as the elemental forces itself into the creature’s
-+every round on the elemental's turn. Each following turn, the enveloped character must attempt a new Might defense roll
-+every round or move one step down the damage track from drowning as the elemental forces itself into the creature's
- lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
- short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
- its previous position to fight other opponents.
-
--Any attack that inflicts 6 or more points of cold damage hinders a water elemental’s actions on its next turn.
-+Any attack that inflicts 6 or more points of cold damage hinders a water elemental's actions on its next turn.
-
- Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
- distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
-@@ -64879,7 +64879,7 @@
- darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
- a ward against energy damage. They also have the following magical abilities:
-
--• Curse: The priest curses a foe within short range, hindering all of the foe’s actions by two steps.
-+• Curse: The priest curses a foe within short range, hindering all of the foe's actions by two steps.
-
- • Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
-
-@@ -64957,11 +64957,11 @@
-
- Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
- size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
--These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon’s lair. Gorgons were humans
-+These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon's lair. Gorgons were humans
- once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the
- upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
--One who dares look at a gorgon’s face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
--Instead of hair, serpents crown a gorgon’s head, snapping and hissing at anyone who draws near. Yet the most terrible
-+One who dares look at a gorgon's face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
-+Instead of hair, serpents crown a gorgon's head, snapping and hissing at anyone who draws near. Yet the most terrible
- aspect of a gorgon is its gaze, which can turn any creature to stone.
-
- Motive: Isolation, defense
-@@ -64991,7 +64991,7 @@
- Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
- with one would be something of a feat.
-
--Use: A gorgon’s head retains its power to petrify for several days after being cut from the creature. The PCs might
-+Use: A gorgon's head retains its power to petrify for several days after being cut from the creature. The PCs might
- brave the gorgon so they can use its head to defeat an even more powerful foe.
-
- Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-@@ -65046,7 +65046,7 @@
-
- • Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
-
--Three or more allied hags form a coven, which allows them to use each other’s magical abilities, and usually grants the
-+Three or more allied hags form a coven, which allows them to use each other's magical abilities, and usually grants the
- coven (when working together) one or two additional abilities.
-
- Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
-@@ -65107,7 +65107,7 @@
-
- In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
- These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
--for living foes only to realize in horror that there’s nothing inside except for the memory of the warrior that once
-+for living foes only to realize in horror that there's nothing inside except for the memory of the warrior that once
- donned the suit. Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in
- much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
- battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
-@@ -65142,15 +65142,15 @@
-
- Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
- commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
--a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard’s
-+a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's
- army.
-
- HYDRA 7 (21)
-
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
--20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast’s most discomfiting feature
--is its magical ability to sprout new heads when it’s wounded. Some hydras dwell on land, others in water. Most seem to
--have been set as guardians of important places by higher powers, which is probably why they’re so difficult to kill.
-+20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature
-+is its magical ability to sprout new heads when it's wounded. Some hydras dwell on land, others in water. Most seem to
-+have been set as guardians of important places by higher powers, which is probably why they're so difficult to kill.
-
- Motive: Hungers for flesh, defend a location
-
-@@ -65170,18 +65170,18 @@
- creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
- (ignores Armor).
-
--All five of a hydra’s heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
-+All five of a hydra's heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
- attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
- venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
- Armor).
-
- Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
- round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
--additional heads that sprout from the creature. (The same thing happens if one of the creature’s snakelike heads is
-+additional heads that sprout from the creature. (The same thing happens if one of the creature's snakelike heads is
- decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
- energy attacks do not trigger the healing pulse and head genesis.
-
--Interaction: A hydra is a cunning predator, but not intelligent. It can’t bargain or negotiate.
-+Interaction: A hydra is a cunning predator, but not intelligent. It can't bargain or negotiate.
-
- Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
- through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
-@@ -65192,7 +65192,7 @@
- JOTUNN (NORSE GIANT)
-
- Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
--hostile to humans and other “little folk.” Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
-+hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
- and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
- multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-
-@@ -65218,14 +65218,14 @@
-
- Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
--jotunn’s body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
-+jotunn's body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
- damage.
-
- A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
- damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
- minutes.
-
--Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack’s normal damage, up to
-+Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack's normal damage, up to
- a maximum of 5 additional points of cold damage).
-
- Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
-@@ -65261,14 +65261,14 @@
-
- Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
- one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
--jotunn’s body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
-+jotunn's body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
- points of cold damage.
-
- A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
- damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
- several minutes.
-
--Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack’s normal damage, up
-+Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack's normal damage, up
- to a maximum of 5 additional points of fire damage).
-
- Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
-@@ -65341,7 +65341,7 @@
-
- MANTICORE 6 (18)
-
--A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion’s tail. The head is
-+A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
- bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
- barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
- the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
-@@ -65377,7 +65377,7 @@
- Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
- on the road, with only bloodstains on the ground suggesting that they were harmed.
-
--Loot: A manticore’s stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
-+Loot: A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
- or two small objects it was unable to digest.
-
- MERFOLK 3 (9)
-@@ -65470,7 +65470,7 @@
- humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
- in a corn maze, leaving nothing but bones and bloodstains.
-
--Loot: Minotaurs don’t have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
-+Loot: Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
- jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
-
- MORLOCK 2 (6)
-@@ -65499,16 +65499,16 @@
- into them.
-
- Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
--“see” in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-+"see" in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
-
- Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
- fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
--creature’s language.
-+creature's language.
-
--Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who’ll steal away foolish
-+Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who'll steal away foolish
- children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
-
--Loot: Morlocks don’t value what they can’t eat, but their lair may have a cypher or two from a recent victim.
-+Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim.
-
- NECROMANCER 5 (15)
-
-@@ -65535,18 +65535,18 @@
- A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
- defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
-
--A necromancer who isn’t already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
-+A necromancer who isn't already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
- can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
- below) at a time.
-
- A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
- against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
--PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer’s will for one
-+PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer's will for one
- minute.
-
- Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
--(such as peasants and city folk). They will negotiate but usually don’t have the capacity to care about another person’s
--well-being; they’re sociopathic.
-+(such as peasants and city folk). They will negotiate but usually don't have the capacity to care about another person's
-+well-being; they're sociopathic.
-
- Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
- necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
-@@ -65590,7 +65590,7 @@
- >
- > Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
-
--Interaction: Flowery language and impeccable manners show a knight’s noble background. Those who negotiate with one in
-+Interaction: Flowery language and impeccable manners show a knight's noble background. Those who negotiate with one in
- good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
- trusts.
-
-@@ -65602,7 +65602,7 @@
-
- Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
- out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
--true nature, with limb-like branches and faces in the bark of their trunk. They don’t always move, but with effort, they
-+true nature, with limb-like branches and faces in the bark of their trunk. They don't always move, but with effort, they
- can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
- temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
- or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
-@@ -65622,7 +65622,7 @@
- Modifications: Initiative as level 4; Speed defense as level 2 due to size
-
- Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
--character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree’s
-+character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree's
- attack is eased.
-
- > If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage)
-@@ -65678,8 +65678,8 @@
-
- SHADOW 1 (3)
-
--Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature’s silhouette. They creep
--along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they’re ready to
-+Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
-+along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
- clutch at a victim with their cold claws.
-
- Motive: Hunger for life energy
-@@ -65703,7 +65703,7 @@
- A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
- inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
- powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
--menacingly for a few minutes but lose interest if it seems like their prey won’t be bringing back the light.
-+menacingly for a few minutes but lose interest if it seems like their prey won't be bringing back the light.
-
- Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
- effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
-@@ -65719,8 +65719,8 @@
-
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
- without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
--occasionally absorbing the spirit or mind of living victims. An absorbed “soul” is burned away, which is why dread
--skulls are wreathed in flame; it’s the by-product of the creature’s previous meal.
-+occasionally absorbing the spirit or mind of living victims. An absorbed "soul" is burned away, which is why dread
-+skulls are wreathed in flame; it's the by-product of the creature's previous meal.
-
- Motive: Hungers for souls
-
-@@ -65742,22 +65742,22 @@
- a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
- a time.
-
--In addition, a dread skull can draw out a victim’s consciousness and absorb it in a blaze of supernatural fire. To do
-+In addition, a dread skull can draw out a victim's consciousness and absorb it in a blaze of supernatural fire. To do
- so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
- defense roll or take an additional 5 points of Intellect damage (ignores Armor).
-
--If a dread skull drains a character’s Intellect Pool to 0 through repeated bites, the character’s soul is sucked into
--the skull, and the body falls limp. Once absorbed into the skull, a victim’s essence is trapped and slowly consumed over
-+If a dread skull drains a character's Intellect Pool to 0 through repeated bites, the character's soul is sucked into
-+the skull, and the body falls limp. Once absorbed into the skull, a victim's essence is trapped and slowly consumed over
- the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
-
--If a dread skull isn’t destroyed within twenty-four hours of eating a soul, the victim’s essence is fully consumed. If
-+If a dread skull isn't destroyed within twenty-four hours of eating a soul, the victim's essence is fully consumed. If
- the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
-
- Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
- what they want.
-
--Use: Soul eaters remember a little bit of the knowledge of every creature’s essence they consume. The PCs need to learn
--the command word of an artifact they’ve found, but the only one who knew it was consumed by a dread skull.
-+Use: Soul eaters remember a little bit of the knowledge of every creature's essence they consume. The PCs need to learn
-+the command word of an artifact they've found, but the only one who knew it was consumed by a dread skull.
-
- Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
- artifact.
-@@ -65852,7 +65852,7 @@
- This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
- ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
- that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
--vermin, but together they’re a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
-+vermin, but together they're a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
- The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
- adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
-
-@@ -65870,14 +65870,14 @@
-
- Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
-
--Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped “fist” as its action.
--When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it’s
-+Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped "fist" as its action.
-+When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it's
- hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. On a failure, the
- grubs begin to feed, and the target takes 5 points of damage (ignores Armor).
-
- If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
- wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
--During the frenzy, the worm that walks regenerates 2 points of health per round. A victim’s equipment is retained for
-+During the frenzy, the worm that walks regenerates 2 points of health per round. A victim's equipment is retained for
- later study.
-
- A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
-@@ -65889,7 +65889,7 @@
- makes a deal, it eventually reneges if it senses any advantage for doing so.
-
- Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
--calls “the Great Hatching.” If that refers to the hatching of more psychic grubs, it could spell trouble for a much
-+calls "the Great Hatching." If that refers to the hatching of more psychic grubs, it could spell trouble for a much
- larger region.
-
- Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
-@@ -65902,7 +65902,7 @@
- that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to
- distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
- too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
--may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit’s mind erodes
-+may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes
- without physical substance to renew it, and it becomes an almost mindless monster of destruction.
-
- Motive: Destruction
-@@ -65921,8 +65921,8 @@
-
- Combat: A wraith attacks with its touch, which rots flesh and drains life.
-
--A wraith can become fully insubstantial. After it does so, the creature can’t change state again until its next turn.
--While insubstantial, it can’t affect or be affected by anything (except for weapons and attacks that specifically affect
-+A wraith can become fully insubstantial. After it does so, the creature can't change state again until its next turn.
-+While insubstantial, it can't affect or be affected by anything (except for weapons and attacks that specifically affect
- undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
- keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
-
-@@ -65940,7 +65940,7 @@
- WYVERN 6 (18)
-
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
--makes them seem much larger. Lacking a dragon’s fiery breath or other magical abilities, wyverns rely on their strong
-+makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong
- flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
- two legs used for clumsy walking and two arm-wings used for flight and balance.
-
-@@ -65984,7 +65984,7 @@
- reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
- parentheses after its level. The target number is three times the level.
-
--A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
- incapacitated.
-
- SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-@@ -66022,10 +66022,10 @@
-
- ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
--If a supercomputer can think independently, it’s a strong AI (an artificial intelligence). Though not as advanced as
-+If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
- godminds, AIs can develop inscrutable goals.
-
--AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular “computer core.” A
-+AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A
- few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
- act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-
-@@ -66044,7 +66044,7 @@
- Modifications: Speed defense as level 2, knowledge tasks as level 9
-
- Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
--creature to see—can affect all targets within short range of the AI (or the AI’s local terminal), inflicting 10 points
-+creature to see—can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points
- of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-
- Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
-@@ -66052,13 +66052,13 @@
-
- An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
- made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
--to a “terminal,” so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-+to a "terminal," so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-
--Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI’s
-+Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
- voice often sounds surprisingly human.
-
- Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
--moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn’t
-+moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn't
- removed from the equation.
-
- Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-@@ -66067,7 +66067,7 @@
-
- Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
- post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
--conglomerate. The human remnants in each cybrid’s carbon fiber and nested shells of nanotech exist in a red haze of
-+conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of
- pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-
- From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
-@@ -66094,9 +66094,9 @@
-
- Self-repair mechanisms allow the creature to regain 2 points of health per round.
-
--Interaction: If communication can be opened up through a cybrid’s haze of pain, it might be possible to temporarily wake
-+Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
- the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
--it’s become.
-+it's become.
-
- Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
- dome. If it engages, the death toll will be staggering.
-@@ -66113,12 +66113,12 @@
- with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-
- Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
--shipped out to fight on faraway fronts, whether that’s on a distant space station, moon, or in another star system
-+shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system
- entirely. Without their drugs, they may devolve.
-
- Motive: Hungers for flesh
-
--Environment: Groups of three to five, usually in locations where organized security can’t easily reach
-+Environment: Groups of three to five, usually in locations where organized security can't easily reach
-
- Health: 21 Damage Inflicted: 6 to 12 points
-
-@@ -66166,18 +66166,18 @@
-
- Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
- large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
--touched by a leading edge—or wholly enveloped within the hazy “body”—of an ecophagic swarm must succeed on a Might
--defense task or take 4 points of damage. If the character doesn’t wear armor of some kind, they take 1 point of damage
-+touched by a leading edge—or wholly enveloped within the hazy "body"—of an ecophagic swarm must succeed on a Might
-+defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage
- even if they succeed.
-
--For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it’s an electrical attack),
-+For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack),
- but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
- cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-
- Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
- attempts to influence it are hindered by three steps.
-
--Use: A promising new nanotech “printing” technology was hacked by radical elements.
-+Use: A promising new nanotech "printing" technology was hacked by radical elements.
-
- EXOSLIME 6 (18)
-
-@@ -66202,7 +66202,7 @@
- Modifications: Speed defense as level 5 due to size
-
- Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
--succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime’s surface
-+succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface
- and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
- dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
- fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
-@@ -66237,11 +66237,11 @@
- gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into
- temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
- could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
--instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn’t harmed. An aggressor
--would have to find the godmind’s primeval “computer core” to destroy one, likely an epic quest in and of itself.
-+instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't harmed. An aggressor
-+would have to find the godmind's primeval "computer core" to destroy one, likely an epic quest in and of itself.
-
--Interaction: To actually get a godmind’s attention and negotiate could require ancient command code, finding an old
--input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it’s likely
-+Interaction: To actually get a godmind's attention and negotiate could require ancient command code, finding an old
-+input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it's likely
- to be in a form that is initially enigmatic, though ultimately extremely powerful.
-
- Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
-@@ -66253,7 +66253,7 @@
-
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
- how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
--advance when they sense prey, taking on a “hungry” orange-red hue as they cling to the bodies of whatever they attempt
-+advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt
- to feed on next.
-
- Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
-@@ -66318,21 +66318,21 @@
- completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of
- the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
- creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
--disassembles, falling back into so many scattered pieces of junk. Finding the “seed” device amid this junk is a
-+disassembles, falling back into so many scattered pieces of junk. Finding the "seed" device amid this junk is a
- difficulty 6 Intellect-based task.
-
- Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
--from “spinning up” to become a threat and learn something valuable, but only for a short period.
-+from "spinning up" to become a threat and learn something valuable, but only for a short period.
-
- Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
- an inactive infovore, quiescent until plugged in or scanned.
-
--Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there’s a
-+Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
- chance that one of those cyphers is actually the infovore seed.
-
- INQUISITOR 4 (12)
-
--Inquisitors are aliens who call themselves “inquisitors” when they contact new species. Their preferred method of
-+Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
- interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
- intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with
- little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head
-@@ -66362,7 +66362,7 @@
- teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
- transdimensional redoubt).
-
--Interaction: Inquisitors are always eager to “talk,” though they usually end up wanting to know a lot more than
-+Interaction: Inquisitors are always eager to "talk," though they usually end up wanting to know a lot more than
- characters are willing to divulge.
-
- Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-@@ -66375,9 +66375,9 @@
- nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
- corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly
- electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected
--objects turn against living people. An instance often has the form of the system it’s infected, but occasionally fatal
--malware physically manifests as a metallic “cancer” of wires and self-assembling circuits hanging like a tumor across a
--server room, shipmind core, or data center, having perverted the original machine’s self-repair functions. Sometimes 4D
-+objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal
-+malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a
-+server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4D
- printers are also compromised.
-
- Motive: Corruption and destruction
-@@ -66394,25 +66394,25 @@
-
- Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
- level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
--system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn’t have any intrinsic movement,
-+system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn't have any intrinsic movement,
- the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
- compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
- instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-
--Interaction: Fatal malware isn’t really sentient and thus can’t really be negotiated with; some instances could mimic
-+Interaction: Fatal malware isn't really sentient and thus can't really be negotiated with; some instances could mimic
- intelligence to draw humans into a trap.
-
- Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
--unexpectedly dangerous ways. The shipmind itself doesn’t know it’s infected.
-+unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
-
- MOCK ORGANISM 3 (9)
-
- Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
- in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
--gamut from disappointing to dangerous. If an artificial entity starts out benign, it’s difficult to know if a hidden or
--slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn’t
-+gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or
-+slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't
- know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
--That’s the eternal question and one that’s usually answered by those most afraid of potential dangers that might
-+That's the eternal question and one that's usually answered by those most afraid of potential dangers that might
- accompany the creation of something no one intended.
-
- Motive: Defense or destruction
-@@ -66427,7 +66427,7 @@
-
- Movement: Short
-
--Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism’s
-+Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism's
- poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
- coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
- damage.
-@@ -66436,7 +66436,7 @@
- in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
- organism might still be calmed, but all such attempts are hindered.
-
--Use: A scientist’s ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
-+Use: A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
- loss of its creator.
-
- Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
-@@ -66452,8 +66452,8 @@
- and they have webbed extremities with retractable claws.
-
- Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
--same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what’s been
--done to them. Alternatively, natathim could be discovered in Earth’s deepest oceans, their origin mysterious, but able
-+same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been
-+done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able
- to interbreed with humans as a method for maintaining their line.
-
- Motive: Just as with humans, natathim have many and varied motivations and drives.
-@@ -66472,7 +66472,7 @@
- Modifications: Swims as level 6
-
- Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
--magnetoreception ability that allows them to see into frequencies other creatures can’t, or even stranger abilities to
-+magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to
- interact magnetically with their surroundings, though this is little understood.
-
- Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
-@@ -66489,7 +66489,7 @@
- sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
- travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient
- ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars
--have little interest in human spacecraft. (They’re called omworwar after the sound disrupted communication devices make
-+have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make
- in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
- translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
- galaxy all their own.
-@@ -66513,12 +66513,12 @@
- Modifications: Speed defense as level 7 due to size
-
- Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
--including communication, creating or destroying matter, and propulsion via “falling” through the universe at FTL speeds
-+including communication, creating or destroying matter, and propulsion via "falling" through the universe at FTL speeds
- from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
- the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
- deep concentration.
-
--Interaction: Omworwar disregard most other creatures, because from the omworwar’s perspective, they’re like mayflies,
-+Interaction: Omworwar disregard most other creatures, because from the omworwar's perspective, they're like mayflies,
- here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
- an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
- manifest cypher.
-@@ -66532,7 +66532,7 @@
- PHOTONOMORPH 6 (18)
-
- Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
--devices that wouldn’t otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
-+devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
- Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some
- person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
- beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
-@@ -66572,8 +66572,8 @@
-
- Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
- all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
--radically exceed regular people. They can’t really be considered human any longer; they’ve transcended humanity, which
--is why they’re also sometimes called transhumans. They’re often involved in large-scale projects, such as creating
-+radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which
-+is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating
- bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
- of consciousness or being.
-
-@@ -66606,7 +66606,7 @@
- either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
- motivations are complex and many-layered.
-
--Use: A rogue posthuman is researching a method whereby they might portal into the “quantum” realm of dark energy
-+Use: A rogue posthuman is researching a method whereby they might portal into the "quantum" realm of dark energy
- underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
- that realm escaping, the posthuman continues their work.
-
-@@ -66622,7 +66622,7 @@
- strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
- electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
- say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
--finding other redivi, and eventually, finding their “universal seed.”
-+finding other redivi, and eventually, finding their "universal seed."
-
- Motive: Knowledge
-
-@@ -66636,14 +66636,14 @@
-
- Movement: Flies (magnetically levitates) a short distance each round
-
--Combat: The stone carapace of a redivus makes a huge “club” when it rams into foes. However, it can also control metal
-+Combat: The stone carapace of a redivus makes a huge "club" when it rams into foes. However, it can also control metal
- within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
- trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
- constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-
- Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
- through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
--and negotiate, especially if there’s a chance they’ll find out something new.
-+and negotiate, especially if there's a chance they'll find out something new.
-
- Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
- action of something truly terrible.
-@@ -66677,7 +66677,7 @@
- Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
- they can break free on their turn.
-
--Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can’t speak, but can understand some
-+Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some
- words and gestures.
-
- Use: A grove of sentinel trees guard a compound that the characters need to break into.
-@@ -66706,7 +66706,7 @@
-
- Modifications: Speed defense as level 4 due to size.
-
--Combat: Only “large” silicon parasites are a danger to most creatures. When four or more parasites coordinate their
-+Combat: Only "large" silicon parasites are a danger to most creatures. When four or more parasites coordinate their
- attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
- difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
- target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
-@@ -66728,7 +66728,7 @@
- days.
-
- Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
--rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They’re
-+rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're
- also vicious when cornered.
-
- Motive: Defense, reproduction
-@@ -66760,8 +66760,8 @@
-
- STORM MARINE 4 (12)
-
--The storm marine creed is an oft-repeated mantra, “I will never quit, knowing full well that I might die in service to
--the cause.” Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
-+The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
-+the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
- suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
- usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
- that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-@@ -66788,7 +66788,7 @@
- A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
- away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
- and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
--cradles in the storm marine’s suit for several rounds to recharge.
-+cradles in the storm marine's suit for several rounds to recharge.
-
- Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-
-@@ -66807,7 +66807,7 @@
- a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on
- the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
- not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
--convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they’ve
-+convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've
- gleaned.
-
- Motive: Knowledge
-@@ -66824,13 +66824,13 @@
-
- Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
- chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
--a shining one doesn’t fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
-+a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
- fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
- long range (or the same target twice).
-
- Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
- this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
--roll, it loses 6 points of Intellect damage (ignores Armor). If the target’s Intellect Pool is emptied, it becomes a
-+roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a
- freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
- back to its original form with an explosive pop.
-
-@@ -66839,7 +66839,7 @@
- information with others, seeking to grow their knowledge and that of those they meet.
-
- Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
--ability to consolidate power. Something must be done before it’s too late.
-+ability to consolidate power. Something must be done before it's too late.
-
- SUPERNAL 5 (15)
-
-@@ -66868,10 +66868,10 @@
- of Speed damage (ignores Armor).
-
- A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
--serves as a fashion accessory as they crawl over the supernal’s body, or as components in a piece of living art.
-+serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art.
-
- Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
--they’ve been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
-+they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
- hours.
-
- Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-@@ -66879,7 +66879,7 @@
- Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
-
- Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
--It’s just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
-+It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
- location, for unknown reasons.
-
- Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
-@@ -66888,8 +66888,8 @@
- SYNTHETIC PERSON 5 (15)
-
- Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
--they act, killer robots. Their origins are varied. In some cases, they’re the result of corporate research into
--“products” that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
-+they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
-+"products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
- people are the result of a state-sponsored program to develop war machines or automated assassins that looked like
- regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an
- effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
-@@ -66915,34 +66915,34 @@
- generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
- other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-
--A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can’t repair itself
-+A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself
- thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
- points of health.
-
- Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
--enraged one or one that’s been programmed to kill is unreasoning and fights to the end.
-+enraged one or one that's been programmed to kill is unreasoning and fights to the end.
-
- Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
- any of them harbor programs that require that they kill humans is entirely up to the GM.
-
--Loot: One or two manifest cyphers could be salvaged from a synth’s inactive form.
-+Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
-
- THUNDERING BEHEMOTH 7 (21)
-
--When life is found on other worlds, it’s sometimes large and dangerous, such as the aptly named thundering behemoth. A
-+When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
- thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
- treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or
- fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for
- prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce
- extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking
--spacecraft. They use their strange “roars” to confuse, lead astray, and, if possible, stampede prey into killing grounds
-+spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds
- such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-
- In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-
- Motive: Fresh meat
-
--Environment: Forests, alone or in a hunting group (known as a “crash”) of two or three
-+Environment: Forests, alone or in a hunting group (known as a "crash") of two or three
-
- Health: 35
-
-@@ -66957,10 +66957,10 @@
-
- Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
- massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
--on a Might defense task or be caught in the creature’s maw, taking 9 additional points of damage each round until it can
-+on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can
- escape.
-
--A thundering behemoth’s ability to replicate threatening noises is often used deceptively at a distance, but the
-+A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the
- creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
- roll.
-
-@@ -67003,21 +67003,21 @@
-
- Interaction: No real interaction with vacuum fungus is possible.
-
--Use: Scientists are incredibly excited to discover that the strange ooze they’ve noticed staining the exterior of their
-+Use: Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their
- research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
- growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
-
- WHARN INTERCEPTOR 8 (24)
-
--Wharn interceptors are void-adapted behemoths, several hundred meters in length. It’s hypothesized that they are living
--battle automatons devised by ancient ultras, though against what long-vanished enemy isn’t clear. Now, a handful
-+Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
-+battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
- (hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
- whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
- when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
- to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-
--Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter “wharn
--cogitators.” However, it’s impossible that omworwars simply “appropriate” any wharn interceptors they encounter.
-+Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn
-+cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.
-
- Motive: Defense
-
-@@ -67038,9 +67038,9 @@
- able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
- body wake it for reasons of its own, it becomes aggressive.
-
--A wharn’s main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
-+A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
- target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
--inflicted ignores Armor. A wharn’s eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
-+inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
- than about 200 m (650 feet) thick.
-
- Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
-@@ -67077,7 +67077,7 @@
- Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
- from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
- as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
--attacks using radiation heal a wraith’s lost health by the amount of damage the attack would have otherwise afflicted.
-+attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted.
- Gravity of 1 G or greater hinders all wraith actions.
-
- Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-@@ -67089,10 +67089,10 @@
-
- ZERO-POINT PHANTOM 3 (9)
-
--Temporary violations of conservation of energy mean that “virtual particles” constantly and seemingly randomly pop out
-+Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
- of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
--taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they’re doing when
--they’re not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
-+taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when
-+they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
- not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
- prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
- surfaces, raising a cloud of shadow.
-@@ -67112,8 +67112,8 @@
- Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
- Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
- must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
--the third step on the damage track from a phantom’s poison are not dead. They are paralyzed and can’t move for about a
--minute. If a phantom isn’t otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
-+the third step on the damage track from a phantom's poison are not dead. They are paralyzed and can't move for about a
-+minute. If a phantom isn't otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
- victims phased away in this fashion are never seen again.
-
- Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
-@@ -67121,8 +67121,8 @@
-
- Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-
--Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It’s as if everyone just disappeared. There are
--signs of a struggle, though with what isn’t clear.
-+Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
-+signs of a struggle, though with what isn't clear.
-
- HORROR CREATURES AND NPCs
-
-@@ -67132,7 +67132,7 @@
- level. The target number is three times the level.
-
- The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, the entries always list health, even when it’s the normal amount for a creature or
-+incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
- NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
- Listings section in the Cypher System Rulebook.
-
-@@ -67179,14 +67179,14 @@
- Blob 8 (24)
-
- The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes
--by absorbing prey, integrating a victim’s tissue into its own. In essence, the victim becomes the blob, and all of the
--victim’s knowledge is available to the blob for later use.
-+by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the
-+victim's knowledge is available to the blob for later use.
-
- If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have
--the memories and personalities of the originals, but they do the blob’s bidding, which is usually to explore distant
--locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it’s
--not the original. Creating a replicant takes a blob a day or two of effort, during which time it’s unable to defend
--itself or eat, so it’s not a task the creature attempts lightly.
-+the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant
-+locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's
-+not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend
-+itself or eat, so it's not a task the creature attempts lightly.
-
- Motive: Assimilation of all flesh
-
-@@ -67203,13 +67203,13 @@
- Combat: The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving
- forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might
- defense roll each round or be partly caught under the heaving mass of the advancing creature. A caught victim adheres to
--the blob’s surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
-+the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
- free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature.
-
- If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health
- is above 0.
-
--Interaction: A blob’s favored method of communication is to absorb whoever tries to interact with it. If a replicant is
-+Interaction: A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is
- handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet.
-
- Use: The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in addition to
-@@ -67246,12 +67246,12 @@
-
- Combat: Cryptic moths usually enter combat only when they wish, because until they attack
-
--and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth’s wing draws life and
-+and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and
- energy from targets, inflicting 5 points of Speed damage (ignores Armor).
-
- Cryptic moths regain 1 point of health per round while their health is above 0, unless
-
--they’ve been damaged with a silvered or cold iron weapon, or by electrical attacks.
-+they've been damaged with a silvered or cold iron weapon, or by electrical attacks.
-
- Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
-
-@@ -67263,7 +67263,7 @@
-
- Interaction: Although very few cryptic moths speak human languages, peaceful interaction
-
--with these creatures is not impossible. It’s just extremely difficult, as they see most
-+with these creatures is not impossible. It's just extremely difficult, as they see most
-
- humans as a source of food or bodies to lay their eggs in.
-
-@@ -67310,8 +67310,8 @@
- An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
- the elder thing reads their thoughts while the target remains within long
-
--distance. During this time, the elder thing knows everything the target knows, hindering the target’s attack and defense
--rolls against the elder thing. The elder thing can use an action to rend the target’s thoughts, which inflicts 6 points
-+distance. During this time, the elder thing knows everything the target knows, hindering the target's attack and defense
-+rolls against the elder thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points
- of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two
- creatures at one time.
-
-@@ -67342,7 +67342,7 @@
- right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and
- energy, and life forms that betray the principles of creation.
-
--For the purpose of vampire aversions, the angel’s direct and area attacks count as religious power or sunlight,
-+For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight,
- whichever is worse for the vampire.
-
- Motive: Preserving the natural order
-@@ -67371,18 +67371,18 @@
- As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it
- exists as pure thought and spirit.
-
--Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn’t bother to
-+Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to
- explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can
- communicate with any creature that uses language.
-
--Use: “FEAR NOT!” says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
-+Use: "FEAR NOT!" says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
- destroy a scientist and his experimental reactor.
-
- Loot: Fundamental angels sometimes create or refresh subtle cyphers by their mere presence.
-
- GM intrusions:
-
--A fundamental angel’s successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
-+A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
- once each round).
-
- A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.
-@@ -67398,7 +67398,7 @@
- result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.
-
- Hivemind children often have a very similar appearance even if they have different parents—they might all have pale
--blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other’s
-+blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's
- expressions and movements. They think and speak as children years older than they appear. Their emotional responses are
- muted to an almost sociopathic extent.
-
-@@ -67432,21 +67432,21 @@
-
- an intelligent living creature within short range to take a physical action, including something that would cause the
- target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot
--themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child’s level or the
--controlled creature’s level, whichever is greater).
-+themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child's level or the
-+controlled creature's level, whichever is greater).
-
--Two hivemind children within short range of each other automatically augment each other’s mental powers, allowing them
-+Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them
- to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or
- control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control
- minds of eight people as a level 6 creature.
-
- Interaction: Hivemind children want to protect themselves and observe humans and will try to do so until they appear as
--old as adults. Their long-term goals are unclear but probably don’t have humanity’s best interests in mind.
-+old as adults. Their long-term goals are unclear but probably don't have humanity's best interests in mind.
-
- Use: Children born after a scientific expedition are strange and different. Multiple small villages all over the world
- experience births of children with weird abilities.
-
--Loot: Hivemind children may have no useful items or one weird science device they’ve built with their inhuman knowledge.
-+Loot: Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge.
-
- GM intrusions:
-
-@@ -67496,7 +67496,7 @@
- Use: A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers
- tell stories of an ancient water god that heals sickness and grants wishes.
-
--Loot: An ichthysian’s lair might have a strange relic or device that works like a cypher or artifact.
-+Loot: An ichthysian's lair might have a strange relic or device that works like a cypher or artifact.
-
- GM Intrusions:
-
-@@ -67527,11 +67527,11 @@
- attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
- abilities:
-
--Curse: Anyone who disturbs a mummy’s tomb must make an Intellect defense roll or become cursed, which hinders their
-+Curse: Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their
-
- actions by two steps (forever, or until cured).
-
--Disease: The mummy’s attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
-+Disease: The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
- hours or take 5 points of ambient damage.
-
- Lifelike appearance: A mummy can repair its body to assume a fully human appearance. This usually requires time and the
-@@ -67551,8 +67551,8 @@
- Interaction: Mummies want to destroy anyone who disturbs their burial places. Ambitious mummies might choose living
- beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission.
-
--Use: Villagers whisper that a tomb has been opened and a mummy’s curse will strike down anyone who gets in the
--creature’s way.
-+Use: Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the
-+creature's way.
-
- Loot: Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical
- manifest cyphers or even a magical artifact.
-@@ -67566,9 +67566,9 @@
-
- Nightguant 3 (9)
-
--A nightgaunt’s hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
-+A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
- boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures
--sometimes “work” for other agencies, though often enough, their goals are obscure.
-+sometimes "work" for other agencies, though often enough, their goals are obscure.
-
- Motive: Unknowable
-
-@@ -67589,11 +67589,11 @@
- outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near the
- midpoint of its movement. A target who
-
--fails a Speed defense roll (and who isn’t more than twice the size of the nightgaunt) is jerked into the creature’s
-+fails a Speed defense roll (and who isn't more than twice the size of the nightgaunt) is jerked into the creature's
- boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m).
-
- The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all the
--victim’s actions by two steps.
-+victim's actions by two steps.
-
- Interaction: Nightgaunts never speak, and they ignore anyone who attempts to interact with
-
-@@ -67607,15 +67607,15 @@
- amulet, or sometimes a cypher.
-
- GM intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed
--Intellect defense roll, the character shrieks and faints (or, at the GM’s option, babbles, drools, laughs, and so on).
-+Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on).
- The character can attempt a new Intellect defense roll each round to return to normal.
-
- Reanimated 6 (18)
-
- A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew),
- then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a
--reanimated’s return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
--injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor’s
-+reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
-+injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's
- brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its
- creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.
-
-@@ -67650,7 +67650,7 @@
-
- GM Intrusion:
-
--The character’s attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-+The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-
- Shoggoth 7 (21)
-
-@@ -67678,25 +67678,25 @@
- Modifications: Speed defense as level 6 due to size
-
- Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
--within immediate range. Those struck by a shoggoth’s attack are grabbed and engulfed by the thing’s gelatinous body and
-+within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing's gelatinous body and
- suffer damage each
-
- round until they manage to pull themselves free (engulfed creatures can take no other physical actions while they are
--caught). Each round of entrapment, one object in the victim’s possession is destroyed by the foul juices of the
-+caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the
- amorphous horror.
-
- Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-
--Interaction: A shoggoth can’t be reasoned with.
-+Interaction: A shoggoth can't be reasoned with.
-
- Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
-
- that every surface is clear of dirt and debris. Soon they discover why—a shoggoth squirms through the halls, absorbing
- everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall).
-
--Loot: A shoggoth’s interior might contain a cypher.
-+Loot: A shoggoth's interior might contain a cypher.
-
--GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing’s undulating form,
-+GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form,
- and their body turned upside down so that escape attempts are hindered.
-
- Yithian 6 (18)
-@@ -67738,16 +67738,16 @@
- control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes
- to exert control.
-
--For the most part, it is trapped in the yithian’s body and is merely along for the ride.
-+For the most part, it is trapped in the yithian's body and is merely along for the ride.
-
--It’s worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
-+It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
- ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world.
-
- Interaction: Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as
- humans.
-
- Use: A yithian projects its mind across the aeons, swapping consciousnesses with the character. While controlling the
--character’s body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
-+character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
-
- Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-
-@@ -67755,7 +67755,7 @@
-
- The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
- protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
--character’s.
-+character's.
-
- FAIRYTALE CREATURES
-
-@@ -67768,17 +67768,17 @@
- reach to attack, defend against, or otherwise interact with a creature or NPC. In each entry, the difficulty number for
- the creature is listed in parentheses after its level.
-
--A creature’s target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, most entries list a creature’s health, and they always do so if it’s different from
-+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+incapacitated. For easy reference, most entries list a creature's health, and they always do so if it's different from
- the normal amount for a creature of its level.
-
- For more detailed information on how to use level, health, combat, and other elements, see the Understanding the
- Listings section in the Cypher System Rulebook.
-
- Due to the dual and complex nature of many creatures in fairy tales, along with the large number of archetypes, there
--are several additional elements that you’ll want to take particular note of when using the creature listings.
-+are several additional elements that you'll want to take particular note of when using the creature listings.
-
--A creature’s health is always equal to its target number unless otherwise stated.
-+A creature's health is always equal to its target number unless otherwise stated.
-
- Suggested Additional Creatures for Use in Fairy Tale Settings
-
-@@ -67836,7 +67836,7 @@
- | Centipede, whispering |
- | Cheshire Cat |
- | Crow, monstrous |
--| Devil’s dandy dogs |
-+| Devil's dandy dogs |
- | Hans the Hedgehog |
- | Leveret (giant hare) |
- | Puss in Boots |
-@@ -67848,12 +67848,12 @@
-
- Crafted
-
--| Geppetto’s children |
-+| Geppetto's children |
- |--------------------------------|
- | Golem (Cypher System Rulebook) |
- | Horse head automatons |
- | Tin Woodman |
--| Virgilius’s copper dogs |
-+| Virgilius's copper dogs |
-
- Earth Beings
-
-@@ -67930,7 +67930,7 @@
- | Cardinal King |
- | Gráinne, the Wayward Daughter |
- | Listening King |
--| The Listening King’s Seven Starry-Headed Children |
-+| The Listening King's Seven Starry-Headed Children |
- | One-Eyed Jacque |
- | Prince(ss) of summer (Cypher System Rulebook) |
- | Queen |
-@@ -68049,7 +68049,7 @@
-
- Invisibility (turn themselves, another character, an object, or a place invisible for a short period of time)
-
--Sage Advice (see the future, offer suggestions on a difficult task, or guide a character’s actions)
-+Sage Advice (see the future, offer suggestions on a difficult task, or guide a character's actions)
-
- Shapeshifting (become a different type of animal or object, or cause someone else to become an animal or object for a
- short period of time)
-@@ -68073,7 +68073,7 @@
- The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
- snarks.
-
--Bagheera: This cunning, bold, and brilliant black panther can be someone’s worst enemy or their most loyal friend,
-+Bagheera: This cunning, bold, and brilliant black panther can be someone's worst enemy or their most loyal friend,
- protector, and mentor.
-
- Level 7; stalking, hunting, sneaking,
-@@ -68090,7 +68090,7 @@
- beloved (gardening shears, for example).
-
- Cheshire Cat: Interacting with this riddling, punning, disappearing striped cat is enough to make anyone feel
--discombobulated. Can make a great ally if you’re seeking answers, have lost your way, or need advice.
-+discombobulated. Can make a great ally if you're seeking answers, have lost your way, or need advice.
-
- Level 6, punning and wordplay as level 7, Speed defense as level 8 due to intangibility; will disappear rather than
- fight.
-@@ -68111,7 +68111,7 @@
-
- Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they
- can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire,
--some howl with a ghostly, ethereal song, and still others have telltale witches’ marks upon their chest or back.
-+some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.
-
- Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
- sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
-@@ -68140,7 +68140,7 @@
-
- of action. Dealing with helpful black dogs is often an interesting and unexpected
-
--experience, as they don’t talk and don’t explain who they choose to help or why.
-+experience, as they don't talk and don't explain who they choose to help or why.
-
- Use: The characters are fighting an extremely tough foe when a black dog steps in to
-
-@@ -68160,7 +68160,7 @@
- Cat Sidhe 4 (12)
-
- Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
--into cat form. They’re all black except for a single white symbol on their chest, which is their name.
-+into cat form. They're all black except for a single white symbol on their chest, which is their name.
-
- When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
- time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
-@@ -68184,30 +68184,30 @@
-
- Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
-
--prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim’s
-+prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's
- soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect
- defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol
--on the cat’s chest and pronounce it, they gain +1 Armor against the cat’s attacks.
-+on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.
-
--Falter. Removes a favored part of the creature’s personality, such as their sense of humor, courage, or kindness. The
--creature doesn’t forget that they had that part of their personality; they just can’t remember how to access it again.
-+Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The
-+creature doesn't forget that they had that part of their personality; they just can't remember how to access it again.
- All social interactions are hindered.
-
--Fester. Replaces a piece of the character’s soul with an idea, false memory, or thought that, once placed, grows into
-+Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into
- something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a
- recovery roll, they take 2 points of Intellect damage.
-
--Forget. Removes something from the creature’s memory, such as all nouns (including their own name), a loved one’s face,
-+Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face,
- their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to
- forget the specific thing.
-
- Interaction: Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in
- conversations or bargains, unless they are injured in some way. They
-
--can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children’s games.
-+can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.
-
- Use: A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the
--characters to capture a “lost” cat, which turns out to be a cat sidhe.
-+characters to capture a "lost" cat, which turns out to be a cat sidhe.
-
- Loot: When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a
- medallion.
-@@ -68313,7 +68313,7 @@
-
- Modifications: Hunting, seeking, and sneaking as level 9
-
--Combat: The Wolf ’s bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
-+Combat: The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
-
- What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities,
- including magical ones.
-@@ -68321,23 +68321,23 @@
- What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should
- do what he suggests.
-
--What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It’s a level 8 Speed or Might defense
-+What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense
- task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful
- attacks.
-
- Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of
--damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can’t use
-+damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use
- it again for three rounds.
-
- Interaction: Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally
--(provided that he’s well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
-+(provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
- world.
-
- Use: The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an
- urban legend, spreading through the internet.
-
- GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
--that person calls for help from out of the Wolf’s mouth.
-+that person calls for help from out of the Wolf's mouth.
-
- CRAFTED (CREATURES)
-
-@@ -68355,15 +68355,15 @@
- Level 2, Speed defense as level 4 due to quickness; when touched or eaten, some gingerbread creatures release a sweet,
- slow poison that inflicts 1 point of damage each round for 1d6 rounds.
-
--Geppetto’s Children
-+Geppetto's Children
-
--Made of wood and wishes, Geppetto’s children are everywhere in the world. They go through a number of life stages,
--starting as wooden puppets and eventually becoming real humans. No matter what stage they’re in, they’re nonstop sources
-+Made of wood and wishes, Geppetto's children are everywhere in the world. They go through a number of life stages,
-+starting as wooden puppets and eventually becoming real humans. No matter what stage they're in, they're nonstop sources
- of destruction and chaos.
-
- Level 4; Armor 1; have a passion for creating, collecting, and using cyphers, particularly detonation cyphers
-
--Virgilius’s Copper Dogs
-+Virgilius's Copper Dogs
-
- Once the loyal companions of Virgilius the Sorcerer, this pack of dogs now runs feral. Despite being created through the
- power of magic, they despise anything that stinks of magic and attempt to bring it down.
-@@ -68372,10 +68372,10 @@
-
- Tin Woodman 7 (21)
-
--Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman’s story is a sad one. His beloved axe
--was enchanted by a wicked witch in order to keep him from his other true love (it’s a long story, but suffice it to say
-+Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe
-+was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say
- that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
--another. A tinsmith kindly replaced Nick’s missing body parts (except his heart) with tin prosthetics, but eventually
-+another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually
- nothing was left of the original human and he became the Tin Woodman.
-
- Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge
-@@ -68408,7 +68408,7 @@
- > Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
- > wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-
--GM intrusion: A character’s weapon gets caught in the Tin Woodman’s metal body, pulling the weapon out of their hands.
-+GM intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
-
- Death 10 (infinite)
-
-@@ -68425,7 +68425,7 @@
- new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once
- again pull them to return.
-
--If Death appears at the foot of a person’s bed, that person can recover if the proper steps are taken. If Death is at
-+If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at
- the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.
-
- Motive: To do their duty and make everyone equal
-@@ -68444,21 +68444,21 @@
-
- Modifications: Seeing through trickery, deception, or bargaining as level 8
-
--Combat: Death kills. They kill any number of ways, depending on their mood, what’s at
-+Combat: Death kills. They kill any number of ways, depending on their mood, what's at
-
- hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time
- is up.
-
--Still, it’s not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
-+Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
- single attack from Death kills the victim (except in the rare case where the victim has protection against death, such
--as with one of Death’s candles).
-+as with one of Death's candles).
-
- Interaction: Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes
- tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of time.
-
- Use: Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it
- always comes with a price (usually an earlier death for the bargainer or someone else). Death is always looking for
--something interesting going on, and may appear just to spend time with the characters if they’re engaged in an
-+something interesting going on, and may appear just to spend time with the characters if they're engaged in an
- intriguing activity.
-
- GM intrusion: Death mistakes a character for someone else.
-@@ -68473,7 +68473,7 @@
- Because the archetype of earth beings covers a broad range of creatures, there is no general entry for an earth being.
-
- Dwarf: level 4; Armor 2; mining pick inflicts 4 points of damage; beards provide magical abilities such as finding
--treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf’s beard off or learning their name
-+treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf's beard off or learning their name
- provides an asset on all interactions with that dwarf.
-
- Feral tree: level 3; Armor 3; no movement; lashing branches attack up to three characters as a single action; on a
-@@ -68493,7 +68493,7 @@
-
- An erlking is a former noble stripped of title, lands, and even form,
-
--and exiled into the night for crimes unimaginable in their cruelty. An erlking’s victims are found in the cold sunlight,
-+and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight,
- pale and bloodless, with their vital organs nibbled out.
-
- Motive: Hungers for flesh and to reclaim stripped titles
-@@ -68511,13 +68511,13 @@
- Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
-
- within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected
--creature remains under the erlking’s spell for up to an hour or until attacked or otherwise harmed.
-+creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.
-
- When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril
- must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6
- points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.
-
--Silvered and cold iron weapons ignore an erlking’s Armor. If an erlking’s remains are not burned or otherwise destroyed,
-+Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed,
- it will sprout and grow a new body from its corpse within a day.
-
- Interaction: An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or
-@@ -68564,7 +68564,7 @@
- themselves wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by
- the labyrinth for several days.
-
--If killed, the Minotaur’s body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
-+If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
-
- Interaction: The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry.
-
-@@ -68587,9 +68587,9 @@
- minutes or hours of time.
-
- Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or
--humans who are in the service of the enchanter until some debt of theirs or their family’s has been paid.
-+humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.
-
--Sorcerer’s Apprentice: level 3
-+Sorcerer's Apprentice: level 3
-
- Motive: Control magic, power
-
-@@ -68605,7 +68605,7 @@
-
- Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
-
--biting wolf’s head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
-+biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
- employ a number of magical abilities, including the
-
- Following:
-@@ -68621,18 +68621,18 @@
-
- Enchant: Imbues a normal object with a magical power. The object works under the
-
--enchanter’s command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe’s weapon and
-+enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and
- force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.
-
- Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles
--across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters’
-+across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters'
- movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.
-
- Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 m\])
--invisible for ten minutes. It’s a level 6 Intellect task to be able to see something that has been made invisible.
-+invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.
-
- Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real.
--Sometimes this ability just affects others’ minds, creating a mental dissonance. Other times, the enchanter creates an
-+Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an
- illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are
-
- experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as
-@@ -68664,7 +68664,7 @@
-
- Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
-
--agrees to help the characters in some way, it’s absolutely because she has a higher goal
-+agrees to help the characters in some way, it's absolutely because she has a higher goal
-
- in mind.
-
-@@ -68703,7 +68703,7 @@
-
- The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his
- magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and
--defend him. He has a love of challenges, such as magician’s battles, and seeks them out.
-+defend him. He has a love of challenges, such as magician's battles, and seeks them out.
-
- Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage. Interaction: Virgilius is
- quick thinking, wily, and full of interesting schemes. Those who
-@@ -68711,7 +68711,7 @@
- entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge,
- particularly on those who attempt to publicly humiliate or shame him.
-
--Use: The characters enter into a battle of wits or wills, only to discover they’re competing with Virgilius.
-+Use: The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.
-
- Loot: Carries a black book
-
-@@ -68725,7 +68725,7 @@
- In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
- boggarts, and goblins. There are so many types of fey beings in
-
--the world that it’s nearly impossible to categorize them as just one thing, or to list them all. They do have a few
-+the world that it's nearly impossible to categorize them as just one thing, or to list them all. They do have a few
- characteristics in common, however. They are typically sentient, humanoid in form, connected to nature in some way, and
- magical.
-
-@@ -68780,7 +68780,7 @@
- A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an
- illuminated sphere.
-
--Faeries regain 1 point of health per round while their health is above 0 unless they’ve been damaged with a silvered or
-+Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or
- cold iron weapon.
-
- In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and
-@@ -68800,11 +68800,11 @@
- >
- > Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more
- > appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the
--> faerie’s level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets
-+> faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets
- > that they saw anything else.
- >
--> Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it’s invisible is a
--> task equal to the faerie’s level. A failed attempt to see a faerie causes the viewer to see something that harms their
-+> Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a
-+> task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their
- > mind, inflicting 1 point of Intellect damage.
- >
- > Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind,
-@@ -68818,7 +68818,7 @@
- well could end up leaving the PCs in the lurch at just the wrong moment.
-
- Use: The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it.
--They must decide if they believe the faerie speaks true, or if it’s a trap.
-+They must decide if they believe the faerie speaks true, or if it's a trap.
-
- Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
- larger on the inside and could contain expensive items or cyphers.
-@@ -68836,7 +68836,7 @@
- respect they deserve, or have been offended in some way.
-
- And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy
--godmother’s.
-+godmother's.
-
- Motive: Protect their protégés, be respected
-
-@@ -68873,14 +68873,14 @@
- > is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the
- > prophecy by spending an XP.) Not all prophecies are negative.
-
--Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of “Bibbidi-bobbidi-boo!”
--If they like you, they’re likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
-+Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!"
-+If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
- turned into a horse, or worse.
-
- Use: Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are
- preparing for a ball, a fight, or a big adventure.
-
--GM Intrusion: The fairy godmother’s magic goes awry and a character is accidentally turned into a horse.
-+GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.
-
- Áine, Fairy Queen of Light an Love 9 (27)
-
-@@ -68902,7 +68902,7 @@
-
- Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
-
--Geroid and his army. However, if she’s attacked or feels the need to defend her realm or someone in it, she will not
-+Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not
- hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points
- of damage on the target.
-
-@@ -68911,7 +68911,7 @@
- task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help
- the queen.
-
--> Queen’s bees: level 3; sting victims for 3 points of damage and paralyze
-+> Queen's bees: level 3; sting victims for 3 points of damage and paralyze
-
- them for one round
-
-@@ -68922,7 +68922,7 @@
- Interaction: Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are
- threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to
-
--find themselves on the wrong end of the Bright One’s anger.
-+find themselves on the wrong end of the Bright One's anger.
-
- Use: Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She
- sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a
-@@ -68931,12 +68931,12 @@
- Loot: Áine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She
- carries little else, for she is a person of deeds, not items.
-
--GM intrusion: One of Áine’s ardent followers believes a character is threatening their beloved queen.
-+GM intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.
-
- Gráinne, the Wayward Daughter 9 (27)
-
- Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark
--One. Gráinne is to the dark what Áine is to the light. This doesn’t mean that Gráinne is evil, just that she represents
-+One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents
- what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has
- her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their
- own hearts.
-@@ -68965,8 +68965,8 @@
- action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on
- an Intellect defense roll or be shapeshifted into a badger for one round.
-
--Oneirokinesis: Gráinne can infiltrate people’s dreams to converse with them. As such, she might implant an idea in their
--heads (such as “I’m going to die tonight” or “I should go back home”). When the character wakes, they must succeed on a
-+Oneirokinesis: Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their
-+heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a
- level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in
- any tasks that go against the idea (this lasts until they make their next recovery roll).
-
-@@ -68975,17 +68975,17 @@
- intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect
- damage on anyone whose body is darkened by her shadow.
-
--Interaction: For those who don’t mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
-+Interaction: For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
-
- Use: The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find
--the solutions and solace they seek in Gráinne’s magic and power.
-+the solutions and solace they seek in Gráinne's magic and power.
-
- Loot: Tiara of Pailis
-
- Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can
- control their speed, direction, and height. Depletion: 1 in 1d20
-
--GM Intrusion: A character’s companion animal or mount is affected by Gráinne’s animal affinity and falls under her
-+GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her
- power.
-
- Queen 6 (18)
-@@ -68993,7 +68993,7 @@
- Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue.
- Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds,
- to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch.
--These queens seek power for power’s sake, not caring what destruction lies in their wake.
-+These queens seek power for power's sake, not caring what destruction lies in their wake.
-
- Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way,
- even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect
-@@ -69049,14 +69049,14 @@
-
- harm her, who threaten to overshadow her, or who have caught her eye in some way.
-
--Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
-+Use: The characters enter an area that is under Grimhilde's power and must face her wrath.
-
- Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
-
- The Red Queen 6 (18)
-
--The Red Queen has never once yelled “Off with her head!” In fact, she has never yelled. It’s horrible manners, and
--besides, when you know how to wield power, you don’t need all that noise and chaos. You need only whisper and be still,
-+The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and
-+besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still,
- and everyone will politely fall quiet and listen.
-
- Environment: Polite dinner parties and social gatherings
-@@ -69073,9 +69073,9 @@
-
- The Snow Queen
-
--The Snow Queen rules over the “snow bees”—snowflakes that look like bees. She keeps an ornate palace surrounded by
-+The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by
- gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is
--cold, and they would be right. She has been part of the snow for so long that it’s possible she no longer remembers
-+cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers
- warmth or kindness or love.
-
- Environment: Anywhere there is snow, ice, or winter
-@@ -69086,7 +69086,7 @@
- long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.
-
- Interaction: The Snow Queen is not evil—she just has forgotten what it means to be human, with human needs and human
--hearts (not that she was ever truly human, but that’s a story for another time). She is willing to bargain if she
-+hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she
- understands what she gets out of it.
-
- Use: The Snow Queen guards the entrance to a place the characters need to enter.
-@@ -69096,7 +69096,7 @@
- Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
- areas of the world.
-
--Drowning Fairies: There are many types of creatures known as “drowning fairies,” including Peg Powler, the Water Leaper,
-+Drowning Fairies: There are many types of creatures known as "drowning fairies," including Peg Powler, the Water Leaper,
- Fossegrim, and Jenny Greenteeth. These creatures typically dwell below or next to water and tempt, pull, or trick
- passersby into the water.
-
-@@ -69108,7 +69108,7 @@
- have the power to make themselves visible, most often taking the form of humanoid creatures with green skin and the
- flowing mane and tail of a golden horse.
-
--Level 5, defense as level 7 due to intangibility; if they know a person’s name, they can gain control over the person,
-+Level 5, defense as level 7 due to intangibility; if they know a person's name, they can gain control over the person,
- forcing them to do their bidding for a short time
-
- Naiad: These water nymphs inhabit rivers, springs, waterfalls, and other bodies of fresh water. Typically appearing as
-@@ -69150,13 +69150,13 @@
- Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6
- points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.
-
--Restore to Life: Putting her wizened pointer finger into someone’s mouth can bring them back to life, but only if
--they’ve been dead for less than a day and only if she holds her finger there for exactly as long as they’ve been dead.
-+Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if
-+they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead.
- After that, her finger falls off. It takes three days for her to regrow a new one.
-
- See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the
- eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second,
--and sometimes it’s for hours—it’s hard to know if the variable length of time is part of the ritual or just her dark
-+and sometimes it's for hours—it's hard to know if the variable length of time is part of the ritual or just her dark
- sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.
-
- Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at
-@@ -69170,24 +69170,24 @@
- of her shell and have a positive interaction.
-
- Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an
--encroaching danger, especially if it’s threatening her solitude and privacy.
-+encroaching danger, especially if it's threatening her solitude and privacy.
-
- Loot: She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all
- sorts.
-
--GM intrusion: The sea offers additional assistance to Cailleach’s spells, increasing her damage or movement.
-+GM intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.
-
- Kelpie 6 (18)
-
- A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby
- and attempts to drown them in a nearby body of water.
-
--Some kelpies look just like horses. Others look as if they’re created from elements of the swamp—maybe its tail is
-+Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is
- algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its
- teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always
- inverted.
-
--If someone knows a kelpie’s name and says it aloud, the kelpie loses all its power over that person and retreats to the
-+If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the
- depths of the water.
-
- Motive: Unknown
-@@ -69207,11 +69207,11 @@
- Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
-
- or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their
--back. The kelpie’s sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
-+back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
- may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or
- roll over on them, inflicting 4 points of damage (ignores Armor).
-
--Interaction: Not all kelpies are malevolent. Some were once “tamed” by someone who learned their names and loved them.
-+Interaction: Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them.
- These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.
-
- Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary
-@@ -69222,10 +69222,10 @@
- The West Wind 9 (27)
-
- The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or
--hold her. When she’s not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
-+hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
- tuxedo, her short silver hair pushed back from her face.
-
--Not all winds are living creatures. Sometimes the wind is just the wind. But you won’t know which is which until you try
-+Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try
- to talk with it.
-
- Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-@@ -69243,12 +69243,12 @@
- Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks
- them prone.
-
--Interaction: Some say the West Wind is cold, but she’s really just an introvert and prefers to spend most of her time
--traveling alone. However, she’s actually very warm hearted and is likely to help those in need. She does not respond
--well to trickery, traps, or attempts to force her hand (unless they’re terribly clever or smart, and then she admits
-+Interaction: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time
-+traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond
-+well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits
- grudging respect for the perpetrators).
-
--Use: The characters need the West Wind’s help to travel somewhere, knock something down, or retrieve something from a
-+Use: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a
- hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
-
- Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including
-@@ -69282,16 +69282,16 @@
-
- Loot: Information, secrets, and possibly a cypher or two picked up during their travels.
-
--GM intrusion: The wind children grab something precious from one of the characters and start to play a game of “keep
--away” with it.
-+GM intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep
-+away" with it.
-
- Witch 5 (15)
-
--Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they’re the stuff of nightmares,
--with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they’re wise
-+Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares,
-+with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise
- helpers—at least for a little
-
--while, or possibly for a price. Often, they’re a little of everything, taking on no end of roles throughout their
-+while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their
- lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the
- middle of town, hiding their identity.
-
-@@ -69317,8 +69317,8 @@
-
- Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
-
--defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch’s
--familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It’s also a way to
-+defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's
-+familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to
- ensure that the witch never forgives their foe or grants mercy.
-
- Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a
-@@ -69330,7 +69330,7 @@
- damage on that being.
-
- Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might
--be physical (a tower, a cage, a trap, a binding around the body) or mental (they can’t move, their muscles are no longer
-+be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer
- under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or
- Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the
- appropriate stat).
-@@ -69339,20 +69339,20 @@
- attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell
- activates, it disappears.
-
--Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven’t been dead for
-+Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for
- more than a year. In order to accomplish this, the witch needs all or part of the body of the dead, a beloved object of
--the dead’s, and the willingness of someone else to take on a curse that results from the magical working (roll on the
-+the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the
- Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with
- 1 point in all of their Pools.
-
- Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the
--witch’s persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
--they fail to resist the persuasion attempt, the witch’s next persuasion attempt is eased by an additional step.
-+witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
-+they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
-
- Additional abilities: Witches might also have access to the witch abilities in the Cypher System Rulebook. These are
- charm, hexbolt, shrivel, and vitality. Some witches might have other magical abilities similar to those of enchanters.
-
--GM intrusions: The witch’s familiar joins the fray, tripping up characters and hindering their actions.
-+GM intrusions: The witch's familiar joins the fray, tripping up characters and hindering their actions.
-
- > Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact
- > or cypher and prepares to use it.
-@@ -69426,31 +69426,31 @@
- she grows in her garden to aid her magic.
-
- Use: The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters
--accidentally trespass on Dame Gothel’s space.
-+accidentally trespass on Dame Gothel's space.
-
- Loot: Various plants, potions, and cyphers
-
- The Sea Witch 6 (18)
-
- Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known
--for brewing up life options—for a price. If you want what she’s got (and she’s got everything), you bring her what she
--wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won’t miss them . . .
-+for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she
-+wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
-
- Modifications: Persuasion, intimidation, coercion, and swimming as level 8
-
- Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and
- shrivel.
-
--Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she’s got on
-+Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she's got on
-
--the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that’s
-+the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that's
- her—always wins.
-
- Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
-
- small, and the Sea Witch will find a way to put it in their hands and let them walk away
-
--thinking they’ve come out ahead. At least until she comes to collect.
-+thinking they've come out ahead. At least until she comes to collect.
-
- Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6
- cyphers and two artifacts.
-@@ -69477,7 +69477,7 @@
- Use: The characters need to find galoshes of fortune and decide to steal a pair from the Wicked Witch of the West.
- Perhaps they need to make it through the land she presides over and must find a way to get her approval.
-
--Loot: Whatever shoes she’s wearing (which are very likely an artifact).
-+Loot: Whatever shoes she's wearing (which are very likely an artifact).
-
- NPCS
-
-@@ -69501,26 +69501,26 @@
-
- Combat: Changelings use human weapons.
-
--A changeling can use an action to alter their appearance for a minute or so to match that of someone they’ve seen. This
--is a reasonable likeness, although they may not know their target’s mannerisms, accent, and other nonphysical qualities.
-+A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
-+is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
-
- Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
-
--Interaction: Changelings aren’t inherently untruthful or untrustworthy, but sometimes they can’t help but embellish a
-+Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
- fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
- usually reveals an odd quirk or attitude.
-
--Use: An acquaintance is having trouble at home (because their family realized they’re a changeling). Someone suspects a
-+Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
- family member is actually a changeling.
-
- Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
--thing that doesn’t quite belong (and might secretly be a cypher or artifact).
-+thing that doesn't quite belong (and might secretly be a cypher or artifact).
-
- CORPORATE MAGE 4 (12)
-
- A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
--similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company’s
--interests are protected. They’re paid well, dress to show it, and aren’t above unethical (or even illegal) acts to get
-+similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
-+interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
- the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
-
- Lawyer: level 2, law and intimidation as level 4
-@@ -69542,7 +69542,7 @@
- Modifications: Intellect defense as level 5
-
- Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
--short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn’t
-+short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
- allowed or effective.
-
- A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
-@@ -69550,14 +69550,14 @@
- as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
- headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
-
--Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they’ll do
--so, but they aren’t afraid to make a demonstration of supernatural force when necessary.
-+Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
-+so, but they aren't afraid to make a demonstration of supernatural force when necessary.
-
--Use: Corporate mages do the dirty work of sketchy businesses. They’re not here to make friends, and they know just how
-+Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
- far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
- the law.
-
--Loot: A corporate mage usually has a cypher that’s helpful for their current assignment, plus the cash equivalent of one
-+Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
- or two expensive items.
-
- DEMON HUNTER 3 (9)
-@@ -69584,7 +69584,7 @@
- Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
- in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
- numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
--hunter usually has a good idea of their opponent’s strengths and weaknesses, and they plan and react accordingly.
-+hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
-
- Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
- paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
-@@ -69623,7 +69623,7 @@
-
- A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
- identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
--patient feel relaxed and safe for a few hours. They’re usually licensed and trained to perform minor medical procedures
-+patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
- such as administering vaccines, applying topical medicines, and splinting broken bones.
-
- A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
-@@ -69695,12 +69695,12 @@
- Modifications: Climbing, jumping, running, and Speed defense as level 4
-
- Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
--can’t easily get close to their foes.
-+can't easily get close to their foes.
-
- A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
- fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
- relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
--raging berserker fights only with melee weapons and won’t retreat from battle.
-+raging berserker fights only with melee weapons and won't retreat from battle.
-
- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
- throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
-@@ -69765,7 +69765,7 @@
-
- Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-
--Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They’re used to working together to defend
-+Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
- their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
- damage.
-
-@@ -69805,7 +69805,7 @@
- A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
- or repairing clothing.
-
--Interaction: Elves appreciate beauty, grace, and skill, and they don’t respond well to crudeness or bluster, especially
-+Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
- from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
- humor.
-
-@@ -69835,12 +69835,12 @@
-
- Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
- creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
--ally so they can attack a foe’s back and legs.
-+ally so they can attack a foe's back and legs.
-
--Interaction: Halflings enjoy the company of larger folks as long as they aren’t mocked for their size. They’re brave and
-+Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
- determined when they need to be, though some might complain about wanting to go home.
-
--Use: A young halfling wants to have some adventures before settling down. The local thieves’ guild is said to employ
-+Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
- halflings as lookouts and cutpurses, sometimes disguised as human children.
-
- Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
-@@ -69874,8 +69874,8 @@
- creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-
- Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
--evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a “grey
--area.” However, they are not fools and won’t throw away their lives for nothing.
-+evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
-+area." However, they are not fools and won't throw away their lives for nothing.
-
- Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
- villain to smite.
-@@ -69885,7 +69885,7 @@
-
- THIEF 4 (12)
-
--A thief takes things that don’t belong to them—preferably with their victim remaining unaware of the crime until the
-+A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
- thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
- elaborate heists to steal priceless items from prominent targets.
-
-@@ -69903,14 +69903,14 @@
-
- Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
- an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
--smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren’t above using poison,
-+smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison,
- typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
-
- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
--like to know the risks and rewards of what they’ll be doing, and they don’t like surprises.
-+like to know the risks and rewards of what they'll be doing, and they don't like surprises.
-
- Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
--pickpockets targets a character’s jewelry or cyphers.
-+pickpockets targets a character's jewelry or cyphers.
-
- Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
- cypher they plan to use or sell.
-@@ -69921,7 +69921,7 @@
-
- A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
- decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they
--hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That’s when a
-+hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a
- cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-
- Motive: Hungers for human flesh
-@@ -69934,7 +69934,7 @@
-
- Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
-
--Combat: Cannibals use whatever weapon is at hand. They usually don’t attack unless they can surprise their prey. When
-+Combat: Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When
- cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
-
- Interaction: Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a
-@@ -69968,15 +69968,15 @@
-
- Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or
-
--some other appropriate creature. A mad scientist can attempt to take command of an enemy’s technological device (armor,
-+some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor,
- a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
-
- Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They
--often carry manifest cyphers that increase Armor, confuse opponents’ senses, or transform themselves into a form that
-+often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that
- eases all their actions by two steps.
-
- Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are
--sociopathic and don’t care about other people. Some are filled with self-loathing but too far gone to feel they can
-+sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can
- change.
-
- Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is
-@@ -69991,27 +69991,27 @@
- The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
- fairy tales.
-
--From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it’s easy to turn
-+From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it's easy to turn
- them into specific characters from common and well-known fairy tales. For example, with a little tweaking, you can turn
--a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says “SEVEN WITH
--ONE BLOW” and embrace a jaunty, overconfident nature, and you have the titular character.
-+a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says "SEVEN WITH
-+ONE BLOW" and embrace a jaunty, overconfident nature, and you have the titular character.
-
--Health, Not Pools: Remember that NPCs don’t have stat Pools. Instead, they have a characteristic called health. When an
-+Health, Not Pools: Remember that NPCs don't have stat Pools. Instead, they have a characteristic called health. When an
- NPC takes damage of any kind, the amount
-
--is subtracted from their health. Unless described otherwise, an NPC’s health
-+is subtracted from their health. Unless described otherwise, an NPC's health
-
- is always equal to their target number. Some NPCs might have special reactions to or defenses against attacks that would
--normally deal Speed damage or Intellect damage, but unless the NPC’s description specifically explains this, assume that
--all damage is subtracted from the NPC’s health.
-+normally deal Speed damage or Intellect damage, but unless the NPC's description specifically explains this, assume that
-+all damage is subtracted from the NPC's health.
-
- Naming Your NPCs: You might have noticed that in fairy tales, many characters —especially those of the lower or working
--classes—don’t have a name beyond their title, position, or profession (or sometimes their marriage status). “The
--Woodcutter,” “the Tailor,” “the Baker’s wife,” and so on. While you could follow suit and just call your NPC “the
--Woodcutter,” most player characters are going to ask that person their name. It’s likely to break immersion if you throw
--in a modern name, or if the NPC tries to explain that they don’t have one, they’re just called “the Woodcutter.” And if
-+classes—don't have a name beyond their title, position, or profession (or sometimes their marriage status). "The
-+Woodcutter," "the Tailor," "the Baker's wife," and so on. While you could follow suit and just call your NPC "the
-+Woodcutter," most player characters are going to ask that person their name. It's likely to break immersion if you throw
-+in a modern name, or if the NPC tries to explain that they don't have one, they're just called "the Woodcutter." And if
- you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
--names ahead of time so that you’re always ready to give players something to call a new walk-on character.
-+names ahead of time so that you're always ready to give players something to call a new walk-on character.
-
- Aristocrat 4 (12)
-
-@@ -70034,11 +70034,11 @@
- Modifications: Social engineering, persuasion, intimidation, and lying as level 6
-
- Combat: Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield
--knives, scalpels, or butcher’s tools with precision.
-+knives, scalpels, or butcher's tools with precision.
-
- Interaction: Interaction with an aristocrat often starts out positive—after all, it is delightful to be in the glow of
- someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a
--sense of unease begins to settle in after a time, as if there’s something not quite right behind the facade.
-+sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
-
- Use: An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is
- outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
-@@ -70046,7 +70046,7 @@
- Loot: Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor,
- weapons, and miscellaneous items.
-
--GM intrusions: The aristocrat’s house has a sentient door or lock that suddenly begins to yell about intruders.
-+GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
-
- Child 1 (3)
-
-@@ -70072,13 +70072,13 @@
- Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
- weapons, such as their fists, a stick, or a toy.
-
--Interaction: Children are often smarter, more creative, and more wily than they’re given credit for. They may have a lot
--of knowledge about nearby people, places, and activities that can help the PCs, particularly if there’s an exchange of
-+Interaction: Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot
-+of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of
- food, money, or other goodies involved.
-
- Use: Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone
- who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the
--night; the child says they’ve been lost in the woods for days.
-+night; the child says they've been lost in the woods for days.
-
- Loot: Children typically have very little on their person, although they may have a special memento of their family or a
- close friend.
-@@ -70091,7 +70091,7 @@
- Crafter 2 (6)
-
- Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
--aren’t particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
-+aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
- disposal for weapons.
-
- Motive: Defense
-@@ -70108,19 +70108,19 @@
-
- Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
-
--their work (or to convince you to buy their wares). If they’re forced to fight, they will typically use any item they
--have at hand (such as a rolling pin, butcher’s knife, crafting tool, or length of wood).
-+their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they
-+have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
-
--Interaction: Most crafters are happy to talk about their craft or the objects that they’ve made and have for sale. They
-+Interaction: Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They
- take pride in their work, and flattery and attention can go a long way.
-
- Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term
- benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
-
- Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything
--they’ve crafted that they’re carrying or wearing.
-+they've crafted that they're carrying or wearing.
-
--GM intrusion: The crafter uses their crafting tool in a way that the character didn’t anticipate, putting the character
-+GM intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character
- in a disadvantaged position.
-
- Huntsman/Woodcutter 2 (6)
-@@ -70151,7 +70151,7 @@
- When they take no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many huntsmen and
- woodcutters are motivated by a deep need to be loyal,
-
--but they’re also soft of heart and have a strong moral center. If they’re tasked with
-+but they're also soft of heart and have a strong moral center. If they're tasked with
-
- something they deem unpalatable, they may forgo their promises and go rogue.
-
-@@ -70167,13 +70167,13 @@
-
- Robber/Thief 4 (12)
-
--Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they’re willing to
-+Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
- get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything
--that isn’t nailed down or magically protected.
-+that isn't nailed down or magically protected.
-
--Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What’s yours is mine
-+Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What's yours is mine
-
--Environment: Anywhere there’s something to be stolen
-+Environment: Anywhere there's something to be stolen
-
- Health: 12
-
-@@ -70195,17 +70195,17 @@
- Use: Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives
- to steal a thing that the characters are just about to steal themselves.
-
--Loot: Depending on whether they’ve just robbed someone or not, robbers may have anywhere from nothing (other than their
-+Loot: Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their
- weapons and clothing) up to the currency equivalent of a very expensive item.
-
--GM intrusion: The robber’s arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
-+GM intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
- foes.
-
- Scholar 2 (6)
-
- Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge
- above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of
--sharing knowledge). A scholar’s expertise might be general or specific—they may study the world at large or home in on a
-+sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a
- specific type of magic or fey being, for example.
-
- Motive: Find answers, seek knowledge
-@@ -70220,13 +70220,13 @@
-
- Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
-
--Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe’s
-+Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's
-
--weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they’ve
-+weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've
- studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
-
--Interaction: Most scholars are helpful and full of information (whether or not it’s useful or true information varies
--from scholar to scholar). What they don’t know, they may be willing to learn or study, if given the proper tools and
-+Interaction: Most scholars are helpful and full of information (whether or not it's useful or true information varies
-+from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and
- incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
-
- Use: Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However,
-@@ -70250,7 +70250,7 @@
- manifest cyphers, remember that the Cypher System rules assume players have regular opportunities to regain cyphers
- after using the ones they have. Out in the badlands, deserts, or prairielands where weird west adventurers often find
- themselves, manifest cyphers might be harder to obtain. Letting subtle cyphers fill in the gaps during periods when PCs
--don’t find any manifest ones is a good idea.
-+don't find any manifest ones is a good idea.
-
- Manifest Cyphers
-
-@@ -70263,7 +70263,7 @@
- In a weird west setting enduring an ongoing alien invasion, encroaching alien outposts, crashed starfighters, and the
- rare alien conscientious objector who feels bad about conquering the place could all be sources of uncanny items. Given
- their off‑world manufacture, these manifest cyphers are probably nearly inscrutable, but PCs are able to get a single
--use out of them, even if it’s not the use the aliens had in mind.
-+use out of them, even if it's not the use the aliens had in mind.
-
- Alchemical Manifest Cyphers
-
-@@ -70294,7 +70294,7 @@
- with that gun gain the same benefit for the next minute (as indicated in each alchemical round entry). For example, if
- a character fires a banishing round, every attack they make with the same gun for the next minute is also considered a
- banishing round, regardless of whether the first attack hits or misses. Some alchemical bullets do not infuse the gun
-- they’re fired from, as indicated by name—they’re referred to as slugs instead of rounds—and in the description. For
-+ they're fired from, as indicated by name—they're referred to as slugs instead of rounds—and in the description. For
- example, dark slugs and thunder slugs do not infuse the gun, but instead create a lasting effect in an adjacent area.
- If a second alchemical round is fired from the same gun while an earlier infusion effect remains active, refer to the
- Alchemical Round Fusion Effect table.
-@@ -70338,12 +70338,12 @@
-
- Level: 1d6
-
--Form: “RETORT” scribed on bullet case
-+Form: "RETORT" scribed on bullet case
-
- Effect: A successful attack with an answering slug damages a target normally. In addition, for the next minute, any time
- another creature attacks the shooter with a ranged attack, the shooter can make an immediate extra attack against that
- creature using the same gun, ignoring reloading restrictions (if any apply). While the effect lasts, the shooter can
--make a number of additional immediate “answering” attacks equal to the cypher’s level (in addition to making their
-+make a number of additional immediate "answering" attacks equal to the cypher's level (in addition to making their
- normal attack for the round).
-
- Asphyxiation Round
-@@ -70354,23 +70354,23 @@
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. A successful attack damages a target normally. If the damaged target is a living creature that needs to breathe,
--the target becomes short of breath, hindering all their tasks for a number of rounds equal to the cypher’s level. If the
-+the target becomes short of breath, hindering all their tasks for a number of rounds equal to the cypher's level. If the
- same target is struck and damaged again within that minute with another asphyxiation round, they are stunned as air is
- alchemically forced from their lungs and blood. Unless at least one asphyxiation round stuck in their flesh is removed
--from a stunned target’s flesh with a successful level 4 healing task, the stunned target asphyxiates and dies at the end
-+from a stunned target's flesh with a successful level 4 healing task, the stunned target asphyxiates and dies at the end
- of the minute the target first became short of breath.
-
- Banishing Round
-
- Level: 1d6 + 1
-
--Form: “EXCLUDE LIFE” scribed on bullet case
-+Form: "EXCLUDE LIFE" scribed on bullet case
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. Undead, ghosts, cursed beasts, and other supernatural targets take full damage from this attack (if successful).
- Affected targets gain no benefit from Armor, intangibility, or other protection, and lose any automatic healing ability
--for a number of minutes equal to this cypher’s level. Normal targets with protective alchemical spells similarly lose
--that protection. If the cypher’s level is 6 or higher, successful attacks deal +1 point of damage.
-+for a number of minutes equal to this cypher's level. Normal targets with protective alchemical spells similarly lose
-+that protection. If the cypher's level is 6 or higher, successful attacks deal +1 point of damage.
-
- Dark Slug
-
-@@ -70381,8 +70381,8 @@
- Effect: Firing the slug creates a region of absolute darkness from which no sound emerges. The region fills an adjacent
- short area (or long area if the cypher is level 5 or higher) and lasts for about a minute.
-
--Any creature whose level is less than the cypher’s that enters (or begins their turn in) the area can see nothing (even
--if they can normally see in darkness), and any light source of lower level than the cypher’s that is brought into or
-+Any creature whose level is less than the cypher's that enters (or begins their turn in) the area can see nothing (even
-+if they can normally see in darkness), and any light source of lower level than the cypher's that is brought into or
- begins a turn in the darkness is deactivated. While the cypher is in effect, successfully escaping the darkness is
- hindered by four steps.
-
-@@ -70393,18 +70393,18 @@
- Form: Coffin image scribed on bullet case
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
--minute. A successful attack with an entombing round doesn’t damage the target; instead, a target up to human size is
-+minute. A successful attack with an entombing round doesn't damage the target; instead, a target up to human size is
- held in place, still able to take actions but unable to move or leave the spot for one minute or until they escape with
--a successful Might‑based roll. (NPCs whose level is higher than the round’s break free if they spend their next turn
-+a successful Might‑based roll. (NPCs whose level is higher than the round's break free if they spend their next turn
- escaping.)
-
- If the same target is hit again with an entombing round while still held immobile, they are enveloped in an expanding
--mass that takes the shape of a closed, secured wooden casket whose level is equal to the round’s level. A third
-+mass that takes the shape of a closed, secured wooden casket whose level is equal to the round's level. A third
- successful attack against an affected target causes the casket to sink 6 feet (2 m) into the earth, buried beneath a
- pile of loose soil.
-
- A trapped target is held within the casket until the gunfighter releases them, the casket is destroyed, the target
--breaks free, or midnight arrives, at which time the casket dissolves to dust. If the target’s casket is buried when
-+breaks free, or midnight arrives, at which time the casket dissolves to dust. If the target's casket is buried when
- their casket dissolves, they have until their breath expires (a minute or so) to dig their way to the surface (a level 5
- task) or remain buried.
-
-@@ -70418,8 +70418,8 @@
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. A successful attack with an exorcism round damages a target normally. In addition, ghosts and demons (whether
--immaterial or wearing someone else’s flesh)—as well as other creatures strongly tied to an alternate realm—hit by this
--attack are exorcised if their level is less than or equal to the cypher’s level. An exorcised creature disappears and is
-+immaterial or wearing someone else's flesh)—as well as other creatures strongly tied to an alternate realm—hit by this
-+attack are exorcised if their level is less than or equal to the cypher's level. An exorcised creature disappears and is
- unable to remanifest physically in the same area or realm for at least one day.
-
- This attack is potentially as effective against a target being possessed by a ghost or demon, ending the possession,
-@@ -70440,7 +70440,7 @@
- shooter gains an immediate free recovery roll (or regains 10 health if an NPC).
-
- If the shooter who fired the round is a vampire and their bleeding target is killed, the vampire is completely healed
--and gains the benefit of having just drank a victim’s blood to their fill.
-+and gains the benefit of having just drank a victim's blood to their fill.
-
- Flaying Round
-
-@@ -70449,8 +70449,8 @@
- Form: Bullet case seems made of skin
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
--minute. A successful attack damages a target normally. The target’s skin/fur/outer layer begins to peel away as if
--they’d gained the attention of an invisible flensing blade, hindering their tasks for one minute per cypher level. The
-+minute. A successful attack damages a target normally. The target's skin/fur/outer layer begins to peel away as if
-+they'd gained the attention of an invisible flensing blade, hindering their tasks for one minute per cypher level. The
- second time a target is struck and damaged with a flaying round within a minute of first being struck, larger sections
- of skin peel away, hindering them by two steps. Each three steps of hindrance gained also moves the target one step down
- the damage track.
-@@ -70472,9 +70472,9 @@
-
- Form: Bullet case seems made of ice
-
--Effect: A successful attack deals damage equal to the cypher’s level and freezes the target (rendering them helpless)
--for a number of minutes equal to the cypher’s level. A PC who succeeds on a Might‑based roll as their action can thaw
--early (an affected NPC whose level is higher than the cypher’s can use their next turn to break free). On a miss, the
-+Effect: A successful attack deals damage equal to the cypher's level and freezes the target (rendering them helpless)
-+for a number of minutes equal to the cypher's level. A PC who succeeds on a Might‑based roll as their action can thaw
-+early (an affected NPC whose level is higher than the cypher's can use their next turn to break free). On a miss, the
- target still takes 2 points of damage from the cold (3 points if the cypher is level 5 or higher).
-
- Gunlantern Slug
-@@ -70496,8 +70496,8 @@
-
- Form: Slug emits ghostly whispers
-
--Effect: Whether the attack against the primary target hits (and deals damage normally) or misses, the bullet’s
--malignance isn’t spent—it attacks up to 3 additional targets within short range of the primary target. (The PC rolls an
-+Effect: Whether the attack against the primary target hits (and deals damage normally) or misses, the bullet's
-+malignance isn't spent—it attacks up to 3 additional targets within short range of the primary target. (The PC rolls an
- attack against each one.) Each additional attack successively increases the GM intrusion range by 1. If a GM intrusion
- is triggered, the haunted bullet hits something other than what the attacker intended, such as an ally.
-
-@@ -70520,33 +70520,33 @@
- Form: Bullet casing seems to burn with red flame
-
- Effect: A successful attack deals damage normally. In addition to potential damage from the initial attack, the bullet
--explodes in an immediate radius, inflicting fire damage equal to the cypher’s level (roll an attack against each
-+explodes in an immediate radius, inflicting fire damage equal to the cypher's level (roll an attack against each
- creature in the area separately, including the initial target, who may or may not have already taken damage).
-
- Hexing Round
-
- Level: 1d6 + 4
-
--Form: “HEX” scribed on bullet case
-+Form: "HEX" scribed on bullet case
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute.
-
--A successful attack with a hexing round doesn’t damage the target; instead, a target whose level is equal to or less
--than the round’s level is hindered on all tasks. Additional successful attacks against the same target hinder their
-+A successful attack with a hexing round doesn't damage the target; instead, a target whose level is equal to or less
-+than the round's level is hindered on all tasks. Additional successful attacks against the same target hinder their
- tasks by additional steps. If a target is struck by a number of hexing rounds equal to half or more of their level, they
--enter a “hexed” state for a number of days equal to the round’s level. A hexed target resembles someone sleepwalking who
-+enter a "hexed" state for a number of days equal to the round's level. A hexed target resembles someone sleepwalking who
- takes whatever suggestion is given them, even if that proves harmful. A hexed PC can attempt to break the enchantment
--once each day at dawn, and each time they’re damaged, by succeeding on an Intellect defense roll. NPCs whose level is
--higher than the cypher’s can break free a couple of days after they’re hexed, or sooner if they take damage.
-+once each day at dawn, and each time they're damaged, by succeeding on an Intellect defense roll. NPCs whose level is
-+higher than the cypher's can break free a couple of days after they're hexed, or sooner if they take damage.
-
- Impervious Slug
-
- Level: 1d6
-
--Form: “INVULNERABLE” scribed on bullet case
-+Form: "INVULNERABLE" scribed on bullet case
-
--Effect: Someone successfully attacked with the bullet gains a number of points of Armor equal to the cypher’s level for
-+Effect: Someone successfully attacked with the bullet gains a number of points of Armor equal to the cypher's level for
- one minute. The Armor is effective against all forms of damage, including those that normally ignore Armor.
-
- Inebriating Round
-@@ -70560,17 +70560,17 @@
- track. Additional successful attacks continue moving the target on the track.
-
- > Unlike most other alchemical rounds, an inebriating round can simply be swallowed by someone to gain the effect
--> (however, doing so doesn’t infuse the inebriating effect for one minute as it would to a gun it was fired from).
-+> (however, doing so doesn't infuse the inebriating effect for one minute as it would to a gun it was fired from).
-
- Interrogation Round
-
- Level: 1d6 +1
-
--Form: “ASK” scribed on bullet case
-+Form: "ASK" scribed on bullet case
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. The target takes damage normally. If the target has a mind and can speak a language known to the gunfighter and
--the target’s level is equal to or less than this cypher’s, the target is compelled to truthfully answer one short
-+the target's level is equal to or less than this cypher's, the target is compelled to truthfully answer one short
- question immediately put to them by the gunfighter. Additional successful attacks allow for truthfully answered
- follow‑up questions. (If the attack with an interrogation round kills or incapacitates them, the target uses their dying
- breath to answer.)
-@@ -70587,11 +70587,11 @@
- The necrotic round contains a core of undead flesh; it and subsequent bullets fired from the gun for the next minute
- mean that targets react according to their status.
-
--Against Undead: Undead targeted by a necrotic round regain health equal to 5 plus the cypher’s level with each
--hit—undead cognizant enough to know what’s happening usually don’t evade these “attacks.”
-+Against Undead: Undead targeted by a necrotic round regain health equal to 5 plus the cypher's level with each
-+hit—undead cognizant enough to know what's happening usually don't evade these "attacks."
-
- Against the Living: The living target takes damage normally, and the necrotic flesh begins to spread through the living
--target’s flesh; if a target whose level is equal to or less than the cypher’s is successfully attacked twice with a
-+target's flesh; if a target whose level is equal to or less than the cypher's is successfully attacked twice with a
- necrotic round within a minute, the unlife overwhelms their living flesh in a horrific wave, turning them into a zombie.
- The zombie acts according to its nature, but it ignores the gunfighter that created it unless provoked by them.
-
-@@ -70599,13 +70599,13 @@
-
- Level: 1d6
-
--Form: “OTHERWHERE” scribed on bullet case
-+Form: "OTHERWHERE" scribed on bullet case
-
- Effect: Firing the slug creates an invisible doorway within immediate range that only the shooter can see and use (plus
- any targets they designate). The doorway leads to a chilly, lightless cavern about 20 feet (6 m) in diameter. While the
- cold air is breathable, it is a bit thin, and the stone making up the periphery is charcoal‑like in color.
-
--The doorway to otherwhere lasts for a number of days equal to the cypher’s level. When the door closes, visitors are
-+The doorway to otherwhere lasts for a number of days equal to the cypher's level. When the door closes, visitors are
- automatically expelled back to their initial location.
-
- Possessing Round
-@@ -70630,28 +70630,28 @@
- the intoxication track.
-
- Unlike most other alchemical rounds, a sobering round can simply be swallowed by someone to gain the effect (however,
--doing so doesn’t infuse the sobering effect for one minute as it would to a gun it was fired from).
-+doing so doesn't infuse the sobering effect for one minute as it would to a gun it was fired from).
-
- Soul-Killing Round
-
- Level: 1d6
-
--Form: “ETERNAL DEATH” scribed on bullet case
-+Form: "ETERNAL DEATH" scribed on bullet case
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. The target takes damage normally, or takes 2 additional points of damage if the cypher is level 5 or higher. If
- the target is killed by a gun infused with a soul‑killing round, their soul is destroyed permanently. That goes for
--demons and other animating spirits as well as for people. For instance, if a demon in stolen flesh is killed, there’s no
-+demons and other animating spirits as well as for people. For instance, if a demon in stolen flesh is killed, there's no
- need to salt and burn the body, because the demonic presence is erased, as opposed to merely being banished.
-
- Sympathy Slug
-
- Level: 1d6 + 1
-
--Form: “SYMPATHY” scribed on bullet case
-+Form: "SYMPATHY" scribed on bullet case
-
- Effect: Firing the round causes the gun to emit a spray of pleasingly colored lights, sounds, and scents filling a short
--area for one hour per cypher level. All positive interaction tasks made in the area gain an asset. Creatures who’ve made
-+area for one hour per cypher level. All positive interaction tasks made in the area gain an asset. Creatures who've made
- up their minds about a topic may be open to revisiting the issue. PCs add +1 to recovery rolls made in the area.
-
- Thunder Slug
-@@ -70674,8 +70674,8 @@
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. If an object no larger than a 10‑foot (3 m) cube is targeted, the object descends two steps on the object damage
--track if the object’s level is equal to or less than this cypher’s. (The object is immediately destroyed if its level is
--less than half the cypher’s level.)
-+track if the object's level is equal to or less than this cypher's. (The object is immediately destroyed if its level is
-+less than half the cypher's level.)
-
- If a creature is targeted, successful attacks made against the creature with unraveling rounds ignore its Armor.
-
-@@ -70683,35 +70683,35 @@
-
- Level: 1d6 + 1
-
--Form: “WANTED” scribed on bullet case
-+Form: "WANTED" scribed on bullet case
-
- Effect: The bullet only fires if aimed at a WANTED poster. Assuming the poster is hit (a routine task if within short
- range and nothing else is distracting the shooter) the spent shell gains a special resonance with the creature indicated
- on the poster. If the spent slug is collected, it acts like a soul magnet, pulling in the direction of the individual
- shown on the poster, no matter how far away they are. The holder of the slug also has a general sense of how far their
- quarry is—somewhere in the same building, somewhere in town, miles away, hundreds of miles away, etc. The spent slug
--retains this affinity for a number of days equal to the cypher’s level.
-+retains this affinity for a number of days equal to the cypher's level.
-
- WASHING ROUND
-
- Level: 1d6
-
--Form: “BATH” scribed on bullet case; leaves a sudsy, fresh‑smelling streak in the air when fired
-+Form: "BATH" scribed on bullet case; leaves a sudsy, fresh‑smelling streak in the air when fired
-
- Effect: When this round is fired from a gun, additional attacks made from the gun gain the same benefit for the next
- minute. Instead of taking damage, a successfully attacked target is immediately subject to a good scrubbing, leaving
--them and their clothes a bit damp, but clean and as odor‑free as if they’d washed and laundered in the finest bathhouse.
--If the cypher is level 5 or higher, the effect is so potent that the target’s positive interaction tasks are eased for
-+them and their clothes a bit damp, but clean and as odor‑free as if they'd washed and laundered in the finest bathhouse.
-+If the cypher is level 5 or higher, the effect is so potent that the target's positive interaction tasks are eased for
- an hour afterward.
-
- WATCHER SLUG
-
- Level: 1d6 + 3
-
--Form: “SEE UNSEEN” scribed on bullet case
-+Form: "SEE UNSEEN" scribed on bullet case
-
- Effect: When a watcher slug is fired (whether as an attack or just into the air), the shooter immediately gains the
--ability to perceive creatures and objects within long range whose level is equal to or less than the cypher’s that are
-+ability to perceive creatures and objects within long range whose level is equal to or less than the cypher's that are
- normally invisible, out of phase, only partially in the same realm, hiding, or merely under partial physical cover for
- one minute.
-
-@@ -70738,11 +70738,11 @@
- The weird west artifacts described in this chapter include those created by alchemists, sorcerers, demons, and other
- supernatural beings, as well as a few leftover relics of an inhuman precursor species and their horrifying enemies.
-
--If your setting doesn’t include these specific concepts, reskin likely looking artifacts (and for that matter, cyphers
--noted in the previous section) to better fit your setting’s history. For instance, if your weird west setting leans
--heavily into steampunk, maybe “engineers” create most of the fantastic options of the setting, so that instead of a
--“demon pistol” (a demon in the shape of a six‑shooter), characters gain a “gauss pistol” that fires tiny steam‑powered
--automatons into the target’s flesh.
-+If your setting doesn't include these specific concepts, reskin likely looking artifacts (and for that matter, cyphers
-+noted in the previous section) to better fit your setting's history. For instance, if your weird west setting leans
-+heavily into steampunk, maybe "engineers" create most of the fantastic options of the setting, so that instead of a
-+"demon pistol" (a demon in the shape of a six‑shooter), characters gain a "gauss pistol" that fires tiny steam‑powered
-+automatons into the target's flesh.
-
- Some weapon artifacts are noted as potentially self‑aware. Refer to the Self‑Aware Artifacts section for what that could
- mean for a PC who acquires such an item.
-@@ -70762,14 +70762,14 @@
- | 39–42 | Magebreak manacles |
- | 43–46 | Nihilal tendril horn |
- | 47–50 | Persuader |
--| 51–55 | Philosopher’s gun |
-+| 51–55 | Philosopher's gun |
- | 56–60 | Ring of seeping travel |
- | 61–64 | Salubrious snuffbox |
- | 65–68 | Shadow duster |
- | 69–73 | Spirit reflecting knife |
- | 74–79 | Swarm ring |
- | 80–84 | Tanglefoot lariat |
--| 85–91 | Tracker’s map |
-+| 85–91 | Tracker's map |
- | 92–95 | Vorpal six‑gun |
- | 96–00 | Wheel of consumption |
-
-@@ -70777,7 +70777,7 @@
-
- Level: 1d6 + 1
-
--Form: Sheriff’s badge that always catches the light just right
-+Form: Sheriff's badge that always catches the light just right
-
- Effect: If the wearer polishes, touches, or merely thinks about activating their worn and visible badge as part of a
- persuasion or intimidation task, the task is eased by two steps, or three steps if the artifact is level 5 or higher.
-@@ -70788,14 +70788,14 @@
-
- Level: 1d6
-
--Form: Standard card deck; however, face cards take on strong resemblance to deck’s current bearer
-+Form: Standard card deck; however, face cards take on strong resemblance to deck's current bearer
-
- Alternate Form: Sometimes a deck of second chances becomes linked with a group instead of an individual bearer; in such
- cases, the face cards take on the resemblance of everyone in that group
-
- Effect: Each time the bearer of the deck (or a member of a group linked to the deck) would otherwise die, a random card
- is drawn and disappears from the deck. The beneficiary of this effect immediately regains Pool points equal to the
--artifact’s level they can allocate however they choose.
-+artifact's level they can allocate however they choose.
-
- In addition, different cards grant different effects, as follow. To determine the effect, draw a card from a standard
- card deck that includes jokers, or use the Midnight Deck. (If no deck is handy, the GM determines the card drawn.)
-@@ -70803,7 +70803,7 @@
- A character can also choose to draw a card from the deck at any time (regardless of whether they face mortal peril), and
- gain the additional benefit noted for that card, if any.
-
--- Number Card, Any Suite: No additional effect other than the bearer’s survival.
-+- Number Card, Any Suite: No additional effect other than the bearer's survival.
-
- - Gears (Diamonds) Face Card: In addition to the bearer surviving, they find a random expensive item in their
- possession.
-@@ -70815,7 +70815,7 @@
- them +1 to Armor) that lasts until midnight.
-
- - Eyes (Spades) Face Card: In addition to the bearer surviving, the creature responsible for almost killing the bearer
-- takes a number of points of Intellect damage equal to the artifact’s level.
-+ takes a number of points of Intellect damage equal to the artifact's level.
-
- - Ace, any Suit: In addition to the bearer surviving, they gain a free level of Effort that they can apply to any task,
- which they must use before midnight.
-@@ -70839,7 +70839,7 @@
- removes the imp with a successful Speed‑based roll; once removed or a minute elapses, the transformation magic fades and
- the body is revealed as no more than a spent bullet.
-
--The shooter’s attacks and defenses against demons are hindered while they bear this artifact.
-+The shooter's attacks and defenses against demons are hindered while they bear this artifact.
-
- Depletion: 1 in 1d20
-
-@@ -70879,7 +70879,7 @@
- Effect: User can summon the Tomb Moon into the sky if they spend several rounds concentrating to do so. The summoned
- Tomb Moon persists for 1d10 hours before returning to its previous chaotic orbit.
-
--Depletion: 1 in 1d20 (upon depletion, user’s soul is drained away by the Tomb Moon)
-+Depletion: 1 in 1d20 (upon depletion, user's soul is drained away by the Tomb Moon)
-
- Illuck Stone
-
-@@ -70889,13 +70889,13 @@
-
- Effect (Alien): Bearer rerolls 1s (NPC bearers avoid a stroke of bad luck).
-
--What’s not immediately obvious—though may become so with experience—is that ill luck is visited upon someone close to
-+What's not immediately obvious—though may become so with experience—is that ill luck is visited upon someone close to
- the bearer, whether a friend or a stranger, often in the form of a freak accident that hurts or kills them, usually
- within a day, as the GM determines. Examples include slipping on a wet surface, falling into a sinkhole, or being gored
- by a runaway bull, all the way up to drawing the attention of something terrible. The GM determines the severity of the
--incident, but the level of the threat is commensurate with the artifact’s level (level 8).
-+incident, but the level of the threat is commensurate with the artifact's level (level 8).
-
--The bearer can’t choose not to reroll 1s as long as they bear the Illuck Stone. If the bearer tries to part ways with
-+The bearer can't choose not to reroll 1s as long as they bear the Illuck Stone. If the bearer tries to part ways with
- the stone, it somehow appears among their possessions again. Only by giving it to a new bearer can the old bearer part
- ways, though they become the first victim of bad luck when a new user would otherwise experience bad luck.
-
-@@ -70907,12 +70907,12 @@
-
- Form: 2‑inch (5 cm) tall figurine of a humanoid sitting cross‑legged, densely etched with hieroglyphs
-
--Effect (Alien): A successfully attacked target within short range whose level is equal to or less than the artifact’s
--disappears; the target’s essence is trapped in the artifact. If a previously trapped creature was already in the
-+Effect (Alien): A successfully attacked target within short range whose level is equal to or less than the artifact's
-+disappears; the target's essence is trapped in the artifact. If a previously trapped creature was already in the
- artifact, it appears where the newly trapped one was located.
-
- No time passes for a creature trapped in the artifact. The only way for a creature to escape is if the idol is
--destroyed, the idol’s bearer wills the trapped creature free, or the bearer traps a new creature.
-+destroyed, the idol's bearer wills the trapped creature free, or the bearer traps a new creature.
-
- Depletion: 1 in 1d10 (check per successfully trapped creature; upon depletion, newly trapped creature remains trapped
- only for a few days before the fading magic releases them)
-@@ -70923,11 +70923,11 @@
-
- Form: Glimmering pearl‑sized crystal droplet
-
--Effect (Alien): If the artifact’s bearer is damaged by electricity, the bearer regains a number of Pool points equal to
-+Effect (Alien): If the artifact's bearer is damaged by electricity, the bearer regains a number of Pool points equal to
- the damage the electricity would normally inflict.
-
- In addition, the wielder can throw a long‑range lightning bolt as their action, attacking up to three creatures in a
--line in an electrical attack that deals damage equal to the artifact’s level.
-+line in an electrical attack that deals damage equal to the artifact's level.
-
- Depletion: 1 in 1d10 (upon depletion, recharged if brought into a proscribed zone)
-
-@@ -70938,10 +70938,10 @@
- Form: Metal manacles etched with alchemical symbols
-
- Effect: These manacles, which can be applied to both wrists of a willing or helpless target, hinder manual tasks by two
--steps (or four steps if the target’s hands are manacled behind their back). In addition, the manacles prevent the use of
--alchemical, magical, or other uncanny abilities if the target’s level is less than the artifact’s. (PCs must succeed on
--an Intellect‑based roll against the manacles’ level before using a supernatural ability and, on a failed attempt, take
--Intellect damage \[ignores Armor\] equal to the manacles’ level.)
-+steps (or four steps if the target's hands are manacled behind their back). In addition, the manacles prevent the use of
-+alchemical, magical, or other uncanny abilities if the target's level is less than the artifact's. (PCs must succeed on
-+an Intellect‑based roll against the manacles' level before using a supernatural ability and, on a failed attempt, take
-+Intellect damage \[ignores Armor\] equal to the manacles' level.)
-
- Depletion: 1 in 1d00 (check per day of use)
-
-@@ -70959,14 +70959,14 @@
-
- Depletion: 1 in 1d20
-
--Awful thing: *level 5; health 18; attacks with toothed tentacles; where damaged, target’s skin is discolored for several
-+Awful thing: *level 5; health 18; attacks with toothed tentacles; where damaged, target's skin is discolored for several
- weeks*
-
- | | |
- |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | d6 | Horn Effect |
--| 1–4 | Tendril wraps target, preventing physical tasks and dealing damage equal to the artifact’s level each round until the target escapes. Either way, tendril desiccates and turns to dust after about a minute. |
--| 5–6 | Tendril attempts to eat its way into target via mouth, ears, or eyes, inflicting damage equal to the artifact’s level that ignores Armor. If the target survives, the tendril desiccates and turns to dust. If the damage kills the target, the tendril successfully enters the corpse. About a minute later, target’s body tears open, and an awful thing emerges, which attacks the nearest living creature. |
-+| 1–4 | Tendril wraps target, preventing physical tasks and dealing damage equal to the artifact's level each round until the target escapes. Either way, tendril desiccates and turns to dust after about a minute. |
-+| 5–6 | Tendril attempts to eat its way into target via mouth, ears, or eyes, inflicting damage equal to the artifact's level that ignores Armor. If the target survives, the tendril desiccates and turns to dust. If the damage kills the target, the tendril successfully enters the corpse. About a minute later, target's body tears open, and an awful thing emerges, which attacks the nearest living creature. |
-
- Persuader
-
-@@ -70976,25 +70976,25 @@
- potentially self‑aware
-
- Effect: This firearm is a medium long‑range weapon (though lighter and heavier versions are possible). When the pistol
--is visible (even if still holstered), the shooter’s intimidation tasks are eased by two steps.
-+is visible (even if still holstered), the shooter's intimidation tasks are eased by two steps.
-
- When the shooter wishes, a bullet fired from the gun that would otherwise strike a target instead hangs menacingly in
--front of the target’s face, granting the shooter an immediate additional opportunity to intimidate the target, a task
-+front of the target's face, granting the shooter an immediate additional opportunity to intimidate the target, a task
- that gains an additional asset. After the intimidation attempt, the shooter decides whether to allow the hanging bullet
- to complete its trajectory and damage the target, or to fall harmlessly to the ground.
-
- Depletion: 1 in 1d20 (check per menacing bullet fired); upon depletion, can still be used as a normal gun of its size.
-
--Philosopher’s Gun
-+Philosopher's Gun
-
- Level: 1d6 + 3
-
- Form: Oversize six‑shooter‑like glass gun featuring small reservoirs of multicolored fluids and vapors; potentially
- self‑aware
-
--Effect: This firearm is a medium long‑range weapon. In addition, when triggered by its owner, the philosopher’s gun
-+Effect: This firearm is a medium long‑range weapon. In addition, when triggered by its owner, the philosopher's gun
- synthesizes one variety of alchemical round and adds the round to the chamber; an attack using that round is available
--on the character’s next turn. A typical philosopher’s gun can only synthesize one type of alchemical round; however, if
-+on the character's next turn. A typical philosopher's gun can only synthesize one type of alchemical round; however, if
- the artifact is level 7 or higher, two different round varieties may be synthesized, which the owner chooses between
- when triggering the synthesis. If the artifact is level 9, the gun synthesizes one of the two fixed alchemical round
- varieties immediately, quickly enough that the owner can attack with it as part of the same action.
-@@ -71007,10 +71007,10 @@
-
- Form: Pale crystal ring a little too large for any finger it is tried on
-
--Effect (Alien): As the wearer’s action, the wearer and their equipment transform into a mass of quivering slime. For one
-+Effect (Alien): As the wearer's action, the wearer and their equipment transform into a mass of quivering slime. For one
- minute the wearer can seep through dirt, earth, stone, structures, and other inert objects, moving up to a long range
--each turn while in this form. The wearer can’t physically affect inert matter and objects, but can make a pseudopod
--melee attack against creatures that deals a number of points of damage equal to the artifact’s level.
-+each turn while in this form. The wearer can't physically affect inert matter and objects, but can make a pseudopod
-+melee attack against creatures that deals a number of points of damage equal to the artifact's level.
-
- Alternatively, a bearer not wearing the ring can peer through it to see invisible objects or creatures, as well as
- out-of-phase objects or creatures.
-@@ -71023,7 +71023,7 @@
-
- Form: Small ornate container of powdered tobacco (snuff)
-
--Effect: Owner who takes a pinch of snuff regains a number of Pool points of their choice equal to the artifact’s level.
-+Effect: Owner who takes a pinch of snuff regains a number of Pool points of their choice equal to the artifact's level.
-
- Depletion: 1 in 1d10
-
-@@ -71035,10 +71035,10 @@
-
- Effect: A shadow duster functions normally as light armor. If a shadow is within immediate range, the wearer can slip
- from view for up to one minute, becoming as one with the shadow as their action, effectively easing their stealth task
--to hide by a number of steps equal to the artifact’s level. The wearer can stay still and remain essentially invisible
-+to hide by a number of steps equal to the artifact's level. The wearer can stay still and remain essentially invisible
- as long as they take no action. Alternatively, at any point before one minute elapses, they can step out of any other
- shadow within long range, even shadows separated by walls or terrain. (The owner gains a sort of sixth sense about other
--shadows while they’re hiding, learning about general shape and placement, but nothing more.)
-+shadows while they're hiding, learning about general shape and placement, but nothing more.)
-
- Depletion: 1 in 1d20; upon depletion, can still be worn as a normal duster.
-
-@@ -71046,13 +71046,13 @@
-
- Level: 1d6 + 3
-
--Form: Light blade with hilt (called a “bowie” knife in some settings); potentially self‑aware
-+Form: Light blade with hilt (called a "bowie" knife in some settings); potentially self‑aware
-
- Effect: This knife is a light melee weapon. Attacks made with it are automatically eased (two steps total).
-
- In addition, the user gains two assets for noticing invisible creatures, spirits, and not‑currently‑manifested ghosts in
- the area by looking for their reflection in the blade. If spotted, such a creature within immediate range must answer
--one question put to it by the knife wielder if the creature’s level is less than or equal to the knife’s and if the
-+one question put to it by the knife wielder if the creature's level is less than or equal to the knife's and if the
- knife wielder succeeds on an Intellect attack.
-
- Depletion: 1 in 1d20; check each time a spirit is spotted and questioned.
-@@ -71063,8 +71063,8 @@
-
- Form: Ring made of dark crystal with strange etchings (of what might be bugs)
-
--Effect (Alien): Bearer summons a swarm of tiny bug‑like creatures that persist for one minute. The swarm’s level is
--equal to the artifact’s level. The swarm attacks a designated foe within short range and hinders their perception tasks
-+Effect (Alien): Bearer summons a swarm of tiny bug‑like creatures that persist for one minute. The swarm's level is
-+equal to the artifact's level. The swarm attacks a designated foe within short range and hinders their perception tasks
- for the duration.
-
- The bugs seem like roaches at first glance, but a closer look reveals them to have too many legs, eyes, and mouths—none
-@@ -71078,12 +71078,12 @@
-
- Form: Rope glinting with entwined silver threads tied with a lasso at one end
-
--Effect: User’s short‑range lasso attacks made with the lariat are eased. If an attack succeeds, the target is magically
-+Effect: User's short‑range lasso attacks made with the lariat are eased. If an attack succeeds, the target is magically
- restrained, unable to take physical actions until they can escape (PCs make a Might‑based roll as their action; NPCs
--whose level is higher than the artifact’s can use their full turn to escape), the user lets them go, or midnight comes.
-+whose level is higher than the artifact's can use their full turn to escape), the user lets them go, or midnight comes.
-
--Alternatively, the lassoer can instead choose to make an eased attack with the intention of just snaring a target’s arm
--or leg, hindering the target’s physical tasks and preventing them from moving more than an immediate distance on their
-+Alternatively, the lassoer can instead choose to make an eased attack with the intention of just snaring a target's arm
-+or leg, hindering the target's physical tasks and preventing them from moving more than an immediate distance on their
- turn until they use their full action to remove the rope (or the lassoer drops their end).
-
- Tesla Lasso Variant: This electrified variety is especially effective against demons. All tasks related to restraining
-@@ -71092,17 +71092,17 @@
-
- Depletion: 1 in 1d10
-
--Tracker’s Map
-+Tracker's Map
-
- Level: 1d6 + 1
-
- Form: Basic but accurate map of the region where the map is activated
-
--Effect: Unfolding the map allows its bearer to locate a creature whose level is less than the artifact’s, no matter
--where the creature is. The bearer must know or have met the target, know the target’s full name (or “true” name), or
--have an article of clothing or other personal belonging of the target’s. If they do, the target’s location is pinpointed
-+Effect: Unfolding the map allows its bearer to locate a creature whose level is less than the artifact's, no matter
-+where the creature is. The bearer must know or have met the target, know the target's full name (or "true" name), or
-+have an article of clothing or other personal belonging of the target's. If they do, the target's location is pinpointed
- (to within a short area) on the map. The map includes locations near the map bearer as well as locations near the
--target, though depending on the distance separating the two, it may not be to scale. The map shows the target’s location
-+target, though depending on the distance separating the two, it may not be to scale. The map shows the target's location
- for one day per artifact level, or until a new target is named.
-
- Depletion: 1 in 1d20
-@@ -71116,8 +71116,8 @@
- Effect: This firearm is a medium long‑range weapon (though lighter and heavier variants are possible). Attacks made with
- it are automatically eased and deal an additional 2 points of damage (6 points total).
-
--In addition, if a PC rolls a major effect and the target’s level is equal to or less than the artifact’s, the PC can
--choose to implode the target’s head. For most living creatures that possess only a single head, that’s the end.
-+In addition, if a PC rolls a major effect and the target's level is equal to or less than the artifact's, the PC can
-+choose to implode the target's head. For most living creatures that possess only a single head, that's the end.
-
- Depletion: 1 in 1d20 (check per head implosion); upon depletion, can still be used as a normal gun
-
-@@ -71127,9 +71127,9 @@
-
- Form: Crystal hoop about 1 foot (30 cm) in diameter
-
--Effect (Alien): Anything passed through the hoop whose level is less than the artifact’s is disintegrated. Living
--creatures take damage equal to the artifact’s level each round they persist in keeping any part of their body within the
--ambit of the wheel. This item could be used as a weapon, but it’s awkward, hindering melee attacks (or a ranged attack)
-+Effect (Alien): Anything passed through the hoop whose level is less than the artifact's is disintegrated. Living
-+creatures take damage equal to the artifact's level each round they persist in keeping any part of their body within the
-+ambit of the wheel. This item could be used as a weapon, but it's awkward, hindering melee attacks (or a ranged attack)
- made with it by two steps. On a hit, the hoop deals damage equal to its level.
-
- Depletion: 1 in 1d10 (upon depletion, recharged if brought into a proscribed zone)
-@@ -71150,7 +71150,7 @@
- | 3 | Spread order and rule of law |
- | 4 | Spread chaos and anarchy |
- | 5 | Befriend/assist bearer |
--| 6 | Undermine/gaslight bearer (“cursed”) |
-+| 6 | Undermine/gaslight bearer ("cursed") |
-
- Artifact Communication: Some self‑aware items can speak directly into the minds of their bearers (or potential bearers),
- but no one else can hear the item. Others can speak audibly, allowing anyone nearby to potentially communicate with the
-@@ -71163,14 +71163,14 @@
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
- | d6 | Ability to Act |
- | 1 | Convincing/cajoling bearer |
--| 2 | Punishing the bearer’s inaction by causing minor pain (a couple of points of Speed or Intellect damage) once each day, or each time a perfect opportunity to act is ignored by the bearer |
-+| 2 | Punishing the bearer's inaction by causing minor pain (a couple of points of Speed or Intellect damage) once each day, or each time a perfect opportunity to act is ignored by the bearer |
- | 3 | Creating auditory and visual hallucinations designed to lure/trick bearer into a situation where they have few choices other than do as the artifact wishes |
- | 4 | Offering a reward; possibly a new artifact function that can only be used in pursuit of the goal, or the location of some great treasure |
- | 5 | Acting of its own accord when no one is looking |
- | 6 | Taking mental control of the bearer for up to an hour per day on a failed Intellect defense roll; bearer may not remember what they did during the lost hour |
-
--Artifact Depletion: Self‑aware artifacts don’t deplete the same way regular artifacts do; if a depletion is indicated,
--the entity within the artifact is “on sabbatical” or is otherwise choosing not to communicate. Usually, the artifact
-+Artifact Depletion: Self‑aware artifacts don't deplete the same way regular artifacts do; if a depletion is indicated,
-+the entity within the artifact is "on sabbatical" or is otherwise choosing not to communicate. Usually, the artifact
- will return to normal after a few days, or when the user does something to mollify the entity granting the item
- self‑awareness.
-
-@@ -71186,8 +71186,8 @@
-
- Manifest Cypher Forms
-
--The form a manifest cypher takes— such as a potion or scroll—doesn’t affect its abilities at all. A potion that eases
--the user’s next task by three steps is functionally identical to a magical scroll that does the same thing. The only
-+The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
-+the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only
- difference is the look and feel (campaign flavor) in the story.
-
- Example Modern Fantasy Cyphers
-@@ -71230,7 +71230,7 @@
- | 47-48 | Instant delivery |
- | 49-50 | Instant motorcycle |
- | 51-52 | Lie to me |
--| 53 | Light ‘em up |
-+| 53 | Light 'em up |
- | 54-55 | Lucky charm |
- | 56-57 | Magic aura tracker |
- | 58 | Malware cyphers |
-@@ -71261,20 +71261,20 @@
- | 92 | Time ticket |
- | 93 | Tunnel traverser |
- | 94-95 | What the doctor ordered |
--| 96-97 | Who’s looking |
-+| 96-97 | Who's looking |
- | 98 | Wire wraith |
- | 99 | Wrecking balls |
--| 00 | You’re safe now |
-+| 00 | You're safe now |
-
- APPS AS CYPHERS
-
- Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
--phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn’t
--need to be working to activate the app. Draining the device’s battery or turning it off doesn’t affect the app or
--someone’s ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
-+phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
-+need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
-+someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
-
- Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
--downloaded by everyone who wants it), they’re harder to find than regular apps. Instead, you likely need to purchase one
-+downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
- directly from the person who created it. Some campaign settings might have physical app stores, while others might
- require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
- might be something you download into a modified body part or integrated piece of hardware.
-@@ -71286,7 +71286,7 @@
- Form: App, battery, bone
-
- Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
--as long as the device’s power requirement is equal to or less than the cypher level. In general, something like a cell
-+as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
- phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
- power requirement.
-
-@@ -71298,9 +71298,9 @@
-
- Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
- engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
--number of rounds equal to the cypher level, they gain limited precognition and can predict what’s going to happen next.
--They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what’s coming,
--and ease their friends’ next action.
-+number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
-+They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
-+and ease their friends' next action.
-
- Ambiance
-
-@@ -71352,18 +71352,18 @@
- Form: App, mug, charm
-
- Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
--their bedside at the exact moment they are ready for it. The user doesn’t need to know their chosen person’s favorite
-+their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
- beverage, their location, or when they will wish for it—the magic takes care of it.
-
- Borrowed Familiar
-
- Level: 1d6
-
--Form: Feather, cat’s whisker, figurine of a dog
-+Form: Feather, cat's whisker, figurine of a dog
-
- Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
--clone of another magic user’s familiar that was stored in the object. For the next day per cypher level, the creature
--becomes the user’s temporary familiar, providing an asset to all magic-related actions (including defense actions). The
-+clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
-+becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
- creature cannot be harmed, but at the end of its time, it fades away.
-
- Brain Overclock
-@@ -71372,7 +71372,7 @@
-
- Form: App, mushroom, hair clip
-
--Effect: Amplifies the user’s mental abilities so their senses are keener and their brain works far beyond its normal
-+Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
- capacity.
-
- Roll for effect:
-@@ -71392,7 +71392,7 @@
-
- Form: App, candle, bones
-
--Effect: Covers and destroys the user’s trail in such a way that it makes them very hard to follow. This might include
-+Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
- covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
- or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
- actions hindered by two steps.
-@@ -71404,7 +71404,7 @@
- Form: Key fob, charm, hair clip
-
- Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
--a prepaid phone. Calls and texts made from this phone appear as “UNKNOWN CALLER” with the number obscured; once
-+a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
- contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
- connections, but has no internet access or other functions other than sending and receiving calls and texts.
-
-@@ -71419,7 +71419,7 @@
- Form: Oil, moss, granny square
-
- Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
--hour per cypher level. During that time, the user’s crafting-related tasks are eased, and everything they craft is one
-+hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
- level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
- of the cypher) in the pockets of the cloak.
-
-@@ -71473,7 +71473,7 @@
-
- Form: Carved figure, bones, building blocks
-
--Effect: Creates the semblance of a being of the user’s choice, such as a human who walks beside them, a bird that sits
-+Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
- on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
- a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
- makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
-@@ -71496,7 +71496,7 @@
- Form: App, pocket handkerchief, lapel pin
-
- Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
--electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher’s for ten minutes
-+electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
- per cypher level.
-
- Fey Collar
-@@ -71505,7 +71505,7 @@
-
- Form: Collar, knitted scarf, necklace
-
--Effect: When placed around a creature’s neck, the collar locks and prevents the wearer from using magic of any kind (up
-+Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
- to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
- Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
- cypher level and then disintegrates.
-@@ -71516,7 +71516,7 @@
-
- Form: Spray paint, feather, lipstick
-
--Effect: Allows the user to leave their tag on someone else’s graffiti, painting, or public artwork. The tag includes a
-+Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
- spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
- touch the tag and hear the entirety of the message.
-
-@@ -71546,9 +71546,9 @@
-
- Form: App, feather, balloon
-
--Effect: The user no longer has to follow gravity’s laws. For one minute per cypher level, they can walk (or crawl or
-+Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
- run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
--this ability, “down” for them is either the surface they are walking on or the normal orientation of gravity (their
-+this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
- choice).
-
- Great Hair Day
-@@ -71557,7 +71557,7 @@
-
- Form: Hair clip, twigs, bones
-
--Effect: When activated, the cypher makes the user’s hair look like it did on their best hair day ever. For the next 24
-+Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
- hours, they have an asset in all confidence-based actions, social and otherwise.
-
- Growwell
-@@ -71566,7 +71566,7 @@
-
- Form: Herbs, seed packet, bouquet of flowers
-
--Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn’t need soil, sun, or
-+Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
- water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
-
- Handwave
-@@ -71586,11 +71586,11 @@
- Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
- will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
- from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
--if they choose “apple,” they will sense a glow around the word in print, around an actual apple, and around the symbol
--of an apple logo on a computer. This doesn’t extend their range of vision farther than they can normally see.
-+if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
-+of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
-
- This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
--create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind’s eye
-+create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
- instead.
-
- Here All Along
-@@ -71618,7 +71618,7 @@
- > station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
- > vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
- > be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
--> particularly “sexy” motorbike.
-+> particularly "sexy" motorbike.
-
- Instant Delivery
-
-@@ -71627,8 +71627,8 @@
- Form: App, feather, stamp
-
- Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
--instantaneously to someone. If the object is dangerous, such as a bomb, the recipient’s level must be equal to or less
--than the cypher’s. The user must know the person’s name and at least one small fact about them, but doesn’t need to know
-+instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
-+than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
- their location. Within a round of having left the user, the package will arrive within a short distance of the
- recipient.
-
-@@ -71652,15 +71652,15 @@
- Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
- of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
-
--Light ‘Em Up
-+Light 'Em Up
-
- Level: 1d6 + 4
-
- Form: Laser light pointer, pair of glasses, key fob
-
--Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user’s body part they choose. The
-+Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
- beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
--and vampires) that normally can’t be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
-+and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
-
- Lucky Charm
-
-@@ -71669,7 +71669,7 @@
- Form: Worry stone, fuzzy dice, deck of cards
-
- Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
--something to happen that makes the user’s next action a little easier. This might be a friend showing up, a tool
-+something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
- appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
- using this cypher grants the player a player intrusion without having to spend 1 XP.
-
-@@ -71679,7 +71679,7 @@
-
- Form: App, bus ticket, 3D glasses
-
--Effect: User can view the cypher’s symbols to see if the ambient power of magic in the area is normal, high (increased
-+Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
- capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
- to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
- readings. This lasts for five hours per cypher level.
-@@ -71690,7 +71690,7 @@
-
- Form: Worry stone, pen, figurine
-
--Effect: Helps take on some of the user’s mental loads for the next day, including creating shopping lists, organizing
-+Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
- the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
- Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
-
-@@ -71700,10 +71700,10 @@
-
- Form: Candle, charm, 3D glasses
-
--Effect: For one willing target (including the user), the user can alter a negative memory into one that’s mor positive.
-+Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
- Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
- altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
--involving the memory (such as talking to the person the memory’s about) are eased.
-+involving the memory (such as talking to the person the memory's about) are eased.
-
- Next You
-
-@@ -71712,7 +71712,7 @@
- Form: Comb, mirror, hair pin
-
- Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
--include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they’ve
-+include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
- made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
-
- No Take Backs
-@@ -71733,8 +71733,8 @@
- Form: App, stone, key fob
-
- Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
--is equal to or less than the cypher’s, and they gain an asset to their task against targets whose level is higher than
--the cypher’s. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
-+is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
-+the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
- to or less than the level of the pickpocket cypher).
-
- Pocket Protector
-@@ -71744,7 +71744,7 @@
- Form: Metal flask, flip lighter, book
-
- Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
--to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user’s action to
-+to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
- activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
-
- Portal Stone
-@@ -71826,7 +71826,7 @@
-
- Form: App, playing card, ticket
-
--Effect: When placed against any form of ID, such as a driver’s license, birth certificate, or passport, the cypher
-+Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
- instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
- verifying features. The duplicate lasts for a number of days equal to the cypher level.
-
-@@ -71837,8 +71837,8 @@
- Form: Remote control, bullet, needle and thread
-
- Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
--artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn’t need
--any knowledge of the machine or what’s wrong with it, but they must be able to touch the machine and continue to do so
-+artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
-+any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
- for the length of the repair. The repair takes one minute per level of the machine.
-
- Safe Space
-@@ -71852,7 +71852,7 @@
- time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
- or interact with anything outside their safe space. While in their safe space, they restore a number
-
--of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it’s as
-+of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
- though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
-
- Screen Control
-@@ -71880,9 +71880,9 @@
-
- Form: Egg, battery, cross-stitch square
-
--Effect: Brings a dead creature whose level is equal to or less than the cypher’s back to life for ten minutes per cypher
-+Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
- level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
--stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature’s health or Might
-+stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
- Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
- their maximum health or Might Pool.
-
-@@ -71892,7 +71892,7 @@
-
- Form: Nail polish, glove, stick
-
--Effect: Upon activating the cypher, the user’s hand crackles with power and noise. They emit a concussive blast at a
-+Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
- single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
- rounds equal to the cypher level.
-
-@@ -71902,7 +71902,7 @@
-
- Form: Crayon, chalk, lipstick
-
--Effect: The user spends a few rounds drawing a map of somewhere they’re trying to get to. Even if the map is not the
-+Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
- least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
- is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
- thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
-@@ -71922,11 +71922,11 @@
-
- Level: 1d6 + 4
-
--Form: Bird’s nest, remote control, building block
-+Form: Bird's nest, remote control, building block
-
- Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
- that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
--such as Bypass Barrier). Any creature whose level is less than the cypher level can’t use these methods to get in or
-+such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
- out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
- cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
-
-@@ -71938,7 +71938,7 @@
-
- Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
- front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
--they choose it, and no one else can perceive what they’re doing. While they are looking through the window, they can
-+they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
- wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
- for ten minutes per cypher level or until they choose to end it.
-
-@@ -71950,7 +71950,7 @@
-
- Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
- on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
--not start until they arrive, and they’ll meet people exactly when they said they would. (Note that this doesn’t change
-+not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
- how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
- companions, if any, enjoy the same benefit as long as they stick with the user.
-
-@@ -71972,10 +71972,10 @@
-
- Form: Potion, herbs, candle
-
--Effect: Restores a number of points equal to the cypher level to the user’s choice of Pools. In addition, the user adds
-+Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
- +3 to their next recovery roll.
-
--Who’s Looking
-+Who's Looking
-
- Level: 1d6 + 3
-
-@@ -71991,7 +71991,7 @@
-
- Form: Wire, broken electronics, phone charger
-
--Effect: Activating the cypher creates a large wraithlike being that looks as if it’s formed from wire. The wraith is a
-+Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
- level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
- While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
- foes. It lasts for a number of rounds equal to the cypher level.
-@@ -72006,7 +72006,7 @@
- then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
- (ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
-
--You’re Safe Now
-+You're Safe Now
-
- Level: 1d6 + 3
-
-@@ -72024,28 +72024,28 @@
-
- Form: App
-
--Effect: Adds +1 to the user’s Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
-+Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
- purpose of casting spells.
-
- When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
--internet-connected devices and starts draining their magic. The d@emon remains even after the cypher’s duration expires.
-+internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
-
- Malware Cyphers
-
- EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
--user’s magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
-+user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
- (lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
- well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
-
- The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
- in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
- are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
--an hour, and perfections that don’t require an action to activate (and therefore can affect a roll on the same turn the
-+an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
- user activates the cypher).
-
--Example malware cypher drawbacks are hindering the user’s attack spells, debiting the user’s bank account, monitoring
--the user’s in-person or magical communications, deleting the user’s other magical app cyphers, compelling the user to
--take a specific action, “locking” one of the user’s spells until they pay a ransom, accessing private data such as
-+Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
-+the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
-+take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
- passwords or photos, and so on.
-
- Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-@@ -72090,8 +72090,8 @@
-
- Level: 1d6 + 2
-
--Effect: This cypher eases the user’s next difficult, formidable, or impossible power stunt task by four steps (eased by
--five steps if the cypher is level 7 or higher). It has no effect on power stunts that don’t require a successful power
-+Effect: This cypher eases the user's next difficult, formidable, or impossible power stunt task by four steps (eased by
-+five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
- stunt task.
-
- FANTASY CYPHERS
-@@ -72102,16 +72102,16 @@
- or rewards for their adventures and exploits.
-
- MIXING SUBTLE AND MANIFEST CYPHERS
--There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
-+There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
- and other coincidences that benefit the characters.
-
- CYPHER FORMS
-
--What form a manifest cypher takes— such as a potion or scroll—doesn’t affect its abilities at all. A potion that eases
--the user’s next task by three steps is functionally identical to a magical scroll that does the same thing.
-+What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
-+the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-
--To randomly determine a manifest cypher’s form, roll on the following table.
-+To randomly determine a manifest cypher's form, roll on the following table.
-
- | d100 | Cypher Form |
- |-------|--------------------|
-@@ -72179,23 +72179,23 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against acid damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
- ANIMAL CONTROL
-
- Level: 1d6 + 2
-
- Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
--the cypher’s level. If successful, the beast immediately becomes calm. The beast awaits the user’s commands and carries
--out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher’s
--level minus the target’s level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-+the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
-+out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
-+level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
- or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-
--The cypher doesn’t give the user any special ability to understand the target or perceive through its senses. For
--example, the user can command an eagle to fly above a group of enemies, but the eagle can’t describe what it sees and
--the user can’t look through its eyes.
-+The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
-+example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
-+the user can't look through its eyes.
-
--“Beast” in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
-+"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
- BEAST SHAPE
-@@ -72203,20 +72203,20 @@
- Level: 1d6
-
- Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
--determined by the cypher’s creator). The user gains the animal’s type of movement (swimming for a fish, flying for a
-+determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
- bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
- appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
- table.
-
--The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can’t make them more
--than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn’t
--affect the animal’s abilities. The user can still use all of their abilities that don’t rely specifically on their
--normal form. For example, an Adept in wolf form can’t wield a dagger because wolves don’t have hands, but could still
-+The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
-+than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
-+affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
-+normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
- use a healing power or mind blast ability.
-
- After about an hour, the user returns to their normal form.
-
--Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a “language” of animal
-+Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
-@@ -72224,20 +72224,20 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against cold damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
- DEMON WARD
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from demons, devils, and similar
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
- malevolent creatures.
-
- DRAGON WARD
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from dragons, wyverns, and similar
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
- magical reptilian creatures.
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-@@ -72246,7 +72246,7 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against electricity damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
- ELEMENTAL CONJURATION
-
-@@ -72266,7 +72266,7 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against fire damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
- GIANT SIZE
-
-@@ -72297,7 +72297,7 @@
-
- Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
- tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
--story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn’t sufficient room for the
-+story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
- tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
- pressure against the confining surfaces.
-
-@@ -72307,7 +72307,7 @@
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from werewolves and other
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
- lycanthropes.
-
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
-@@ -72317,7 +72317,7 @@
-
- Level: 1d6 + 2
-
--Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher’s level or lower. The
-+Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
- targeted item must have a keyhole for the cypher to work.
-
- > Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-@@ -72326,7 +72326,7 @@
-
- Level: 1d6 + 3
-
--Effect: The user gains Armor against poison damage equal to the cypher’s level for one hour.
-+Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
- RESTORATIVE AURA
-
-@@ -72342,7 +72342,7 @@
- Level: 1d6 + 1
-
- Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
--doesn’t want them to. Once the user has established contact, they can read the target’s thoughts for up to one minute
-+doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
- per cypher level.
-
- TINY SIZE
-@@ -72362,7 +72362,7 @@
-
- Level: 1d6
-
--Effect: For one hour, the user gains Armor equal to the cypher’s level against damage from skeletons, zombies, ghosts,
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
- vampires, and other undead creatures.
-
- WALKING CORPSE
-@@ -72371,7 +72371,7 @@
-
- Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
- on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
--intelligence, memories, or special abilities that it had in life. The creature follows the user’s verbal commands for
-+intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
- one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
- again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-
-@@ -72387,8 +72387,8 @@
- be completely normal.
-
- For your convenience, the cyphers have been organized into lists by horror genre or theme so you can randomly roll for
--something appropriate to your game without getting one that doesn’t apply (such as a cypher against vampires in an alien
--invasion horror game). If you’re running a game that mixes several genres, switch between lists each time you need to
-+something appropriate to your game without getting one that doesn't apply (such as a cypher against vampires in an alien
-+invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
- award a new manifest cypher.
-
- ALIEN CYPHERS
-@@ -72584,7 +72584,7 @@
-
- Form: Device, injection, or pill
-
--Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast’s brain so
-+Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast's brain so
- it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
- cypher. The beast remembers its prior, simpler existence and understands that it has been made smarter. This
- transformation lasts for one day per cypher level, and then the beast reverts to its normal self slowly over the same
-@@ -72604,7 +72604,7 @@
- Form: Device, injection, or pill
-
- Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
--the beast’s shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
-+the beast's shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
- human and can perform actions using its human dexterity (such as turning a doorknob or walking upright). This
- transformation lasts for one day
-
-@@ -72629,8 +72629,8 @@
-
- Form: Injection or potion
-
--Effect: Brings a dead creature’s head (but not the body) back to life for a limited time as an undead creature. The
--cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone’s death) and
-+Effect: Brings a dead creature's head (but not the body) back to life for a limited time as an undead creature. The
-+cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and
- requires up to ten minutes to take effect, at which time the creature recovers 1d6 + 6 points to their Pools. Because
- they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 each. The head has all the mental
- abilities they had when they were alive (including psychic or telepathic abilities) and can speak, but all their actions
-@@ -72640,7 +72640,7 @@
- it dies again and cannot be reanimated with this cypher.
-
- When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
--someone can carefully sever the head from the body, which doesn’t harm the head.
-+someone can carefully sever the head from the body, which doesn't harm the head.
-
- GHOST DETECTOR
-
-@@ -72689,7 +72689,7 @@
-
- Form: Injection or pill
-
--Effect: The user’s body rapidly grows a monstrous arm that is approximately the same size as one of their existing
-+Effect: The user's body rapidly grows a monstrous arm that is approximately the same size as one of their existing
- limbs. The arm is ugly and malformed, but fully functional.
-
- The user can use this arm as if it were one of their own. The new arm does not grant the user additional actions or
-@@ -72702,7 +72702,7 @@
-
- Form: Injection or spell
-
--Effect: The user’s body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or
-+Effect: The user's body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or
- higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were one of
- their own (including any extraordinary vision-based senses the user normally has). The eye gives the user an asset on
- vision-based perception rolls, and depending on where it is located, it may allow the user to look around corners
-@@ -72718,8 +72718,8 @@
- Effect: The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on
- their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their normal
- face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when its senses can be
--used—for example, it could hear someone sneaking up on the user, but it couldn’t see them if its eyes were covered, and
--it can’t help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the
-+used—for example, it could hear someone sneaking up on the user, but it couldn't see them if its eyes were covered, and
-+it can't help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the
- face can take 3 points of damage directed at it before it becomes nonfunctional). Most people react with disgust to a
- creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
- days if the cypher is level 6 or higher).
-@@ -72730,7 +72730,7 @@
-
- Form: Weapon you can hold in one hand
-
--Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user’s hand, physically
-+Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user's hand, physically
- connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
- the weapon and cannot be disarmed, but cannot use that hand for anything except wielding the weapon. The user can detach
- or reattach the weapon by spending a full minute concentrating on its physical connection to their body. When the
-@@ -72749,9 +72749,9 @@
-
- Form: Device, injection, or pill
-
--Effect: The user’s body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
--enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn’t count toward the user’s
--cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn’t present,
-+Effect: The user's body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
-+enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn't count toward the user's
-+cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn't present,
- anything contained within it is inaccessible except through surgery). The orifice remains for one hour per cypher level,
- after which it expels its contents and disappears.
-
-@@ -72765,8 +72765,8 @@
- Form: Device, injection, or pill
-
- Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
--doppelganger, simulacrum, or vampire) if the cypher’s level is greater than the creature’s disguise level. If the
--cypher’s level exceeds the impostor’s level by 4 or more,
-+doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If the
-+cypher's level exceeds the impostor's level by 4 or more,
-
- it also marks the impostor for the next several hours so people can recognize it by this mark.
-
-@@ -72802,17 +72802,17 @@
-
- Form: Device, flask, or injection
-
--Effect: The user’s body becomes as transparent as air, making them effectively invisible for one minute per cypher
-+Effect: The user's body becomes as transparent as air, making them effectively invisible for one minute per cypher
- level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
- invisible, the user is specialized in stealth and Speed defense tasks. They remain invisible even if they do something
- to reveal their presence or position (attacking, using an ability, moving a large object, and so on), but anyone trying
- to attack or physically interact with them on that turn gains an asset to do so.
-
- Because the user is as transparent as air, when they are in water, mist, smoke, or anything other than reasonably clean
--air, they look like a person-shaped hole in whatever material they’re in.
-+air, they look like a person-shaped hole in whatever material they're in.
-
- The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
--Many users have become “stuck” in the invisible state and eventually go mad as a result.
-+Many users have become "stuck" in the invisible state and eventually go mad as a result.
-
- MIND SWAPPER
-
-@@ -72821,15 +72821,15 @@
- Form: Amulet or device
-
- Effect: The user attempts to swap minds with a creature within short range that is no larger than a human. The target
--can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the creature’s body
-+can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the creature's body
- (and vice versa). Physical abilities remain with the body, but mental abilities go with the mind; for example, an Adept
- with Onslaught (a mental ability) could take over the body of a Warrior with Swipe (a physical ability), and could use
--either of these while controlling the Warrior’s body. All actions of both creatures are hindered while the swap is in
-+either of these while controlling the Warrior's body. All actions of both creatures are hindered while the swap is in
- effect, although long-term practice in a mind-swapped body eventually overcomes this penalty. The swap lasts for one
- hour per cypher level, after which the two minds return to their previous bodies.
-
--> Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn’t
--> cause trouble in the user’s body.
-+> Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't
-+> cause trouble in the user's body.
-
- PRIMITIVE DOPPELGANGER
-
-@@ -72837,10 +72837,10 @@
-
- Form: Device, injection, or pill
-
--Effect: The user’s body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds
-+Effect: The user's body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds
- and exists as an independent level 1 creature that looks exactly
-
--like the user. The doppelganger can communicate in a language known to the user and obeys the user’s simple
-+like the user. The doppelganger can communicate in a language known to the user and obeys the user's simple
- instructions, but otherwise appears to know very little of the world. After one hour per cypher level, the duplicate
- dies, melts, burns out, falls apart, or otherwise becomes nonfunctional.
-
-@@ -72854,7 +72854,7 @@
- Form: Amulet or injection
-
- Effect: When used on a corpse of a creature no larger than a human, it reanimates as a violent zombie that is not under
--the user’s control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
-+the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
- one round if level 6 or higher).
-
- REVENANT SERUM
-@@ -72864,7 +72864,7 @@
- Form: Injection or potion
-
- Effect: Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The cypher can
--be used up to an hour before or after death (in anticipation of dying or in response to someone’s death) and requires up
-+be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and requires up
- to an hour to take effect, at which time the creature recovers 1d6 + 6 points to its Pools. The new revenant is usually
- obsessed with revenge on its killer or accomplishing one last task before truly dying again.
-
-@@ -72879,17 +72879,17 @@
-
- Form: Flask or injection
-
--Effect: Suffuses the user’s body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water
-+Effect: Suffuses the user's body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water
- (ho), making the user repellent to most vampires, which usually have an aversion to one or more of these materials.
- Vampire attacks with melee weapons against the user are hindered. Any PC vampire who attempts to feed on the user gains
- no sustenance and must make a Might defense roll or feel nauseous and have all their actions hindered for one minute.
- Any NPC vampire who attempts to feed on the user gains no sustenance and all their actions are hindered for one minute.
--The cypher’s effect persists in the user’s body for one day (two days if the cypher is level 4 or higher).
-+The cypher's effect persists in the user's body for one day (two days if the cypher is level 4 or higher).
-
- If used directly against a vampire instead of being applied to a living creature, it affects the vampire as silver,
- garlic, and holy water normally would.
-
--Because a human body can’t dispose of colloidal silver, excessive intake of it causes a condition called argyria that
-+Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
- UNPHANTOMED LIMB
-@@ -72902,10 +72902,10 @@
-
- limb the ability to create a psychic construct in the form of a limb (two limbs if the cypher level is 5 or higher) that
- takes the place of and functions like their missing limb (or limbs). The unphantomed limb looks and acts like a typical
--healthy specimen of its kind, including having fingerprints. However, its motion is controlled by the user’s will rather
-+healthy specimen of its kind, including having fingerprints. However, its motion is controlled by the user's will rather
- than by muscles and nerves, so any physical action the limb takes is an Intellect task instead of a Might or Speed task;
- for example, a melee attack with the unphantomed limb is an Intellect task, and to apply Effort, the user must spend
--points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user’s body. The limb
-+points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
- lasts for one day per cypher level.
-
- VISAGE SCRUTINIZER
-@@ -72918,8 +72918,8 @@
-
- ability to see disguised people and creatures for what they really are. Tasks to see through conventional disguises
- (makeup, prosthetics, wigs, and so on) are eased by three steps. If the disguise is instead a comprehensive change like
--a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise’s level is
--lower than the cypher’s level. The cypher lasts for one hour.
-+a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
-+lower than the cypher's level. The cypher lasts for one hour.
-
- WOLFSBANE POTION
-
-@@ -72927,23 +72927,23 @@
-
- Form: Flask or injection
-
--Effect: Suffuses the user’s body with a mixture of colloidal silver and wolfsbane, making the user repellent to
-+Effect: Suffuses the user's body with a mixture of colloidal silver and wolfsbane, making the user repellent to
- werewolves (and similar werecreatures). Wolfsbane is poisonous, and using this cypher inflicts Speed damage and
--Intellect damage equal to the cypher’s level. Werewolf attacks with melee weapons against the user are hindered. Any
--werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The cypher’s
--effect persists in the user’s body for one day (two days if the cypher is level 4 or higher). If used directly against a
--werewolf instead of being applied to a living creature, it hinders all the werewolf’s actions and stops it from
-+Intellect damage equal to the cypher's level. Werewolf attacks with melee weapons against the user are hindered. Any
-+werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The cypher's
-+effect persists in the user's body for one day (two days if the cypher is level 4 or higher). If used directly against a
-+werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
- regenerating for several minutes.
-
- FAIRYTALE CYPHERS
-
- Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
--characters to replenish. If you’re using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
-+characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
- pockets of magic that exist throughout the world. Or maybe the magic is such that it just works, ensuring that cyphers
- show up whenever the characters need them.
-
- Manifest cyphers should be readily available too—likely they can be found for cheap at a local market, stashed in hollow
--tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people’s
-+tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people's
- clothing or furnishings as unique adornments.
-
- Artifacts are typically more valuable and less common. Therefore, player characters are less likely to encounter them at
-@@ -72959,9 +72959,9 @@
-
- Obviously, having a fey being steal a character away to their realm
-
--is a story-changer. If you’re using this as an option, figure out ahead of time what type of
-+is a story-changer. If you're using this as an option, figure out ahead of time what type of
-
--fey is attracted, what their realm is like, and how to play out the character’s disappearance and possible retrieval.
-+fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
-
- Fey Being Table
-
-@@ -73003,7 +73003,7 @@
- Cypher Forms
-
- While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
--Characters should easily be able to tell when an item is magic (and thus a cypher) and when it’s an ordinary item.
-+Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
-
- | d20 | Form |
- |-----|-------------------------------|
-@@ -73019,7 +73019,7 @@
- | 10 | Magic beans or key |
- | 11 | Rose or bell |
- | 12 | Small cake or talisman |
--| 13 | Wolf’s tooth or hand mirror |
-+| 13 | Wolf's tooth or hand mirror |
- | 14 | Vial of liquid or secret |
- | 15 | Magic coin or broken arrow |
- | 16 | Wish or fairy dust |
-@@ -73038,10 +73038,10 @@
- | 04 | Anywhere door |
- | 05 | Apple of discord |
- | 06 | Azure dust |
--| 07 | Baba Yaga’s spiced cookie |
--| 08 | Bellman’s map of the ocean |
--| 09 | Beloved’s kiss |
--| 10 | Bird’s next coronet |
-+| 07 | Baba Yaga's spiced cookie |
-+| 08 | Bellman's map of the ocean |
-+| 09 | Beloved's kiss |
-+| 10 | Bird's next coronet |
- | 11 | Blackbird pie |
- | 12 | Blood pearl blossom |
- | 13 | Bone key |
-@@ -73049,50 +73049,50 @@
- | 15 | Bowl of porridge |
- | 16 | Cat sidhe medallion |
- | 17 | Cheshire smile |
--| 18 | Coalheart’s beard balm |
--| 19 | Croc’s clock |
-+| 18 | Coalheart's beard balm |
-+| 19 | Croc's clock |
- | 20 | Crown jewel |
--| 21 | Dame Trot’s cat |
-+| 21 | Dame Trot's cat |
- | 22 | Darning needle |
- | 23 | Dead water |
- | 24 | Deathless |
--| 25 | Death’s candle |
--| 26 | Death’s messengers |
-+| 25 | Death's candle |
-+| 26 | Death's messengers |
- | 27 | Diadem of death |
--| 28 | Dragon’s blood |
--| 29 | Dragon’s teeth |
-+| 28 | Dragon's blood |
-+| 29 | Dragon's teeth |
- | 30 | Dressmaking nut |
- | 31 | Drink me |
- | 32 | Dust of the dreamer |
- | 33 | Eat me |
--| 34 | Emperor’s new clothes |
-+| 34 | Emperor's new clothes |
- | 35 | Fairy cup |
- | 36 | False grandmother |
--| 37 | Father’s Betrayal |
-+| 37 | Father's Betrayal |
- | 38 | Flaming arrow |
- | 39 | Flowers for grandmother |
- | 40 | Forget-me-knot |
--| 41 | Genie’s handkerchief |
-+| 41 | Genie's handkerchief |
- | 42 | Gilded shell |
- | 43 | Gingerbread man |
--| 44 | Godfather’s picture book |
-+| 44 | Godfather's picture book |
- | 45 | Golden Beetle |
- | 46 | Golden vanity |
- | 47 | Green spectacles |
--| 48 | Hart’s heart |
-+| 48 | Hart's heart |
- | 49 | Heart of a star |
--| 50 | Heart’s tart |
-+| 50 | Heart's tart |
- | 51 | Hot cross buns |
- | 52 | Iron bands of three |
- | 53 | Itsy bitsy spider |
--| 54 | Jack’s candlestick |
-+| 54 | Jack's candlestick |
- | 55 | Jiminy cricket |
- | 56 | The Key of Knowing |
- | 57 | Knave of Hearts |
--| 58 | Lion’s courage |
-+| 58 | Lion's courage |
- | 59 | Living water |
- | 60 | Magic beans |
--| 61 | Memory’s match |
-+| 61 | Memory's match |
- | 62 | Mermaid tear |
- | 63 | Neverlost |
- | 64 | Nonsensical poem |
-@@ -73105,7 +73105,7 @@
- | 71 | Poppet (prosperity) |
- | 72 | Poppet (silence) |
- | 73 | Powder of life |
--| 74 | Princess’s pea |
-+| 74 | Princess's pea |
- | 75 | Rabbit hole |
- | 76 | Rapunzel leaf |
- | 77 | Rose of red |
-@@ -73117,18 +73117,18 @@
- | 83 | Snake leaves |
- | 84 | Snickersnee |
- | 85 | Song of the dead |
--| 86 | Socerer’s skeleton key |
-+| 86 | Socerer's skeleton key |
- | 87 | Spirit ring |
- | 88 | Teleport hat |
- | 89 | Three needles |
--| 90 | Tin Man’s tears |
-+| 90 | Tin Man's tears |
- | 91 | To Peter with love |
- | 92 | Valorous whetstone |
- | 93 | Vase of tears |
- | 94 | White snake |
- | 95 | Wish granting pearl |
- | 96 | Witch bottle |
--| 97 | Witch’s ladder |
-+| 97 | Witch's ladder |
- | 98 | Wooden spoon |
- | 99 | Yonder yarn |
- | 00 | Roll on the cypher tables in the Cypher System Rulebook |
-@@ -73149,7 +73149,7 @@
- Beware false adderstones, which are made by enterprising swindlers who drill or carve a hole out of a regular stone and
- attempt to pass it off as something more.
-
--If a character has no hair in which to tie an adderstone, perhaps they can “borrow” some from a friend, a domesticated
-+If a character has no hair in which to tie an adderstone, perhaps they can "borrow" some from a friend, a domesticated
- animal, or a foe.
-
- | d20 | Effect |
-@@ -73159,17 +73159,17 @@
- | 7-9 | When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is level 6 or higher). |
- | 10-12 | When held in the mouth, protects against poisons (up to the level of the cypher). |
- | 13-15 | When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user and the wearer. |
--| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user’s choice that they are not already trained in. |
-+| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
- | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
-
- Agate Eye
-
- Level: 1d6 + 2
-
--Form: Striped stone that looks like a dragon’s eye
-+Form: Striped stone that looks like a dragon's eye
-
- Effect: When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the
--cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user’s
-+cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
- system).
-
- Animated Wood
-@@ -73178,13 +73178,13 @@
-
- Form: Chunk of pine, alder, or other wood
-
--imbued with magical properties Effect: Writing a word, such as “child,” “horse,” or “sword,” on the wood causes it to
-+imbued with magical properties Effect: Writing a word, such as "child," "horse," or "sword," on the wood causes it to
- become a living version of that word. The living version is no bigger than 10 feet by 10 feet by 20 feet (3 m by 3 m by
- 6 m) and its level is equal to the cypher level. It can make attacks or perform actions as commanded to the best of its
- abilities and lasts for one hour per cypher level. Commanding it is not an action.
-
--Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user’s commands and
--attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user’s allies. The user may
-+Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands and
-+attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. The user may
- attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
- eased by two steps).
-
-@@ -73213,17 +73213,17 @@
-
- Form: Handful of dust from the Fairy with the Turquoise Hair
-
--Effect: Sprinkling the dust on someone’s hair, skin, outfit, or other object permanently dyes it bright blue.
-+Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
-
--Baba Yaga’s Spiced Cookie
-+Baba Yaga's Spiced Cookie
-
- Level: 1d6
-
- Form: Rye cookie flavored with spices and honey
-
--Effect: Eating the cookie increases the user’s Intellect Edge by 1 for one hour.
-+Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
-
--Bellman’s Map of the Ocean
-+Bellman's Map of the Ocean
-
- Level: 1d6 + 2
-
-@@ -73235,16 +73235,16 @@
- beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
- social interactions with those affected are eased by two steps).
-
--Beloved’s Kiss
-+Beloved's Kiss
-
- Level: 1d6 + 3
-
- Form: Ruby red ring
-
--Effect: When pressed to the lips of a character, beloved’s kiss prevents the occurrence of one specific condition of the
-+Effect: When pressed to the lips of a character, beloved's kiss prevents the occurrence of one specific condition of the
- cypher level or lower. Additionally, it ends any such ongoing effect, if
-
--any, in the user’s system. Roll a d6 to determine the result.
-+any, in the user's system. Roll a d6 to determine the result.
-
- | d6 | Condition |
- |-----|-------------------------------------------------------------------------------------------------------------|
-@@ -73252,15 +73252,15 @@
- | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
- | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
-
--Bird’s Nest Coronet
-+Bird's Nest Coronet
-
- Level: 1d6 + 3
-
--Form: Beautifully woven bird’s nest
-+Form: Beautifully woven bird's nest
-
--Effect: When worn like a crown, the bird’s nest creates an illusion over the wearer, making them appear like royalty.
-+Effect: When worn like a crown, the bird's nest creates an illusion over the wearer, making them appear like royalty.
- Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
--are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher’s level.
-+are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
-
- Blackbird Pie
-
-@@ -73294,7 +73294,7 @@
-
- Form: Handful of ground bones
-
--Effect: When eaten, the bones begin a process of lowering the eater’s apparent age. Over the next three days, the user
-+Effect: When eaten, the bones begin a process of lowering the eater's apparent age. Over the next three days, the user
- begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
- hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
- if the cypher is level 6 or higher). This does not change the actual health or age of the character.
-@@ -73305,14 +73305,14 @@
-
- Form: Just-right bowl of porridge
-
--Effect: Restores a number of points equal to the cypher level to the user’s Might Pool. Also protects the user from the
-+Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
- effects of cold for ten minutes.
-
- Cat Sidhe Medallion
-
- Level: 1d6 + 2
-
--Form: Medallion in the shape of the white symbol on a cat sidhe’s chest
-+Form: Medallion in the shape of the white symbol on a cat sidhe's chest
-
- Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
- cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-@@ -73324,11 +73324,11 @@
- Form: Mischievous grin
-
- Effect: When hung in the air, the grin slowly transforms into a grey Cheshire Cat that seems to be made mostly of smoke
--and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the cypher’s level)
-+and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the cypher's level)
- with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
- and then fades away slowly, until even the original smile has disappeared.
-
--Coalheart’s Beard Balm
-+Coalheart's Beard Balm
-
- Level: 1d6
-
-@@ -73339,9 +73339,9 @@
- user. If someone else cuts the beard before the treasure is found, it loses its power. After the treasure is found, the
- beard remains. But once it is shaved or cut, it does not grow back.
-
--Many dwarfs have beards with magical powers. It’s possible to find other beard balm cyphers out in the world.
-+Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
-
--Croc’s Clock
-+Croc's Clock
-
- Level: 1d6
-
-@@ -73360,14 +73360,14 @@
- item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
- comes first).
-
--Dame Trot’s Cat
-+Dame Trot's Cat
-
- Level: 1d6 + 3
-
- Form: Statue of a cat
-
- Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
--time it senses danger. The cat’s level is equal to the cypher level.
-+time it senses danger. The cat's level is equal to the cypher level.
-
- Darning Needle
-
-@@ -73377,7 +73377,7 @@
-
- Effect: When activated, grows into a larger version of itself that acts as a medium weapon. It inflicts 4 points of
- damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
--to the cypher’s level.
-+to the cypher's level.
-
- Dead Water
-
-@@ -73398,19 +73398,19 @@
- from their next death. When the character dies, they return to life on the next round, with all of their Pools full.
-
- Using the deathless does not protect the character from taking damage or moving down the damage track. Placing the soul
--and returning to life are actions. Once the cypher holds the user’s soul, it no longer counts against their cypher
-+and returning to life are actions. Once the cypher holds the user's soul, it no longer counts against their cypher
- limit.
-
--If someone gets a hold of another person’s soul, they have a great deal of power over that person (such as easing all
--actions against them by three steps). Those who use a deathless should ensure that it’s well hidden and well protected.
-+If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
-+actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
-
--Death’s Candle
-+Death's Candle
-
- Level: 1d6 + 4
-
- Form: Small, half-burnt black candle
-
--Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher’s level. During that time, the user
-+Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher's level. During that time, the user
- who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
- normally die, they do not and instead reject all damage. For example, if a character has 5 points left in their last
- Pool, and a foe inflicts 5 points
-@@ -73418,14 +73418,14 @@
- of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
- damage, which is not enough to kill the user, the user takes the 4 points of damage.
-
--Death’s Messengers
-+Death's Messengers
-
- Level: 1d6 + 2
-
- Form: Bottle, vial, or box filled with three wisps of dark smoke
-
- Effect: The three smoke wisps wrap around a creature within close range, causing them to feel dizzy, experience ringing
--in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher’s
-+in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
- level (each round).
-
- Diadem of Death
-@@ -73434,14 +73434,14 @@
-
- Form: Crown made of feathers, bits of bone, burnt hair, and old teeth
-
--Effect: When worn on someone’s head, looped over a limb, or otherwise placed upon their person, the crown inflicts
-+Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
- damage equal to its level.
-
--Dragon’s Blood
-+Dragon's Blood
-
- Level: 1d6
-
--Form: Powdered dragon’s blood
-+Form: Powdered dragon's blood
-
- Effect: When mixed with liquid and painted on a living being, grants one of the following effects for a day.
-
-@@ -73451,13 +73451,13 @@
- | 3-4 | Asset to all tasks involving magic |
- | 5-6 | Asset to all tasks involving romance, sex, and fertility |
-
--Dragon’s Teeth
-+Dragon's Teeth
-
- Level: 1d6
-
--Form: Handful of dragon’s teeth
-+Form: Handful of dragon's teeth
-
--Effect: When planted, the dragon’s teeth grow into three fully armed warriors. The warriors can understand the verbal
-+Effect: When planted, the dragon's teeth grow into three fully armed warriors. The warriors can understand the verbal
- commands of the person who planted them. Once they are grown, commanding them is not an action. They can make attacks
- and perform actions to the best of their abilities. The warriors can never go farther than long range from the character
- who planted them
-@@ -73485,7 +73485,7 @@
-
- Level: 1d6
-
--Form: Liquid inside a glass bottle with a paper label that says “DRINK ME”
-+Form: Liquid inside a glass bottle with a paper label that says "DRINK ME"
-
- Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
- another way to change their size (such as with an eat me).
-@@ -73503,12 +73503,12 @@
-
- Level: 1d6
-
--Form: Very small cake with the words “EAT ME” written on it in currants
-+Form: Very small cake with the words "EAT ME" written on it in currants
-
- Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
- way to change their size (such as with a drink me).
-
--Emperor’s New Clothes
-+Emperor's New Clothes
-
- Level: 1d6
-
-@@ -73525,7 +73525,7 @@
- Effect: When the cup is buried in the ground, it grants the person who buried it protection. They gain +2 Armor against
- all physical and mental attacks for one day.
-
--It’s believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
-+It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
- protection by way of thanks.
-
- False Grandmother
-@@ -73541,7 +73541,7 @@
- creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
- duration.
-
--Father’s Betrayal
-+Father's Betrayal
-
- Level: 1d6 + 2
-
-@@ -73584,22 +73584,22 @@
-
- Form: Length of magical rope
-
--Effect: Knotting the rope together to form a loop allows the user to capture a memory from their past. They don’t lose
-+Effect: Knotting the rope together to form a loop allows the user to capture a memory from their past. They don't lose
- the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close range spends one
- round doing nothing but experiencing the memory as if it were their own. If the memory is particularly sad, loving,
- scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
- memory. Capturing the memory is an action, as is untying the loop.
-
--Genie’s Handkerchief
-+Genie's Handkerchief
-
- Level: 1d6
-
- Form: Extremely large handkerchief with one corner coated in mercury
-
--Effect: Rubbing the cloth over a wound heals the wound (restores all points to the character’s Pools), but also uses up
-+Effect: Rubbing the cloth over a wound heals the wound (restores all points to the character's Pools), but also uses up
- one recovery roll for the day.
-
--Genie’s handkerchiefs come in many colors and materials. Some people find that after
-+Genie's handkerchiefs come in many colors and materials. Some people find that after
-
- their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
- drawbacks.
-@@ -73611,7 +73611,7 @@
- Form: Golden snail shell
-
- Effect: When blown into softly, the shell expands into a simple structure with a front door and walls that let in a soft
--light. From inside the structure, it’s about 10 feet by 10 feet by 20 feet (3
-+light. From inside the structure, it's about 10 feet by 10 feet by 20 feet (3
-
- m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
- making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
-@@ -73624,7 +73624,7 @@
-
- Effect: After eating the cookie, the user has training in Speed defense for the next day.
-
--Godfather’s Picture Book
-+Godfather's Picture Book
-
- Level: 1d6 + 2
-
-@@ -73633,7 +73633,7 @@
- Effect: When someone flips through the pages quickly, time is altered. If the user flips through the book forward, time
- jumps forward. Flip backward and time jumps backward. Moving time forward gives the user an additional action on their
- turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
--regular book and does not count against the character’s cypher limit.
-+regular book and does not count against the character's cypher limit.
-
- Golden Beetle
-
-@@ -73660,7 +73660,7 @@
- Golden mirror: Turns into a tall glass mountain 30 feet tall by 300 feet wide (9 m by 90 m). All climbing tasks are
- hindered, and a fall from any height does 3 points of ambient damage (ignores Armor).
-
--The landscape effects are permanent. The golden vanity counts as a single cypher against the character’s cypher limit.
-+The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
- When all three items have been used, it remains a functional vanity set but no longer holds any magic.
-
- Green Spectacles
-@@ -73672,7 +73672,7 @@
- Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
- day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
-
--Hart’s Heart
-+Hart's Heart
-
- Level: 1d6 + 3
-
-@@ -73687,11 +73687,11 @@
-
- Form: Still-warm piece of a fallen star
-
--Effect: For the next ten minutes, when the user helps another character while holding the star, that character’s task is
--eased by an additional step. (If the user has an inability in the relevant skill, the other character’s task is still
-+Effect: For the next ten minutes, when the user helps another character while holding the star, that character's task is
-+eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
- eased.)
-
--Heart’s Tart
-+Heart's Tart
-
- Level: 1d6 + 2
-
-@@ -73706,7 +73706,7 @@
-
- Form: Small spiced cake
-
--Effect: When eaten, restores a number of points equal to the cypher’s level to the user’s Might Pool.
-+Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
-
- Iron Bands of Three
-
-@@ -73714,7 +73714,7 @@
-
- Form: Three flexible iron bands
-
--Effect: Wrapping the iron bands around the user’s heart keeps it from breaking with trouble and anxiety. While wearing
-+Effect: Wrapping the iron bands around the user's heart keeps it from breaking with trouble and anxiety. While wearing
- the bands, the user automatically succeeds on their next three Intellect defense rolls against anything that would make
- them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
- breaks. When all three bands are broken, the cypher is used up.
-@@ -73728,16 +73728,16 @@
- Effect: When released, the spider sets up a web in a nearby corner. For the next ten minutes, the web catches thoughts,
- secrets, and information about the general area (up to about a square mile), including any creatures, people, weather,
- or goings on. At the end of that time, the user can read the web, gaining answers to a number of questions equal to the
--cypher’s level. The questions must pertain to the area and must be simple enough that the spider can answer them in
-+cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
- three words or less.
-
--Jack’s Candlestick
-+Jack's Candlestick
-
- Level: 1d6 + 3
-
- Form: Burning candlestick
-
--Effect: Jumping over the candlestick restores a number of points equal to the cypher’s level to the user’s Speed Pool.
-+Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
-
- Jiminy Cricket
-
-@@ -73771,11 +73771,11 @@
- knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
- minutes per cypher level.
-
--Lion’s Courage
-+Lion's Courage
-
- Level: 1d6 + 1
-
--Form: Small medallion with the word “COURAGE” inscribed upon it.
-+Form: Small medallion with the word "COURAGE" inscribed upon it.
-
- Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
- time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
-@@ -73799,10 +73799,10 @@
-
- Form: Handful of magic beans
-
--Effect: When planted and watered, the beans grow into a giant beanstalk. It’s almost impossible to know where the
-+Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
- beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
-
--Memory’s Match
-+Memory's Match
-
- Level: 1d6
-
-@@ -73810,7 +73810,7 @@
-
- Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
- flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
--the roll. After that, anyone who watched the vision but didn’t make a recovery roll takes 3 points of Intellect damage
-+the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
- (ignores Armor).
-
- Mermaid Tear
-@@ -73821,7 +73821,7 @@
-
- Effect: When swallowed, fills the user with an overwhelming sense of sadness. The user takes 1 point of Intellect
- damage, but gains an asset on any tasks involving water for the next ten minutes. The task must involve water in a
--significant way (for example, swinging a sword while it’s raining likely doesn’t count, but crying as part of an attempt
-+significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
- to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
-
- Neverlost
-@@ -73857,7 +73857,7 @@
- general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task.
- Generally, knowledge that a PC could find by looking somewhere other than their current location is level 1, and obscure
- knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
--can’t provide knowledge about the future, since that is level 10).
-+can't provide knowledge about the future, since that is level 10).
-
- Pictureless Book
-
-@@ -73869,7 +73869,7 @@
- deep sleep for one round. While they sleep, they have intense dreams and cannot take any other actions. The dreams
- affect them in one of the following ways.
-
--Pictureless book affects NPCs’ health instead of their Pools, either restoring them to full health or doing 5 points of
-+Pictureless book affects NPCs' health instead of their Pools, either restoring them to full health or doing 5 points of
- damage.
-
- | d6 | Effect |
-@@ -73934,7 +73934,7 @@
- The
- task might be simple (picking
- the most beautiful rose from
--a garden) or complex (knitting seven sweaters from nettles). All actions that don’t contribute to completing the task
-+ a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task
- are hindered. |
-
-
-@@ -73951,12 +73951,12 @@
-
- Form: Apple that is half white and half red
-
--Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher’s level to their
--Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher’s level. Each half of the
-+Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher's level to their
-+Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher's level. Each half of the
- apple has the power to affect only one creature.
-
--Both halves of the apple can be used by the same or different people as long as it’s done within a few rounds of each
--other. However, in order for the cypher to take effect, the user must willingly take a bite. It’s impossible, for
-+Both halves of the apple can be used by the same or different people as long as it's done within a few rounds of each
-+other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
- instance, to force-feed someone part of the apple and have the cypher activate.
-
- Poppet (Damage)
-@@ -73966,7 +73966,7 @@
- Form: Small figure made of cloth, stuffed with hair and bone
-
- Effect: Writing the name of an object or living being on the figure connects the figure with that object or being.
--Destroying the poppet inflicts damage on the connected object or being equal to the cypher’s level, no matter how far
-+Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
- away it is. Writing the name and destroying the poppet are separate actions.
-
- Poppet (Love)
-@@ -73975,7 +73975,7 @@
-
- Form: Small figure made of wax, adorned with flowers and herbs
-
--Effect: Giving the poppet to another living being in a short ceremony (usually simply saying the being’s name and making
-+Effect: Giving the poppet to another living being in a short ceremony (usually simply saying the being's name and making
- an offer of deep positive emotion) protects them from all harmful effects the next time they are attacked. If the
- positive emotion is returned (such as between friends or lovers), the giver is also protected. For example, the next
- time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
-@@ -74009,16 +74009,16 @@
-
- Effect: When sprinkled on an inanimate
-
--object, the powder brings it to life. The object doesn’t change in any way—a small cat made of glass remains a small cat
-+object, the powder brings it to life. The object doesn't change in any way—a small cat made of glass remains a small cat
- made of glass—except that now it is alive. The living object acts as a level 2 creature with a mind of its own. While it
--has an affinity or obligation for the one who brought it to life, it doesn’t obey commands.
-+has an affinity or obligation for the one who brought it to life, it doesn't obey commands.
-
- Objects animated by the powder of life should have stats that represent
-
- their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
- stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
-
--Princess’s Pea
-+Princess's Pea
-
- Level: 1d6 + 3
-
-@@ -74052,7 +74052,7 @@
- m) tall. The tower, which takes ten minutes to fully form, has a large number of windows but only one exterior door,
- which can be unlocked only by the user.
-
--The tower’s level is equal to the cypher level, and the structure is permanent and immobile.
-+The tower's level is equal to the cypher level, and the structure is permanent and immobile.
-
- Rose of Red
-
-@@ -74060,7 +74060,7 @@
-
- Form: Big, beautiful crimson rose in full bloom
-
--Effect: Pricking a finger on the rose’s thorns causes the user to bleed a single drop of blood. When flung into the air,
-+Effect: Pricking a finger on the rose's thorns causes the user to bleed a single drop of blood. When flung into the air,
- the blood becomes a large red bird that flies toward a chosen target up to a long distance away. When it arrives, it
- bursts in an immediate radius, inflicting Intellect damage equal to the cypher level. The burst spawns 1d6 additional
- birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
-@@ -74074,7 +74074,7 @@
-
- Effect: When rubbed on your visible shadow, causes it to separate from yourself.
-
--The shadow acts as a level 4 creature under the user’s control for one hour (or until there is no light). The shadow is
-+The shadow acts as a level 4 creature under the user's control for one hour (or until there is no light). The shadow is
- two-dimensional and insubstantial, and when sneaking, hiding, and avoiding detection, it acts as a level 7 creature.
- When the effect ends, the shadow (usually) returns to the user.
-
-@@ -74124,10 +74124,10 @@
- Form: Human bone carved into the mouthpiece for a musical instrument Effect: When blown into, the bone sings a
-
- song that details the weaknesses and faults of one target (up to the level of the cypher) that the user chooses. For ten
--minutes, all tasks involving the target are eased for everyone in long range who heard the bone’s song.
-+minutes, all tasks involving the target are eased for everyone in long range who heard the bone's song.
-
--For most magical objects involving sound, it’s not necessary to physically hear the item in order to gain the benefits.
--“Hearing” may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-+For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
-+"Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-
- Snake Leaves
-
-@@ -74156,10 +74156,10 @@
- Form: Small stuffed bird with yellow and blue plumage
-
- Effect: When the user spends ten minutes breathing into the mouth of the bird, it comes to life. It flies off, but now
--carries a piece of the user’s life inside it. When the user dies, the bird flies back to their body and is able to
-+carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
- communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
-
--Sorcerer’s Skeleton Key
-+Sorcerer's Skeleton Key
-
- Level: 1d6 + 2
-
-@@ -74175,12 +74175,12 @@
- Form: Ring, necklace, hairpin, or bracelet
-
- Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
--commands as long as they’re within long range. They can hinder any or all opponents’ tasks, provide information, assist
-+commands as long as they're within long range. They can hinder any or all opponents' tasks, provide information, assist
- in small tasks, and so on. The fey will not do anything that goes against their basic nature and safety (such as
- self-harm, attacking their friends, or obvious suicide missions).
-
--Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it’s very much dependent
--on the fey’s blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
-+Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much dependent
-+on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
- important), and they may take the time to curse or prank the characters before they disappear.
-
- Teleport Hat
-@@ -74203,7 +74203,7 @@
- Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
- doing so was a routine task.
-
--Tin Man’s Tears
-+Tin Man's Tears
-
- Level: 1d6 + 2
-
-@@ -74211,7 +74211,7 @@
-
- Effect: When poured out, spreads out to cover an area about 2 feet by 2 feet (60 cm square), transforming any metal it
- touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
--soldier), the rust inflicts damage equal to the cypher’s level and hinders all movement actions for ten minutes.
-+soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
-
- To Peter With Love
-
-@@ -74219,7 +74219,7 @@
-
- Form: Wrapped box with a bomb inside and a gift tag on the outside
-
--Effect: Write a person’s name on the tag, and the box will deliver itself to that person at a time and place you
-+Effect: Write a person's name on the tag, and the box will deliver itself to that person at a time and place you
- specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
- at least a round and sometimes longer, depending on the distance and difficulty.
-
-@@ -74267,10 +74267,10 @@
-
- Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
-
--Effect: Captures a witch (of a level up to the cypher’s level). Upon entering the bottle, the witch takes damage equal
--to the cypher’s level and is trapped until someone whispers their name into the bottle’s mouth and releases them.
-+Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
-+to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
-
--Witch’s Ladder
-+Witch's Ladder
-
- Level: 1d6 + 2
-
-@@ -74285,7 +74285,7 @@
-
- Form: Plain wooden spoon
-
--Effect: When stirred through the air, restores the user’s energy and vitality. The user gains two additional actions on
-+Effect: When stirred through the air, restores the user's energy and vitality. The user gains two additional actions on
- their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
- their turn, or attack a foe three times.
-
-@@ -74300,7 +74300,7 @@
- obstacles. If the yarn is cut, it no longer works.
-
- It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
--ways to hide themselves (and others) from the yarn’s power.
-+ways to hide themselves (and others) from the yarn's power.
-
- ARTIFACTS
-
-@@ -74335,30 +74335,30 @@
- | 42-43 | Gift from the fairy queen |
- | 44-45 | Goodest gargoyle |
- | 46-47 | Harrowing blade |
--| 48-49 | History’s fickle hands |
-+| 48-49 | History's fickle hands |
- | 50-51 | Keys of close to you |
- | 52-53 | Living copycat |
--| 54-55 | Magician’s protective amulet |
-+| 54-55 | Magician's protective amulet |
- | 56-57 | Malware genie |
- | 58-60 | Meatboy |
- | 61-62 | My friend Lockness |
- | 63-64 | Pearls of your grandmother, the witch |
--| 65-66 | Poor magician’s lunchbox |
-+| 65-66 | Poor magician's lunchbox |
- | 67-68 | Rainbow suspenders |
- | 69-71 | Ring of reflected bullets |
- | 72-74 | Scarf of love and death |
- | 75-76 | Song of the siren |
- | 77-79 | Speed readers |
- | 80-82 | Tattoo of the tiger |
--| 83-84 | Tattoo of tomorrow’s edge |
-+| 83-84 | Tattoo of tomorrow's edge |
- | 85-87 | Tattoo of true shot |
- | 88-89 | Time is a circle |
- | 90-91 | Umbrella of no-touch |
- | 92-93 | Vanity of the vanities |
- | 94-96 | Witch wand |
--| 97-98 | Witch’s broom |
-+| 97-98 | Witch's broom |
- | 99 | Wonder onesie |
--| 00 | Your mama’s biker jacket |
-+| 00 | Your mama's biker jacket |
-
- Artifact Rules
-
-@@ -74366,10 +74366,10 @@
-
- Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
- designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
--last use. A depletion entry of “—” means that the artifact never depletes, and an entry of “automatic” means that it can
-+last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
- be used only once.
-
--Depowered artifacts can sometimes be recharged using the repair rules, depending on the item’s nature. Other special
-+Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
- abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
- recharge artifacts, at least temporarily.
-
-@@ -74432,12 +74432,12 @@
-
- Form: Metal and glass card about the size and shape of a library card
-
--Effect: Allows the user to “borrow” people’s minds the same way that one might borrow a library book. The person must be
-+Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
- agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
--24 hours, the user has access to the person’s brain from anywhere, allowing them to become trained in two noncombat
--skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they’re
--“borrowing” (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
--maybe not in woodworking or cooking). They can only borrow one person’s mind each day.
-+24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
-+skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
-+"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
-+maybe not in woodworking or cooking). They can only borrow one person's mind each day.
-
- Depletion: 1 in 1d00
-
-@@ -74456,9 +74456,9 @@
-
- Level: 1d6 + 4
-
--Form: Small metal pipe that’s been etched with elaborate symbols
-+Form: Small metal pipe that's been etched with elaborate symbols
-
--Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature’s magic up
-+Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
- into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
- died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
- (even if this temporarily puts them above their maximum Pool).
-@@ -74472,8 +74472,8 @@
- > Form: Handcrafted sword etched with vines and roses
- >
- > Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
--> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature’s
--> heart. The vine begins to spread through the creature’s veins, inflicting 2 additional points of damage each round for
-+> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
-+> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
- > one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
- > on their turn.
-
-@@ -74485,7 +74485,7 @@
- >
- > Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
- >
--> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they’ve
-+> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
- > eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
-
- Depletion: 1 in 1d20
-@@ -74497,10 +74497,10 @@
- > Form: Backpack, purse, or duffel covered in patches
- >
- > Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
--> item the user places inside the bag instantly turns into a patch on the bag’s surface. Only the user can recognize
-+> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
- > these patches as the objects they once were, and only the user can turn them back into their original items (doing so
- > takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
--> magic items it can hold. Cyphers in the bag do not count against the user’s cypher limit.
-+> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
-
- Depletion: 1 in 1d20 (roll each time a magic item is added)
-
-@@ -74512,7 +74512,7 @@
-
- Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
- are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
--box is so distracted that they’re hindered on all actions for a number of rounds equal to the artifact level. (NPCs
-+box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
- whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
- to long range away.
-
-@@ -74536,7 +74536,7 @@
- Form: Palm-sized device with a carabiner attached
-
- Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
--add apps and activate them. Any additional apps stored above the user’s cypher limit do not count against the limit.
-+add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
-
- Depletion: 1 in 1d20 (check each time an app is added)
-
-@@ -74547,9 +74547,9 @@
- > Form: Ring that alters to perfectly fit the wearer (in size and appearance)
- >
- > Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
--> randomly from the available apps on that device, and the user doesn’t know what the app is until they receive it. They
-+> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
- > can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
--> hold one app at a time, and that app does count against the user’s cypher limit.
-+> hold one app at a time, and that app does count against the user's cypher limit.
-
- Depletion: 1 in 1d20
-
-@@ -74569,7 +74569,7 @@
- > next action.
- >
- > Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
--> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target’s shirt
-+> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
- > is tagged, the tag works even if they remove their shirt).
-
- Depletion: 1 in 1d20
-@@ -74596,7 +74596,7 @@
- Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
- offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
- own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
--on a foe’s head, warning them of incoming dangers, bringing them a snack, and so on.
-+on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
-
- Depletion: 1 in 1d00 (roll each time the crows arrive)
-
-@@ -74619,7 +74619,7 @@
- > Form: Quill made from a green feather
- >
- > Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
--> or creature’s level is half the artifact’s level, +1 level if the user is trained in drawing, or +2 levels if the user
-+> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
- > is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
- > until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
- > If a creature is made, it does the bidding of the user.
-@@ -74640,7 +74640,7 @@
- > result smells amazing to them but is not noticeable to anyone else.
- >
- > After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
--> Each application lasts for ten minutes per artifact level, and it’s an action to reapply the perfume.
-+> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
- >
- > Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
- > damage.
-@@ -74655,7 +74655,7 @@
-
- Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
- can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
--creatures can’t remove them from the surface they’re attached to (preventing the creatures from stealing, hiding, or
-+creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
- throwing them).
-
- Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
-@@ -74676,7 +74676,7 @@
-
- Form: Glass eye that shines with a beautiful inner light
-
--Effect: Looking through the glass eye allows the user to see anything that’s hidden or invisible, including magic, up to
-+Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
- the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
- level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
-
-@@ -74698,13 +74698,13 @@
-
- Form: Long black blade with a carved stone handle
-
--Effect: A successful attack with the blade doesn’t inflict physical damage. Instead, it fills the foe’s mind with dark
-+Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
- and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
- ignore Armor. The foe does not need to be corporeal for the attack to be successful.
-
- Depletion: —
-
--History’s Fickle Hands
-+History's Fickle Hands
-
- > Level: 1d6
- >
-@@ -74712,7 +74712,7 @@
- >
- > Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
- > the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
--> The person isn’t compelled to interact with the user, and the user’s interaction with them doesn’t change anything in
-+> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
- > the present or future. The connection stays open for ten minutes per artifact level.
-
- Depletion: 1 in 1d6
-@@ -74724,7 +74724,7 @@
- Form: Two small gold keys, each with a simple bow
-
- Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
--representation of the two users’ relationship. At any time, one of the users can teleport themselves to the other person
-+representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
- instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
- there must be no magical barriers in place that are higher level than the artifact.
-
-@@ -74736,20 +74736,20 @@
-
- Form: Collection of metal magnets in a small tin
-
--Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they’ve seen or have
-+Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
- an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
--of its size). The copycat does and says everything that the living entity is doing, at the moment that they’re doing it.
-+of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
- The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
-
- Depletion: 1 in 1d20
-
--Magician’s Protective Amulet
-+Magician's Protective Amulet
-
- Level: 1d6 + 2
-
- Form: Silver medallion bearing several magical symbols
-
--Effect: The wearer’s defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
-+Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
-
- Depletion: 1 in 1d20 (check each spell attack)
-
-@@ -74773,7 +74773,7 @@
-
- Form: Ring with a generic human face design
-
--Effect: The ring creates a “meatboy,” a level 1 lifelike simulation of a human, who appears within immediate range. The
-+Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
- meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
- melts into reddish goo, and vanishes.
-
-@@ -74803,7 +74803,7 @@
-
- Depletion: —
-
--Poor Magician’s Lunchbox
-+Poor Magician's Lunchbox
-
- Level: 1d6
-
-@@ -74834,7 +74834,7 @@
-
- Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
- defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
--effectively granting the wearer a free attack against the shooter fired from the shooter’s weapon. The wearer is
-+effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
- practiced with this attack.
-
- Depletion: 1 in 1d20
-@@ -74875,7 +74875,7 @@
- > Form: Reading glasses with blue-hued lenses
- >
- > Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
--> article, important document, and so on, even if it’s not in a language they know. Reading something usually takes at
-+> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
- > least a few rounds, depending on the length of the item.
- >
- > For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
-@@ -74891,7 +74891,7 @@
- Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
-
- Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
--impossible to tell from other creatures of its ilk, meaning it’s the same size, moves the same way, vocalizes the same
-+impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
- way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
- its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
- as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
-@@ -74899,11 +74899,11 @@
-
- Depletion: 1 in 1d20
-
--> Because tattoo artifacts are magical, they can be transferred from one person’s skin to another’s. For example, if a
-+> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
- > character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
- > their body.
-
--Tattoo of Tomorrow’s Edge
-+Tattoo of Tomorrow's Edge
-
- Level: 1d6 + 3
-
-@@ -74920,7 +74920,7 @@
-
- Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
-
--Effect: Adds +1 damage to all of the user’s successful ranged attacks that are made with physical weapons, such as a
-+Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
- bow, gun, or throwing knife.
-
- Depletion: 1 in 1d10
-@@ -74947,7 +74947,7 @@
- >
- > Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
- > attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
--> less than the umbrella’s. PCs gain an Intellect defense roll to overcome the effect.
-+> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
-
- Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
-
-@@ -74972,7 +74972,7 @@
-
- Depletion: —
-
--Witch’s Broom
-+Witch's Broom
-
- Level: 1d6 + 2
-
-@@ -74982,7 +74982,7 @@
- 100 miles (160 km) per hour.
-
- The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
--time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten
-+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
- minutes.
-
- Depletion: 1 in 1d20
-@@ -75001,14 +75001,14 @@
- Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
- ability, after which it still functions as armor.)
-
--Your Mama’s Biker Jacket
-+Your Mama's Biker Jacket
-
- Level: 1d6 + 4
-
- Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
-
- Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
--persuasion, fear, and intimidation. Roll a d6 to determine the jacket’s secondary ability.
-+persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
-
- Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
-
-@@ -75056,16 +75056,16 @@
-
- Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
- When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
--the depletion number(s), the item works, but that is its last use. A depletion entry of “—” means that the artifact
--never depletes, and an entry of “automatic” means that it can be used only once. Depowered artifacts can sometimes be
--recharged using the repair rules, depending on the item’s nature. Other special abilities can also repower an expended
-+the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
-+never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
-+recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
- item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
- temporarily
-
- EXAMPLE FANTASY ARTIFACTS
-
- The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
--tables—one for minor items (artifacts that don’t have particularly flashy or world-affecting abilities) and one for
-+tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
- major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
- minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
- table.
-@@ -75078,7 +75078,7 @@
- | 07-09 | Armored cloth |
- | 10-15 | Belt of strength |
- | 16-18 | Bounding boots |
--| 19-21 | Cat’s eye spectacles |
-+| 19-21 | Cat's eye spectacles |
- | 22-24 | Cloak of elfkind |
- | 25-26 | Coil of endless rope |
- | 27-28 | Crown of the mind |
-@@ -75094,7 +75094,7 @@
- | 67-72 | Mastercraft weapon |
- | 73-75 | Mindshield helment |
- | 76-77 | Pack of storage |
--| 78-79 | Poisoner’s touch |
-+| 78-79 | Poisoner's touch |
- | 80-85 | Protection amulet |
- | 86-87 | Shield of two skies |
- | 88-92 | Skill ring |
-@@ -75111,12 +75111,12 @@
- | 04 | Book of all spells |
- | 05 | Cloak of Balakar |
- | 06-07 | Crown of eyes |
--| 08 | Death’s scythe |
-+| 08 | Death's scythe |
- | 09-10 | Demonflesh |
- | 11 | Demonic rune blade |
- | 12-15 | Dragontongue weapon |
- | 16-18 | Dragontooth soldiers |
--| 19-20 | Explorer’s gloves |
-+| 19-20 | Explorer's gloves |
- | 21-23 | Falcon cloak |
- | 24-25 | Flying carpet |
- | 26-27 | Ghostly armor |
-@@ -75126,7 +75126,7 @@
- | 37-39 | Instant ladder |
- | 40-43 | Lightening hammer |
- | 44-47 | Necromantic wand |
--| 48-50 | Ring of dragon’s flight\* |
-+| 48-50 | Ring of dragon's flight\* |
- | 51-53 | Ring of fall flourishing |
- | 54-56 | Ring of invisibility |
- | 57 | Ring of wishes |
-@@ -75140,8 +75140,8 @@
- | 78-79 | Storm shack |
- | 80-83 | Trap runestone |
- | 84-88 | Wand of firebolts\* |
--| 89-93 | Wand of spider’s webbing |
--| 94-97 | Witch’s broom |
-+| 89-93 | Wand of spider's webbing |
-+| 94-97 | Witch's broom |
- | 98-00 | Roll twice on the Minor Fantasy Artifacts table |
-
- \* Artifact found in the Fantasy Artifacts section of the Cypher System
-@@ -75153,7 +75153,7 @@
- Form: A 50-foot (15 m) length of black rope
-
- Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
--damage (including attempts to cut it) from anything less than the artifact’s level.
-+damage (including attempts to cut it) from anything less than the artifact's level.
-
- Depletion: —
-
-@@ -75164,7 +75164,7 @@
- Form: Embroidered velvet bag
-
- Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
--bottle or scroll case. These cyphers do not count against a character’s cypher limit.
-+bottle or scroll case. These cyphers do not count against a character's cypher limit.
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-
-@@ -75186,7 +75186,7 @@
-
- Form: Thick leather belt with a metal buckle and rivets
-
--Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer’s maximum Might Pool by 5
-+Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
- normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
- restored with recovery rolls, healing magic, or similar effects).
-@@ -75211,7 +75211,7 @@
- | 3-5 | Roll on the Fantastic Cypher table |
- | 6 | Roll on the Subtle Cypher table |
-
--The bearer can cast the spell on the page as if it were a cypher with a level equal to the book’s level. This doesn’t
-+The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
- remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-
- As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
-@@ -75230,12 +75230,12 @@
-
- Form: Sturdy but flexible boots
-
--Effect: The boots assist the wearer’s every step to make jumping and running easier. The boots are an asset for jumping
-+Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
- and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-
- Depletion: —
-
--CAT’S EYE SPECTACLES
-+CAT'S EYE SPECTACLES
-
- Level: 1d6
-
-@@ -75252,9 +75252,9 @@
-
- Form: Blue cloak with elaborate designs suggesting blowing wind
-
--Effect: The wearer can calm winds of the artifact’s level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
--wearer can create a destructive windstorm up to that size, lasting one minute; this storm’s level is equal to half the
--artifact’s level.
-+Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
-+wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
-+artifact's level.
-
- Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
-@@ -75264,7 +75264,7 @@
-
- Form: Thin greyish-green cloak with a cowl and clasp
-
--Effect: When activated (by drawing the hood over the wearer’s head), the cloak takes on the colors and textures of
-+Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
- everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
- sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-
-@@ -75277,7 +75277,7 @@
- Form: Multilayered cloak of glittering material
-
- Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
--in the most flattering way. When activated, it enhances the wearer’s appearance, voice, tone, and even their grammar,
-+in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
- granting an asset to all interaction tasks for the next minute.
-
- Depletion: 1 in 1d20
-@@ -75290,7 +75290,7 @@
-
- Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
- no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
--depleted. If cut, any length beyond the coil’s initial 50 feet crumbles into powder after a round or two.
-+depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
-
- Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
-@@ -75313,7 +75313,7 @@
-
- Form: Crown, circlet, headband, diadem, or amulet
-
--Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer’s maximum Intellect Pool by 5
-+Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
- normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
- be restored with recovery rolls, healing magic, or similar effects).
-@@ -75352,15 +75352,15 @@
- activated again.
-
- In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
--communication with the viewed area. All creatures in the area can sense the user’s presence and hear their voice, and
-+communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
- the creatures can speak to and be heard by the user.
-
- Depletion: 1 in 1d20
-
--An unwilling creature’s defenses against magic and Intellect attacks should hinder scrying attempts just as they would
-+An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--DEATH’S SCYTHE
-+DEATH'S SCYTHE
-
- Level: 1d6 + 4
-
-@@ -75405,15 +75405,15 @@
- dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
- and it inflicts 4 additional points of damage (for a total of 8 points).
-
--If the wielder kills a creature with the sword, the sword eats the creature’s spirit and transfers some of its energy to
-+If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
- the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
- the wielder to exceed their normal Might Pool and Might Edge stats.
-
- If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
- attack roll of 1).
-
--Depletion: 1 in 1d10 (check each time a killed creature’s life force is absorbed; if depleted, the sword’s magical
--abilities can be recharged if it kills an “innocent” creature)
-+Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
-+abilities can be recharged if it kills an "innocent" creature)
-
- DRAGONTONGUE WEAPON
-
-@@ -75466,7 +75466,7 @@
- enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
- higher).
-
--The additional Armor provided by the magic also applies to damage that often isn’t reduced by typical armor, such as
-+The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
- heat or cold damage (but not Intellect damage).
-
- Depletion: —
-@@ -75489,11 +75489,11 @@
-
- Depletion: Automatic
-
--One advantage of an exploding arrow over a detonation cypher is that the arrow doesn’t count toward your cypher limit.
-+One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--EXPLORER’S GLOVES
-+EXPLORER'S GLOVES
-
- Level: 1d6
-
-@@ -75515,7 +75515,7 @@
-
- Depletion: 1 in 1d100
-
--Most magic items that turn a character into a different creature make it difficult to use any of the character’s special
-+Most magic items that turn a character into a different creature make it difficult to use any of the character's special
- abilities (other than skills) in that form.
-
- FLYING CARPET
-@@ -75541,7 +75541,7 @@
-
- When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
- artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
--character’s abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
-+character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
- defense.
-
- Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
-@@ -75555,7 +75555,7 @@
-
- Form: Supple leather or cloth gloves
-
--Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer’s maximum Speed Pool by 5
-+Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
- (or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
- normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
- restored with recovery rolls, healing magic, or similar effects).
-@@ -75581,7 +75581,7 @@
-
- Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
- activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
--shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it
-+shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
- spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
- to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
- twenty-four hours or until it has made one hundred attacks, whichever comes first.
-@@ -75597,8 +75597,8 @@
- hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
- unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
- snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
--invisible, the user is specialized in stealth and Speed defense tasks. Thief ’s Passage: A locked or barred door or a
--container whose level is less than or equal to the hand’s level becomes unlocked when touched by the hand.
-+invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
-+container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
-
- Depletion: 1 in 1d20
-
-@@ -75606,7 +75606,7 @@
-
- Level: 1d6
-
--Form: Green metal helm with a scaly or fishy motif Effect: The wearer’s head is enveloped in a tight bubble of air that
-+Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
- constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-
- Depletion: 1–2 in 1d100 (check each day)
-@@ -75681,7 +75681,7 @@
-
- Form: Lightweight cloth, leather, or metal helmet
-
--Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer’s
-+Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
- mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-
- Depletion: —
-@@ -75697,7 +75697,7 @@
- destroyed.
-
- This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
--but each “round of ammo” used or each additional target selected requires an additional depletion roll.
-+but each "round of ammo" used or each additional target selected requires an additional depletion roll.
-
- Depletion: 1 in 1d10
-
-@@ -75707,14 +75707,14 @@
-
- Form: Leather backpack or haversack with multiple pockets
-
--Effect: This pack’s mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
-+Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
- on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
- as much as it is holding.
-
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
- pack)
-
--POISONER’S TOUCH
-+POISONER'S TOUCH
-
- Level: 1d6 + 1
-
-@@ -75819,8 +75819,8 @@
- Form: Night-black blade in which distant stars are sometimes visible
-
- Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
--inflicts additional damage (ignores Armor) equal to the artifact’s level. If damage from the dagger reduces a target to
--0 health, the target’s soul is drawn into the blade. The soul remains trapped there for up to three days, after which
-+inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
-+0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
- time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-
- As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
-@@ -75848,7 +75848,7 @@
-
- Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
- of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
--summoner’s bidding for up to one hour, unless it somehow breaks the geas created by the book.
-+summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
-
- Depletion: 1–3 in 1d20
-
-@@ -75861,13 +75861,13 @@
- Effect: The wielder can use an action to gain one of the following effects.
-
- Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
--target follows any suggestion during its next turn that doesn’t cause direct harm to itself or its allies.
-+target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
-
- Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
- inflicting damage equal to the artifact level.
-
- Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
--rolls). This effect is invisible and doesn’t require them to hold a shield; merely touching the staff is sufficient.
-+rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
-
- The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
- lightning), but each requires a separate activation and depletion roll.
-@@ -75900,8 +75900,8 @@
-
- Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
- attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
--failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake
--couldn’t do.
-+failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
-+couldn't do.
- Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
- natural spring in the ground.
-
-@@ -75917,7 +75917,7 @@
- feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
- inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
- duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
--artifact’s level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
-+artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
- model, which can be taken and reused.
-
- Depletion: 1 in 1d100
-@@ -75936,7 +75936,7 @@
-
- The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
- runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
--artifact’s trigger might be based on a creature’s size or weight, a level 5 artifact can trigger based on a specific
-+artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
- type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-
- Depletion: Automatic
-@@ -75967,15 +75967,15 @@
-
- Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--WAND OF SPIDER’S WEBBING
-+WAND OF SPIDER'S WEBBING
-
- Level: 1d6 + 1
-
- Form: White oak wand
-
--Effect: This wand produces a long-range stream of grey spider’s webbing that entangles a target and holds it stuck to
--nearby surfaces. Entangled victims can’t move or take actions that require movement. Targets whose level is higher than
--the wand’s level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
-+Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
-+nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
-+the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
- it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
- was caught within it.
-
-@@ -75990,20 +75990,20 @@
- Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
- (probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
- basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
--Sometimes, this translates into an asset on one of the user’s actions. For example, the intelligence can suggest the
-+Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
- right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
- door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
- the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
- guarding.
-
--The whisperer’s willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
-+The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
- Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
--reasons it will not explain. The whisperer’s knowledge base is broad but not omniscient. It cannot see the future, but
-+reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
- it can often predict outcomes based on logic.
-
- Depletion: 1 in 1d20 (check each day)
-
--WITCH’S BROOM
-+WITCH'S BROOM
-
- Level: 1d6 + 2
-
-@@ -76013,7 +76013,7 @@
- (160 km) per hour.
-
- The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
--time all tasks are hindered. After the hallucinations end, the bearer’s Intellect tasks are eased for the next ten
-+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
- minutes.
-
- Depletion: 1 in 1d20
-@@ -76035,12 +76035,12 @@
- Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the
- spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
-
--The Darkest Book is somewhat sentient and can hide its words from anyone it doesn’t want reading it. It might require a
-+The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a
- person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage
- and move one step down the damage track.
-
- The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of
--its pages, and the book can’t be destroyed as long as at least one page remains.
-+its pages, and the book can't be destroyed as long as at least one page remains.
-
- Depletion: —
-
-@@ -76059,11 +76059,11 @@
- Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
- they created)
-
--A benchmark for setting an omni orb’s limits is to compare it to a cypher of the orb’s level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb’s level, it works. For example, if a team of
-+A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-+can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
- superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
- and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb’s power
-+transporting a group of PCs 100 miles is probably within the orb's power
-
- SPACE RING
-
-@@ -76074,7 +76074,7 @@
- Effect: The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction.
- In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200
- miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air
--while in space or underwater (although this doesn’t provide protection against poison gas or other air-based hazards).
-+while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards).
- The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information
- (relayed to them with a synthesized voice) from the internet or a local equivalent.
-
-@@ -76095,7 +76095,7 @@
- Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
- rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
- upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
--take actions, doesn’t age, and is immune to damage and effects. It remains in stasis for about a day, until the user
-+take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about a day, until the user
- returns the missing dimension or the artifact depletes.
-
- Depletion: 1 in 1d10
-@@ -76110,14 +76110,14 @@
- biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
- additional effects, if set before attacking.
-
--Aggression: The target’s aggressive tendencies are increased for one hour, during which time the target attacks almost
-+Aggression: The target's aggressive tendencies are increased for one hour, during which time the target attacks almost
- anything it encounters.
-
--Calm: The target’s aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
-+Calm: The target's aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
- but never initiates them.
-
- Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
--go months with no additional food or water and with a fraction of the air they’d normally need. Loud sounds, damage,
-+go months with no additional food or water and with a fraction of the air they'd normally need. Loud sounds, damage,
- persistent prodding, and the like wakes someone in hibernation.
-
- Depletion: 1 in 1d20
-@@ -76156,7 +76156,7 @@
-
- Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
- are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
--their training doesn’t match up with a particular designation. With artifact weapons living outside the regular weapon
-+their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon
- categories, anyone can use an artifact weapon.
-
- Alpha Beam Projector
-@@ -76205,7 +76205,7 @@
- Form: Rifle-like device with two electrodelike protrusions of unknown material
-
- Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
--range, inflicting damage equal to twice the artifact’s level. If the attack reduces the target’s health (or combined
-+range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or combined
- Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
- can spend 1 XP and instead descend one step on the damage track.)
-
-@@ -76219,7 +76219,7 @@
-
- Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
- how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
--adjust the settings to increase the ray’s effectiveness by making one additional depletion roll per increase in the
-+adjust the settings to increase the ray's effectiveness by making one additional depletion roll per increase in the
- maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
- must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
- once every minute for the first few minutes, then once every hour.
-@@ -76233,25 +76233,25 @@
- the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
- the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
- haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
--In most cases, the characters don’t have to know how these things work, how they were made, or what sort of creature
-+In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
- (alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
- the thing that must be destroyed to make everything safe again (see the Bad Penny module).
-
- Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
--artifacts into your horror game even if they’re traditionally associated with different genres; it’ll give your game a
-+artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
- unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
- vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
- forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
- find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
- power source for interstellar travel.
-
--> The Bad Penny module is a handy GM tool when a horror artifact is important to the game’s plot.
-+> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
-
- LOVECRAFTIAN ARTIFACTS
- The stories of the mythos often feature strange books or devices (which might be magical or of
-
- exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
--your Lovecraftian game session doesn’t involve these artifacts, having other characters mention them or letting the PCs
-+your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
- find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
- chapter are:
-
-@@ -76274,8 +76274,8 @@
- Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
- It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
- or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
--suitable replacements), and a human sacrifice whose level is equal to the target mummy’s level. The ritual takes one
--hour to perform and costs Might, Speed, and Intellect points equal to the target mummy’s level.
-+suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
-+hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
-
- Depletion: —
-
-@@ -76289,7 +76289,7 @@
- first be surgically extracted from its natural housing (typically
-
- a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
--shut. The brain is wired to three ports on the cylinder’s exterior, which can be connected to external machines that
-+shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
- allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
- allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
- but
-@@ -76327,13 +76327,13 @@
- Form: Crystal or device
-
- Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
--user’s location. The demon’s level is equal to the artifact’s level. Depending on the intent of the puzzle’s creator and
-+user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
- the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
- back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
--the artifact and doesn’t require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
-+the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
- demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
--The user must make an Intellect roll with a difficulty equal to the artifact’s level. If successful, the user banishes a
--demon within short range whose level is lower than the artifact’s level.
-+The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
-+demon within short range whose level is lower than the artifact's level.
-
- There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
- similar risks.
-@@ -76361,24 +76361,24 @@
-
- Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
- pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
--allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit’s technology is such that it
-+allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
- adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
- another human). Human suits usually come with attached clothing.
-
- Depletion: 1 in 1d20
-
--MONKEY’S PAW
-+MONKEY'S PAW
-
- Level: 1d6
-
--Form: Mummified monkey’s paw
-+Form: Mummified monkey's paw
-
- Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
- for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
- might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
- others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
--fulfilled in a way that makes them regret using the artifact. The monkey’s paw is limited to affecting things of its
--level or lower. For example, a level 3 monkey’s paw could be used to wish for the death of a level 3 enemy, destroy a
-+fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
-+level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
- level 3 barrier, resurrect a dead level 3
-
- person, and so on.
-@@ -76389,7 +76389,7 @@
-
- Level: 1d6 + 4
-
--Form: Grimoire (no reader can long keep the book’s exact form in memory)
-+Form: Grimoire (no reader can long keep the book's exact form in memory)
-
- Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
- which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
-@@ -76465,13 +76465,13 @@
- Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
- garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
- vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
--materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target’s actions for one round
-+materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
- (this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
- the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
- immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
--through it. Silgarho bullets are safe for vampires to handle—it’s only when broken open that they cause reactions.
-+through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
-
--One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn’t count toward your cypher limit.
-+One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
-
- Depletion: Automatic
-
-@@ -76495,7 +76495,7 @@
- perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
- ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
- while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
--to end the session by using the planchette to indicate “goodbye.” A hostile spirit’s answers are a mix of lies,
-+to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
- contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
- the participants.
-
-@@ -76515,7 +76515,7 @@
- shows up in artifacts as quirks. Every artifact has a quirk that sets it apart from mundane or lightly magical objects.
-
- Quirks typically do not make an artifact more powerful, but they can make it more interesting, difficult, useful, or
--just unique. Some quirks manifest during an item’s creation, while others might appear (or disappear) after a particular
-+just unique. Some quirks manifest during an item's creation, while others might appear (or disappear) after a particular
- experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
- one quirk at a time and is rarely without a quirk for long.
-
-@@ -76555,11 +76555,11 @@
-
-
- 6 |
--Sometimes catches on fire when used; the blaze doesn’t do damage but it gives off heat and light. |
-+Sometimes catches on fire when used; the blaze doesn't do damage but it gives off heat and light. |
-
-
- 7 |
--Produces a rash, tattoo, or other mark on the wielder’s skin. |
-+Produces a rash, tattoo, or other mark on the wielder's skin. |
-
-
- 8 |
-@@ -76568,11 +76568,11 @@
-
- 9 |
- Whistles music appropriate
--to what’s going on around it, including a nasal drone when it’s bored. |
-+to what's going on around it, including a nasal drone when it's bored.
-
-
- 10 |
--Sometimes moves of its own accord, but never when anyone’s looking at it. |
-+Sometimes moves of its own accord, but never when anyone's looking at it. |
-
-
- 11 |
-@@ -76584,7 +76584,7 @@
-
-
- 13 |
--Causes the wielder’s hair to grow faster than normal. |
-+Causes the wielder's hair to grow faster than normal. |
-
-
- 14 |
-@@ -76592,11 +76592,11 @@
-
-
- 15 |
--Draws fey creatures to it, whether it’s being used or not. |
-+Draws fey creatures to it, whether it's being used or not. |
-
-
- 16 |
--Whines incessantly if it hasn’t been used (or at least given some attention, such as being cleaned) in at least a
-+ | Whines incessantly if it hasn't been used (or at least given some attention, such as being cleaned) in at least a
- day. |
-
-
-@@ -76605,7 +76605,7 @@
-
-
- 18 |
--Changes appearance in some small way to match the wielder’s mood. |
-+Changes appearance in some small way to match the wielder's mood. |
-
-
- 19 |
-@@ -76628,21 +76628,21 @@
- | 01-03 | A tisket a tasket |
- | 04-06 | Bounding boots |
- | 07-09 | Boundless bag |
--| 10-12 | Boy Blue’s horn |
-+| 10-12 | Boy Blue's horn |
- | 13-15 | Carving knife of sharpness |
- | 16-17 | Devils and tailors |
- | 18-20 | Fiddle of the fossegrim |
--| 21-23 | Fortunate’s purse |
-+| 21-23 | Fortunate's purse |
- | 24-25 | Galoshes of fortune |
--| 26-27 | Genie’s lamp |
-+| 26-27 | Genie's lamp |
- | 28-30 | Golden bridle |
- | 31-33 | Hatchet of the Woodsman |
--| 34-36 | Hook’s hook |
-+| 34-36 | Hook's hook |
- | 37-39 | Horn of destruction |
- | 40-42 | Iron stove |
- | 43-45 | Knapsack of sevens |
- | 46-50 | Mirror mirror |
--| 51-53 | Pandora’s box |
-+| 51-53 | Pandora's box |
- | 54-56 | Pixie dust |
- | 57-59 | Red cap |
- | 60-62 | Red riding hood |
-@@ -76651,14 +76651,14 @@
- | 69-71 | Shapeshifter wand |
- | 72-74 | She-bear |
- | 75-77 | Shirt of nettles |
--| 78-79 | Soldier’s cloak of invisibility |
-+| 78-79 | Soldier's cloak of invisibility |
- | 80-82 | Soulful fiddle |
- | 83-84 | Steadfast tin soldier |
- | 85-87 | Stone canoe |
- | 88-90 | Story knife |
- | 91-93 | Table-be-set |
- | 94-96 | Tinderbox |
--| 97-98 | Tweedledee’s umbrella |
-+| 97-98 | Tweedledee's umbrella |
- | 99-00 | Vicious tankard |
-
- A SELECTION OF FAIRY TALE ARTIFACTS
-@@ -76670,7 +76670,7 @@
- Form: Woven yellow basket with wooden handles
-
- Effect: This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat.
--Cyphers in the basket do not count against a character’s limit.
-+Cyphers in the basket do not count against a character's limit.
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
-
-@@ -76701,13 +76701,13 @@
- Putting all or part of
-
- a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold
--(which might sound lovely, but typically isn’t). Also, doing so often causes the boundless bag to revert to a normal
-+(which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal
- bag.
-
- Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
- cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
-
--Boy Blue’s Horn
-+Boy Blue's Horn
-
- Level: 1d6
-
-@@ -76726,7 +76726,7 @@
- Form: Knife (light weapon)
-
- Effect: This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when
--attacking, they can choose to lop off one of the target’s limbs.
-+attacking, they can choose to lop off one of the target's limbs.
-
- Depletion: 1 in 1d10 (roll on each major effect)
-
-@@ -76739,7 +76739,7 @@
-
- Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
-
--Effect: Playing someone in a game of checkers or draughts eases all of the user’s positive social interactions with
-+Effect: Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with
- their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
- lasts a number of rounds equal to the artifact level.
-
-@@ -76762,14 +76762,14 @@
-
- Depletion: 1 in 1d20
-
--Fortunate’s Purse
-+Fortunate's Purse
-
- Level: 1d6
-
- Form: Elegant knapsack that shifts colors to hide in plain sight
-
- Effect: Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item,
--of any size and shape, at a time. Cyphers in Fortunate’s purse do not count against the user’s cypher limit.
-+of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit.
-
- Depletion: 1 in 1d20 (check each time an item is added to the knapsack)
-
-@@ -76789,7 +76789,7 @@
-
- Depletion: 1 in 1d6
-
--Genie’s Lamp
-+Genie's Lamp
-
- Level: 1d6 + 2
-
-@@ -76813,10 +76813,10 @@
-
- Effect: To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not
- exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the
--user’s commands and carries out orders
-+user's commands and carries out orders
-
--to the best of its ability. The creature remains calmed for a number of hours equal to the artifact’s level minus the
--creature’s level. (If the result is 0 or less, the creature is enslaved for only one minute.)
-+to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the
-+creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.)
-
- Depletion: 1 in 1d10
-
-@@ -76832,7 +76832,7 @@
-
- Depletion: 1 in 1d20 (check on each successful attack)
-
--Hook’s Hook
-+Hook's Hook
-
- Level: 1d6 + 1
-
-@@ -76840,14 +76840,14 @@
-
- Effect: When placed on an amputated limb, the hook grafts on permanently. It works
-
--as a simple hook and as a light weapon. When activated, Hook’s hook affects the
-+as a simple hook and as a light weapon. When activated, Hook's hook affects the
-
- minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever
--they’re holding and flee for a number of rounds equal to the artifact level.
-+they're holding and flee for a number of rounds equal to the artifact level.
-
- Depletion: 1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon.
-
--There are rumored to be any number of Hook’s hooks, all of which are made from different materials and serve different
-+There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different
- purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
- Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
-
-@@ -76902,10 +76902,10 @@
-
- Level: 1d6 + 4
-
--Form: Ornate mirror that grows or shrinks in size according to its user’s needs.
-+Form: Ornate mirror that grows or shrinks in size according to its user's needs.
-
- Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
--determine the mirror’s ability:
-+determine the mirror's ability:
-
- Most mirror mirrors have a personality all their own. Some sing their
-
-@@ -76929,7 +76929,7 @@
-
-
- 1 |
--Answers a question about the present (such as “Who is the fairest of them all?”) with a simple one- or two-word
-+ | Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word
- answer. |
-
-
-@@ -76956,13 +76956,13 @@
-
-
- 6 |
--Coats the user’s skin with its reflective surface, offering protection. The first time the user would take damage,
--the mirror shatters instead, reflecting the damage back to the user’s attacker. |
-+Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage,
-+the mirror shatters instead, reflecting the damage back to the user's attacker. |
-
-
-
-
--Pandora’s Box
-+Pandora's Box
-
- Level: 1d6 + 4
-
-@@ -76997,7 +76997,7 @@
- Effect: The wearer gains an extra recovery
-
- roll each day that is not an action and does not count toward their daily limit. Once the wearer uses this recovery
--roll, they can’t do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.
-+roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.
-
- Depletion: 1 in 1d20 (check each day of use)
-
-@@ -77077,13 +77077,13 @@
- Form: Woven shirt of stinging nettles
-
- Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
--addition to the 1 Armor that light armor typically provides. Additionally, the wearer can’t be shapeshifted against
-+addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against
- their will.
-
- Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
- ability, after which the shirt still functions as armor.)
-
--Soldier’s Cloak of Invisibility
-+Soldier's Cloak of Invisibility
-
- Level: 1d6 + 2
-
-@@ -77121,13 +77121,13 @@
- Effect: Gives a user who is missing a
-
- limb the ability to transform the tin soldier into a prosthetic limb with the appearance of their choosing. The limb
--permanently increases the user’s maximum Speed Pool or Might Pool (user’s choice) by 5 points (or 7 points if the
-+permanently increases the user's maximum Speed Pool or Might Pool (user's choice) by 5 points (or 7 points if the
- artifact is level 6 or higher).
-
- Depletion: —
-
- It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
--Paper Ballerina, Handless Maiden, and Bianca’s Snake.
-+Paper Ballerina, Handless Maiden, and Bianca's Snake.
-
- Stone Canoe
-
-@@ -77147,7 +77147,7 @@
- Form: Small penknife inscribed with tiny words in hundreds of languages
-
- Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
--one of two effects, depending on the wielder’s desire (the wielder must decide before they activate the artifact each
-+one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each
- time):
-
- • Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will have an
-@@ -77169,9 +77169,9 @@
-
- Effect: Putting the table out and saying
-
--“Table be set” automatically fills the table with as much food and drink as will fit upon its surface. The table does
--not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table’s
--ability, they can’t do so again until after they make a ten-hour recovery roll.
-+"Table be set" automatically fills the table with as much food and drink as will fit upon its surface. The table does
-+not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table's
-+ability, they can't do so again until after they make a ten-hour recovery roll.
-
- Depletion: 1 in 1d100
-
-@@ -77187,18 +77187,18 @@
-
- Form: Small ornate tinderbox made of metal
-
--Effect: Summons three dogs to do the user’s bidding. The dogs can complete any tasks dogs would normally be able to
-+Effect: Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to
- accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
-
- Depletion: 1 in 1d6
-
--Tweedledee’s Umbrella
-+Tweedledee's Umbrella
-
- Level: 1d6 + 2
-
- Form: Large umbrella with a sharp point on the end
-
--Effect: Touch a creature (up to the artifact’s level) of any size and the umbrella will fold up around it, capturing it
-+Effect: Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it
- inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until
- they make a successful Might roll to break free.
-
-@@ -77234,7 +77234,7 @@
- circulated as coins of various denominations. Paper money is also printed, though not as widely circulated.
-
- The Cypher System Rulebook uses price categories as an abstract way of defining equipment prices. If you want to use
--dollars instead of categories in the CSR, use the following equivalencies as a rough guideline. As you’ll note, dollars
-+dollars instead of categories in the CSR, use the following equivalencies as a rough guideline. As you'll note, dollars
- go a lot further in a weird west (and historical) setting than in a modern game.
-
- | Category | Dollar Value |
-@@ -77246,12 +77246,12 @@
- | Exorbitant | \$10,000+ |
-
- For items between these dollar ranges, use multiples of the cheaper category, or require multiples to count as the
--pricier category. For example, a service worth \$50 is between the moderate and expensive categories, so it’s worth a
-+pricier category. For example, a service worth \$50 is between the moderate and expensive categories, so it's worth a
- few moderate items, or two services like it are worth one expensive item.
-
- Gold Dust and Nuggets
-
--Gold could be a highly valued currency in your setting, though if you’re looking for something weirder, use stardust
-+Gold could be a highly valued currency in your setting, though if you're looking for something weirder, use stardust
- instead (or in addition). Pouches or vials of gold dust weighing no more than half an ounce (14 g) are equal to an
- inexpensive item, bags of gold dust weighing no more than 5 ounces (140 g) are equal to a moderately priced item, and so
- on. Even if not recognized as official currency, small pouches of gold dust could be used for barter.
-@@ -77269,7 +77269,7 @@
- Ammunition
-
- If nothing else, ammunition is valuable. It could even be one form of trade used in your weird west game. If so, fussing
--about what bullet can be used in what kind of gun isn’t as important as it being clear that ammunition is unfired and
-+about what bullet can be used in what kind of gun isn't as important as it being clear that ammunition is unfired and
- potentially live.
-
- Use the following guidelines to equate price categories to rounds of ammunition.
-@@ -77288,13 +77288,13 @@
- banks, and even individual saloons to pay those they do business with. Such scrip may or may not have value outside the
- area where it was issued, depending on your setting.
-
--For example, the Trail’s End Cantina, a local saloon in Midnight, offers smoothed coins (larger legal coins cut into
--quarters), each stamped with a horseshoe symbol. These are given to high rollers at the saloon’s card tables. These
--so-called “irons” get passed around, are bought and sold, and are generally considered to be worth a moderately priced
-+For example, the Trail's End Cantina, a local saloon in Midnight, offers smoothed coins (larger legal coins cut into
-+quarters), each stamped with a horseshoe symbol. These are given to high rollers at the saloon's card tables. These
-+so-called "irons" get passed around, are bought and sold, and are generally considered to be worth a moderately priced
- item in the community, and an inexpensive item elsewhere.
-
--Other notes and documents that retain value almost anywhere include land deeds (especially if they’re transferrable) and
--stock certificates. However, stock certificates may not be appropriate to your setting if there isn’t a “national” stock
-+Other notes and documents that retain value almost anywhere include land deeds (especially if they're transferrable) and
-+stock certificates. However, stock certificates may not be appropriate to your setting if there isn't a "national" stock
- market where shares are bought and sold.
-
- Additional Weird West Equipment
-@@ -77329,7 +77329,7 @@
- | Kerosene, 1 pint | |
- | Simple meal | Bowl of stew and a crust of bread or similar |
- | Snuff, 1 pouch | Finely ground tobacco that can be inhaled; another version that is partially fermented can be pinched between lip and gums |
--| Tobacco, loose | Comes with 10 sheets of rolling paper for rolling one’s own cigarettes |
-+| Tobacco, loose | Comes with 10 sheets of rolling paper for rolling one's own cigarettes |
- | Torch (3) | Provides bright light within immediate range for about an hour |
- | Whiskey (1 shot) | Probably watered down |
-
-@@ -77340,7 +77340,7 @@
- | Weapons | Notes |
- | Box of ammo | 100 bullets |
- | Hand axe | Light weapon |
--| Knife | Light weapon; with guard and hilt; called a “bowie” knife in some settings |
-+| Knife | Light weapon; with guard and hilt; called a "bowie" knife in some settings |
- | Dynamite (1 stick) | Level 4; inflicts damage in immediate area; automatic depletion; GM intrusion range 1–3 on a d20 when used in combat or similar circumstances |
-
- | | |
-@@ -77382,8 +77382,8 @@
- | Alchemical round | Limited availability, purchased rounds level 4 or lower |
- | Bow | Medium weapon, long range |
- | Cutlass | Medium weapon |
--| Pistol, light | Light weapon, short range, single shot (“pocket pistol”) |
--| Revolver, medium | Medium weapon, long range, 6‑shot (“six‑shooter”) |
-+| Pistol, light | Light weapon, short range, single shot ("pocket pistol") |
-+| Revolver, medium | Medium weapon, long range, 6‑shot ("six‑shooter") |
- | Rifle, breech‑loading | Medium weapon, long range, 6‑shot |
- | Shotgun\* | Heavy weapon, immediate range, single shot |
-
-@@ -77393,9 +77393,9 @@
- | | |
- |--------------------|----------------------------------------------------------------------------|
- | Other Items | Notes |
--| Alchemist’s tools | Not very mobile; includes mortar and pestle, crucible, retort, tongs, etc. |
--| Blacksmith’s tools | Not very mobile; includes anvil, hammer, tongs, forge, etc. |
--| Farrier’s tools | Hoof nippers, hoof knife, hoof rasp, pullers, nails, hammer, etc. |
-+| Alchemist's tools | Not very mobile; includes mortar and pestle, crucible, retort, tongs, etc. |
-+| Blacksmith's tools | Not very mobile; includes anvil, hammer, tongs, forge, etc. |
-+| Farrier's tools | Hoof nippers, hoof knife, hoof rasp, pullers, nails, hammer, etc. |
-
- Very Expensive Items
-
-@@ -77422,8 +77422,8 @@
- Six‑shooters and other firearms in your setting might be more primitive than modern firearms and require extra time to
- reload—or not. Maybe the PCs are just that good, in which case, revolvers and other guns popular in your setting can be
- reloaded as part of another action. Alternatively, you could require that PCs use an action to reload six bullets into
--the chamber of the shootin’ iron (unless they have the Reload ability). If you don’t want to burden PCs with keeping
--track of how many bullets remain in the cylinders of their revolvers, an easy way to determine if a character’s
-+the chamber of the shootin' iron (unless they have the Reload ability). If you don't want to burden PCs with keeping
-+track of how many bullets remain in the cylinders of their revolvers, an easy way to determine if a character's
- six‑shooter is empty after any given turn is to use depletion; a typical six‑shooter has a depletion of 1 in 1d6.
-
- MODERN FANTASY EQUIPMENT
-@@ -77497,7 +77497,7 @@
- | Frog pond | Labor and materials to build one |
- | Wedding dress (off the shelf) | |
-
--Many items in these lists are magical implements used with casting spells and performing rituals, but don’t have a
-+Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
- specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
- hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
- board for a ritual to talk to a dead person.
-@@ -77597,7 +77597,7 @@
-
- • Book or textbook
-
--• Custom seal matrix (such as a family crest or a magician’s personal rune)
-+• Custom seal matrix (such as a family crest or a magician's personal rune)
-
- • Dust from an outdoor wedding
-
-@@ -77691,9 +77691,9 @@
-
- Very Expensive Materials
-
--• Air from a person’s last breath
-+• Air from a person's last breath
-
--• Baby’s first laugh
-+• Baby's first laugh
-
- • Cypher, level 6–10
-
-@@ -77713,13 +77713,13 @@
-
- Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
- For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
--going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn’t have to be a cypher
--(which counts against a character’s cypher limit) or an artifact (which has a depletion chance)—it can just be
-+going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn't have to be a cypher
-+(which counts against a character's cypher limit) or an artifact (which has a depletion chance)—it can just be
- equipment. If a player suggests a suitable piece of equipment they can buy (such as scuba gear), or a gadgeteer or
- inventor character offers to build something to do the job, the GM should let them do it and handwave most of the
--details because they’re being creative and overcoming obstacles to move the story forward. In other words, don’t assume
-+details because they're being creative and overcoming obstacles to move the story forward. In other words, don't assume
- that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to happen
--shouldn’t cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
-+shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
- FANTASY EQUIPMENT
-@@ -77768,24 +77768,24 @@
-
- Greatsword: A two-handed version of the broadsword.
-
--Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter’s hammer) or two-sided (like a
-+Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
- sledgehammer).
-
- Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
- You need two hands to load it.
-
--Handaxe: A light, one-handed axe that’s good for melee or throwing.
-+Handaxe: A light, one-handed axe that's good for melee or throwing.
-
- Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
- reload.
-
- Heavy mace: A larger, two-handed version of a mace.
-
--Javelin: A light spear that’s designed to be thrown.
-+Javelin: A light spear that's designed to be thrown.
-
- Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
- fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that’s spherical, flanged, or knobbed.
-+that's spherical, flanged, or knobbed.
-
- Maul: A larger version of the hammer, such as a sledgehammer.
-
-@@ -77793,7 +77793,7 @@
- You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
- of their physical actions are hindered until they take an action to remove it.
-
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner’s tool.
-+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
-
- Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
- pulling an opponent from their mount.
-@@ -77905,7 +77905,7 @@
- | 98-99 | Trident |
- | 00 | Whip |
-
--> It’s more fun if a character finds an improved version of a weapon they like instead of a weapon they’re not familiar
-+> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
- > with.
-
- ARMOR DESCRIPTIONS
-@@ -77919,9 +77919,9 @@
- Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
- movement than full plate at the cost of some protection.
-
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called “splint mail.”
-+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
-
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called “chain” or “chain armor.”
-+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
-
- Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
- mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
-@@ -77934,28 +77934,28 @@
- elven smiths know how to make it).
-
- Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called “plate mail.”
-+joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
-
--Heavy cloth: Clothing that’s heavy enough to reduce the effect of attacks against you, such as winter clothing or a
-+Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
- fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
--but not bashing attacks like clubs or hammers. Heavy cloth doesn’t have a Speed Effort cost. It can’t be worn with other
-+but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
- kinds of armor.
-
--Hides and furs: Made from thick or poorly cured animal skins. It’s heavier and bulkier than other kinds of leather
-+Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
- armor, but easier to make, especially by resource-poor crafters.
-
- Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
--your torso. It’s stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
--Some jerkins are reinforced with metal studs (and may be called “studded leather”), and brigandine improves upon that
-+your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
-+Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
- concept.
-
- Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
--called “quilted armor” because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
-+called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
- against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
--doesn’t have a Speed Effort cost. It can’t be worn with other kinds of armor.
-+doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
-
-- Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called “scale
--mail.”
-+ Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
-+mail."
-
- Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
- System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-@@ -77992,7 +77992,7 @@
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
- If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-
--Adventuring pack: Includes 50 feet (15 m) of rope, three days’ iron rations, three spikes, small hammer, a set of warm
-+Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
- clothes, boots, and three torches.
-
- Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-@@ -78029,7 +78029,7 @@
- Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
- parts are reusable, but the kit runs out after about five uses.
-
--Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a “genie lamp”). A lamp
-+Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
- creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
- hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-
-@@ -78037,10 +78037,10 @@
- lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
- four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-
--Lockpicks: Also known as thieves’ tools, this set provides everything a skilled person needs to pick locks and disarm
-+Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
- traps.
-
--Manacles: Metal or heavy wooden restraints that hold an enemy’s wrists or ankles in place and are secured with a pin. A
-+Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
- common set of manacles is level 5.
-
- Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
-@@ -78112,35 +78112,35 @@
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
- shoes, and underclothes.
-
--Artisan’s outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-+Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
- an apron and a belt for holding tools.
-
--Ascetic’s outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
-+Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
- styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
- breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-
- Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-
--Entertainer’s costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
-+Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
- bard, juggler, or acrobat.
-
--Explorer’s outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-+Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
- various activities and environments.
-
- Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
- meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
- times as much.
-
--Peasant’s outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-+Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
- blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-
- Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
- headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-
--Traveler’s outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-+Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
- hood.
-
--Wizard’s outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
-+Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
- interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
- representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
- mystical aspects of wizard clothing.
-@@ -78149,16 +78149,16 @@
-
- | Item | Price |
- |-----------------------|-------|
--| Artisan’s outfit | 2 gp |
--| Ascetic’s outfit | 1 gp |
-+| Artisan's outfit | 2 gp |
-+| Ascetic's outfit | 1 gp |
- | Cold-weather outfit | 6 gp |
--| Entertainer’s costume | 3 gp |
--| Explorer’s outfit | 8 gp |
-+| Entertainer's costume | 3 gp |
-+| Explorer's outfit | 8 gp |
- | Fancy outfit | 25 gp |
--| Peasant’s outfit | 1 sp |
-+| Peasant's outfit | 1 sp |
- | Priestly vestments | 5 gp |
--| Traveler’s outfit | 2 gp |
--| Wizard’s outfit | 5 gp |
-+| Traveler's outfit | 2 gp |
-+| Wizard's outfit | 5 gp |
-
- ANIMALS AND GEAR DESCRIPTIONS
-
-@@ -78220,9 +78220,9 @@
-
- Loot
-
--The “loot” result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
-+The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
- designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
--established community or trade town, such items might retain some value, though they’re worth only a fraction of what
-+established community or trade town, such items might retain some value, though they're worth only a fraction of what
- they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
- apocalypse.
-
-@@ -78245,8 +78245,8 @@
- Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
- in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
-
--Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you’re adhering
--strictly to the shelf life of common things, you’ll also have to include a new source for usable gasoline after all the
-+Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
-+strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
- stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
- item or service.
-
-@@ -78262,7 +78262,7 @@
- Additional Post-Apocalyptic Equipment
-
- The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
--equipment list, so you and your players don’t need to cross‑reference to make sure you’re not missing anything.
-+equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
-
- Inexpensive Items
-
-@@ -78283,7 +78283,7 @@
- | Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
- | Matches | Single box or book |
- | Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
--| Plastic bag | Use and ubiquitous; won’t last long |
-+| Plastic bag | Use and ubiquitous; won't last long |
- | Shopping cart/wheelbarrow | |
- | Sunglasses | |
- | Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
-@@ -78319,7 +78319,7 @@
- | Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
- | Rope | Nylon, 50 ft (16m) |
- | Sleeping bag | |
--| Textbook, “How To” | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
-+| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
- | Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
- | Water filter straw or bottle | Filters water while drinking |
-
-@@ -78372,7 +78372,7 @@
-
- Subtle Cyphers
-
--Subtle cyphers are appropriate if your game’s pre‑apocalyptic world was realistic (like our modern world) right up until
-+Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
- it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
-
- Optional Rule: Transferring Subtle Cyphers
-@@ -78421,13 +78421,13 @@
- Level: 1d6 + 1
-
- Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
--firearm, ten shotgun shells are found. If the cypher’s level is 6 or higher, thirty shells or bullets are found.
-+firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
-
- Construction Supply
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
-
- | D6 | Component or Substance |
-@@ -78435,14 +78435,14 @@
- | 1 | Glue, wood, ceramic, or super |
- | 2 | Epoxy, metal welding |
- | 3 | Nails, screws, fasteners |
--| 4 | Electrician’s tape |
-+| 4 | Electrician's tape |
- | 5-6 | Duct tape |
-
- Edible Food
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
- a gallon (4 L).
-
-@@ -78481,7 +78481,7 @@
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
- discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
- effect of a GM intrusion, the firearm breaks (but could be repaired).
-@@ -78504,13 +78504,13 @@
- Level: 1d6 + 1
-
- Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
--cypher’s level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
-+cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
-
- How-To Manual
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
- knowledge task.
-
-@@ -78531,7 +78531,7 @@
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
- Other medicines are preventative.
-
-@@ -78565,7 +78565,7 @@
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain.
-
- | D10 | Weapon |
-@@ -78585,7 +78585,7 @@
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
-
- | D10 | Liquid |
-@@ -78601,7 +78601,7 @@
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain.
-
- | D10 | Transport |
-@@ -78619,7 +78619,7 @@
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain.
-
- | D10 | Garment |
-@@ -78639,14 +78639,14 @@
-
- Level: 1d6 + 1
-
--Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher’s level is 6 or higher, the
-+Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
- character can choose which item they obtain from the table.
-
- Useful Tool
-
- Level: 1d6 + 1
-
--Effect: One of the following items is gained; roll randomly. If the cypher’s level is 6 or higher, the character can
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
- choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
-
- | D20 | Tool |
-@@ -78675,18 +78675,18 @@
- Additional Post-Apocalyptic Manifest Cyphers
-
- Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
--activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher’s
-+activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
- effect through direct manipulation before burning out or dispersing.
-
- Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
- as the effects described for the new manifest cyphers in the following section.
-
--Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there’s a chance the AI who created it for their own
-+Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
- ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
- situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
--on the PC, who must succeed on an Intellect defense roll against the cypher’s level to avoid coming under the control of
-+on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
- the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
--stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI’s goals.
-+stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
-
- AI-Fashioned Manifest Cyphers
-
-@@ -78707,14 +78707,14 @@
-
- Level: 1d6 + 1
-
--Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI’s level is equal to
-+Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
- this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
- answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
- instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
- somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
--knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance’s existence
-+knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
- terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
--actions for a number of minutes equal to this cypher’s level. After this interval, the instance’s existence terminates.
-+actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
-
- ARMOR BREACH
-
-@@ -78729,8 +78729,8 @@
-
- Level: 1d6 + 2
-
--Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher’s level
--is suppressed and unable to function for one minute. If this cypher’s level is 7 or higher, a success means the instance
-+Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
-+is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
- is permanently wiped from the hardware (or wetware, if installed on a living creature).
-
- DENATURE NANOTECH
-@@ -78739,8 +78739,8 @@
-
- Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
- lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
--area whose level is less than this cypher’s level, that use is suppressed and fails. Once one effect is suppressed, the
--denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher’s level
-+area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
-+denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
- or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
- target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
- by nanotech, the creature would become so much inert biological matter.
-@@ -78750,11 +78750,11 @@
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
--damage equal to the cypher’s level. On a hit, the living tissue of targets whose level is less than the cypher’s level
--begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher’s level on the
-+damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
-+begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
- first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
- Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
--is equal to or higher than the cypher’s level take damage from the cypher for only one round.
-+is equal to or higher than the cypher's level take damage from the cypher for only one round.
-
- DISASSEMBLER
-
-@@ -78762,19 +78762,19 @@
-
- Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
- destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
--cypher’s level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
--whose level is less than the cypher’s level. If used as a weapon against creatures, the cypher can be hurled a short
--distance like a detonation, inflicting damage equal to the cypher’s level in an immediate area and reducing the
-+cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
-+whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
-+distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
- effectiveness of any Armor worn by targets by 1.
-
- DISASSEMBLER, EPHEMERAL
-
- Level: 1d6 + 2
-
--Effect: An object or creature whose level is equal to or less than this cypher’s level within immediate range is
-+Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
- temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
- time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
--course of one round at the location where it was disassembled (or at the location the fine “dust” of its disassembly was
-+course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
- moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
- being disassembled.
-
-@@ -78782,22 +78782,22 @@
-
- Level: 1d6 + 1
-
--Effect: Assembles a specified object whose level is equal to the cypher’s level. Once created, the object is permanent
-+Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
- until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
--equipment table in the Cypher System Rulebook) that falls into the “other items” category—no weapons or armor. The user
-+equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
- chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
- the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
- inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
- less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
-
--A civil fabricator can create appropriately priced food items. However, it can’t fabricate living creatures.
-+A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
-
- FABRICATOR, MILITARY
-
- Level: 1d6 + 1
-
- Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
--weapons. If a weapon that uses ammunition is fabricated, the weapon’s magazine holds up to ten rounds of fabbed
-+weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
- ammunition.
-
- SMARTDUST
-@@ -78805,7 +78805,7 @@
- Level: 1d6 + 2
-
- Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
--number of months equal to the cypher’s level. Afterward, the user can see, hear, smell, and feel the vibrations of any
-+number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
- activity that occurs in that location no matter how far they are from it.
-
- PRE-APOCALYPTIC ARTIFACTS
-@@ -78863,14 +78863,14 @@
- POST-APOCALYPTIC ARTIFACTS
-
- The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
--retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today’s technology. Most
-+retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
- of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
- be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
- apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
- or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
- have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
- triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
--install itself on the PC’s wetware (mind).
-+install itself on the PC's wetware (mind).
-
- | D20 | Apocalypse | Artifact |
- |-------|-----------------------|--------------------------|
-@@ -78897,7 +78897,7 @@
- Form: Tiny silver device with multiple prong‑like barrels
-
- Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
--damage equal to the artifact’s level that ignores Armor (including Armor granted by force fields). A target killed by a
-+damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
- carbonizer is turned completely to dust.
-
- Depletion: 1 in 1d20
-@@ -78932,7 +78932,7 @@
- Form: Sleek two‑handed reflective device with gradually evolving fractal textures
-
- Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
--The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact’s
-+The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
- level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
- hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
- usually works with the user to exert control over the target. Control lasts for about a minute.
-@@ -78965,7 +78965,7 @@
-
- Depletion: —
-
--Spear of Destiny GM GM intrusion: The wielder’s heart is not pure enough to permit the use of the spear, and it burns
-+Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
- the character for 7 points of ambient damage each round they use it.
-
- Transfer Discs
-@@ -78986,17 +78986,17 @@
- EQUIPMENT & ARMAMENTS
-
- Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for
--the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it’s important to
--make a distinction, assume all guidance regarding “equipment” also applies to armaments. But when it is important to
--make a distinction, the term “armaments” is used for equipment that is also a weapon.
-+the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to
-+make a distinction, assume all guidance regarding "equipment" also applies to armaments. But when it is important to
-+make a distinction, the term "armaments" is used for equipment that is also a weapon.
-
- Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
- presented in this chapter are dedicated to those that a single character can carry and use.
-
- VARIABLE COST BY TECH RATING
-
--Equipment costs assume the setting is predominantly of same tech rating as the object’s tech rating. The price drops by
--one price category if the setting tech rating is, generally speaking, greater than the object’s tech rating.
-+Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
-+one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
-
- Note, however, that inexpensive items do not become free; they remain inexpensive.
-
-@@ -79024,8 +79024,8 @@
- CUSTOMIZING EQUIPMENT
-
- Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
--space available, isn’t an option. However, a representative cross section is provided. If you’re looking for something
--that isn’t noted, look for something close and adapt the listing
-+space available, isn't an option. However, a representative cross section is provided. If you're looking for something
-+that isn't noted, look for something close and adapt the listing
-
- EQUIPMENT LISTING
-
-@@ -79118,7 +79118,7 @@
-
- Expensive x2
-
--As AR glasses, but are lenses fitted to the eye. Also called “smartacs.”
-+As AR glasses, but are lenses fitted to the eye. Also called "smartacs."
-
- Courier
-
-@@ -79126,7 +79126,7 @@
-
- Exorbitant
-
--Essentially a tiny rocket that can exceed human-rated Gs to “quickly” deliver messages across planetary distances if
-+Essentially a tiny rocket that can exceed human-rated Gs to "quickly" deliver messages across planetary distances if
- radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
- A courier must be launched in a micro-gravity environment.
-
-@@ -79135,7 +79135,7 @@
- level 5 (15)
-
- Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
--communication for “tight” beaming information; even highly focused lasers spread out to several miles after only
-+communication for "tight" beaming information; even highly focused lasers spread out to several miles after only
- traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
- tasks using it are hindered).
-
-@@ -79150,7 +79150,7 @@
-
- FANTASTIC
-
--Mind’s eye
-+Mind's eye
-
- level 4 (12)
-
-@@ -79172,7 +79172,7 @@
- SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
--the mind’s eye implant.
-+the mind's eye implant.
-
- CONTEMPORARY
-
-@@ -79277,7 +79277,7 @@
- Very Expensive
-
- Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
--device’s multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
-+device's multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
- Analysis requires only one round to complete.
-
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
-@@ -79380,7 +79380,7 @@
-
- Moderate
-
--Cheap, mass-produced one-size-fits-all vacuum-protection “suit” (sometimes they look more like a bag) of thin polymer
-+Cheap, mass-produced one-size-fits-all vacuum-protection "suit" (sometimes they look more like a bag) of thin polymer
- suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
- physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
- triggers a GM intrusion, the suit tears.
-@@ -79449,7 +79449,7 @@
- maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
- usually built in.
-
--“Atmo” is the catch-all term for oxygenated, breathable air and livable pressure.
-+"Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.
-
- Stealthsuit
-
-@@ -79465,7 +79465,7 @@
-
- Very Expensive
-
--Next-generation materials repel water, increase oxygen consumption, and shape swimmer’s body to better swimming ideal;
-+Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal;
- provides two free levels of Effort to swimming tasks.
-
- Space suit, deluxe
-@@ -79540,7 +79540,7 @@
-
- As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
--isn’t reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-+isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-
- FANTASTIC
-
-@@ -79620,7 +79620,7 @@
- > Exorbitant
-
- As quick force field, but permanent while active, requires no recharge period. In addition, the wearer can tune the
--field so that it’s hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
-+field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
- they can see through the field normally).
-
- Kinetic ring
-@@ -79631,7 +79631,7 @@
- >
- > Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the
-
--wearer’s Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor
-+wearer's Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor
-
- against the attack.
-
-@@ -79642,7 +79642,7 @@
- Exorbitant x2
-
- As battle armor, but armor includes a deployable integrated long-range plasma weapon that inflicts 6 points of damage.
--It’s able to fire autonomously, allowing the wearer to take some
-+It's able to fire autonomously, allowing the wearer to take some
-
- other action (though if set to do so, automatic GM intrusions occur on 1–3 on a d20, and if
-
-@@ -79676,7 +79676,7 @@
-
- Inexpensive
-
--Padlocks aren’t too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-+Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-
- Backpack
-
-@@ -79767,7 +79767,7 @@
-
- A set of specialized tools are custom-selected for a specific task, such as carpentry,
-
--mechanical repair, or electronics. Specialized tools provide an asset to the task they’re
-+mechanical repair, or electronics. Specialized tools provide an asset to the task they're
-
- suited for.
-
-@@ -79842,7 +79842,7 @@
-
- Very Expensive
-
--A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user’s nervous system,
-+A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user's nervous system,
- which gives the user an additional gripping appendage useful in a variety of situations where other people would have
- their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
- steps.
-@@ -79886,7 +79886,7 @@
- Expensive
-
- As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
--the carryall pack’s 60 cm (2 foot) diameter mouth.
-+the carryall pack's 60 cm (2 foot) diameter mouth.
-
- Gravity regulator
-
-@@ -79980,7 +79980,7 @@
-
- Moderate
-
--“Serum” is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
-+"Serum" is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
- benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
- in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
- benefit of relieving hangover symptoms.
-@@ -80003,7 +80003,7 @@
-
- As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
- maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
--high G, but won’t pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
-+high G, but won't pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
- to all these outcomes.
-
- Serum, antivenom
-@@ -80012,7 +80012,7 @@
-
- Expensive
-
--As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user’s system and
-+As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user's system and
- provides similar poison resistance for one day.
-
- Sleep set
-@@ -80183,7 +80183,7 @@
-
- Moderate
-
--The generic term “auton” refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
-+The generic term "auton" refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
- nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
- probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons
- also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
-@@ -80251,7 +80251,7 @@
-
- level 3 (9)
-
--Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it’s impossible to tell
-+Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it's impossible to tell
- the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
- are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often
- sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being
-@@ -80274,7 +80274,7 @@
-
- Expensive\*
-
--As companion synth, but with modifications for up to five tasks. \*A free synth usually can’t be purchased, by
-+As companion synth, but with modifications for up to five tasks. \*A free synth usually can't be purchased, by
- definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-
- Wardroid
-@@ -80333,7 +80333,7 @@
-
- Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
--the other hand, addiction to caffeine normally isn’t nearly as serious an addiction as alcohol or opioids.
-+the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-
- ADVANCED
-
-@@ -80374,7 +80374,7 @@
-
- Expensive
-
--Handheld device emits magnetic induction field that activates the reward circuit in the user’s brain, creating sudden
-+Handheld device emits magnetic induction field that activates the reward circuit in the user's brain, creating sudden
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
- put users back into their right minds gradually.
-
-@@ -80384,7 +80384,7 @@
-
- ARMAMENT AMMUNITION & CHARGE
-
--Weapons require ammunition (“ammo”), whether that’s rounds of a particular caliber, energy packs, or something even more
-+Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
- cost, or not worrying about it.
-
-@@ -80392,10 +80392,10 @@
- fight.
-
- Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
--or energy packs is something they do in their “off-camera” time. The monthly upkeep cost for ammo should equal about two
-+or energy packs is something they do in their "off-camera" time. The monthly upkeep cost for ammo should equal about two
- steps less in price category than the weapon in question.
-
--Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn’t common.
-+Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-
- CONTEMPORARY
-
-@@ -80477,7 +80477,7 @@
-
- Heavy weapon (6 damage, requires both hands to wield).
-
--Stun “gun”
-+Stun "gun"
-
- level 3 (9)
-
-@@ -80533,7 +80533,7 @@
-
- Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
--target’s Armor (except from force fields).
-+target's Armor (except from force fields).
-
- RANGED WEAPONS
-
-@@ -80679,7 +80679,7 @@
- Very Expensive
-
- As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
--self-propelling so firing this gun in zero or low gravity doesn’t spin wielder backward.
-+self-propelling so firing this gun in zero or low gravity doesn't spin wielder backward.
-
- Vacuum rifle, assault
-
-@@ -80688,7 +80688,7 @@
- Very Expensive
-
- As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
--self-propelling so firing this assault rifle in zero or law gravity doesn’t spin wielder backward.
-+self-propelling so firing this assault rifle in zero or law gravity doesn't spin wielder backward.
-
- Foam restraint rifle
-
-@@ -80697,8 +80697,8 @@
- Very Expensive
-
- Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
--lasts for ten minutes. A restrained victim can’t move or take actions that require movement. A target whose level is
--higher than the rifle’s level can usually break free within one or two rounds.
-+lasts for ten minutes. A restrained victim can't move or take actions that require movement. A target whose level is
-+higher than the rifle's level can usually break free within one or two rounds.
-
- Laser/photon rifle
-
-@@ -80833,7 +80833,7 @@
-
- Specialized outfit (craftsman, baker, guard, and so on)
-
--Wizard or enchanter’s outfit
-+Wizard or enchanter's outfit
-
- Very Expensive
-
-@@ -80857,7 +80857,7 @@
-
- Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
-
--Light armor (hides and furs, thieves’ armor, leather jerkin, padded coat, and so on)
-+Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
-
- Expensive
-
-@@ -80889,7 +80889,7 @@
-
- Chalk (3)
-
--Day’s rations
-+Day's rations
-
- Meal, decent
-
-@@ -80951,14 +80951,14 @@
-
- Very Expensive
-
--> Charon’s obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman,
-+> Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman,
- > for conveying the soul to its proper resting place.
-
- Disguise kit/potion. Asset for disguise tasks.
-
- Healing kit/potion. Asset for healing tasks.
-
--> Protective charm. Church bell, four-leaf clover, rabbit’s foot, and so on. Asset on defense rolls against fairies and
-+> Protective charm. Church bell, four-leaf clover, rabbit's foot, and so on. Asset on defense rolls against fairies and
- > other fey-like creatures.
-
- Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-@@ -80988,7 +80988,7 @@
- Exorbitant
-
- > Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
--> on). In most cases, it’s also necessary to hire a guide, driver, or other person who can control and power the
-+> on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the
- > vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to
- > operate the vehicle.
-
-@@ -81002,19 +81002,19 @@
-
- Cypher Shorts is a supplement for the Cypher System. You need the Cypher System Rulebook to play.
-
--There are some key concepts to a Cypher Short that you’ll want to keep in mind if you’re playing, running, or creating
-+There are some key concepts to a Cypher Short that you'll want to keep in mind if you're playing, running, or creating
- one for yourself. They include:
-
--- Very simple characters that are immediately involved in the situation. No long expository lead-ins, no “meet in a
-- tavern” scenes.
-+- Very simple characters that are immediately involved in the situation. No long expository lead-ins, no "meet in a
-+ tavern" scenes.
-
--- Characters have clear objectives, and there’s no thought to character advancement. This is a one-shot game, and we
-- aren’t concerned about what came before or what comes after.
-+- Characters have clear objectives, and there's no thought to character advancement. This is a one-shot game, and we
-+ aren't concerned about what came before or what comes after.
-
--- There is less of a plot than there is a situation. Plot implies a linear direction: “This happens, then this, then
-- this.” Cypher Shorts are meant to be framed more like: “You’re involved in this situation, so what do you do?”
-+- There is less of a plot than there is a situation. Plot implies a linear direction: "This happens, then this, then
-+ this." Cypher Shorts are meant to be framed more like: "You're involved in this situation, so what do you do?"
-
--- Just as players should use improvisation to react to and deal with situations they didn’t know were coming, the GM
-+- Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
- should be ready to do the same.
-
- CHARACTER CREATION
-@@ -81023,14 +81023,14 @@
- help players move quickly, without spending a lot of time deciding between this focus and that one.
-
- The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific
--Cypher Short, it’s likely that only the type choices will be detailed, using the information here as a starting point.
--Descriptors and foci are general enough that they’ll work with almost any scenario. Sometimes, though, a Cypher Short
-+Cypher Short, it's likely that only the type choices will be detailed, using the information here as a starting point.
-+Descriptors and foci are general enough that they'll work with almost any scenario. Sometimes, though, a Cypher Short
- might require adjustments to suit the situation.
-
--Just like in the standard system, characters end up with a sentence to describe themselves: “I am a \[blank\] \[blank\]
--who \[blanks\].” All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they
-+Just like in the standard system, characters end up with a sentence to describe themselves: "I am a \[blank\] \[blank\]
-+who \[blanks\]." All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they
- wish. They have an Edge of 1 in a stat of their choosing. Recovery rolls are 1d6 + 1, and characters have an Effort
--of 1. (Otherwise, don’t worry about tier.)
-+of 1. (Otherwise, don't worry about tier.)
-
- All characters start with 1 XP.
-
-@@ -81054,7 +81054,7 @@
-
- This is the role the character will have in the story. Types will likely change from genre
-
--to genre, particularly the type names. So in this section, we’ll talk about them in terms of the general role the
-+to genre, particularly the type names. So in this section, we'll talk about them in terms of the general role the
- character will have in the story, not what players will write on their character sheet (although a few example
- suggestions are provided).
-
-@@ -81112,7 +81112,7 @@
-
- Wielding Supernatural Powers
-
--This type isn’t suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
-+This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
- Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
- briefly work out the specifics together. Choose two of the following abilities:
-
-@@ -81124,7 +81124,7 @@
- defensive tasks.
-
- • Possess one miscellaneous power (moving things with your mind, flight, creating a duplicate of yourself, and so on).
--Costs 3 stat points (probably Intellect). You’ll have to come up with some reasonable parameters. You can choose this
-+Costs 3 stat points (probably Intellect). You'll have to come up with some reasonable parameters. You can choose this
- option twice.
-
- • Have two power shifts.
-@@ -81135,27 +81135,27 @@
-
- A focus determines the actions a character might often take in the story.
-
--Fights: You’re a fighter. All of your attacks are eased, and you add +1 to your damage.
-+Fights: You're a fighter. All of your attacks are eased, and you add +1 to your damage.
-
- Plans: You think things through. You are trained in defense rolls, and you can choose two other noncombat skills in
- which you are trained.
-
--Helps: You help other characters. You can use an action to ease everyone else’s action if they’re within short range
-+Helps: You help other characters. You can use an action to ease everyone else's action if they're within short range
- (costs 2 Intellect points). This can represent comforting, giving advice, or physically enabling them, depending on the
--character and the situation. You’re trained in first aid.
-+character and the situation. You're trained in first aid.
-
--Provides Information: You’re very knowledgeable. You are trained in three knowledge-based skills (history, biology,
-+Provides Information: You're very knowledgeable. You are trained in three knowledge-based skills (history, biology,
- geography, and so on). You can ask the GM a question that has a pretty simple answer and get that answer (costs 3
- Intellect points).
-
--Provides Comedy Relief: You’re funny. You can use an action to allow everyone to recover 2 points to their Pools in
--between each recovery action you take. You’re also trained in Speed defense and stealth.
-+Provides Comedy Relief: You're funny. You can use an action to allow everyone to recover 2 points to their Pools in
-+between each recovery action you take. You're also trained in Speed defense and stealth.
-
--Works With Tools (or Machines): You’re trained in the use of two different skills involving tools and machines. You can
-+Works With Tools (or Machines): You're trained in the use of two different skills involving tools and machines. You can
- modify an existing machine or device to do something other than its original function (costs 2 Intellect points).
-
--Uses Powers: This focus won’t fit every genre. You can choose one of the abilities listed under the Wielding
--Supernatural Powers type. (Note: if that is already your type, you can’t select an ability you’ve already chosen, with
-+Uses Powers: This focus won't fit every genre. You can choose one of the abilities listed under the Wielding
-+Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
- the exception of miscellaneous powers.)
-
- THE SCENARIO
-@@ -81172,7 +81172,7 @@
- POSSIBLE ENCOUNTERS
-
- This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
--where they go, and so on. Cypher Shorts don’t rely on a keyed map or a detailed outline of a plot. Think of these as the
-+where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
- possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one
- session, so feel free to pick and choose the ones that best fit the way the game seems to be going.
-
-@@ -81186,43 +81186,43 @@
-
- Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
-
--Remember that GM intrusions are the only way for players to earn XP in the scenario, so they’re really important. At the
-+Remember that GM intrusions are the only way for players to earn XP in the scenario, so they're really important. At the
- same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
--adventure than you’re used to in a standard Cypher System game.
-+adventure than you're used to in a standard Cypher System game.
-
- THE CONCLUSION
-
- Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
- needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
--what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don’t worry
--too much about what happens next. It’s a one-shot scenario.
-+what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
-+too much about what happens next. It's a one-shot scenario.
-
- TRAPPED IN FLAMES
-
--The Premise: The characters work in a tall skyscraper. Suddenly, there’s an explosion, and the fire alarms start
-+The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
- ringing!
-
- CHARACTER CREATION
-
- The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
-
--Office Worker: This is probably someone with the Sneaking type. The player should figure out the character’s name, a
-+Office Worker: This is probably someone with the Sneaking type. The player should figure out the character's name, a
- very short personality brief, what company they work for, and what their job is: data entry, customer service, accounts
- manager, and so on.
-
- Middle Manager: This is probably someone with the Searching and Discovering type. The player should figure out the
--character’s name, a very short personality brief, and what company they work for.
-+character's name, a very short personality brief, and what company they work for.
-
--Salesperson: The Talking type would work well for this character. The player should figure out the character’s name, a
-+Salesperson: The Talking type would work well for this character. The player should figure out the character's name, a
- very short personality brief, and what company they work for.
-
- Custodial Worker: This could be a Performing Physical Actions character, or possibly a Searching and Discovering
--character. The player should figure out the character’s name and a very short personality brief. They have keys to most
-+character. The player should figure out the character's name and a very short personality brief. They have keys to most
- of the doors of the building and know the layout well. They might also have something like a mop and wheeled bucket, or
- a cart with various cleaning supplies, if the player wishes.
-
- Security Guard: This is probably someone with the Performing Physical Actions type. The player should figure out the
--character’s name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun),
-+character's name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun),
- and keys to most of the doors in the building. They know the layout well.
-
- No one has any special equipment other than the typical: a cell phone, car keys, a half-drunk coffee, and maybe a
-@@ -81232,8 +81232,8 @@
-
- THE SETUP
-
--The characters all work in a tall skyscraper that houses many different businesses in a large city. They don’t
--necessarily work together or even know each other. But they’re all in a large lobby on the twenty-fifth floor, in front
-+The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
-+necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
- of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than
- waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start
- ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light.
-@@ -81243,7 +81243,7 @@
-
- the fire is known (going down into smoke and flames is how many people die in high-rise fires).
-
--What the PCs don’t know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off
-+What the PCs don't know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off
- prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb
- exploded early, the bomber is still in the building.
-
-@@ -81254,7 +81254,7 @@
- • It will take about ten minutes for first responders to arrive. They will take positions around the base of the
- building, and, after determining that the fire is on floor 10, will evacuate floors below that and set up on floor 8.
- This will likely take ten to fifteen minutes. During this time, authorities will attempt to contact anyone on floors
--above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It’s very likely that more
-+above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It's very likely that more
- bombs will go off at this time, with rescue workers recalled for safety.
-
- • Emergency services will be jammed with calls. • The elevator cabs all descend to the ground floor and no longer
-@@ -81266,50 +81266,50 @@
- POSSIBLE ENCOUNTERS
-
- Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
--information. Some of it is true and some isn’t. Things they might try to say include:
-+information. Some of it is true and some isn't. Things they might try to say include:
-
- • A gas main broke, and not only is there a fire danger, but the building is also filling with gas. (This is false.)
-
- • This is a terror attack! We have to get out
-
- of here at any cost! (This is true, although this NPC has no evidence or details, and the hysterical panic they feel
--probably doesn’t help.)
-+probably doesn't help.)
-
- • Something crashed into the building! (This is false.)
-
--• Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There’s just one
--bomber, and he’s trying to sneak out.)
-+• Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There's just one
-+bomber, and he's trying to sneak out.)
-
- • Rescue teams are on their way up. (This is false.)
-
- • Rescue teams are landing evacuation helicopters on the roof. (This is false. It might be a tactic they try eventually,
--but it’s not happening yet.)
-+but it's not happening yet.)
-
- Most of the NPCs coming down from above continue down the stairs to lower floors, with or without the PCs.
-
--Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they’re
-+Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they're
- able to get through to emergency services, they are told that emergency responders are on their way and to stay put.
--It’s too soon to get much information from the internet, although a few minutes after it happens, there are reports of
-+It's too soon to get much information from the internet, although a few minutes after it happens, there are reports of
- an explosion in the building on either floor 10 or floor 12. Building Wi-Fi is down. Data and phone usage becomes spotty
--about five minutes after the explosion and can’t be relied upon.
-+about five minutes after the explosion and can't be relied upon.
-
--Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can’t be moved. Helping them deliver
-+Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can't be moved. Helping them deliver
- the baby safely is a difficulty 3 Intellect-based task and will take about twenty minutes.
-
- Reaching the Roof: There are a few other people on the roof, but no rescue workers. Eventually,
-
- a small helicopter flies overhead, and if the bomber is not visibly present, it will circle but not land. This is the
--terrorist’s accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun,
-+terrorist's accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun,
- and a knife. If the bomber is present, the helicopter will land very briefly to try to rescue him.
-
- Going Down a Stairwell: The PCs hear cries for help as they pass by a floor. If they investigate, they find an office
- close to the stairs where someone is trapped underneath a very heavy shelving unit. It is a difficulty 4 task to rescue
- them. They are level 2 and their leg is quite injured.
-
--Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it’s not
--safe to try to evacuate, and the PCs should go back up to higher floors. They won’t take no for an answer. They will
-+Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it's not
-+safe to try to evacuate, and the PCs should go back up to higher floors. They won't take no for an answer. They will
- argue with the characters, and trying to win that argument is a difficulty 7 task. They will use force to back up their
--point—they won’t try to harm the PCs, but they will try to physically block the characters. Getting past them is a
-+point—they won't try to harm the PCs, but they will try to physically block the characters. Getting past them is a
- difficulty 5 task. Individually, they are each level 3.
-
- Going Even Further Down the Stairwell: Smoke! The stairwell is quickly becoming a chimney, even before the PCs get close
-@@ -81328,8 +81328,8 @@
-
- GM INTRUSIONS
-
--Explosion: First and foremost, the GM’s best tools in this scenario are the subsequent explosions from more bombs. The
--bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn’t just one GM
-+Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
-+bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
- intrusion, but several, and they come in two varieties:
-
- Close explosion: One or more PCs are threatened by falling debris (difficulty 5). Speed defense rolls are required;
-@@ -81337,23 +81337,23 @@
-
- Very close explosion: All PCs must succeed at Speed defense rolls or suffer damage as mentioned above. Even those who
- succeed suffer 3 points of damage. Plus, there are smoke and fire dangers in the immediate area, as described in the
--“Going Even Further Down the Stairwell” encounter. Wherever the PCs are currently, that place is not safe. More debris
--will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there’s a
-+"Going Even Further Down the Stairwell" encounter. Wherever the PCs are currently, that place is not safe. More debris
-+will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there's a
- risk of being blown off!
-
- The Terrorist: The PCs spot the bomber setting another bomb. He is a level 5 NPC with body armor (+2 Armor), a handgun,
--and a knife. He’ll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive
-+and a knife. He'll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive
- PCs means they can encounter him again somewhere else. Eventually, he tries to get to the roof and signal his ally in
- the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
- the firefighters arrive.
-
- THE CONCLUSION
-
--Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They’re
-+Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
- wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
- authorities will want to talk to them, and they will be hailed as heroes in the press.
-
--It’s not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
-+It's not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
- rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
- terrorist, or even an undercover foreign agent working for the terrorist
-
diff --git a/patches/base/013-level-3-headers.patch b/patches/base/013-level-3-headers.patch
deleted file mode 100644
index edf68cc..0000000
--- a/patches/base/013-level-3-headers.patch
+++ /dev/null
@@ -1,17524 +0,0 @@
---- _tmp/ccsrd.md 2025-06-19 00:06:10.168549814 -0500
-+++ _tmp/ccsrd.new.md 2025-06-19 00:09:15.287631115 -0500
-@@ -45,7 +45,7 @@
-
- If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
-
--WHEN DO YOU ROLL?
-+### WHEN DO YOU ROLL?
-
- Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the
- associated target number.
-@@ -67,7 +67,7 @@
- System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also
- discusses special rolls).
-
--TASK DIFFICULTY
-+### TASK DIFFICULTY
-
- | | | | |
- |-----------------|--------------|------------|-----------------------------------------------------------------------------------------------|
-@@ -84,7 +84,7 @@
- | 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
- | 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
-
--COMBAT
-+### COMBAT
-
- Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a
- d20 against the associated target number.
-@@ -124,7 +124,7 @@
- great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two
- hands is a heavy weapon.
-
--SPECIAL ROLLS
-+### SPECIAL ROLLS
-
- When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
- minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
-@@ -147,10 +147,10 @@
-
- Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
-
--GLOSSARY
-+### GLOSSARY
-
- Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
--NPCs.
-+### NPCs.
-
- Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains
- or opponents. This includes any kind of creature as well as people.
-@@ -174,7 +174,7 @@
- Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
- creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
-
--RANGE AND SPEED
-+### RANGE AND SPEED
-
- Distance is simplified into four categories: immediate, short, long, and very long.
-
-@@ -214,7 +214,7 @@
- from you or 18? Probably not. That kind of needless specificity only slows things down and draws away from, rather than
- contributes to, the story.)
-
--EXPERIENCE POINTS
-+### EXPERIENCE POINTS
-
- Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with
- a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop
-@@ -233,7 +233,7 @@
- Experience points are used primarily for character advancement (for details, see the Creating Your Character chapter),
- but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.
-
--CYPHERS
-+### CYPHERS
-
- Cyphers are abilities that have a single use. In many campaigns, cyphers aren't physical objects—they might be a spell
- cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some
-@@ -245,7 +245,7 @@
- Characters will find new cyphers frequently in the course of play, so players shouldn't hesitate to use their cypher
- abilities. Because cyphers are always different, the characters will always have new special powers to try.
-
--OTHER DICE
-+### OTHER DICE
-
- In addition to a d20, you'll need a d6 (a six-sided die). Rarely, you'll need to roll a number between 1 and 100 (often
- called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the "tens"
-@@ -262,13 +262,13 @@
- creation will be. The process involves understanding the values of three game statistics and choosing three aspects that
- determine your character's capabilities.
-
--CHARACTER STATS
-+### CHARACTER STATS
-
- Every player character has three defining characteristics, which are typically called "statistics" or "stats." These
- stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a
- character.
-
--MIGHT
-+### MIGHT
-
- Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness,
- and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute
-@@ -282,7 +282,7 @@
- (Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you
- can take.)
-
--SPEED
-+### SPEED
-
- Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity,
- and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball
-@@ -291,7 +291,7 @@
-
- (Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.)
-
--INTELLECT
-+### INTELLECT
-
- This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom,
- charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling
-@@ -300,7 +300,7 @@
-
- (Intellect could be thought of as Intellect/Personality because it governs both intelligence and charisma.)
-
--POOL, EDGE, AND EFFORT
-+### POOL, EDGE, AND EFFORT
-
- Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge
- represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really
-@@ -309,7 +309,7 @@
- (Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you
- choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.)
-
--POOL
-+### POOL
-
- Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
- which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic
-@@ -323,7 +323,7 @@
- recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points
- quickly.
-
--EDGE
-+### EDGE
-
- Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend
- points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a
-@@ -343,7 +343,7 @@
- better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from
- the Pool, which means they'll have more points available to spend on applying Effort.
-
--EFFORT
-+### EFFORT
-
- When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort
- requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an
-@@ -385,7 +385,7 @@
- Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you
- sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.)
-
--EFFORT AND DAMAGE
-+### EFFORT AND DAMAGE
-
- Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with
- an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any
-@@ -395,7 +395,7 @@
- ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all
- targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
-
--MULTIPLE USES OF EFFORT AND EDGE
-+### MULTIPLE USES OF EFFORT AND EDGE
-
- If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an
- attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
-@@ -409,7 +409,7 @@
- Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect
- Edge to reduce the cost of one of those things, not both.
-
--STAT EXAMPLES
-+### STAT EXAMPLES
-
- A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus
- has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that
-@@ -431,7 +431,7 @@
- target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because
- their roll (8) would have been less than the task's original target number (9).
-
--CHARACTER TIERS
-+### CHARACTER TIERS
-
- Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters
- can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your
-@@ -475,7 +475,7 @@
-
- Select a new type-based ability from your tier or a lower tier.
-
--CHARACTER DESCRIPTOR, TYPE, AND FOCUS
-+### CHARACTER DESCRIPTOR, TYPE, AND FOCUS
-
- To create your character, you build a simple statement that describes them. The statement takes this form: "I am a
- \[fill in an adjective here\] \[fill in a noun here\] who \[fill in a verb here\]."
-@@ -512,7 +512,7 @@
-
- (You can use the Flavors chapter to slightly modify character types to customize them for different genres.)
-
--SPECIAL ABILITIES
-+### SPECIAL ABILITIES
-
- Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from
- your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce
-@@ -544,7 +544,7 @@
- players. The GM will decide what's available in their particular game and whether anything is modified, and they'll let
- the players know.)
-
--SKILLS
-+### SKILLS
-
- Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you're
- trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill
-@@ -671,7 +671,7 @@
-
- Finally, more fundamental options for further customization are provided at the end of this chapter.
-
--PLAYER INTRUSION
-+### PLAYER INTRUSION
-
- A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
- character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
-@@ -701,7 +701,7 @@
-
- Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
-
--WARRIOR
-+### WARRIOR
-
- Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
-
-@@ -761,7 +761,7 @@
- | 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
- | 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
-
--WARRIOR PLAYER INTRUSIONS
-+### WARRIOR PLAYER INTRUSIONS
-
- You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM
- agrees.
-@@ -777,7 +777,7 @@
- Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
- steps down the object damage track.
-
--WARRIOR STAT POOLS
-+### WARRIOR STAT POOLS
-
- | | |
- |-----------|---------------------|
-@@ -788,7 +788,7 @@
-
- You get 6 additional points to divide among your stat Pools however you wish.
-
--FIRST-TIER WARRIOR
-+### FIRST-TIER WARRIOR
-
- First-tier warriors have the following abilities:
-
-@@ -831,7 +831,7 @@
-
- Trained Without Armor
-
--SECOND-TIER WARRIOR
-+### SECOND-TIER WARRIOR
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -848,7 +848,7 @@
-
- Successive Attack
-
--THIRD-TIER WARRIOR
-+### THIRD-TIER WARRIOR
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -877,7 +877,7 @@
-
- Vigilance
-
--FOURTH-TIER WARRIOR
-+### FOURTH-TIER WARRIOR
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -900,7 +900,7 @@
-
- Tough As Nails
-
--FIFTH-TIER WARRIOR
-+### FIFTH-TIER WARRIOR
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -925,7 +925,7 @@
- ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which
- can usually be taken multiple times.)
-
--SIXTH-TIER WARRIOR
-+### SIXTH-TIER WARRIOR
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -944,7 +944,7 @@
-
- Boxed text:
-
--WARRIOR EXAMPLE
-+### WARRIOR EXAMPLE
-
- Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow
- who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools
-@@ -982,7 +982,7 @@
- For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was
- once a friend but went rogue.
-
--ADEPT
-+### ADEPT
-
- Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched
-
-@@ -1018,7 +1018,7 @@
- and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have
- Adepts. That's okay too.)
-
--ADEPT PLAYER INTRUSIONS
-+### ADEPT PLAYER INTRUSIONS
-
- When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-@@ -1033,7 +1033,7 @@
- function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication
- that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
-
--ADEPT STAT POOLS
-+### ADEPT STAT POOLS
-
- | | |
- |-----------|---------------------|
-@@ -1074,7 +1074,7 @@
- | 19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. |
- | 20 | You belong to a secretive social club that gathers monthly to drink and talk. |
-
--FIRST-TIER ADEPT
-+### FIRST-TIER ADEPT
-
- First-tier Adepts have the following abilities:
-
-@@ -1117,7 +1117,7 @@
-
- Ward
-
--SECOND-TIER ADEPT
-+### SECOND-TIER ADEPT
-
- Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1136,7 +1136,7 @@
-
- Stasis
-
--THIRD-TIER ADEPT
-+### THIRD-TIER ADEPT
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1155,7 +1155,7 @@
-
- Targeting Eye
-
--FOURTH-TIER ADEPT
-+### FOURTH-TIER ADEPT
-
- Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1180,7 +1180,7 @@
-
- Wormhole
-
--FIFTH-TIER ADEPT
-+### FIFTH-TIER ADEPT
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1203,7 +1203,7 @@
-
- True Senses
-
--SIXTH-TIER ADEPT
-+### SIXTH-TIER ADEPT
-
- Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1218,7 +1218,7 @@
-
- Usurp Cypher
-
--ADEPT EXAMPLE
-+### ADEPT EXAMPLE
-
- Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2
- of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of
-@@ -1255,7 +1255,7 @@
- tier 1 abilities. This doesn't make the character any less powerful or special, but it says something about her role in
- the world and expectations in the game.)
-
--EXPLORER
-+### EXPLORER
-
- Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker
-
-@@ -1283,7 +1283,7 @@
- Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow
- them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
-
--EXPLORER PLAYER INTRUSIONS
-+### EXPLORER PLAYER INTRUSIONS
-
- When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-@@ -1296,7 +1296,7 @@
- Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only
- half the damage that it would have otherwise.
-
--EXPLORER STAT POOLS
-+### EXPLORER STAT POOLS
-
- | | |
- |-----------|---------------------|
-@@ -1337,7 +1337,7 @@
- | 19 | Your sister owns a store and gives you a hefty discount. |
- | 20 | Your father is a high-ranking officer in the military with many connections. |
-
--FIRST-TIER EXPLORER
-+### FIRST-TIER EXPLORER
-
- First-tier Explorers have the following abilities:
-
-@@ -1387,7 +1387,7 @@
-
- Trained Without Armor
-
--SECOND-TIER EXPLORER
-+### SECOND-TIER EXPLORER
-
- Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1420,7 +1420,7 @@
-
- Wreck
-
--THIRD-TIER EXPLORER
-+### THIRD-TIER EXPLORER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1451,7 +1451,7 @@
-
- Wrest From Chance
-
--FOURTH-TIER EXPLORER
-+### FOURTH-TIER EXPLORER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1470,7 +1470,7 @@
-
- Tough As Nails
-
--FIFTH-TIER EXPLORER
-+### FIFTH-TIER EXPLORER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1495,7 +1495,7 @@
-
- Vigilant
-
--SIXTH-TIER EXPLORER
-+### SIXTH-TIER EXPLORER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1516,7 +1516,7 @@
-
- Wild Vitality
-
--EXPLORER EXAMPLE
-+### EXPLORER EXAMPLE
-
- Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who
- explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their
-@@ -1550,7 +1550,7 @@
- figures they might be able to set up a service to reliably transport these items to responsible third parties, rather
- than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.
-
--SPEAKER
-+### SPEAKER
-
- Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate
-
-@@ -1576,7 +1576,7 @@
- Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture
- their friends. They can talk their way out of danger and even use their words as weapons.
-
--SPEAKER PLAYER INTRUSIONS
-+### SPEAKER PLAYER INTRUSIONS
-
- When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-@@ -1592,7 +1592,7 @@
- things seem strained, or provides you with a new insight for understanding the context of the situation if there's
- something you're failing to understand or grasp.
-
--SPEAKER STAT POOLS
-+### SPEAKER STAT POOLS
-
- | | |
- |-----------|---------------------|
-@@ -1633,7 +1633,7 @@
- | 19 | You are in a close romantic relationship with someone in local politics. |
- | 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
-
--FIRST-TIER SPEAKER
-+### FIRST-TIER SPEAKER
-
- First-tier speakers have the following abilities:
-
-@@ -1682,7 +1682,7 @@
-
- Understanding
-
--SECOND-TIER SPEAKER
-+### SECOND-TIER SPEAKER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1709,7 +1709,7 @@
-
- Unexpected Betrayal
-
--THIRD-TIER SPEAKER
-+### THIRD-TIER SPEAKER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1738,7 +1738,7 @@
-
- Telling
-
--FOURTH-TIER SPEAKER
-+### FOURTH-TIER SPEAKER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1761,7 +1761,7 @@
-
- Suggestion
-
--FIFTH-TIER SPEAKER
-+### FIFTH-TIER SPEAKER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1784,7 +1784,7 @@
-
- Stimulate
-
--SIXTH-TIER SPEAKER
-+### SIXTH-TIER SPEAKER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1805,7 +1805,7 @@
-
- Word of Command
-
--SPEAKER EXAMPLE
-+### SPEAKER EXAMPLE
-
- Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her
- Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier
-@@ -1837,7 +1837,7 @@
- For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
- in her family for generations, and her character is drawn to its strange languages and rituals.
-
--FANTASY CHARACTER OPTIONS
-+### FANTASY CHARACTER OPTIONS
-
- In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
- with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
-@@ -1984,7 +1984,7 @@
-
- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
--PREPARED VS. SPONTANEOUS SPELLCASTING
-+### PREPARED VS. SPONTANEOUS SPELLCASTING
-
- Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
- and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
-@@ -1992,12 +1992,12 @@
- selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
- Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-
--FURTHER CUSTOMIZATION
-+### FURTHER CUSTOMIZATION
-
- The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
- better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
-
--MODIFYING TYPE ASPECTS
-+### MODIFYING TYPE ASPECTS
-
- The following aspects of the four character types can be modified at character creation. Other abilities should not be
- changed.
-@@ -2015,7 +2015,7 @@
- weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's
- choice.
-
--DRAWBACKS AND PENALTIES
-+### DRAWBACKS AND PENALTIES
-
- In addition to other customization options, a player can choose to take drawbacks or penalties to gain further
- advantages.
-@@ -2060,14 +2060,14 @@
- The full description for each listed ability can be found in the Abilities chapter, which also contains descriptions for
- type and focus abilities in a single vast catalog.
-
--STEALTH FLAVOR
-+### STEALTH FLAVOR
-
- Characters with the stealth flavor are good at sneaking around, infiltrating places they don't belong, and deceiving
- others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a
- thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting
- might be a crimefighter who stalks the streets at night.
-
--FIRST-TIER STEALTH ABILITIES
-+### FIRST-TIER STEALTH ABILITIES
-
- Danger Sense
-
-@@ -2079,7 +2079,7 @@
-
- Stealth Skills
-
--SECOND-TIER STEALTH ABILITIES
-+### SECOND-TIER STEALTH ABILITIES
-
- Contortionist
-
-@@ -2091,7 +2091,7 @@
-
- Surprise Attack
-
--THIRD-TIER STEALTH ABILITIES
-+### THIRD-TIER STEALTH ABILITIES
-
- Evanesce
-
-@@ -2107,7 +2107,7 @@
-
- Seize the Moment
-
--FOURTH-TIER STEALTH ABILITIES
-+### FOURTH-TIER STEALTH ABILITIES
-
- Ambusher
-
-@@ -2119,7 +2119,7 @@
-
- Tumbling Moves
-
--FIFTH-TIER STEALTH ABILITIES
-+### FIFTH-TIER STEALTH ABILITIES
-
- Assassin Strike
-
-@@ -2129,7 +2129,7 @@
-
- Uncanny Luck
-
--SIXTH-TIER STEALTH ABILITIES
-+### SIXTH-TIER STEALTH ABILITIES
-
- Exploit Advantage
-
-@@ -2139,7 +2139,7 @@
-
- Twist of Fate
-
--TECHNOLOGY FLAVOR
-+### TECHNOLOGY FLAVOR
-
- Characters with a flavor of technology typically are from science fiction or at least modern-day
- settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with
-@@ -2148,7 +2148,7 @@
- Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day
- character could use some of the abilities that don't involve starships or ultratech.
-
--FIRST-TIER TECHNOLOGY ABILITIES
-+### FIRST-TIER TECHNOLOGY ABILITIES
-
- Datajack
-
-@@ -2162,7 +2162,7 @@
-
- Tinker
-
--SECOND-TIER TECHNOLOGY ABILITIES
-+### SECOND-TIER TECHNOLOGY ABILITIES
-
- Distant Interface
-
-@@ -2178,7 +2178,7 @@
-
- Tool Mastery
-
--THIRD-TIER TECHNOLOGY ABILITIES
-+### THIRD-TIER TECHNOLOGY ABILITIES
-
- Mechanical Telepathy
-
-@@ -2190,7 +2190,7 @@
-
- Spray
-
--FOURTH-TIER TECHNOLOGY ABILITIES
-+### FOURTH-TIER TECHNOLOGY ABILITIES
-
- Machine Bond
-
-@@ -2202,7 +2202,7 @@
-
- Serv-0 Spy
-
--FIFTH-TIER TECHNOLOGY ABILITIES
-+### FIFTH-TIER TECHNOLOGY ABILITIES
-
- Control Machine
-
-@@ -2210,13 +2210,13 @@
-
- Machine Companion
-
--SIXTH-TIER TECHNOLOGY ABILITIES
-+### SIXTH-TIER TECHNOLOGY ABILITIES
-
- Information Gathering
-
- Master Machine
-
--MAGIC FLAVOR
-+### MAGIC FLAVOR
-
- You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a
- few wondrous things. Of course, in your setting, "magic" might actually mean psychic powers, mutant abilities, weird
-@@ -2226,7 +2226,7 @@
- Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities
- with those given here tailors the character in desirable ways.
-
--FIRST-TIER MAGIC ABILITIES
-+### FIRST-TIER MAGIC ABILITIES
-
- Blessing of the Gods
-
-@@ -2242,7 +2242,7 @@
-
- Premonition
-
--SECOND-TIER MAGIC ABILITIES
-+### SECOND-TIER MAGIC ABILITIES
-
- Concussive Blast
-
-@@ -2254,7 +2254,7 @@
-
- Repair Flesh
-
--THIRD-TIER MAGIC ABILITIES
-+### THIRD-TIER MAGIC ABILITIES
-
- Distance Viewing
-
-@@ -2266,7 +2266,7 @@
-
- Summon Giant Spider
-
--FOURTH-TIER MAGIC ABILITIES
-+### FOURTH-TIER MAGIC ABILITIES
-
- Elemental Protection
-
-@@ -2274,7 +2274,7 @@
-
- Pry Open
-
--FIFTH-TIER MAGIC ABILITIES
-+### FIFTH-TIER MAGIC ABILITIES
-
- Create
-
-@@ -2286,7 +2286,7 @@
-
- True Senses
-
--SIXTH-TIER MAGIC ABILITIES
-+### SIXTH-TIER MAGIC ABILITIES
-
- Relocate
-
-@@ -2296,13 +2296,13 @@
-
- Word of Death
-
--COMBAT FLAVOR
-+### COMBAT FLAVOR
-
- Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard.
- An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science
- fiction setting could be a veteran of a thousand psychic wars.
-
--FIRST-TIER COMBAT ABILITIES
-+### FIRST-TIER COMBAT ABILITIES
-
- Danger Sense
-
-@@ -2310,7 +2310,7 @@
-
- Practiced With Medium Weapons
-
--SECOND-TIER COMBAT ABILITIES
-+### SECOND-TIER COMBAT ABILITIES
-
- Bloodlust
-
-@@ -2318,7 +2318,7 @@
-
- Trained Without Armor
-
--THIRD-TIER COMBAT ABILITIES
-+### THIRD-TIER COMBAT ABILITIES
-
- Practiced With All Weapons
-
-@@ -2328,7 +2328,7 @@
-
- Successive Attack
-
--FOURTH-TIER COMBAT ABILITIES
-+### FOURTH-TIER COMBAT ABILITIES
-
- Capable Warrior
-
-@@ -2340,7 +2340,7 @@
-
- Spray
-
--FIFTH-TIER COMBAT ABILITIES
-+### FIFTH-TIER COMBAT ABILITIES
-
- Experienced Defender
-
-@@ -2348,7 +2348,7 @@
-
- Parry
-
--SIXTH-TIER COMBAT ABILITIES
-+### SIXTH-TIER COMBAT ABILITIES
-
- Greater Skill With Attacks
-
-@@ -2356,7 +2356,7 @@
-
- Mastery With Defense
-
--SKILLS AND KNOWLEDGE FLAVOR
-+### SKILLS AND KNOWLEDGE FLAVOR
-
- This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It's less
- flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or
-@@ -2365,7 +2365,7 @@
- A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
- knowledge could be a field scientist. A Speaker with this flavor might be a teacher.
-
--FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
-+### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Interaction Skills
-
-@@ -2377,7 +2377,7 @@
-
- Travel Skills
-
--SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
-+### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Extra Skill
-
-@@ -2385,13 +2385,13 @@
-
- Understanding
-
--THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
-+### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
-
- Flex Skill
-
- Improvise
-
--FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-+### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Multiple Skills
-
-@@ -2399,13 +2399,13 @@
-
- Task Specialization
-
--FIFTH-TIER SKILLS ANd KNOWLEDGE ABILITIES
-+### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Practiced With Medium Weapons
-
- Read the Signs
-
--SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-+### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Skill With Attacks
-
-@@ -2435,7 +2435,7 @@
- your descriptor will eventually be overshadowed by the growing importance of your type and focus. However, the influence
- of your descriptor will remain at least somewhat important throughout your character's life.)
-
--DESCRIPTORS
-+### DESCRIPTORS
-
- Appealing
-
-@@ -2537,7 +2537,7 @@
-
- Weird
-
--APPEALING
-+### APPEALING
-
- You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special
- something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease,
-@@ -2564,7 +2564,7 @@
- 4\. Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to
- join them on new adventures.
-
--BENEFICENT
-+### BENEFICENT
-
- Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you
- delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best
-@@ -2597,7 +2597,7 @@
-
- 4\. The choice was between your tattered life and helping others. You haven't looked back since.
-
--BRASH
-+### BRASH
-
- You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you
- don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and
-@@ -2624,7 +2624,7 @@
- 4\. You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to
- your current point.
-
--CALM
-+### CALM
-
- You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're
- well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble,
-@@ -2659,7 +2659,7 @@
-
- 4\. One of the other PCs dragged you into it.
-
--CHAOTIC
-+### CHAOTIC
-
- Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing
- surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are
-@@ -2688,7 +2688,7 @@
-
- 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-
--CHARMING
-+### CHARMING
-
- You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can
- convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others
-@@ -2727,7 +2727,7 @@
-
- 4\. There is a reward involved, and you need the money.
-
--CLEVER
-+### CLEVER
-
- You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled.
- Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and
-@@ -2762,7 +2762,7 @@
-
- 4\. You suspect that the other PCs won't succeed without you.
-
--CLUMSY
-+### CLUMSY
-
- Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your
- own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even
-@@ -2803,7 +2803,7 @@
-
- 4\. You stumbled into the PCs as they were discussing their mission, and they took a liking to you.
-
--CRAVEN
-+### CRAVEN
-
- Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at
- your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down
-@@ -2849,7 +2849,7 @@
-
- 4\. The group answered your cries for help when you were in trouble.
-
--CREATIVE
-+### CREATIVE
-
- Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas
- that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at
-@@ -2887,7 +2887,7 @@
- 4\. A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be
- profitable.
-
--CRUEL
-+### CRUEL
-
- Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even
- enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive
-@@ -2931,7 +2931,7 @@
-
- 4\. Joining the PCs gives you an opportunity to escape justice for a crime you committed.
-
--DISHONORABLE
-+### DISHONORABLE
-
- There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either
- you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do
-@@ -2964,7 +2964,7 @@
-
- 4\. You bullied your way in with intimidation and bluster.
-
--DOOMED
-+### DOOMED
-
- You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours
- alone, or you might be dragging along the people closest to you.
-@@ -2995,7 +2995,7 @@
-
- 4\. You suspect that the only hope you have of avoiding your fate might lie on this path.
-
--EMPATHIC
-+### EMPATHIC
-
- Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that
- convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's
-@@ -3031,7 +3031,7 @@
-
- 4\. You joined the PCs to escape an unpleasant relationship or negative environment.
-
--EXILED
-+### EXILED
-
- You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous
- crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been
-@@ -3070,7 +3070,7 @@
-
- 4\. You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.
-
--FAST
-+### FAST
-
- You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick
- on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly.
-@@ -3098,7 +3098,7 @@
-
- 4\. This mission ties in with a personal goal of your own.
-
--FOOLISH
-+### FOOLISH
-
- Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might
- have a bit more . . . wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry
-@@ -3136,7 +3136,7 @@
-
- 4\. The other PCs needed some muscle who wouldn't overthink things.
-
--GRACEFUL
-+### GRACEFUL
-
- You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and
- dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear
-@@ -3163,7 +3163,7 @@
-
- 4\. There is reward involved, and you need the money.
-
--GUARDED
-+### GUARDED
-
- You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself,
- physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You
-@@ -3197,7 +3197,7 @@
-
- 4\. The PCs are the only people who will put up with you.
-
--HARDY
-+### HARDY
-
- Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite
- watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might
-@@ -3216,7 +3216,7 @@
- Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are
- debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until
- you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are
--0.
-+### 0.
-
- Skill: You are trained in Might defense actions.
-
-@@ -3235,7 +3235,7 @@
-
- 4\. You believe the only way the PCs will succeed is if you are along to protect them.
-
--HIDEOUS
-+### HIDEOUS
-
- You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or
- just poor genetic luck, but you are incontrovertibly ugly.
-@@ -3267,7 +3267,7 @@
-
- 4\. You bullied your way in with intimidation and bluster.
-
--HONORABLE
-+### HONORABLE
-
- You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying
- and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a
-@@ -3297,7 +3297,7 @@
-
- 4\. You asked politely if you could join the other PCs in their mission.
-
--IMPULSIVE
-+### IMPULSIVE
-
- You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done?
- You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from
-@@ -3336,7 +3336,7 @@
-
- 4\. You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.
-
--INQUISITIVE
-+### INQUISITIVE
-
- The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the
- tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and
-@@ -3377,7 +3377,7 @@
-
- 4\. One of the PCs fascinates you, perhaps due to a special or weird ability they have.
-
--INTELLIGENT
-+### INTELLIGENT
-
- You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude
- doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life,
-@@ -3405,7 +3405,7 @@
-
- 4\. A colleague requested that you take part in the mission as a favor.
-
--INTUITIVE
-+### INTUITIVE
-
- You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold.
- Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at
-@@ -3432,7 +3432,7 @@
-
- 4\. You're confident the reason you arrived at this point will soon become clear.
-
--JOVIAL
-+### JOVIAL
-
- You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own
- expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people
-@@ -3461,7 +3461,7 @@
-
- 4\. It was either go with the PCs or face up to a circumstance that was anything but jovial.
-
--KIND
-+### KIND
-
- It's always been easy for you to see things from the point of view of other people. That ability has made you
- sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's
-@@ -3497,7 +3497,7 @@
- 4\. Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the
- drudgery.
-
--LEARNED
-+### LEARNED
-
- You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such
- as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few
-@@ -3524,7 +3524,7 @@
-
- 4\. A colleague requested that you take part in the mission as a favor.
-
--LUCKY
-+### LUCKY
-
- You rely on chance and timely good luck to get you through many situations. When people say that someone was born under
- a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as
-@@ -3554,7 +3554,7 @@
- 4\. Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a
- manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore.
-
--MAD
-+### MAD
-
- You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope
- of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally
-@@ -3591,7 +3591,7 @@
-
- 4\. You feel compelled by inexplicable intuition.
-
--MECHANICAL
-+### MECHANICAL
-
- You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them.
- Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech,"
-@@ -3619,7 +3619,7 @@
-
- 4\. Another PC asked you to join them.
-
--MYSTERIOUS
-+### MYSTERIOUS
-
- The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives
- are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor
-@@ -3651,7 +3651,7 @@
-
- 4\. Something—a feeling, a dream—told you where to be and when to join the group.
-
--MYSTICAL
-+### MYSTICAL
-
- You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the
- supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether
-@@ -3684,7 +3684,7 @@
-
- 4\. Various signs and portents led you here.
-
--NAIVE
-+### NAIVE
-
- You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the
- world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just
-@@ -3713,7 +3713,7 @@
-
- 4\. Sounded like fun.
-
--PERCEPTIVE
-+### PERCEPTIVE
-
- You miss little. You pick out the small details in the world around you and are skilled at making deductions from the
- information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.
-@@ -3750,7 +3750,7 @@
-
- 4\. A third party recruited you to follow the PCs and see what they were up to.
-
--RESILIENT
-+### RESILIENT
-
- You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you
- down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable.
-@@ -3784,7 +3784,7 @@
-
- 4\. You lost a bet—unfairly, you think—and had to take someone's place on this mission.
-
--RISK-TAKING
-+### RISK-TAKING
-
- It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you
- wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the
-@@ -3817,7 +3817,7 @@
-
- 4\. You bragged that you never saw a risk you didn't like, which is how you reached your current point.
-
--RUGGED
-+### RUGGED
-
- You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled
- hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or
-@@ -3848,7 +3848,7 @@
-
- 4\. There is reward involved, and you need the money.
-
--SHARP-EYED
-+### SHARP-EYED
-
- You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be
- difficult to surprise.
-@@ -3873,7 +3873,7 @@
-
- 4\. You've been noticing some strange things going on, and this all appears related.
-
--SKEPTICAL
-+### SKEPTICAL
-
- You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a
- "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often
-@@ -3902,7 +3902,7 @@
-
- 4\. You need money to fund your research.
-
--STEALTHY
-+### STEALTHY
-
- You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight
- of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of
-@@ -3931,7 +3931,7 @@
-
- 4\. You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.
-
--STRONG
-+### STRONG
-
- You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of
- prowess. You likely have a brawny build and impressive muscles.
-@@ -3957,7 +3957,7 @@
-
- 4\. There is reward involved, and you need the money.
-
--STRONG-WILLED
-+### STRONG-WILLED
-
- You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want
- it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve.
-@@ -3985,7 +3985,7 @@
-
- 4\. There is reward involved, and you need the money.
-
--SWIFT
-+### SWIFT
-
- You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing
- distances quickly but not always smoothly. You are likely slim and muscular.
-@@ -4011,7 +4011,7 @@
-
- 4\. There is reward involved, and you need the money.
-
--TONGUE-TIED
-+### TONGUE-TIED
-
- You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words
- fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone
-@@ -4041,7 +4041,7 @@
-
- 4\. One of the other PCs recruited you for your talents.
-
--TOUGH
-+### TOUGH
-
- You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters
- frequently have visible scars.
-@@ -4068,7 +4068,7 @@
- 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
- heard about the group's task.
-
--VICIOUS
-+### VICIOUS
-
- You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make
- them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they
-@@ -4100,7 +4100,7 @@
- 4\. One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of
- the mission.
-
--VIRTUOUS
-+### VIRTUOUS
-
- Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever
- you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes
-@@ -4128,7 +4128,7 @@
- 4\. You put virtue before sense and defended someone's honor in the face of an organization or power far greater than
- you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.
-
--WEIRD
-+### WEIRD
-
- You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by
- you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in.
-@@ -4170,7 +4170,7 @@
-
- 4\. You felt drawn to join the other PCs, but you don't know why.
-
--CUSTOMIZING DESCRIPTORS
-+### CUSTOMIZING DESCRIPTORS
-
- Under the normal rules, each descriptor is based on some modification of the following guidelines:
-
-@@ -4190,7 +4190,7 @@
- isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new
- descriptor that fits exactly how the player wants to portray the character.
-
--SPECIES AS DESCRIPTOR
-+### SPECIES AS DESCRIPTOR
-
- Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the
- default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're
-@@ -4220,7 +4220,7 @@
- In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own
- custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.
-
--CHOOSING FOCI
-+### CHOOSING FOCI
-
- Not all foci are appropriate for every genre. The Genre chapter provides guidance, but this section offers some broad
- generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an
-@@ -4257,7 +4257,7 @@
-
- Finally, you can choose whether you want to expand the story behind the focus (though that's not mandatory).
-
--FOCUS CONNECTIONS
-+### FOCUS CONNECTIONS
-
- Choose a connection that goes well with the focus. If you're a GM choosing (or creating) one or more foci for your
- players, choose up to four of the following connections.
-@@ -4400,7 +4400,7 @@
- Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus
- ability's ranges is doubled.
-
--STORY BEHIND THE FOCUS
-+### STORY BEHIND THE FOCUS
-
- The foci in this book have been purposely stripped down to basics so they have the widest possible application across
- multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option
-@@ -4446,7 +4446,7 @@
- possibilities are nearly endless, and up to you to include or forgo. Because however a focus's abilities were gained,
- it's also enough that they just work.
-
--FOCI
-+### FOCI
-
- The full description for each focus ability listed in this section is found in the Abilities chapter, which has
- descriptions for type, flavor, and focus abilities in a single vast catalog.
-@@ -4769,7 +4769,7 @@
- GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
- sky.
-
--COPIES SUPERPOWERS
-+### COPIES SUPERPOWERS
-
- You can copy others' skills, abilities, and superpowers.
-
-@@ -5226,7 +5226,7 @@
- GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
- breaks through the floor.
-
--HAS A THOUSAND FACES
-+### HAS A THOUSAND FACES
-
- You can change your appearance to look like anyone else.
-
-@@ -5315,7 +5315,7 @@
-
- GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
-
--IGNORES PHYSICAL DISTANCE
-+### IGNORES PHYSICAL DISTANCE
-
- You can teleport from one place to another by briefly passing through a parallel dimension.
-
-@@ -6011,7 +6011,7 @@
- GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
- scavenged belongs to them. A recycled cypher explodes.
-
--SCULPTS HARD LIGHT
-+### SCULPTS HARD LIGHT
-
- You create physical objects out of hard light that you can use for offense and defense.
-
-@@ -6130,7 +6130,7 @@
-
- GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
-
--SHRINKS TO MINUTE SIZE
-+### SHRINKS TO MINUTE SIZE
-
- You can shrink down to the size of a bug and, with enough experience, even smaller.
-
-@@ -6206,7 +6206,7 @@
- GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
- mother vows revenge.
-
--SOARS ON AMAZING WINGS
-+### SOARS ON AMAZING WINGS
-
- Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
-
-@@ -6296,7 +6296,7 @@
-
- GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
-
--STRETCHES
-+### STRETCHES
-
- Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-
-@@ -6319,7 +6319,7 @@
- GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
- weak.
-
--TAKES ANIMAL SHAPE
-+### TAKES ANIMAL SHAPE
-
- You can transform yourself into an animal.
-
-@@ -6408,7 +6408,7 @@
-
- GM Intrusions: Loud noises attract attention.
-
--TOUCHES THE SKY
-+### TOUCHES THE SKY
-
- You can summon storms or break them apart.
-
-@@ -6511,7 +6511,7 @@
- GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
- NPCs are scared by the power armor.
-
--WIELDS AN ENCHANTED WEAPON
-+### WIELDS AN ENCHANTED WEAPON
-
- You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
- combat with it.
-@@ -6535,7 +6535,7 @@
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
- action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
--WIELDS INVISIBLE FORCE
-+### WIELDS INVISIBLE FORCE
-
- You bend light and manipulate beams of force for offense and defense.
-
-@@ -6698,7 +6698,7 @@
- GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
- The transformation takes longer than expected.
-
--USES WILD MAGIC
-+### USES WILD MAGIC
-
- spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-
-@@ -6720,7 +6720,7 @@
- Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith
- that of a random cypher.
-
--WALKS THE WILD WOODS
-+### WALKS THE WILD WOODS
-
- An adherent of nature magic who draws on the power and strength of trees.
-
-@@ -6741,7 +6741,7 @@
- GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil
- hearts and hate all walkingthings.
-
--WEILDS AN ENCHANTED WEAPON
-+### WEILDS AN ENCHANTED WEAPON
-
- One who channels magic through or from a weapon to create a unique fighting style.
-
-@@ -6764,7 +6764,7 @@
- GM Intrusions: A weapon breaks or isdropped. The weapon loses its connectionto you until you use an action toreestablish
- the attunement. The weapon'senergy discharges in an unexpected way
-
--CREATING NEW FOCI
-+### CREATING NEW FOCI
-
- This section provides everything you need to create your own foci.
-
-@@ -6782,7 +6782,7 @@
-
-
--FOCUS CATEGORIES
-+### FOCUS CATEGORIES
-
- Ally use
-
-@@ -6806,7 +6806,7 @@
-
- Tank combat
-
--CHOOSING ABILITIES BY RELATIVE POWER
-+### CHOOSING ABILITIES BY RELATIVE POWER
-
- The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
- tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into
-@@ -6823,7 +6823,7 @@
- available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing
- factor.
-
--BALANCING ABILITIES
-+### BALANCING ABILITIES
-
- The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes
- it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the
-@@ -6840,7 +6840,7 @@
- the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
- but don't underpower it, either.
-
--ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
-+### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
-
- Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the
- guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to
-@@ -6852,14 +6852,14 @@
- the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your
- new focus something like Channels the Ninth Circle.
-
--ABILITY SWAP
-+### ABILITY SWAP
-
- If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
- overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out
- one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the
- abilities normally granted by the character's type.
-
--CONCEPT AND CATEGORY
-+### CONCEPT AND CATEGORY
-
- Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus
- within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways
-@@ -6897,7 +6897,7 @@
- refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a
- PC can make at a lower tier.
-
--CREATING BRAND-NEW ABILITIES
-+### CREATING BRAND-NEW ABILITIES
-
- You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as
- close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should
-@@ -6912,16 +6912,16 @@
-
- As a good rule of thumb, a typical ability should cost points equal to its tier.
-
--CHOOSE GM INTRUSIONS
-+### CHOOSE GM INTRUSIONS
-
- Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus
- being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game.
- But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to
- yield some particularly devilish options.
-
--FOCUS CATEGORIES
-+### FOCUS CATEGORIES
-
--ALLY USE
-+### ALLY USE
-
- Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
- variety of ways, but at base they usually provide an asset to the character's actions.
-@@ -7008,7 +7008,7 @@
- For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise
- impossible-to-glean information.
-
--BASIC
-+### BASIC
-
- Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve
- a character fall within the basic category. An overarching theme is also included, as with most of the other categories,
-@@ -7082,7 +7082,7 @@
- the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be
- reasonable. Granting additional training, assets, or Edge would also be fine.
-
--ENERGY MANIPULATION
-+### ENERGY MANIPULATION
-
- Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
- energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
-@@ -7156,7 +7156,7 @@
- abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if
- using electricity), creating solid objects out of the energy, and so on.
-
--ENVIRONMENT MANIPULATION
-+### ENVIRONMENT MANIPULATION
-
- Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are
- environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and
-@@ -7246,7 +7246,7 @@
- the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
- manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
-
--EXPLORATION
-+### EXPLORATION
-
- Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
- locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments
-@@ -7323,7 +7323,7 @@
- The other option should be something that benefits the character, either an offensive or defensive ability, or yet
- another ability that further broadens their capacity to explore in the focus's chosen realm.
-
--INFLUENCE
-+### INFLUENCE
-
- Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
- or to rise to some other prestigious and significant position—fall within the influence category.
-@@ -7406,7 +7406,7 @@
- If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
- influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
-
--IRREGULAR
-+### IRREGULAR
-
- Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
- certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
-@@ -7477,7 +7477,7 @@
- tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction,
- information-gathering, or healing ability, depending on the focus's overarching theme.
-
--MOVEMENT EXPERTISE
-+### MOVEMENT EXPERTISE
-
- Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
- stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
-@@ -7559,7 +7559,7 @@
- movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
- related to the movement.
-
--STRIKER COMBAT
-+### STRIKER COMBAT
-
- Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
- abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
-@@ -7664,7 +7664,7 @@
- with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack,
- or get away in order to fight another day.
-
--SUPPORT
-+### SUPPORT
-
- Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci.
- Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize
-@@ -7738,7 +7738,7 @@
- The other option could provide an alternative ultimate method of helping another; many foci in this category do.
- However, an option that provides high-tier offense or defense is also completely reasonable.
-
--TANK COMBAT
-+### TANK COMBAT
-
- Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank
- combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular
-@@ -7833,9 +7833,9 @@
- option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up
- damage boost on attacks or better control of an unstable physical transformation.
-
--SUPERHERO FOCI
-+### SUPERHERO FOCI
-
--CUSTOMIZING FOCI
-+### CUSTOMIZING FOCI
-
- Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines
- for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.
-@@ -7845,13 +7845,13 @@
- high-tech
- devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
-
--TIER 1
-+### TIER 1
-
- Combat Prowess
-
- Enhanced Potential
-
--TIER 2
-+### TIER 2
-
- Lower-tier ability: choose any tier 1 replacement ability, above.
-
-@@ -7861,7 +7861,7 @@
-
- Skill With Attacks
-
--TIER 3
-+### TIER 3
-
- Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
-
-@@ -7869,7 +7869,7 @@
-
- Fusion Armor
-
--TIER 4
-+### TIER 4
-
- Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
-
-@@ -7877,7 +7877,7 @@
-
- Built-in Weaponry
-
--TIER 5
-+### TIER 5
-
- Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
-
-@@ -7885,7 +7885,7 @@
-
- Defensive Field
-
--TIER 6
-+### TIER 6
-
- Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
-
-@@ -7908,7 +7908,7 @@
-
- (Unless otherwise noted, you cannot choose the same ability twice, even if you get it from both your type and a flavor.)
-
--ABILITY CATEGORIES AND RELATIVE POWER
-+### ABILITY CATEGORIES AND RELATIVE POWER
-
- Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks,
- assist allies, provide defense, give you a special attack form, and so on. Under each of the following category
-@@ -7934,7 +7934,7 @@
- the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability
- category would be appropriate choices.
-
--ATTACK SKILL
-+### ATTACK SKILL
-
- Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of
- physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm
-@@ -7992,7 +7992,7 @@
-
- Specialized Basher
-
--COMPANION
-+### COMPANION
-
- Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your
- follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms,
-@@ -8117,7 +8117,7 @@
-
- True Necromancy
-
--CONTROL
-+### CONTROL
-
- Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such
- as using psychic mind control, fear gas, and so on.
-@@ -8196,7 +8196,7 @@
-
- Word of Command
-
--CRAFT
-+### CRAFT
-
- Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers,
- artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or
-@@ -8254,7 +8254,7 @@
-
- Reshape
-
--CURE
-+### CURE
-
- Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful
- effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
-@@ -8399,7 +8399,7 @@
-
- Vigilant
-
--ENVIRONMENT
-+### ENVIRONMENT
-
- Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control,
- illusions, and so on.
-@@ -8494,7 +8494,7 @@
-
- The Wild Is on Your Side
-
--INFORMATION
-+### INFORMATION
-
- Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the
- GM giving the answer, or by learning a language.
-@@ -8588,7 +8588,7 @@
-
- Telepathic Network
-
--META
-+### META
-
- Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the
- difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the
-@@ -8994,7 +8994,7 @@
-
- Winter Gauntlets
-
--MOVEMENT
-+### MOVEMENT
-
- Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement
- (such as flight, wallcrawling, phasing, or teleporting).
-@@ -9098,7 +9098,7 @@
-
- Windwracked Traveler
-
--PROTECTION
-+### PROTECTION
-
- Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or
- increases Armor, or otherwise helps prevent damage.
-@@ -9356,7 +9356,7 @@
-
- Wear It Well
-
--SENSES
-+### SENSES
-
- Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to
- stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
-@@ -9435,7 +9435,7 @@
-
- True Senses
-
--SOCIAL
-+### SOCIAL
-
- Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your
- social status.
-@@ -9480,7 +9480,7 @@
-
- Group Friendship
-
--SPECIAL ATTACK
-+### SPECIAL ATTACK
-
- Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might
- do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities
-@@ -9838,7 +9838,7 @@
-
- Word of Death
-
--SUPPORT
-+### SUPPORT
-
- Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.
-
-@@ -9948,7 +9948,7 @@
-
- Work the Friendship
-
--TASK
-+### TASK
-
- Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative,
- and so on).
-@@ -10321,7 +10321,7 @@
-
- Using the Environment
-
--TRANSFORM
-+### TRANSFORM
-
- A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also
- includes apparent transformations like disguises and invisibility.
-@@ -10551,7 +10551,7 @@
- choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
- GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
-
--ANIMAL FORM MINOR ABILITIES TABLE
-+### ANIMAL FORM MINOR ABILITIES TABLE
-
- Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal
- shape lists two skills, the character chooses which one they want each time they take that shape.
-@@ -15764,7 +15764,7 @@
- you have. Still, sometimes it's important to know if you've got enough rope, or what kind of gun your space pilot has at
- their hip.
-
--ANIMAL FORM MINOR ABILITIES TABLE
-+### ANIMAL FORM MINOR ABILITIES TABLE
-
- | Animal | Skill Training | Other Abilities |
- |-------------------|------------------------|------------------|
-@@ -15812,7 +15812,7 @@
-
- Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
--CURRENCY AND PRICES
-+### CURRENCY AND PRICES
-
- Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of
- different currencies might be used in your game, depending on the setting and the genre. You should use whatever you
-@@ -15834,7 +15834,7 @@
- ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar,
- but amounts might not be tracked on the character sheets.
-
--PRICE CATEGORIES
-+### PRICE CATEGORIES
-
- There are five price categories for goods and services.
-
-@@ -15863,7 +15863,7 @@
- about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
- what they worry about.)
-
--USING THE PRICE CATEGORIES
-+### USING THE PRICE CATEGORIES
-
- Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of
- ways.
-@@ -15889,7 +15889,7 @@
- or 6. So an average serf 's tool in the Dark Ages is level 3, easily broken, while an average tool on a space station is
- level 6, made of advanced polymers.
-
--ARMOR
-+### ARMOR
-
- Characters expecting danger frequently wear armor. Even the simplest protective covering helps against stabs and cuts,
- and more sophisticated or heavier armor protects against graver threats.
-@@ -15903,7 +15903,7 @@
- Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many
- genres, it's quite odd, at best, to run around in armor tougher than a leather jacket.
-
--USING ARMOR
-+### USING ARMOR
-
- Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when
- attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based
-@@ -15938,7 +15938,7 @@
-
-
-
--FANTASY ARMOR DESCRIPTIONS
-+### FANTASY ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
- Speed Effort cost of the worst one).
-@@ -16019,7 +16019,7 @@
-
- Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.
-
--WEAPONS
-+### WEAPONS
-
- Not all characters are familiar with all weapons. Warriors know their way around most types, but Explorers prefer light
- or medium weapons, and Adepts and Speakers usually stick to light weapons. If you wield a weapon that you have no
-@@ -16050,7 +16050,7 @@
- available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
- weapons.
-
--FANTASY WEAPONS DESCRIPTIONS
-+### FANTASY WEAPONS DESCRIPTIONS
-
- Battleaxe: A wooden pole with a blade on one end.
-
-@@ -16172,7 +16172,7 @@
- | Heavy mace | 15 gp | |
- | Maul | 10 gp | |
-
--EXPLOSIVE WEAPONS
-+### EXPLOSIVE WEAPONS
-
- Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
- an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a
-@@ -16369,7 +16369,7 @@
- | Traveler's outfit | 2 gp |
- | Wizard's outfit | 5 gp |
-
--ANIMALS AND GEAR DESCRIPTIONS
-+### ANIMALS AND GEAR DESCRIPTIONS
- Draft horse: A strong horse able to carry or pull heavy loads.
-
- Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
-@@ -16393,7 +16393,7 @@
- | Saddle | 10 gp |
- | Warhorse | 300-500 gp |
-
--FOOD AND LODGING
-+### FOOD AND LODGING
-
- | Item | Price |
- |----------------------|-------|
-@@ -16413,7 +16413,7 @@
- | Wine (bottle) | 10 gp |
- | Wine (pitcher) | 2 sp |
-
--CYPHERS
-+### CYPHERS
-
- Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
- might have the veneer of equipment, but don't fall into the trap of confusing the two. Cyphers are far more akin to PC
-@@ -16421,7 +16421,7 @@
- cyphers might be interesting throwaway devices or alien crystals of unknown providence. In other games, they might just
- represent good fortune or sudden inspiration. See the Cyphers chapter for more details.
-
--ARTIFACTS
-+### ARTIFACTS
-
- Artifacts are more powerful than equipment and can't simply be purchased. The Genre chapter offers a few sample
- artifacts appropriate for various settings.
-@@ -16490,7 +16490,7 @@
- System with just this information. The key features here are: character actions, determining task difficulty, and
- determining modifications.
-
--KEY CONCEPTS
-+### KEY CONCEPTS
-
- ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power,
- and so on. Each character can take one action in a round.
-@@ -16554,7 +16554,7 @@
- fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the
- orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.
-
--TAKING ACTION
-+### TAKING ACTION
-
- Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
- one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
-@@ -16571,7 +16571,7 @@
- Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
- number of points needed to complete the action, they automatically fail at the task.
-
--DETERMINING TASK STAT
-+### DETERMINING TASK STAT
-
- Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
- strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes
-@@ -16583,7 +16583,7 @@
- character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
- Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
-
--DETERMINING TASK DIFFICULTY
-+### DETERMINING TASK DIFFICULTY
-
- The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
- make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
-@@ -16614,7 +16614,7 @@
- Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the
- characters.
-
--MODIFYING THE DIFFICULTY
-+### MODIFYING THE DIFFICULTY
-
- After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification
- applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be
-@@ -16634,7 +16634,7 @@
- (By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from
- skills, one or two steps from assets, and one to six steps from Effort.)
-
--SKILLS
-+### SKILLS
-
- Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
- character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all
-@@ -16643,7 +16643,7 @@
- eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two
- steps from being trained and specialized don't count.
-
--ASSETS
-+### ASSETS
-
- An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
- a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
-@@ -16654,7 +16654,7 @@
- reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be
- reduced by more than four steps without using Effort.)
-
--EFFORT
-+### EFFORT
-
- A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
- appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
-@@ -16672,7 +16672,7 @@
- level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level
- of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
-
--ROLLING THE DIE
-+### ROLLING THE DIE
-
- To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
- succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
-@@ -16695,7 +16695,7 @@
- This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since
- reducing the difficulty to 0 or lower means no roll is needed.
-
--THE PLAYER ALWAYS ROLLS
-+### THE PLAYER ALWAYS ROLLS
-
- In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a
- moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to
-@@ -16708,7 +16708,7 @@
- eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's
- attack rolls.
-
--SPECIAL ROLLS
-+### SPECIAL ROLLS
-
- If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play.
- These are explained in more detail in the following sections.
-@@ -16729,7 +16729,7 @@
- action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not
- spent them at all.
-
--GM INTRUSION
-+### GM INTRUSION
-
- GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
- something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
-@@ -16742,7 +16742,7 @@
- (For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System
- chapter.)
-
--MINOR EFFECT
-+### MINOR EFFECT
-
- A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the
- PC, but not overwhelming.
-@@ -16781,7 +16781,7 @@
- effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3
- additional points of damage as the minor effect, no extra roll is needed.
-
--MAJOR EFFECT
-+### MAJOR EFFECT
-
- A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the
- character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are
-@@ -16821,7 +16821,7 @@
- This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each
- round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried.
-
--INITIAL COST
-+### INITIAL COST
-
- The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the
- task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door
-@@ -16841,7 +16841,7 @@
- succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
- more than others.
-
--DISTANCE
-+### DISTANCE
-
- Distance is simplified into four basic categories: immediate, short, long, and very long.
-
-@@ -16881,7 +16881,7 @@
-
- Boxed text:
-
--OTHER DISTANCES
-+### OTHER DISTANCES
-
- In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so
- on). However, the following shorthand distances can be useful in some settings:
-@@ -16896,7 +16896,7 @@
-
- Interdimensional: Anywhere.
-
--TIMEKEEPING
-+### TIMEKEEPING
-
- Generally, keep time the same way that you normally would, using minutes, hours, days, and weeks. Thus, if the
- characters walk overland for 15 miles (24 km), about eight hours pass, even though the journey can be described in only
-@@ -16910,7 +16910,7 @@
-
- Boxed text:
-
--TIMEKEEPING
-+### TIMEKEEPING
-
- | | |
- |-----------------------------------------------------------------|-----------------------------------------------|
-@@ -16935,7 +16935,7 @@
- | Repairing a device (assuming parts and tools available) | At least an hour, perhaps a day |
- | Building a device (assuming parts and tools available) | At least a day, perhaps a week |
-
--ENCOUNTERS, ROUNDS, AND INITIATIVE
-+### ENCOUNTERS, ROUNDS, AND INITIATIVE
-
- Sometimes in the course of the game, the GM or players will refer to an "encounter." Encounters are not so much
- measurements of time as they are events or instances in which something happens, like a scene of a movie or a chapter in
-@@ -16977,7 +16977,7 @@
- Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
- an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
-
--A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
-+### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
-
- Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
- interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
-@@ -16989,7 +16989,7 @@
- gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
- oppose each other, there might be a long, drawn-out battle that could go either way.
-
--ACTIONS
-+### ACTIONS
-
- Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
- can do in five to ten seconds. For example, if you use your dart thrower to shoot a strange floating orb, that's one
-@@ -17020,7 +17020,7 @@
-
- Do something else
-
--ACTION: ATTACK
-+### ACTION: ATTACK
-
- An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
- attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is
-@@ -17124,7 +17124,7 @@
- burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
- comprehensive, the Damage From Hazards table includes common examples.
-
--DAMAGE FROM HAZARDS
-+### DAMAGE FROM HAZARDS
-
- | | | |
- |---------------|---------------------------------------------------|---------------------------------------|
-@@ -17142,12 +17142,12 @@
- | Huge crush | 6 points | Roof collapse; cave-in |
- | Collision | 6 points | Large, fast object strikes character |
-
--SPACE HAZARDS
-+### SPACE HAZARDS
-
- A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
- more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-
--GRAVITY WELL
-+### GRAVITY WELL
-
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
- hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
-@@ -17163,7 +17163,7 @@
- Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
- the craft to expend additional power to get free (power it may or may not have)
-
--BLACK HOLE
-+### BLACK HOLE
-
- Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
- couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
-@@ -17187,7 +17187,7 @@
- from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
- post-singularity AI or ancient ultra.
-
--RADIATION BELT/SOLAR FLARE
-+### RADIATION BELT/SOLAR FLARE
-
- Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
- causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
-@@ -17201,7 +17201,7 @@
- single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
- the damage track for each day they fail a Might defense roll until they expire.
-
--ASTEROID/DEBRIS FIELD
-+### ASTEROID/DEBRIS FIELD
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-@@ -17369,7 +17369,7 @@
- usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the
- same effect as it would have on a PC.
-
--ATTACK MODIFIERS AND SPECIAL SITUATIONS
-+### ATTACK MODIFIERS AND SPECIAL SITUATIONS
-
- In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
- they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
-@@ -17509,7 +17509,7 @@
- difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a
- ship.
-
--SPECIAL SITUATION: COMBAT BETWEEN NPCs
-+### SPECIAL SITUATION: COMBAT BETWEEN NPCs
-
- When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
- attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
-@@ -17517,7 +17517,7 @@
- NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action
- rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
-
--SPECIAL SITUATION: COMBAT BETWEEN PCs
-+### SPECIAL SITUATION: COMBAT BETWEEN PCs
-
- When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
- roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
-@@ -17526,7 +17526,7 @@
- higher,
- the attack misses. Damage is resolved normally. The GM mediates all special effects.
-
--SPECIAL SITUATION: AREA ATTACKS
-+### SPECIAL SITUATION: AREA ATTACKS
-
- Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
- potentially harm or affect everyone in the area.
-@@ -17547,7 +17547,7 @@
- caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast.
- Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
-
--SPECIAL SITUATION: ATTACKING OBJECTS
-+### SPECIAL SITUATION: ATTACKING OBJECTS
-
- Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
- Attacking inanimate objects with a melee weapon is a Might action. Objects have
-@@ -17574,7 +17574,7 @@
- damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the
- object, the attack cannot damage the object no matter what the roll.
-
--ACTION: Activate a Special Ability
-+### ACTION: ACTIVATE A SPECIAL ABILITY
-
- Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability
- affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is
-@@ -17589,7 +17589,7 @@
- If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major
- effect, which would reduce the cost for their action.
-
--ACTION: MOVE
-+### ACTION: MOVE
-
- As a part of another action, a character can adjust their position—stepping back a few feet while using an ability,
- sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so
-@@ -17671,7 +17671,7 @@
- gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down.
- Vehicle chases are handled similarly.
-
--ACTION: WAIT
-+### ACTION: WAIT
-
- You can wait to react to another character's action.
-
-@@ -17685,7 +17685,7 @@
-
- (Waiting is also a useful tool for cooperative actions (see below).)
-
--ACTION: DEFEND
-+### ACTION: DEFEND
-
- Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses
- its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with
-@@ -17711,7 +17711,7 @@
-
- Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
-
--ACTION: DO SOMETHING ELSE
-+### ACTION: DO SOMETHING ELSE
-
- Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
- difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all
-@@ -17733,7 +17733,7 @@
- in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
- task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
-
--CLIMBING
-+### CLIMBING
-
- When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
- difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
-@@ -17752,7 +17752,7 @@
- | 8 | Smooth, horizontal surface (climber is upside down) |
- | 10 | Glass wall or similar surface |
-
--COOPERATIVE ACTIONS
-+### COOPERATIVE ACTIONS
-
- There are many ways multiple characters can work together. None of these options, however, can be used at the same time
- by the same characters.
-@@ -17788,7 +17788,7 @@
- nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of
- damage. A character cannot willingly take more than one attack each round in this way.
-
--CRAFTING, BUILDING, AND REPAIRING
-+### CRAFTING, BUILDING, AND REPAIRING
-
- Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
- a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
-@@ -17896,7 +17896,7 @@
- | 9 | Technological item (something from beyond Earth) | Many years |
- | 10 | Technological item (something from beyond Earth) | Many years |
-
--GUARDING
-+### GUARDING
-
- In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
- tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
-@@ -17908,21 +17908,21 @@
- Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If
- the PC succeeds, they can make their attack normally.
-
--HEALING
-+### HEALING
-
- You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
- restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
- action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a
- difficulty 3 task with a target number of 9.
-
--INTERACTING WITH CREATURES
-+### INTERACTING WITH CREATURES
-
- The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
- punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
- wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or
- some other way to communicate. Learning new languages is the same as learning a new skill.
-
--JUMPING
-+### JUMPING
-
- Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
- the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
-@@ -17940,14 +17940,14 @@
- (There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
- distance. The rules here are just so everyone has some guidelines.)
-
--LOOKING OR LISTENING
-+### LOOKING OR LISTENING
-
- Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
- for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
- a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty
- of your roll.
-
--MOVING A HEAVY OBJECT
-+### MOVING A HEAVY OBJECT
-
- You can push or pull something very heavy and move it an immediate distance as your action.
-
-@@ -17956,7 +17956,7 @@
- 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance
- as your action.
-
--OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
-+### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
-
- As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
- device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
-@@ -17968,7 +17968,7 @@
- destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and
- know-how.)
-
--RIDING OR PILOTING
-+### RIDING OR PILOTING
-
- If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
- to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
-@@ -17989,19 +17989,19 @@
- | 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round |
- | 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |
-
--SNEAKING
-+### SNEAKING
-
- The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
- eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
- lighting conditions and having plenty of things to hide behind.
-
--SWIMMING
-+### SWIMMING
-
- If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
- rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
- roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
-
--UNDERSTANDING, IDENTIFYING, OR REMEMBERING
-+### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
-
- When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
- For a bit of knowledge, the GM determines the difficulty.
-@@ -18016,7 +18016,7 @@
- | 7 | Knowledge very few people possess |
- | 10 | Completely lost knowledge |
-
--VEHICULAR MOVEMENT
-+### VEHICULAR MOVEMENT
-
- Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most
- vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the
-@@ -18034,7 +18034,7 @@
- it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the
- chase rolls by two or three steps, or the GM might simply rule that it's impossible.
-
--VEHICULAR COMBAT
-+### VEHICULAR COMBAT
-
- Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The
- combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the
-@@ -18134,13 +18134,13 @@
-
-
-
--MAGICAL RULES MODULE
-+### MAGICAL RULES MODULE
-
--CRAFTING MAGIC ITEMS
-+### CRAFTING MAGIC ITEMS
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-
--CRAFTING CYPHERS
-+### CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
- what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
-@@ -18214,7 +18214,7 @@
- course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
- day
-
--CRAFTING ARTIFACTS
-+### CRAFTING ARTIFACTS
-
- Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
- select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-@@ -18228,15 +18228,15 @@
- this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
- the same assessed difficulty
-
--RITUAL MAGIC
-+### RITUAL MAGIC
-
--TIME
-+### TIME
-
- Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
- it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
- ritual takes from start to finish, once the preparations (if any) are complete.
-
--DIFFICULTY AND SUBTASKS
-+### DIFFICULTY AND SUBTASKS
-
- Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
- a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
-@@ -18254,28 +18254,28 @@
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
- the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
--POOL INVESTMENT
-+### POOL INVESTMENT
-
- Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
- vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
- could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
- necessary to prevent a participating PC from dying during the ritual).
-
--ACCELERATED PERFORMANCE
-+### ACCELERATED PERFORMANCE
-
- The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
- reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
--EXAMPLE RITUALS
-+### EXAMPLE RITUALS
-
- The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
- may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
- might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
- ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-
--UNDERSTANDING THE EXAMPLES
-+### UNDERSTANDING THE EXAMPLES
-
- Each ritual is described in the following format.
-
-@@ -18292,7 +18292,7 @@
-
- Other Assets: Kinds of abilities that can help success.
-
--BESEECH
-+### BESEECH
-
- Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
- that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
-@@ -18318,7 +18318,7 @@
- Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
- space to talk in person.
-
--CONJURE THE DEAD
-+### CONJURE THE DEAD
-
- Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
-@@ -18343,7 +18343,7 @@
- A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
- accordingly.
-
--CONJURE DEMON
-+### CONJURE DEMON
-
- Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-@@ -18368,7 +18368,7 @@
-
- Other Assets: Knowledge or control of similar entities, secret name of the demon
-
--CONJURE DEVIL
-+### CONJURE DEVIL
-
- Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-@@ -18393,7 +18393,7 @@
-
- Other Assets: Knowledge or control of similar entities, secret name of the devil
-
--CONJURE ELEMENTAL
-+### CONJURE ELEMENTAL
-
- Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
- remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-@@ -18421,7 +18421,7 @@
- Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
- playing up their strengths are the key to bargaining with them.
-
--CONSECRATION
-+### CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
- very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
-@@ -18444,7 +18444,7 @@
-
- Other Assets: Warding magic, religious knowledge
-
--ENCHANT WEAPON
-+### ENCHANT WEAPON
-
- Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
- next day.
-@@ -18466,7 +18466,7 @@
- In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
- rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-
--ENTOMBMENT
-+### ENTOMBMENT
-
- Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
- the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
-@@ -18487,7 +18487,7 @@
-
- Other Assets: Control magic, grappling, imprisoning magic, wards
-
--EXORCISM
-+### EXORCISM
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-@@ -18515,7 +18515,7 @@
- Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
- possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-
--FLESH FOR KNOWLEDGE
-+### FLESH FOR KNOWLEDGE
-
- Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
- permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
-@@ -18541,7 +18541,7 @@
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
--PURIFICATION
-+### PURIFICATION
-
- Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
- or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
-@@ -18562,7 +18562,7 @@
-
- Other Assets: Healing magic, resistance to the target's affliction
-
--RESURRECTION
-+### RESURRECTION
-
- Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
- completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-@@ -18588,7 +18588,7 @@
- A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
- impaired state on the damage track instead of hale, requiring further rest or healing.
-
--SACRIFICIAL RITE
-+### SACRIFICIAL RITE
-
- A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
- the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-@@ -18608,17 +18608,17 @@
-
- Other Assets: Death spells, instant-kill abilities, soul manipulation
-
--MAGICAL TECHNOLOGY
-+### MAGICAL TECHNOLOGY
-
- To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
- regular (nonmagical) items.
-
--MAGIC PLUS TECHNOLOGY
-+### MAGIC PLUS TECHNOLOGY
-
- Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
- certainly be manifest cyphers or artifacts. Here's an example cypher:
-
--FROZEN TIMEPIECE
-+### FROZEN TIMEPIECE
-
- Level: 1d6 + 2
-
-@@ -18629,7 +18629,7 @@
-
- And here's an example artifact:
-
--TRUTH BINOCULARS
-+### TRUTH BINOCULARS
-
- Level: 1d6 + 2
-
-@@ -18645,7 +18645,7 @@
- you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
- very different.
-
--TECHNOLOGY THAT INTERACTS WITH MAGIC
-+### TECHNOLOGY THAT INTERACTS WITH MAGIC
-
- In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
- interact and cope with it. Technological devices that are not magical but deal with magic could include:
-@@ -18661,12 +18661,12 @@
- signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
- impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-
--MAGIC THAT INTERACTS WITH TECHNOLOGY
-+### MAGIC THAT INTERACTS WITH TECHNOLOGY
-
- In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
- blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-
--FINDING PRYING EYES
-+### FINDING PRYING EYES
-
- Level: 1d6 + 3
-
-@@ -18675,7 +18675,7 @@
- this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
- the location of the listener.
-
--POWER DEVICE
-+### POWER DEVICE
-
- Level: 1d6 + 2
-
-@@ -18683,7 +18683,7 @@
- powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
- flashlight, the battery is fully charged.
-
--SCREEN CONTROL
-+### SCREEN CONTROL
-
- Level: 1d6 + 2
-
-@@ -18694,7 +18694,7 @@
- Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
- though the technology involved might not have any common principles
-
--MIND CONTROL
-+### MIND CONTROL
-
- From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
- takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-@@ -18729,7 +18729,7 @@
- A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
- For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-
--MYSTICAL MARTIAL ARTS
-+### MYSTICAL MARTIAL ARTS
-
- If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
- portray the kinds of things characters in such stories can accomplish.
-@@ -18763,7 +18763,7 @@
- Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
- building up and cultivating the energy known as qi and using it for supernatural effects.
-
--POSSESSION
-+### POSSESSION
-
- Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
- person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-@@ -18792,7 +18792,7 @@
- Possession is like mind control in that it takes away a player's ability to control their character, and that can make
- some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-
--SECRET AND TRUE NAMES
-+### SECRET AND TRUE NAMES
-
- Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
- including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
-@@ -18804,7 +18804,7 @@
- Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
- the Uncover a Secret character arc to do so.
-
--WISHES
-+### WISHES
-
- Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
- them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
-@@ -18822,19 +18822,19 @@
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
--FANTASY RULES MODULE
-+### FANTASY RULES MODULE
-
--AWARDING TREASURE
-+### AWARDING TREASURE
-
- It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-
--GOLD
-+### GOLD
-
- The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
- characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
- a typical fantasy campaign, the characters should become wealthier as they advance.
-
--MANIFEST CYPHERS
-+### MANIFEST CYPHERS
-
- The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
- can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
-@@ -18849,7 +18849,7 @@
- are generally considered to be about the same value, although local biases and NPC interests may affect their
- willingness to trade certain items despite or because of a level disparity
-
--ARTIFACTS
-+### ARTIFACTS
-
- Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
-@@ -18861,13 +18861,13 @@
- expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
- could be worth about the same as an exorbitant item.
-
--DUNGEONS, CASTLES, AND KEEPS
-+### DUNGEONS, CASTLES, AND KEEPS
-
- This section describes several kinds of common physical features and their game stats. Any of these levels can be
- adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
- reinforced by magic so its level is higher, and so on.
-
--WALLS
-+### WALLS
-
- Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
- by a creature). Anything describing walls in this section also applies to ceilings and floors.
-@@ -18891,7 +18891,7 @@
-
- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-
--DOORS
-+### DOORS
-
- Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
- their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-@@ -18923,17 +18923,17 @@
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
- lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-
--TRAPS
-+### TRAPS
-
- One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-
--TRIGGERING TRAPS
-+### TRIGGERING TRAPS
-
- Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
- Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
- activates.
-
--FINDING TRAPS
-+### FINDING TRAPS
-
- Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-@@ -18951,7 +18951,7 @@
- trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
- they've resolved the first trap.
-
--DISABLING, DAMAGING, AND BYPASSING TRAPS
-+### DISABLING, DAMAGING, AND BYPASSING TRAPS
-
- A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
- same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
-@@ -18970,7 +18970,7 @@
- Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
- hindered by two additional steps).
-
--UNDERSTANDING THE LISTINGS
-+### UNDERSTANDING THE LISTINGS
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
- standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
-@@ -18995,7 +18995,7 @@
- GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
--COMMON TRAP POISONS
-+### COMMON TRAP POISONS
-
- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
- and one hour.
-@@ -19026,7 +19026,7 @@
- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then
- making them groggy for an hour, even if they're awakened early).
-
--ARROW 4 (12)
-+### ARROW 4 (12)
-
- Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
- hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
-@@ -19041,7 +19041,7 @@
- GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
- or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-
--CRUSHING WALL 6 (18)
-+### CRUSHING WALL 6 (18)
-
- A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
- could be built in its place).
-@@ -19060,7 +19060,7 @@
- can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
- and can now reach the characters.
-
--DISINTEGRATION 7 (21)
-+### DISINTEGRATION 7 (21)
-
- A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
- any object destroyed by it) turns to dust.
-@@ -19070,7 +19070,7 @@
- GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
- ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-
--EXPLOSIVE GLYPH 4 (12)
-+### EXPLOSIVE GLYPH 4 (12)
-
- A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
- acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
-@@ -19086,7 +19086,7 @@
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
- curse is removed.
-
--FLOODING ROOM 4 (12)
-+### FLOODING ROOM 4 (12)
-
- Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
- creatures in it begin to drown.
-@@ -19103,7 +19103,7 @@
- GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
- fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-
--MANGLER 3 (9)
-+### MANGLER 3 (9)
-
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
- hindering all actions requiring that hand by one or two steps.
-@@ -19125,7 +19125,7 @@
- fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
- poison.
-
--NET 3 (9)
-+### NET 3 (9)
-
- A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
- traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-@@ -19141,7 +19141,7 @@
- net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
- round.
-
--PIT 4 (12)
-+### PIT 4 (12)
-
- A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
- multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
-@@ -19160,7 +19160,7 @@
- damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
- falls in.
-
--POISON GAS 3 (9)
-+### POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
- harm, it is likely that the character won't realize at first that they've sprung a trap.
-@@ -19179,7 +19179,7 @@
- exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
- companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-
--POISON NEEDLE 5 (15)
-+### POISON NEEDLE 5 (15)
-
- A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
- mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-@@ -19192,7 +19192,7 @@
- releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
- instead of a poisoned needle, affecting all nearby characters.
-
--PORTCULLIS 5 (15)
-+### PORTCULLIS 5 (15)
-
- An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
- creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-@@ -19207,7 +19207,7 @@
- object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
- enemies to make ranged attacks on the trapped character.
-
--ROLLING BOULDER 6 (12)
-+### ROLLING BOULDER 6 (12)
-
- A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
- the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-@@ -19225,7 +19225,7 @@
- is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
- which jump out as it moves and attack nearby creatures.
-
--SLICING BLADE 5 (15)
-+### SLICING BLADE 5 (15)
-
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
- (such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
-@@ -19240,7 +19240,7 @@
- blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
- the initial attack until it is healed.
-
--SLIDING STAIR 4 (12)
-+### SLIDING STAIR 4 (12)
-
- A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
- near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-@@ -19252,7 +19252,7 @@
- between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
- the stairs after the sliding character, inflicting an additional 3 points of damage.
-
--SNAKE PIT 4 (12)
-+### SNAKE PIT 4 (12)
-
- The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
- immediately attack the character and perhaps others in the area.
-@@ -19262,7 +19262,7 @@
- GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
- Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-
--SPEAR 4 (12)
-+### SPEAR 4 (12)
-
- The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
- version of an arrow trap, and the same suggestions for that trap apply to this one.)
-@@ -19275,7 +19275,7 @@
- of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
- falling block or an electrical shock
-
--TELEPORTER 6 (18)
-+### TELEPORTER 6 (18)
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
- oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
-@@ -19287,7 +19287,7 @@
- (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
- shark tank, or a boulder in a lava lake.
-
--FOLLOWERS
-+### FOLLOWERS
-
- Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
- abilities. Followers do not need to be paid, fed, or housed, though a character who gains followers can certainly make
-@@ -19333,7 +19333,7 @@
- well-cared-for pet grants an asset to a PC's tasks related to achieving peace of mind, finding comfort, and resisting
- loneliness.
-
--BREATHING LIFE INTO FOLLOWERS
-+### BREATHING LIFE INTO FOLLOWERS
-
- The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present
- each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a
-@@ -19356,7 +19356,7 @@
- earned during a game session, and sometimes they're earned between sessions. In a typical session, a player might earn 2
- to 4 XP, and between sessions, perhaps another 2 XP (on average). The exact amounts depend on the events of the session.
-
--GM INTRUSION
-+### GM INTRUSION
-
- At any time, the GM can introduce an unexpected complication for a character. When they intrude in this way, they must
- give that character 2 XP. That player, in turn, must immediately give one of those XP to another player and justify the
-@@ -19385,7 +19385,7 @@
-
- (For much more on GM intrusions, see the Running the Cypher System chapter.)
-
--CHARACTER ARCS
-+### CHARACTER ARCS
-
- Character arcs are the means by which players can invest themselves more in great stories and character depth and
- development.
-@@ -19430,7 +19430,7 @@
-
- This chapter presents many sample character arcs (see below).
-
--GM AWARDS
-+### GM AWARDS
-
- Sometimes, a group will have an adventure that doesn't deal primarily with a PC's character arc. In this case, it's a
- good idea for the GM to award XP to that character for accomplishing other tasks. First and foremost, awards should be
-@@ -19463,7 +19463,7 @@
- family doesn't always mean killing the bad guys; it might mean relocating them, parlaying with the cultists, or chasing
- off the raiders.
-
--SPENDING EXPERIENCE POINTS
-+### SPENDING EXPERIENCE POINTS
-
- Experience points are meant to be used. Hoarding them is not a good idea; if a player accumulates more than 10 XP, the
- GM can require them to spend some.
-@@ -19592,7 +19592,7 @@
-
- Select another character ability from your type, such as a tier 2 Warrior selecting Reload or Crushing Blow.
-
--EQUAL ADVANCEMENT
-+### EQUAL ADVANCEMENT
-
- It's worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some
- players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get
-@@ -19601,7 +19601,7 @@
- equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they
- want to play it.
-
--TIER ADVANCEMENT IN THE CYPHER SYSTEM
-+### TIER ADVANCEMENT IN THE CYPHER SYSTEM
-
- Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers
- is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already
-@@ -19619,7 +19619,7 @@
- Ultimately, the idea is to make experience points into tools that the players and the GM can use to shape the story and
- the characters, not just a bookkeeping hassle.
-
--SAMPLE CHARACTER ARCS
-+### SAMPLE CHARACTER ARCS
-
- The rest of this chapter presents sample character arcs for PCs. The writeup of each arc describes the parts involved in
- progressing through the arc:
-@@ -19659,7 +19659,7 @@
- (Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP.
- If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.)
-
--AID A FRIEND
-+### AID A FRIEND
-
- Someone needs your help.
-
-@@ -19679,7 +19679,7 @@
- Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if
- anything) and where you will go from here.
-
--ASSIST AN ORGANIZATION
-+### ASSIST AN ORGANIZATION
-
- You set out to accomplish something that will further an organization. You're probably allied with them or they are
- rewarding you for your help in some fashion.
-@@ -19698,7 +19698,7 @@
- Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the
- organization increase rather than take the standard reward.
-
--AVENGE
-+### AVENGE
-
- Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to
- avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the
-@@ -19718,7 +19718,7 @@
-
- Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.
-
--BIRTH
-+### BIRTH
-
- You are becoming a parent.
-
-@@ -19739,7 +19739,7 @@
-
- Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.
-
--BUILD
-+### BUILD
-
- You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would
- also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical
-@@ -19760,7 +19760,7 @@
-
- Resolution: You put the structure to its desired use and see if it holds up.
-
--CLEANSE
-+### CLEANSE
-
- Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the
- like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an
-@@ -19778,7 +19778,7 @@
- Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you
- keep this from happening again?
-
--CREATION
-+### CREATION
-
- You want to make something. This might be a magic item, a painting, a novel, or a machine.
-
-@@ -19794,7 +19794,7 @@
-
- Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.
-
--DEFEAT A FOE
-+### DEFEAT A FOE
-
- Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always
- mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired
-@@ -19811,7 +19811,7 @@
-
- Resolution: You reflect on what you've learned and what the consequences of your actions might be.
-
--DEFENSE
-+### DEFENSE
-
- A person, place, or thing is threatened, and you want to protect it.
-
-@@ -19827,7 +19827,7 @@
- Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing's safety
- going forward.
-
--DEVELOP A BOND
-+### DEVELOP A BOND
-
- You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a
- position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.
-@@ -19843,7 +19843,7 @@
-
- Resolution: You enjoy the fruits of your new relationship.
-
--ENTERPRISE
-+### ENTERPRISE
-
- You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your
- creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society
-@@ -19869,7 +19869,7 @@
-
- Resolution: A time for reflection on everything that occurred, and how you're going to move forward.
-
--ESTABLISHMENT
-+### ESTABLISHMENT
-
- You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially,
- or even romantically.
-@@ -19887,7 +19887,7 @@
-
- Resolution: You reflect on what you did and where you go from here.
-
--EXPLORE
-+### EXPLORE
-
- Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new
- planet, an otherworldly dimension, or something similar.
-@@ -19909,7 +19909,7 @@
-
- Resolution: You return home and possibly share your findings.
-
--FALL FROM GRACE
-+### FALL FROM GRACE
-
- This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a
- player selects on a meta level for the character because it makes for an interesting story. It also sets up the
-@@ -19927,7 +19927,7 @@
-
- Resolution: You wallow in your own misery.
-
--FINISH A GREAT WORK
-+### FINISH A GREAT WORK
-
- Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing
- the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple
-@@ -19945,7 +19945,7 @@
-
- Resolution: You reflect on what you did and where you go from here.
-
--GROWTH
-+### GROWTH
-
- Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about
- character development. While it's possible that the growth involved is intentional, in most people's lives and stories,
-@@ -19963,7 +19963,7 @@
-
- Resolution: You recognize the change in yourself and move forward.
-
--INSTRUCTION
-+### INSTRUCTION
-
- You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a
- combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a
-@@ -19985,7 +19985,7 @@
-
- Resolution: You and the pupil say your goodbyes, and you look toward the future.
-
--JOIN AN ORGANIZATION
-+### JOIN AN ORGANIZATION
-
- You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or
- something else.
-@@ -20002,7 +20002,7 @@
-
- Resolution: You consider your efforts and assess what your membership gets you.
-
--JUSTICE
-+### JUSTICE
-
- You try to right a wrong or bring a wrongdoer to justice.
-
-@@ -20020,7 +20020,7 @@
-
- Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.
-
--LEARN
-+### LEARN
-
- You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of
- information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new
-@@ -20037,7 +20037,7 @@
-
- Resolution: You relax a bit and decide what to do next.
-
--MASTER A SKILL
-+### MASTER A SKILL
-
- You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc,
- this can involve any kind of training at all, not just a skill.
-@@ -20056,7 +20056,7 @@
-
- Resolution: You relax a bit and decide what to do next.
-
--MYSTERIOUS BACKGROUND
-+### MYSTERIOUS BACKGROUND
-
- You don't know who your parents were, but you want to find out. The mystery might be something other than your
- parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of
-@@ -20073,7 +20073,7 @@
-
- Resolution: You contemplate how this new knowledge sits with you.
-
--NEW DISCOVERY
-+### NEW DISCOVERY
-
- You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An
- invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and
-@@ -20091,7 +20091,7 @@
- Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity's sake if
- nothing else.
-
--RAISE A CHILD
-+### RAISE A CHILD
-
- You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under
- your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.
-@@ -20112,7 +20112,7 @@
-
- Resolution: You reflect on the memories you have made.
-
--RECOVER FROM A WOUND (OR TRAUMA)
-+### RECOVER FROM A WOUND (OR TRAUMA)
-
- You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury,
- illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.
-@@ -20131,7 +20131,7 @@
-
- Resolution: You get on with your life.
-
--REDEMPTION
-+### REDEMPTION
-
- You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the
- Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
-@@ -20146,7 +20146,7 @@
-
- Resolution: You reflect on what has happened but now look to the future.
-
--REPAY A DEBT
-+### REPAY A DEBT
-
- You owe someone something, and it's time to make good.
-
-@@ -20161,7 +20161,7 @@
-
- Resolution: You relax knowing that your debt is repaid, and you look to the future.
-
--RESCUE
-+### RESCUE
-
- Someone or something of great importance has been taken, and you want to get them or it back.
-
-@@ -20176,7 +20176,7 @@
-
- Resolution: You return them home.
-
--RESTORATION
-+### RESTORATION
-
- You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed.
- You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up
-@@ -20192,7 +20192,7 @@
-
- Resolution: You enjoy a return to things the way they were before.
-
--REVENGE
-+### REVENGE
-
- Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer,
- but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's
-@@ -20207,7 +20207,7 @@
- Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by
- gaining your revenge.
-
--ROMANCE
-+### ROMANCE
-
- You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe
- you're just interested in a relationship in general.
-@@ -20223,7 +20223,7 @@
-
- Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.
-
--SOLVE A MYSTERY
-+### SOLVE A MYSTERY
-
- Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action
- committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the
-@@ -20242,7 +20242,7 @@
- mystery with what you've discovered, or you use the information in some way (such as taking it to the proper
- authorities).
-
--THEFT
-+### THEFT
-
- Someone else has something you want.
-
-@@ -20259,7 +20259,7 @@
- Resolution: You decide what to do with the thing you've stolen and contemplate the repercussions you might face for
- stealing it.
-
--TRAIN A CREATURE
-+### TRAIN A CREATURE
-
- You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not
- already be domesticated and trained.
-@@ -20279,7 +20279,7 @@
-
- Resolution: You reflect on the experience.
-
--TRANSFORMATION
-+### TRANSFORMATION
-
- You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on
- external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be
-@@ -20296,7 +20296,7 @@
-
- Resolution: You contemplate how this change affects you going forward.
-
--UNCOVER A SECRET
-+### UNCOVER A SECRET
-
- There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This
- could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret
-@@ -20315,7 +20315,7 @@
-
- Resolution: You contemplate how this secret affects you and the world.
-
--UNDO A WRONG
-+### UNDO A WRONG
-
- Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the
- damage, or at least stop it from continuing.
-@@ -20340,7 +20340,7 @@
- The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
- fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
-
--FANTASY TYPES
-+### FANTASY TYPES
-
- For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
- of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
-@@ -20406,12 +20406,12 @@
-
- Villager: level 2
-
--ADDITIONAL FANTASY EQUIPMENT
-+### ADDITIONAL FANTASY EQUIPMENT
-
- In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
- period) are usually available.
-
--INEXPENSIVE ITEMS
-+### INEXPENSIVE ITEMS
-
- | | |
- |------------------------|--------------------------------|
-@@ -20429,7 +20429,7 @@
- | Iron rations (1 day) | |
- | Torch (3) | |
-
--MODERATELY PRICED ITEMS
-+### MODERATELY PRICED ITEMS
-
- | | |
- |---------------------|---------------------------------|
-@@ -20460,7 +20460,7 @@
- | Spikes and hammer | 10 spikes |
- | Tent | |
-
--EXPENSIVE ITEMS
-+### EXPENSIVE ITEMS
-
- | | |
- |----------------|----------------------------------|
-@@ -20485,7 +20485,7 @@
- | Bag of heavy tools | |
- | Bag of light tools | |
-
--VERY EXPENSIVE ITEMS
-+### VERY EXPENSIVE ITEMS
-
- | | |
- |-----------------|--------------------------|
-@@ -20507,7 +20507,7 @@
- | Healing kit | Asset for healing tasks |
- | Spyglass | Asset for perception tasks at range |
-
--EXORBITANT ITEMS
-+### EXORBITANT ITEMS
-
- | | |
- |-----------------|-------------------------------------|
-@@ -20519,7 +20519,7 @@
- | Other Items | Notes |
- | Sailing ship (small) | |
-
--MEDIEVAL FANTASY EQUIPMENT
-+### MEDIEVAL FANTASY EQUIPMENT
-
- | Category | GP Value |
- |----------------|-----------------|
-@@ -20529,13 +20529,13 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
--FANTASY ARTIFACTS
-+### FANTASY ARTIFACTS
-
- In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
- swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
- template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.
-
--ANGELIC WARD
-+### ANGELIC WARD
-
- Level: 1d6 + 2
-
-@@ -20548,7 +20548,7 @@
-
- Depletion: 1 in 1d10
-
--RING OF DRAGON'S FLIGHT
-+### RING OF DRAGON'S FLIGHT
-
- Level: 1d6 + 2
-
-@@ -20559,7 +20559,7 @@
-
- Depletion: 1 in 1d10
-
--SOULFLAYING WEAPON
-+### SOULFLAYING WEAPON
-
- Level: 1d6 + 1
-
-@@ -20571,7 +20571,7 @@
-
- Depletion: 1 in 1d100
-
--SPELLBOOK OF THE AMBER MAGE
-+### SPELLBOOK OF THE AMBER MAGE
-
- Level: 1d6
-
-@@ -20584,7 +20584,7 @@
-
- Depletion: 1 in 1d20
-
--WAND OF FIREBOLTS
-+### WAND OF FIREBOLTS
-
- Level: 1d6 + 2
-
-@@ -20600,7 +20600,7 @@
- In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
- possibilities for how this might work.
-
--VARIANT RULE: TWO DESCRIPTORS
-+### VARIANT RULE: TWO DESCRIPTORS
-
- By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
- human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
-@@ -20611,13 +20611,13 @@
- training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
- have any modifier for that skill at all.
-
--DESCRIPTORS AS SPECIES
-+### DESCRIPTORS AS SPECIES
-
- If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
- to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
- descriptor.
-
--CATFOLK
-+### CATFOLK
-
- You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
- nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
-@@ -20643,7 +20643,7 @@
-
- 4\. It seemed like a lark.
-
--DRAGONFOLK
-+### DRAGONFOLK
-
- You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
- transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
-@@ -20676,7 +20676,7 @@
-
- 4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-
--DWARF
-+### DWARF
-
- You're a stocky, broad-shouldered, bearded native of the mountains and hills. You're also as stubborn as the stone in
- which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen
-@@ -20712,7 +20712,7 @@
-
- 4\. Before dwarves settle down, they need to see the world.
-
--ELF
-+### ELF
-
- You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the
- shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You
-@@ -20748,7 +20748,7 @@
-
- 4\. An adventure was in the offing, and you didn't want to be left behind.
-
--GNOME
-+### GNOME
-
- You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
- smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
-@@ -20781,7 +20781,7 @@
-
- 4\. You owe one of the PCs a favor for a useful gift in the past.
-
--HALF-GIANT
-+### HALF-GIANT
-
- You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely
- have giant heritage from large ancestors, you're massive. Always large for your age, it became an issue only once you
-@@ -20811,7 +20811,7 @@
-
- 4\. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.
-
--HALFLING
-+### HALFLING
-
- Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
-@@ -20844,7 +20844,7 @@
-
- 4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-
--HELBORN
-+### HELBORN
-
- Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result
- of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to
-@@ -20885,7 +20885,7 @@
-
- 4\. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.
-
--LIZARDFOLK
-+### LIZARDFOLK
-
- You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
- thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
-@@ -20920,7 +20920,7 @@
-
- 4\. You or your priest had a vision of you traveling with the other PCs.
-
--OPTIONAL RULE: SPELLCASTING
-+### OPTIONAL RULE: SPELLCASTING
-
- Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar
- characters? It's not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl
-@@ -20932,7 +20932,7 @@
- Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term
- benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.
-
--FIRST SPELL
-+### FIRST SPELL
-
- Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC
- learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they
-@@ -20953,7 +20953,7 @@
- concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool
- costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.
-
--MORE SPELLS
-+### MORE SPELLS
-
- Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must
- spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's magical learning
-@@ -20969,7 +20969,7 @@
-
- Otherwise, gaining and casting additional spells are as described for the character's first spell.
-
--WIZARDS AND THE OPTIONAL SPELLCASTING RULE
-+### WIZARDS AND THE OPTIONAL SPELLCASTING RULE
-
- Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings,
- Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their
-@@ -20998,7 +20998,7 @@
- ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
- prepared spell.)
-
--MODERN RULES MODULE
-+### MODERN RULES MODULE
-
- The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
- understand the context of a modern setting. They know the default assumptions—cities, cars, cell phones, the internet,
-@@ -21011,7 +21011,7 @@
- city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you're creating, but some
- verisimilitude is nice.
-
--MOLDING CHARACTERS FOR A MODERN GAME
-+### MOLDING CHARACTERS FOR A MODERN GAME
-
- If you're trying to portray a psychic with a few basic powers, you might not want to use the Adept character type.
- Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind
-@@ -21066,11 +21066,11 @@
-
- Worker: level 2; health 8
-
--ADDITIONAL MODERN EQUIPMENT
-+### ADDITIONAL MODERN EQUIPMENT
-
- In a modern setting, the following items (and anything else appropriate to the real world) are usually available.
-
--INEXPENSIVE ITEMS
-+### INEXPENSIVE ITEMS
-
- | | |
- |-------------------------|--------------------------------|
-@@ -21084,7 +21084,7 @@
- | Padlock with keys | |
- | Trail rations (1 day) | |
-
--MODERATELY PRICED ITEMS
-+### MODERATELY PRICED ITEMS
-
- | | |
- |---------------|-------------------------------------------------------------------|
-@@ -21118,7 +21118,7 @@
- | Sleeping bag | |
- | Tent | |
-
--EXPENSIVE ITEMS
-+### EXPENSIVE ITEMS
-
- | | |
- |----------------|-------------------------------|
-@@ -21145,7 +21145,7 @@
- | Smartphone | |
- | Straightjacket | |
-
--VERY EXPENSIVE ITEMS
-+### VERY EXPENSIVE ITEMS
-
- | | |
- |----------------|-----------------------------------------------|
-@@ -21168,7 +21168,7 @@
- | Used car | Level 3 |
- | Small boat | Level 3 |
-
--EXORBITANT ITEMS
-+### EXORBITANT ITEMS
-
- | | |
- |-------------|---------|
-@@ -21177,7 +21177,7 @@
- | Luxury car | Level 5 |
- | Sports car | Level 6 |
-
--OPTIONAL RULE: HANDLING PCs AS CHILDREN
-+### OPTIONAL RULE: HANDLING PCs AS CHILDREN
-
- The regular character creation process makes fully competent, adult characters. To account for playing children, the GM
- could adopt this optional rule. First, the players make their characters normally, and then they apply the following
-@@ -21185,7 +21185,7 @@
- childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games
- featuring PCs who are aged fourteen to seventeen.
-
--AGE 9 TO 13
-+### AGE 9 TO 13
-
- Slight: –4 to your Might Pool.
-
-@@ -21195,13 +21195,13 @@
-
- Inability: Tasks involving knowledge are hindered.
-
--AGE 14 TO 17
-+### AGE 14 TO 17
-
- Youthful: –2 to your Might Pool.
-
- Inability: Tasks involving knowledge are hindered.
-
--SCIENCE FICTION RULES MODULE
-+### SCIENCE FICTION RULES MODULE
-
- Science fiction is an incredibly broad category. It covers UFOs, space opera, near-future dystopias, otherworldly epics,
- hard science fiction, and everything in between. Even when compared to fantasy, science fiction is so wide that it
-@@ -21216,9 +21216,9 @@
- That said, we've also got some additional guidance for hard science fiction, where what's possible is more grounded in
- what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.
-
--ASSEMBLING A SCI-FI SETTING
-+### ASSEMBLING A SCI-FI SETTING
-
--ESTABLISHING A TECHNOLOGY RATING
-+### ESTABLISHING A TECHNOLOGY RATING
-
- Every science fiction setting has an implicit level of advancement, which is the average degree of technological
- sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
-@@ -21234,13 +21234,13 @@
- doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
- in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-
--COSMIC SET PIECES AND OPTIONAL RULES
-+### COSMIC SET PIECES AND OPTIONAL RULES
-
- This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
- on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
- realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-
--QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-+### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-
- Weightlessness (zero G) feels like, first time: The sensation of falling jerks through the body; instincts scream to
- reach out and catch yourself.
-@@ -21264,7 +21264,7 @@
- exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
- character.)
-
--OPTIONAL RULES: HARDER SCIENCE FICTION
-+### OPTIONAL RULES: HARDER SCIENCE FICTION
-
- Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
- This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
-@@ -21295,7 +21295,7 @@
- Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
- reach to very-long range.
-
--VOID RULES
-+### VOID RULES
-
- The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
- gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
-@@ -21327,13 +21327,13 @@
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
- situation.
-
--EFFECTS OF VACUUM
-+### EFFECTS OF VACUUM
-
- In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
- at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
- during that time, they can be revived. If not, they die
-
--VACUUM GM INTRUSIONS
-+### VACUUM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21344,7 +21344,7 @@
- | 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
- | 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-
--SPACE SUITS ARE FALLIBLE
-+### SPACE SUITS ARE FALLIBLE
-
- Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
- that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
-@@ -21352,7 +21352,7 @@
- a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
- and by being able to maintain a higher internal pressure than soft suits.
-
--SPACE SUITS GM INTRUSIONS
-+### SPACE SUITS GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21363,7 +21363,7 @@
- | 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
- | 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-
--EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-+### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-
- In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
- only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
-@@ -21377,7 +21377,7 @@
- or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
- speeds. Normally.
-
--ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-+### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21388,7 +21388,7 @@
- | 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
- | 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
-
--LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-+### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-
- In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
- radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
-@@ -21397,7 +21397,7 @@
- returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
- parasite could also do them in.
-
--SPACE HEALTH HAZARD GM INTRUSIONS
-+### SPACE HEALTH HAZARD GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21408,14 +21408,14 @@
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
--MOVING IN MICROGRAVITY
-+### MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
- at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
- or dangerous is happening simultaneously that routine movements through a ship or station become potentially
- problematic.
-
--MOVING IN MICROGRAVITY GM INTRUSIONS
-+### MOVING IN MICROGRAVITY GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21426,7 +21426,7 @@
- | 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. |
- | 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. |
-
--OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-+### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-
- When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
-@@ -21467,35 +21467,35 @@
-
- The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
-
--BASE COMBAT TASK MODIFIERS
-+### BASE COMBAT TASK MODIFIERS
-
- The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
- easing a PC's roll. Track each change in effective level on the space combat status tracker
-
--SPACECRAFT LEVEL DIFFERENCE
-+### SPACECRAFT LEVEL DIFFERENCE
-
- Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
- in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
- modification.
-
--MISMATCHED TECH RATING
-+### MISMATCHED TECH RATING
-
- It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
--VEHICLE COORDINATION
-+### VEHICLE COORDINATION
- If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
- coordinate, the attack is eased by two steps.
-
--SUPERIOR SHIP SYSTEMS
-+### SUPERIOR SHIP SYSTEMS
-
- Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
- a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
- tasks if that specific system is involved.
-
--REDLINE MANEUVER
-+### REDLINE MANEUVER
-
- When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
-@@ -21539,7 +21539,7 @@
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-
--THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-+### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-
- A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
- spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
-@@ -21549,7 +21549,7 @@
- systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
- are 2 levels higher than their own
-
--BRIDGE COMBAT
-+### BRIDGE COMBAT
-
- If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
- system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
-@@ -21573,7 +21573,7 @@
- shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
- station.
-
--WEAPONS
-+### WEAPONS
-
- A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
- crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
-@@ -21583,7 +21583,7 @@
- Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--WEAPON SYSTEM GM INTRUSIONS
-+### WEAPON SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------|
-@@ -21594,7 +21594,7 @@
- | 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
- | 06 | Weapon melts to slag, must be replaced at a shipyard. |
-
--PILOTING
-+### PILOTING
-
- Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
- crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
-@@ -21608,7 +21608,7 @@
- character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
- hull or shields, so there's no significant damage.
-
--PILOTING SYSTEM GM INTRUSIONS
-+### PILOTING SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21619,7 +21619,7 @@
- | 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. |
- | 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
-
--SCIENCE AND ENGINEERING
-+### SCIENCE AND ENGINEERING
-
- A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
- each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
-@@ -21628,7 +21628,7 @@
- Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
- options to choose from.
-
--PILOTING SYSTEM GM INTRUSIONS
-+### PILOTING SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21639,14 +21639,14 @@
- | 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
- | 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-
--OPTIONAL: COMMAND
-+### OPTIONAL: COMMAND
-
- Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
- the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
- captain commanding someone else to do something can't redline; it would be up to the person who received the command
- whether to try to redline or not, and to face any GM intrusion consequences.
-
--BRIDGE COMBAT AT THE TABLE
-+### BRIDGE COMBAT AT THE TABLE
-
- Running a combat using these extended rules is straightforward.
-
-@@ -21675,7 +21675,7 @@
- enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
- will be close enough to begin attacking, and let the combat flow
-
--VEHICLES FIGHTING CREATURES
-+### VEHICLES FIGHTING CREATURES
-
- Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
- vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
-@@ -21693,7 +21693,7 @@
- character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
- of damage.
-
--PC WEAPON SYSTEM OPTIONS
-+### PC WEAPON SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -21708,7 +21708,7 @@
- | Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
--PC PILOTING SYSTEM OPTIONS
-+### PC PILOTING SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -21723,7 +21723,7 @@
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-
--PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-+### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -21738,7 +21738,7 @@
- | Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
- | Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-
--OPTIONAL RULE: PSIONICS
-+### OPTIONAL RULE: PSIONICS
-
- Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
- and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
-@@ -21747,14 +21747,14 @@
- Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
- in the Cypher System Rulebook.
-
--LATENT PSIONICS
-+### LATENT PSIONICS
-
- Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
- purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
--FIRST PSI ABILITY
-+### FIRST PSI ABILITY
-
- Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
- how the character unlocked it.
-@@ -21773,7 +21773,7 @@
- deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
- costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-
--MORE PSI ABILITIES
-+### MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
- time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
-@@ -21784,7 +21784,7 @@
- character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
- high-tier ability.
-
--PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-+### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-
- Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
-@@ -21802,14 +21802,14 @@
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
- a fresh mind, and must be done soon after a ten-hour recovery.
-
--MORE POWERFUL PSIONICS
-+### MORE POWERFUL PSIONICS
-
- As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
- treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
- Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
- lots of time); instead, the user simply pays their Pool costs to use them.
-
--OPTIONAL RULE: POSTHUMAN UPGRADES
-+### OPTIONAL RULE: POSTHUMAN UPGRADES
-
- Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
- significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
-@@ -21817,7 +21817,7 @@
- go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
- level of characters.
-
--INTRODUCING UPGRADES TO YOUR SETTING
-+### INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
- "free," mechanically speaking. After that, you might decide that that's enough and they're done.
-@@ -21852,7 +21852,7 @@
-
- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
--POSTHUMAN PACKAGES
-+### POSTHUMAN PACKAGES
-
- Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
- your PCs gain.
-@@ -21877,7 +21877,7 @@
- Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
- the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-
--POSTHUMAN POWER SHIFTS
-+### POSTHUMAN POWER SHIFTS
-
- A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
-@@ -21908,7 +21908,7 @@
- five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
- Once the shifts are assigned, they should not change.
-
--SALVAGE FROM A SPACECRAFT
-+### SALVAGE FROM A SPACECRAFT
-
- If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
- encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
-@@ -21929,7 +21929,7 @@
- | 09 | GM-selected robot, advanced tech rating (variable) |
- | 10 | GM-selected armament, advanced tech rating (variable) |
-
--SHIP COLLISION DAMAGE TRACK
-+### SHIP COLLISION DAMAGE TRACK
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -21940,7 +21940,7 @@
- | 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
- | 10 | Spacecraft is completely destroyed |
-
--FTL INSTABILITY
-+### FTL INSTABILITY
-
- Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
- sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
-@@ -21968,7 +21968,7 @@
- as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
- creating/falling into a spatial anomaly.
-
--SPATIAL ANOMALY
-+### SPATIAL ANOMALY
-
- Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
- spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
-@@ -21980,12 +21980,12 @@
- spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
- so
-
--WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-+### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-
- Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
- four categories: Weak, Sim, Strong, and Post-singularity.
-
--WEAK AI
-+### WEAK AI
-
- Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
- focused on very narrow tasks, such as playing chess.
-@@ -21998,7 +21998,7 @@
-
- Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-
--SIM AI
-+### SIM AI
-
- Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
- understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
-@@ -22011,7 +22011,7 @@
-
- Sim AI: level equal to the ship, station, or installation in which it is installed
-
--STRONG AI
-+### STRONG AI
-
- Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
- way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
-@@ -22024,7 +22024,7 @@
- Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
- Intelligence on page 115
-
--POST- SINGULARITY
-+### POST- SINGULARITY
-
- Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
- generation immediately designed an even more advanced third generation, and so on from there. This iterating
-@@ -22046,7 +22046,7 @@
-
- Post-singularity AI: : level 10; see godmind
-
--ANCIENT ULTRAS
-+### ANCIENT ULTRAS
-
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
-@@ -22056,7 +22056,7 @@
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-
--KARDASHEV SCALE
-+### KARDASHEV SCALE
- Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
- despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
- accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
-@@ -22066,7 +22066,7 @@
- its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
- manipulation of the universe (Type IV) and even the multiverse (Type V).
-
--SUGGESTED TYPES FOR A SCIENCE FICTION GAME
-+### SUGGESTED TYPES FOR A SCIENCE FICTION GAME
-
- | | |
- |----------------|-------------------------------------------|
-@@ -22091,7 +22091,7 @@
-
- Physical laborer: level 2; health 8
-
--SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-+### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-
- | Level | Name | Tech Rating |
- |-------|-----------------------|-------------|
-@@ -22124,7 +22124,7 @@
- | 10 | Godmind | Fantastic |
- | 10 | Omworwar | Fantastic |
-
--ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-+### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
- If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
- godminds, AIs can develop inscrutable goals.
-@@ -22170,7 +22170,7 @@
- GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
- attempts to upload an instance of itself into their mind.
-
--CYBRID 8 (24)
-+### CYBRID 8 (24)
-
- Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
- post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
-@@ -22213,7 +22213,7 @@
- GM Intrusion: The character struck by the graser beam develops radiation poisoning, in this case a level 8 disease that
- drops the character one step on the damage track each day that it goes untreated..
-
--DEVOLVED 4 (12)
-+### DEVOLVED 4 (12)
-
- Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
- government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
-@@ -22253,7 +22253,7 @@
-
- GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
-
--ECOPHAGIC SWARM 4 (12)
-+### ECOPHAGIC SWARM 4 (12)
-
- Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
- body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
-@@ -22294,7 +22294,7 @@
- GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment)
- is taken by the swarm.
-
--EXOSLIME 6 (18)
-+### EXOSLIME 6 (18)
-
- Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
- on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
-@@ -22333,7 +22333,7 @@
- flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as
- an action.
-
--GODMIND 10 (30)
-+### GODMIND 10 (30)
-
- Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
- its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
-@@ -22371,7 +22371,7 @@
- GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
- inconvenienced it.
-
--HUNGRY HAZE
-+### HUNGRY HAZE
-
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
- how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
-@@ -22411,7 +22411,7 @@
-
- GM Intrusion: The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.
-
--INFOVORE 3 (9)
-+### INFOVORE 3 (9)
-
- Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
- mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
-@@ -22457,7 +22457,7 @@
- GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a
- manifest cypher as it's pulledinto the self-assembling infovore. The infovore gains an additional attack each round.
-
--INQUISITOR 4 (12)
-+### INQUISITOR 4 (12)
-
- Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
- interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
-@@ -22500,7 +22500,7 @@
- passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
- missing.
-
--MALWARE, FATAL 4 (12)
-+### MALWARE, FATAL 4 (12)
-
- This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
- nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
-@@ -22539,7 +22539,7 @@
- GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of
- equipment carried by the character, especially a character with cybernetic implants.
-
--MOCK ORGANISM 3 (9)
-+### MOCK ORGANISM 3 (9)
-
- Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
- in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
-@@ -22580,7 +22580,7 @@
- organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
- While pinned, the creation whispers mad utterances into the target's ear.
-
--NATATHIM 3 (9)
-+### NATATHIM 3 (9)
-
- Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
- (Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
-@@ -22625,7 +22625,7 @@
- character's possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
- no actions other than attempt to escape.
-
--OMWORWAR 10 (30)
-+### OMWORWAR 10 (30)
-
- Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
- sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
-@@ -22675,7 +22675,7 @@
- contain a galaxy. (The cypher becomes useless for its original function, but might be used to summon or interact with an
- omworwar.)
-
--PHOTONOMORPH 6 (18)
-+### PHOTONOMORPH 6 (18)
-
- Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
- devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
-@@ -22719,7 +22719,7 @@
- GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
- for the situation at hand.
-
--POSTHUMAN 7 (21)
-+### POSTHUMAN 7 (21)
-
- Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
- all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
-@@ -22768,7 +22768,7 @@
- GM Intrusion: The posthuman allows acts out of turn, or takes control of a device that the character is about to use
- against the posthuman.
-
--REDIVUS 4 (12)
-+### REDIVUS 4 (12)
-
- Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
- impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
-@@ -22805,7 +22805,7 @@
- GM Intrusion: The character's metal- containing equipment is stripped away, then used as ammunition against that PC or
- an ally.
-
--SENTINEL TREE 3 (9)
-+### SENTINEL TREE 3 (9)
-
- Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
- landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
-@@ -22842,7 +22842,7 @@
- GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to
- remove the condition. (The recovery use doesn't return points to a Pool.)
-
--SILICON PARASITE 2 (6)
-+### SILICON PARASITE 2 (6)
-
- These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
- emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
-@@ -22882,7 +22882,7 @@
- GM Intrusion: The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character
- until they succeed on a difficulty 4 Might-based roll as their action.
-
--SPACE RAT 1 (3)
-+### SPACE RAT 1 (3)
-
- Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
- environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
-@@ -22925,7 +22925,7 @@
- succeed on an Intellect defense roll hindered by two steps or be dazed until the end of their next turn from the
- surprise. Dazed creatures are hindered on all tasks.
-
--STORM MARINE 4 (12)
-+### STORM MARINE 4 (12)
-
- The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
- the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
-@@ -22969,7 +22969,7 @@
- darting to the character and exploding, inflicting 6 points of damage to the character and anyone standing within
- immediate range.
-
--SHINING ONE 5 (15)
-+### SHINING ONE 5 (15)
-
- Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
- consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
-@@ -23015,7 +23015,7 @@
- GM Intrusion: A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round
- until they spend an action patting, rolling, or smothering the flames.
-
--SUPERNAL 5 (15)
-+### SUPERNAL 5 (15)
-
- Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
- unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
-@@ -23061,7 +23061,7 @@
-
- GM Intrusion: The supernal grabs the character and flies up and away, unless and until the character escapes the grab.
-
--SYNTHETIC PERSON 5 (15)
-+### SYNTHETIC PERSON 5 (15)
-
- Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
- they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
-@@ -23105,7 +23105,7 @@
-
- GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
-
--THUNDERING BEHEMOTH 7 (21)
-+### THUNDERING BEHEMOTH 7 (21)
-
- When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
- thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
-@@ -23152,7 +23152,7 @@
- GM Intrusion: The character avoids being bitten but is batted away by the behemoth'sattack, tumbling a short distance
- (and taking 5 points of damage).
-
--VACUUM FUNGUS 5 (15)
-+### VACUUM FUNGUS 5 (15)
-
- Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
- lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
-@@ -23191,7 +23191,7 @@
- GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it's
- out of turn.
-
--WHARN INTERCEPTOR 8 (24)
-+### WHARN INTERCEPTOR 8 (24)
-
- Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
- battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
-@@ -23238,7 +23238,7 @@
- GM Intrusion: The wharn moves unexpectedly, striking the vehicle the PCs are traveling in, inflicting 8 points of damage
- to everyone on board.
-
--WRAITH 4 (12)
-+### WRAITH 4 (12)
-
- Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
- charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
-@@ -23277,7 +23277,7 @@
- GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of
- ambient damage and contract radiation sickness.
-
--ZERO-POINT PHANTOM 3 (9)
-+### ZERO-POINT PHANTOM 3 (9)
-
- Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
- of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
-@@ -23317,7 +23317,7 @@
- GM (group) Intrusion: Nearby light sources fail. Attacks and defenses against the zero- point phantoms are hindered by
- two steps for characters unable to see in the dark.
-
--ADDITIONAL SCIENCE FICTION EQUIPMENT
-+### ADDITIONAL SCIENCE FICTION EQUIPMENT
-
- In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.
-
-@@ -23329,14 +23329,14 @@
- Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
- presented in this chapter are dedicated to those that a single character can carry and use.
-
--VARIABLE COST BY TECH RATING
-+### VARIABLE COST BY TECH RATING
-
- Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
- one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
-
- Note, however, that inexpensive items do not become free; they remain inexpensive.
-
--WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-+### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-
- When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
- choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-@@ -23345,25 +23345,25 @@
-
- • Characters may not choose weapons in the exorbitant or priceless price category.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
- price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
- but rather cheaply made objects.
-
--EQUIPMENT POWER
-+### EQUIPMENT POWER
-
- For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
- ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
- a clutch situation.
-
--CUSTOMIZING EQUIPMENT
-+### CUSTOMIZING EQUIPMENT
-
- Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
- space available, isn't an option. However, a representative cross section is provided. If you're looking for something
- that isn't noted, look for something close and adapt the listing
-
--INEXPENSIVE ITEMS
-+### INEXPENSIVE ITEMS
-
- | | |
- |------------------------|--------------|
-@@ -23411,7 +23411,7 @@
- | Rope | Nylon, 50 feet |
- | Sleeping bag | |
-
--EXPENSIVE ITEMS
-+### EXPENSIVE ITEMS
-
- | | |
- |----------------|---------------------------------------------------------------------------------------|
-@@ -23480,18 +23480,18 @@
- | Robot servant | Level 3 |
- | Small spaceship | Level 4 |
-
--EQUIPMENT LISTING
-+### EQUIPMENT LISTING
-
--COMMUNICATION
-+### COMMUNICATION
-
--LIGHTSPEED COMMUNICATION DELAYS
-+### LIGHTSPEED COMMUNICATION DELAYS
-
- For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
- system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
- delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
- between those two locations. Double times for two-way communication
-
--LIGHT DELAY TABLE
-+### LIGHT DELAY TABLE
-
- | Location | AU | Light Delay |
- |-------------------|------|-------------|
-@@ -23511,7 +23511,7 @@
- | Outer Oort Cloud | 100k | 19 months |
- | Proxima Centauri | 269k | 4.2 years |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Smartphone
-
-@@ -23540,7 +23540,7 @@
- As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
- providing planetary range.
-
--ADVANCED
-+### ADVANCED
-
- Communicator, badge/ring
-
-@@ -23601,7 +23601,7 @@
- As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
- planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
-
--FANTASTIC
-+### FANTASTIC
-
- Mind's eye
-
-@@ -23622,12 +23622,12 @@
- A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
- allows instantaneous communication between two points even across interstellar distances.
-
--SENSE-ENHANCING TOOLS
-+### SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
- the mind's eye implant.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Binoculars
-
-@@ -23673,7 +23673,7 @@
- columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
- analysis task where perception could provide additional information, though analysis requires several hours or more.
-
--ADVANCED
-+### ADVANCED
-
- Hand scanner
-
-@@ -23721,7 +23721,7 @@
- controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
- of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
-
--FANTASTIC
-+### FANTASTIC
-
- Multicorder
-
-@@ -23757,12 +23757,12 @@
- tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
- nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
-
--APPAREL & ARMOR
-+### APPAREL & ARMOR
-
- Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
- footwear suitable to their environment. CONTEMP
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Cold weather gear
-
-@@ -23790,7 +23790,7 @@
- Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
- normal Earth atmosphere) of up to 40 m (130 feet)
-
--CONTEMPORARY ARMOR
-+### CONTEMPORARY ARMOR
-
- Leather jacket
-
-@@ -23825,7 +23825,7 @@
- Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
- of armor at a time, but you can have many sources of Armor, theoretically.
-
--ADVANCED
-+### ADVANCED
-
- Safesuit, space
-
-@@ -23933,7 +23933,7 @@
- self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the
- breach is not catastrophically large.
-
--TAKING DAMAGE IN A SPACE SUIT
-+### TAKING DAMAGE IN A SPACE SUIT
-
- Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense
- roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space
-@@ -23942,7 +23942,7 @@
- advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are
- treated as if in vacuum.
-
--ADVANCED ARMOR
-+### ADVANCED ARMOR
-
- Armored bodysuit
-
-@@ -23995,7 +23995,7 @@
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
- isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-
--FANTASTIC
-+### FANTASTIC
-
- Breather, vacuum
-
-@@ -24027,7 +24027,7 @@
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
- in effect providing one more level of Effort than what was paid for.
-
--FANTASTIC ARMOR
-+### FANTASTIC ARMOR
-
- Force field, quick
-
-@@ -24101,9 +24101,9 @@
-
- triggered, result in friendly fire).
-
--UTILITY GEAR
-+### UTILITY GEAR
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Duct tape roll
-
-@@ -24234,7 +24234,7 @@
-
- few minutes but grants an asset to tasks related to disguise and impersonation.
-
--ADVANCED
-+### ADVANCED
-
- Everlight
-
-@@ -24330,7 +24330,7 @@
- supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
- amount of material that must otherwise be carried.
-
--FANTASTIC
-+### FANTASTIC
-
- Carryall pack
-
-@@ -24368,13 +24368,13 @@
- object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
- replicated object can be converted back to its base state as a separate action.
-
--HEALTH CARE AND NUTRITION
-+### HEALTH CARE AND NUTRITION
-
- Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
- injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
- robotic healing kits or automated hospital devices.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Trail rations (1 day)
-
-@@ -24399,7 +24399,7 @@
- Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
- step of the damage track if damage was due to a wound.
-
--ADVANCED
-+### ADVANCED
-
- Cold sober
-
-@@ -24532,7 +24532,7 @@
- recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
- the most minor of treatments.
-
--FANTASTIC
-+### FANTASTIC
-
- Nano tab, general
-
-@@ -24586,9 +24586,9 @@
- effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
- solar standard month.
-
--ROBOTS & AI
-+### ROBOTS & AI
-
--CONTEMPORARY
-+### CONTEMPORARY
- Electronic assistant
-
- level 2 (6)
-@@ -24628,7 +24628,7 @@
- controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
- 12 points of damage and drop unprotected targets two steps on the damage track.
-
--ADVANCED
-+### ADVANCED
-
- Auton
-
-@@ -24699,7 +24699,7 @@
- installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
- tasks at the level of the ship in which it is installed.
-
--FANTASTIC
-+### FANTASTIC
- Synth
-
- level 3 (9)
-@@ -24750,13 +24750,13 @@
- apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
- object.
-
--RECREATION
-+### RECREATION
-
- Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
- happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
- interaction tasks and most Intellect tasks hindered unexpectedly.
-
--CONTEMPORARY
-+### CONTEMPORARY
- Book
-
- level 2 (6)
-@@ -24788,7 +24788,7 @@
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
- the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-
--ADVANCED
-+### ADVANCED
-
- Sidekick sphere
-
-@@ -24810,7 +24810,7 @@
- skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
- any artistry at all is involved, may take a few days to complete.
-
--FANTASTIC
-+### FANTASTIC
-
- Tattoo, living
-
-@@ -24831,11 +24831,11 @@
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
- put users back into their right minds gradually.
-
--ARMAMENTS LISTING
-+### ARMAMENTS LISTING
-
- A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
-
--ARMAMENT AMMUNITION & CHARGE
-+### ARMAMENT AMMUNITION & CHARGE
-
- Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
-@@ -24850,7 +24850,7 @@
-
- Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Ammo (box of 50 rounds)
-
-@@ -24860,7 +24860,7 @@
-
- Caliber varies by specific firearm, used in most contemporary ranged weapons
-
--ADVANCED/FANTASTIC
-+### ADVANCED/FANTASTIC
- Energy pack (50 shots)
-
- level 1 (3)
-@@ -24883,12 +24883,12 @@
- A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
- the GM intrusion range on the last ricochet attack would be 1–7 on the d20.
-
--MELEE WEAPONS
-+### MELEE WEAPONS
-
- Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
- weapon. Most contemporary melee weapons rely on the strength of the wielder.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Knife, simple
-
-@@ -24939,7 +24939,7 @@
- Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
- attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
-
--ADVANCED
-+### ADVANCED
-
- Power fist
-
-@@ -24976,7 +24976,7 @@
- As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
- to use.
-
--FANTASTIC
-+### FANTASTIC
-
- Plasma saber
-
-@@ -24988,12 +24988,12 @@
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
- target's Armor (except from force fields).
-
--RANGED WEAPONS
-+### RANGED WEAPONS
-
- Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
- ranged weapon.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Bow
-
-@@ -25089,7 +25089,7 @@
- Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
- and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-
--ADVANCED
-+### ADVANCED
- Grenade, sonic
-
- level 4 (12)
-@@ -25189,7 +25189,7 @@
- Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
- damage, both hands), range is 3,050 m (10,000 feet).
-
--FANTASTIC
-+### FANTASTIC
-
- Blaster, light
-
-@@ -25265,12 +25265,12 @@
- weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
- Spray abilities. It ignores 2 points of Armor value (except from force fields).
-
--BLASTER WEAPONS
-+### BLASTER WEAPONS
- Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
- weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
- the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
-
--EQUIPMENT AND WEAPONS AS ARTIFACTS
-+### EQUIPMENT AND WEAPONS AS ARTIFACTS
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-@@ -25340,7 +25340,7 @@
-
- Depletion: 1 × number of previous uses in 1d20
-
--WEAPONS
-+### WEAPONS
-
- Artifacts that can be used as weapons, though some have other uses as well.
-
-@@ -25416,13 +25416,13 @@
-
- Depletion: 1 in 1d20
-
--SCIENCE FICTION ARTIFACTS
-+### SCIENCE FICTION ARTIFACTS
-
- Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
- widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
- not have spread everywhere.
-
--AMBER CASEMENT
-+### AMBER CASEMENT
-
- Level: 1d6 + 4
-
-@@ -25433,7 +25433,7 @@
-
- Depletion: 1–4 in 1d6
-
--METABOLISM BUD
-+### METABOLISM BUD
-
- Level: 1d6
-
-@@ -25445,7 +25445,7 @@
-
- Depletion: —
-
--MIND IMAGER
-+### MIND IMAGER
-
- Level: 1d6 + 2
-
-@@ -25455,7 +25455,7 @@
-
- Depletion: 1 in 1d20
-
--PSYCHIC CRYSTAL
-+### PSYCHIC CRYSTAL
-
- Level: 1d6 + 4
-
-@@ -25467,7 +25467,7 @@
-
- Depletion: 1 in 1d10
-
--REPAIR SPHERE
-+### REPAIR SPHERE
-
- Level: 1d6 + 2
-
-@@ -25483,7 +25483,7 @@
-
- Depletion: 1 in 1d100
-
--VEHICLES & SPACECRAFT
-+### VEHICLES & SPACECRAFT
-
- Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
- guidance here regarding "vehicles" also applies to spacecraft.
-@@ -25494,24 +25494,24 @@
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
--VARIABLE COST BY TECH RATING
-+### VARIABLE COST BY TECH RATING
-
- Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
- price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
- possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
- rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
- power source, too.
-
--PRICELESS PRICE CATEGORY
-+### PRICELESS PRICE CATEGORY
-
- A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
- similar entity appropriate to the setting, to acquire or build.
-
--FIGHTING IN A VEHICLE
-+### FIGHTING IN A VEHICLE
-
- If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
-@@ -25522,7 +25522,7 @@
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
- kinds of additional options.
-
--DRIVERLESS VEHICLES
-+### DRIVERLESS VEHICLES
-
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
- are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
-@@ -25532,7 +25532,7 @@
- control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
- are not subject to the task hindrance that more basic driverless vehicles suffer.
-
--LOOKING FOR MORE VEHICLE OPTIONS
-+### LOOKING FOR MORE VEHICLE OPTIONS
-
- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
- close and adapt the listing.
-@@ -25540,16 +25540,16 @@
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
- obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-
--CUSTOMIZING VEHICLES
-+### CUSTOMIZING VEHICLES
- Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
- add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
- such an upgrade is very expensive to exorbitant.
-
--PLANETARY VEHICLE LISTING
-+### PLANETARY VEHICLE LISTING
-
--CYCLES
-+### CYCLES
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Motorcycle, dirt bike
-
-@@ -25571,7 +25571,7 @@
- environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
- mph) during long-distance travel.
-
--ADVANCED
-+### ADVANCED
-
- Motorcycle, battle
-
-@@ -25609,7 +25609,7 @@
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
- km/h (50 mph) during long-distance travel.
-
--FANTASTIC
-+### FANTASTIC
-
- Hover speedster
-
-@@ -25657,11 +25657,11 @@
- pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
--CARS
-+### CARS
- Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
--WHEELED VEHICLE GM INTRUSIONS
-+### WHEELED VEHICLE GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|---------------------------------------------------------------------------------------------------------------------------------|
-@@ -25676,7 +25676,7 @@
- | 09 | Vehicle's brakes freezes. |
- | 10 | Vehicle's tire unexpectedly blows out. |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Car, used
-
-@@ -25720,7 +25720,7 @@
- truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
- long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
-
--ADVANCED
-+### ADVANCED
-
- Hovercar
-
-@@ -25765,7 +25765,7 @@
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-
--FANTASTIC
-+### FANTASTIC
- Car, flying
-
- level 5 (15)
-@@ -25786,9 +25786,9 @@
- prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
- power reserves remain intact).
-
--AIRCRAFT
-+### AIRCRAFT
-
--HOVERING AND FLYING VEHICLE GM INTRUSIONS
-+### HOVERING AND FLYING VEHICLE GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|--------------------------------------------------------------------------------------------------------|
-@@ -25803,7 +25803,7 @@
- | 09 | Vehicle runs out of fuel or power while inflight |
- | 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Airplane, basic
-
-@@ -25835,7 +25835,7 @@
- Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
- during extended trips.
-
--ADVANCED
-+### ADVANCED
- Cloud surfing board
-
- level 1 (3)
-@@ -25895,7 +25895,7 @@
- purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
- extended travel (half or double that depending on air conditions).
-
--FANTASTIC
-+### FANTASTIC
- Hoverboard
-
- level 2 (6)
-@@ -25939,9 +25939,9 @@
- on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
- between planets or even stars, like small versions of stellar gates.
-
--SEACRAFT
-+### SEACRAFT
-
--SEACRAFT GM INTRUSIONS
-+### SEACRAFT GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|----------------------------------------------------------------------------------------------------------|
-@@ -25956,7 +25956,7 @@
- | 09 | Character(s) fall overboard. |
- | 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Jet ski
-
-@@ -26040,7 +26040,7 @@
- each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
- central coordination to operate.
-
--ADVANCED
-+### ADVANCED
- Sub, waterglide
-
- level 4 (12)
-@@ -26068,7 +26068,7 @@
- As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
- distance each round or up to 370 km/h (230 mph) on extended trips.
-
--FANTASTIC
-+### FANTASTIC
-
- Manta
-
-@@ -26079,9 +26079,9 @@
- As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
- extended trips.
-
--MECHS AND TANKS
-+### MECHS AND TANKS
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Tank
-
-@@ -26093,7 +26093,7 @@
- treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
- to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-
--ADVANCED
-+### ADVANCED
-
- Mech, loader
-
-@@ -26127,7 +26127,7 @@
- allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
- superior weapons, defense, or speed, but that doubles the cost.
-
--FANTASTIC
-+### FANTASTIC
-
- Colossal battle mech
-
-@@ -26142,7 +26142,7 @@
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-
--SPACECRAFT LISTING
-+### SPACECRAFT LISTING
-
- Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
- capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
-@@ -26154,7 +26154,7 @@
- spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
- hazards.
-
--SPACECRAFT GM INTRUSIONS
-+### SPACECRAFT GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -26169,7 +26169,7 @@
- | 09 | External operations lead to a character being bucked off craft into empty space. |
- | 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-
--SPACECRAFT UPKEEP
-+### SPACECRAFT UPKEEP
-
- Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
- of the spacecraft determines upkeep.
-@@ -26182,9 +26182,9 @@
- | 8-9 | Exorbitant |
- | 10 | Priceless |
-
--TRAVEL TIMES
-+### TRAVEL TIMES
-
--SOLAR SYSTEM TRAVEL TIMES
-+### SOLAR SYSTEM TRAVEL TIMES
-
- | Origin | Destination | Travel Time– Nuclear Plasma |
- |---------------|-----------------------|-----------------------------|
-@@ -26198,7 +26198,7 @@
- | Uranus | Neptune | 100 +1d20 days |
- | Neptune | Pluto | 100 +1d20 days |
-
--RETROFITTING POWER AND DRIVES
-+### RETROFITTING POWER AND DRIVES
-
- Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
- in order to give them the ability to move further. The main reason to do this is that such ships cost much less,
-@@ -26206,7 +26206,7 @@
- rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
- of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
-
--CONTEMPORARY POWER
-+### CONTEMPORARY POWER
-
- Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
- systems, including powering ion drives.
-@@ -26216,7 +26216,7 @@
- sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
- of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-
--CONTEMPORARY DRIVES
-+### CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
- the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-@@ -26227,15 +26227,15 @@
- ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
- around the solar system, if perfected.
-
--ADVANCED
-+### ADVANCED
-
--ADVANCED POWER
-+### ADVANCED POWER
-
- Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
- for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
- system without an atmosphere).
-
--ADVANCED DRIVES
-+### ADVANCED DRIVES
-
- Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
- version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-@@ -26244,9 +26244,9 @@
- thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
- the fusion product as an exhaust to provide thrust.
-
--FANTASTIC
-+### FANTASTIC
-
--FANTASTIC POWER
-+### FANTASTIC POWER
-
- Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
- explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
-@@ -26260,7 +26260,7 @@
- zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
- initial resources required to build the generator.
-
--FANTASTIC DRIVES
-+### FANTASTIC DRIVES
-
- Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
- starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
-@@ -26285,7 +26285,7 @@
- minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
- matter the distance traveled, or the objective time noted by external observers.
-
--PIONEER-ERA SPACECRAFT
-+### PIONEER-ERA SPACECRAFT
-
- Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
- still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
-@@ -26295,7 +26295,7 @@
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
- don't have weapon systems.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Space Capsule
-
-@@ -26332,19 +26332,19 @@
- on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
- process of many months and another priceless expenditure in cost.
-
--TORPEDOS IN SPACE COMBAT
-+### TORPEDOS IN SPACE COMBAT
-
- Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
- accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
- still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-
--SPACECRAFT
-+### SPACECRAFT
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
- advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
--ADVANCED
-+### ADVANCED
- Wafercraft, exploration
-
- level 1 (3)
-@@ -26500,7 +26500,7 @@
- access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
- essentially geostationary orbit.
-
--STARSHIPS
-+### STARSHIPS
-
- Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
- ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
-@@ -26509,7 +26509,7 @@
- Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
- are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
-
--FANTASTIC
-+### FANTASTIC
-
- Dagger fighter
-
-@@ -26593,13 +26593,13 @@
- weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
- surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-
--STELLAR GATE
-+### STELLAR GATE
- Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
- complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
- dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
- rating, no matter how small.
-
--FANTASTIC
-+### FANTASTIC
- Gate, planetary
-
- level 3 (9)
-@@ -26656,14 +26656,14 @@
-
- As planetary gate, but connects gate structures that lie in alternate dimensions.
-
--SPACE-TIME VEHICLES
-+### SPACE-TIME VEHICLES
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
- limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
- they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
- in 1d20.
-
--FANTASTIC
-+### FANTASTIC
-
- Car, temporal/dimensional
-
-@@ -26684,7 +26684,7 @@
- locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
- by the pilot. Enormous power requirements require recharge period of several days between each use.
-
--VEHICLES AS ARTIFACTS
-+### VEHICLES AS ARTIFACTS
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-@@ -26692,7 +26692,7 @@
-
- A couple of examples of such artifacts are presented here.
-
--GATE RING
-+### GATE RING
-
- Level: 1d6 + 4
-
-@@ -26706,7 +26706,7 @@
-
- Depletion: Automatic (if gate is formed)
-
--FRACTAL TRAVELER
-+### FRACTAL TRAVELER
-
- Level: 1d6 + 4
-
-@@ -26720,7 +26720,7 @@
-
- Depletion: 1 in 1d6
-
--STARSHIPS
-+### STARSHIPS
-
- Here are a few sample starship types:
-
-@@ -26742,7 +26742,7 @@
- fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should
- try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.)
-
--EFFECTS OF GRAVITY
-+### EFFECTS OF GRAVITY
-
- In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity on
- spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome.
-@@ -26770,16 +26770,16 @@
- Zero Gravity: It's hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero
- gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.
-
--EFFECTS OF VACUUM
-+### EFFECTS OF VACUUM
-
- Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected
- character moves one step down the damage track each round. However, at the point where they should die, they instead
- fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not,
- they die.
-
--TRAVELING THE SOLAR SYSTEM
-+### TRAVELING THE SOLAR SYSTEM
-
--AND ORBITAL MECHANICS
-+### AND ORBITAL MECHANICS
-
- In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on
- planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple,
-@@ -26841,7 +26841,7 @@
- In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from
- humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.
-
--ARTIFICIALLY INTELLIGENT
-+### ARTIFICIALLY INTELLIGENT
-
- You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there
- may be many like you, depending on the setting.
-@@ -26878,7 +26878,7 @@
- Uncanny Valley: You have a hard time relating to organic beings, and they don't react well to you. All positive
- interaction tasks with such beings are hindered by two steps.
-
--QUINTAR
-+### QUINTAR
-
- You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands
- end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when
-@@ -26898,7 +26898,7 @@
-
- Difficult Rest: Quintar subtract 2 from all recovery rolls (minimum 1).
-
--SUPERHERO RULES MODULE
-+### SUPERHERO RULES MODULE
-
- Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many
- ways, it might appear that the Cypher System is a strange fit for superheroes. But if you think about it, with foci like
-@@ -26917,7 +26917,7 @@
-
- And so on.
-
--SUGGESTED TYPES FOR A SUPERHERO GAME
-+### SUGGESTED TYPES FOR A SUPERHERO GAME
-
- | | |
- |----------------------|-------------------------------------------|
-@@ -26951,12 +26951,12 @@
-
- Worker: level 2; health 8
-
--ADDITIONAL SUPERHERO EQUIPMENT
-+### ADDITIONAL SUPERHERO EQUIPMENT
-
- Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
- "equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
-
--OPTIONAL RULE: POWER SHIFTS
-+### OPTIONAL RULE: POWER SHIFTS
-
- Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
- trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
-@@ -27004,7 +27004,7 @@
- street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
- start.
-
--SUPERPOWERED NPCs AND POWER SHIFTS
-+### SUPERPOWERED NPCs AND POWER SHIFTS
-
- NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
- is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
-@@ -27016,7 +27016,7 @@
-
- Typical NPC supers get three power shifts. Exceptional ones usually have five.
-
--REALLY IMPOSSIBLE TASKS
-+### REALLY IMPOSSIBLE TASKS
-
- In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
- "impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
-@@ -27031,13 +27031,13 @@
- would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
- (level 14); or a space monster the size of the moon (level 15).
-
--SUPERHERO ARTIFACTS
-+### SUPERHERO ARTIFACTS
-
- Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird
- machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
- stories. A few examples are below.
-
--DOCTOR DREAD'S TIME PORTAL
-+### DOCTOR DREAD'S TIME PORTAL
-
- Level: 9
-
-@@ -27048,7 +27048,7 @@
-
- Depletion: 1 in 1d20
-
--SERUM X
-+### SERUM X
-
- Level: 1d6 + 2
-
-@@ -27060,7 +27060,7 @@
-
- Depletion: Automatic
-
--STELLAREX CRYSTAL
-+### STELLAREX CRYSTAL
-
- Level: 1d6 + 4
-
-@@ -27072,11 +27072,11 @@
-
- Depletion: 1–3 in 1d10
-
--GAMING WITH SUPERPOWERS
-+### GAMING WITH SUPERPOWERS
-
--BUILDING A SUPERHERO
-+### BUILDING A SUPERHERO
-
--POPULAR HEROES IN THE CYPHER SYSTEM
-+### POPULAR HEROES IN THE CYPHER SYSTEM
-
- | Character | Summary | Sentence | Archetype |
- |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
-@@ -27119,7 +27119,7 @@
- In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
- them fit your character.
-
--POWER SOURCE
-+### POWER SOURCE
- As you're figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
-@@ -27132,7 +27132,7 @@
- If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
- on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-
--POWER ORIGIN TABLE
-+### POWER ORIGIN TABLE
-
- | d100 | Origin |
- |-------|---------------------------------------------------------------|
-@@ -27193,14 +27193,14 @@
-
- Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
-
--STARTING JUST PAST TIER 1
-+### STARTING JUST PAST TIER 1
-
- An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
- on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
- superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
- the character they want to play.
-
--RANDOM SUPERPOWERS
-+### RANDOM SUPERPOWERS
-
- The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
- for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
-@@ -27272,12 +27272,12 @@
- | 98 | Weapon | Bearer of the item |
- | 99-00 | Weapon master | Weapon master, power shift in single attack |
-
--SUPERHERO CHARACTER OPTIONS
-+### SUPERHERO CHARACTER OPTIONS
-
--DESCRIPTORS
-+### DESCRIPTORS
- This section presents new descriptors meant specifically for a superhero game.
-
--AMAZING
-+### AMAZING
-
- You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
- instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
-@@ -27310,7 +27310,7 @@
-
- 4\. You had a hunch that something big was about to go down.
-
--INCREDIBLE
-+### INCREDIBLE
-
- You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
- where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
-@@ -27342,7 +27342,7 @@
-
- 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-
--MIGHTY
-+### MIGHTY
-
- You have a very impressive physique. Your strength, power, and very importance
-
-@@ -27370,7 +27370,7 @@
-
- 4\. An authority figure told you to do this to show you the value of humility.
-
--SENSATIONAL
-+### SENSATIONAL
-
- The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
- journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
-@@ -27411,7 +27411,7 @@
-
- 4\. A supervillain chose to make a scene in the hopes of drawing you out.
-
--UNCANNY
-+### UNCANNY
-
- There's something unusual about you, and it makes other people a little uncomfortable. You know you're
- exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
-@@ -27456,7 +27456,7 @@
- If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
- gene (perhaps even multiple copies) and can sense others who have it
-
--POWER SHIFTS
-+### POWER SHIFTS
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
- superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
- together interdimensional gateway devices in a few hours.
-@@ -27502,7 +27502,7 @@
- three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
- procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-
--PRODIGY POWER SHIFTS
-+### PRODIGY POWER SHIFTS
-
- Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
- using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
-@@ -27534,13 +27534,13 @@
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
--GAINING MORE POWER SHIFTS
-+### GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
- street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
- start.
-
--POWER STUNTS
-+### POWER STUNTS
- A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
- Examples:
-
-@@ -27617,7 +27617,7 @@
- why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
- formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-
--PERMANENT POWER STUNTS
-+### PERMANENT POWER STUNTS
-
- Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
- might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
-@@ -27631,14 +27631,14 @@
- Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
- Discovery, Transformation, or Uncover a Secret.
-
--REALLY IMPOSSIBLE TASKS
-+### REALLY IMPOSSIBLE TASKS
-
- The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
- difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
- sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
- presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
-
--FEATS OF STRENGTH
-+### FEATS OF STRENGTH
-
- Use the following table to estimate the difficulty of various incredible feats of physical strength.
-
-@@ -27674,7 +27674,7 @@
- abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
- roll to succeed.
-
--FEATS OF SPEED
-+### FEATS OF SPEED
- A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
- needed). This is basically a jog or a hustle, faster than a walk
-
-@@ -27698,7 +27698,7 @@
- | 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
- | 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
-
--TREMENDOUS LEAPS
-+### TREMENDOUS LEAPS
-
- Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
- jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
-@@ -27715,7 +27715,7 @@
- (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
- over their head.
-
--POWERFUL CREATURES
-+### POWERFUL CREATURES
- Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
- or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-
-@@ -27737,7 +27737,7 @@
-
- \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
-
--MODIFYING HIGH-TECH DEVICES
-+### MODIFYING HIGH-TECH DEVICES
-
- It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
- different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
-@@ -27779,7 +27779,7 @@
- the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
- extent of the changes.
-
--FASTER CRAFTING IN A HIGH-TECH SETTING
-+### FASTER CRAFTING IN A HIGH-TECH SETTING
- In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
- with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
- conditions, the GM should ease
-@@ -27787,14 +27787,14 @@
- the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
- for only about the first quarter of that time and the "helpers" taking care of the rest.
-
--CYPHERS AND ARTIFACTS
-+### CYPHERS AND ARTIFACTS
-
- In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
- character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
- should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
- effectively with foes that might otherwise be too potent.
-
--SPECIAL EQUIPMENT
-+### SPECIAL EQUIPMENT
-
- Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
- For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
-@@ -27807,7 +27807,7 @@
- shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
--POWER BOOST CYPHERS
-+### POWER BOOST CYPHERS
-
- This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
- System Rulebook into one cypher with variable effects based on cypher level.
-@@ -27823,14 +27823,14 @@
- | 81-90 | Stunt boost |
- | 91-00 | Target boost |
-
--EFFICACY BOOST
-+### EFFICACY BOOST
-
- Level: 1d6 + 1
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
- the cypher is level 5 or higher).
-
--SHIFT BOOST
-+### SHIFT BOOST
-
- Level: 1d6 + 2
-
-@@ -27841,7 +27841,7 @@
- one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
- power shift to boost.
-
--STUNT BOOST
-+### STUNT BOOST
-
- Level: 1d6 + 2
-
-@@ -27849,9 +27849,9 @@
- five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
- stunt task.
-
--ARTIFACTS
-+### ARTIFACTS
-
--DARKEST BOOK
-+### DARKEST BOOK
-
- Level: 10
-
-@@ -27875,7 +27875,7 @@
-
- Depletion: —
-
--OMNI ORB
-+### OMNI ORB
-
- Level: 1d6 + 4
-
-@@ -27896,7 +27896,7 @@
- and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
- transporting a group of PCs 100 miles is probably within the orb's power
-
--SPACE RING
-+### SPACE RING
-
- Level: 1d6 + 1
-
-@@ -27911,9 +27911,9 @@
-
- Depletion: 1 in 1d100 (check each day of flying)
-
--FAIRYTALE RULES MODULE
-+### FAIRYTALE RULES MODULE
-
--SPECIAL RULES
-+### SPECIAL RULES
-
- Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
- are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
-@@ -28148,7 +28148,7 @@
- Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
- has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
-
--GM INTRUSIONS
-+### GM INTRUSIONS
-
- GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
- all while making the game more interesting and surprising for characters.
-@@ -28259,9 +28259,9 @@
-
-
-
--PLAYING IN A FAIRY TALE GAME
-+### PLAYING IN A FAIRY TALE GAME
-
--PLAYER INTRUSIONS
-+### PLAYER INTRUSIONS
-
- A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
- character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
-@@ -28302,7 +28302,7 @@
-
- If a player has no XP to spend, they can't use a player intrusion.
-
--MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-+### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
-@@ -28340,9 +28340,9 @@
- • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
- continue the fight.
-
--CREATING YOUR CHARACTER
-+### CREATING YOUR CHARACTER
-
--FORM VS. FUNCTION
-+### FORM VS. FUNCTION
-
- In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
- that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
-@@ -28355,7 +28355,7 @@
- small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
- your character that you want to play.
-
--SKILLS
-+### SKILLS
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
- skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
-@@ -28403,7 +28403,7 @@
- ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
- interactions.
-
--TYPE
-+### TYPE
-
- Your character's type is the core of who they are and how they interact with their environment, their companions, and
- other living creatures they encounter.
-@@ -28412,7 +28412,7 @@
-
- Type Name and Flavor Suggestions
-
--WARRIOR
-+### WARRIOR
-
- Huntsman, Skills and knowledge, stealth
-
-@@ -28424,7 +28424,7 @@
-
- Archer, Stealth
-
--ADEPT
-+### ADEPT
-
- King/queen
-
-@@ -28436,7 +28436,7 @@
-
- Magical being (genie, spirit, faerie, and so on)
-
--EXPLORER
-+### EXPLORER
-
- Adventurer
-
-@@ -28452,7 +28452,7 @@
-
- Wolf, Combat Stealth
-
--SPEAKER
-+### SPEAKER
-
- Aristocrat
-
-@@ -28464,7 +28464,7 @@
-
- Trickster, Skills and Knowledge
-
--DESCRIPTOR
-+### DESCRIPTOR
-
- Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
- places your character in their current situation or adventure, and helps provide a sense of their motivations.
-@@ -28559,7 +28559,7 @@
-
- • Lost
-
--FOCUS
-+### FOCUS
-
- Your focus makes your character unique.
-
-@@ -28748,7 +28748,7 @@
-
- With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-
--FAIRY TALE CHARACTER ARCS
-+### FAIRY TALE CHARACTER ARCS
-
- Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
- set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
-@@ -28759,14 +28759,14 @@
- assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
- setting.
-
--EQUIPMENT
-+### EQUIPMENT
-
- Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
- using magic.
-
- Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
-
--CURRENCY
-+### CURRENCY
-
- In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
- of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
-@@ -28784,7 +28784,7 @@
- moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
- something that taxes the PCs and really puts their skills and dedication to the test.
-
--SIGNATURE ITEMS
-+### SIGNATURE ITEMS
-
- In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
- very important. They're often unique and handcrafted,
-@@ -28792,7 +28792,7 @@
- they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
- have undergone repairs or have markings that tell something about the character's background.
-
--APPAREL AND ARMOR
-+### APPAREL AND ARMOR
-
- In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
- otherwise or unless it is designated as armor),
-@@ -28894,7 +28894,7 @@
-
- • Thimble
-
--CLOTHING
-+### CLOTHING
-
- Inexpensive
-
-@@ -28922,7 +28922,7 @@
-
- Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-
--WEAPONS AND PROTECTIVE GEAR
-+### WEAPONS AND PROTECTIVE GEAR
-
- Inexpensive
-
-@@ -28956,7 +28956,7 @@
- amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
- you could have many things that give you Armor.
-
--BASIC EQUIPMENT
-+### BASIC EQUIPMENT
-
- Inexpensive
-
-@@ -29038,7 +29038,7 @@
-
- Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-
--TRAVEL
-+### TRAVEL
-
- Moderately Priced
-
-@@ -29067,7 +29067,7 @@
- Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
- vehicle.
-
--CYPHERS AND ARTIFACTS
-+### CYPHERS AND ARTIFACTS
-
- Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
- characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
-@@ -29082,7 +29082,7 @@
- random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
- specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-
--CYPHER LIMITS
-+### CYPHER LIMITS
-
- All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
- ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
-@@ -29117,7 +29117,7 @@
- | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
- | 6 | Steals the character away to their fey realm |
-
--CYPHERS
-+### CYPHERS
- Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
- ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
- object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
-@@ -29265,7 +29265,7 @@
- | 99 | Yonder yarn |
- | 00 | Roll on the cypher tables in the Cypher System Rulebook |
-
--A SELECTION OF FAIRY TALE CYPHERS
-+### A SELECTION OF FAIRY TALE CYPHERS
-
- Adderstone
-
-@@ -30434,14 +30434,14 @@
- It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
- ways to hide themselves (and others) from the yarn's power.
-
--ARTIFACTS
-+### ARTIFACTS
-
- Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
- later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
- creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
- itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
-
--ARTIFACT QUIRKS
-+### ARTIFACT QUIRKS
-
- Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
- mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
-@@ -30594,7 +30594,7 @@
- | 97-98 | Tweedledee's umbrella |
- | 99-00 | Vicious tankard |
-
--A SELECTION OF FAIRY TALE ARTIFACTS
-+### A SELECTION OF FAIRY TALE ARTIFACTS
-
- A Tisket a Tasket
-
-@@ -31152,7 +31152,7 @@
-
- Depletion: 1 in 1d20 (check each fight)
-
--BEASTS AND BEINGS
-+### BEASTS AND BEINGS
-
- The following creatures and characters are provided to help populate your fairy tale game.
-
-@@ -31400,7 +31400,7 @@
- | West Wind |
- | Wind children, the |
-
--MAGICAL ANIMALS
-+### MAGICAL ANIMALS
-
- Bear: level 5; health 20; Armor 1; two magical abilities
-
-@@ -31463,7 +31463,7 @@
- Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
- or might not be living, depending on its nature.
-
--OF BITE AND CLAW (CREATURES)
-+### OF BITE AND CLAW (CREATURES)
-
- The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
- snarks.
-@@ -31734,7 +31734,7 @@
- GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
- that person calls for help from out of the Wolf's mouth.
-
--CRAFTED (CREATURES)
-+### CRAFTED (CREATURES)
-
- Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
- Pinocchio,
-@@ -31858,7 +31858,7 @@
-
- GM intrusion: Death mistakes a character for someone else.
-
--OF EARTH AND STONE (CREATURES)
-+### OF EARTH AND STONE (CREATURES)
-
- Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
- made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
-@@ -32044,7 +32044,7 @@
- Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
- cyphers, an artifact, and an elegant or interesting outfit.
-
--ENCHANTERS OF THE WORLD
-+### ENCHANTERS OF THE WORLD
-
- Morgan Le Fay 9 (27)
-
-@@ -32115,7 +32115,7 @@
-
- Depletion: 1 in 1d6
-
--FEY (CREATURES)
-+### FEY (CREATURES)
-
- In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
- boggarts, and goblins. There are so many types of fey beings in
-@@ -32486,7 +32486,7 @@
-
- Use: The Snow Queen guards the entrance to a place the characters need to enter.
-
--OF WATER AND WAVES (CREATURES)
-+### OF WATER AND WAVES (CREATURES)
-
- Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
- areas of the world.
-@@ -32752,7 +32752,7 @@
- Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or
- cypher and prepares to use it.
-
--WITCHES OF THE WORLD
-+### WITCHES OF THE WORLD
-
- Baba Yaga 9 (27)
-
-@@ -32876,7 +32876,7 @@
-
- Loot: Whatever shoes she's wearing (which are very likely an artifact).
-
--NPCs
-+### NPCs
-
- The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
- fairy tales.
-@@ -33074,7 +33074,7 @@
- Movement: Short
-
- Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
--5
-+### 5
-
- Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
- have a moral code of some sort—it just may not be the code
-@@ -33126,7 +33126,7 @@
-
- GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
-
--HORROR RULES MODULE
-+### HORROR RULES MODULE
-
- Although it's very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other
- genres, horror doesn't necessarily suggest a setting. Any setting can be horrific. Horror is more of a style. An
-@@ -33138,7 +33138,7 @@
-
- Suggested types and additional equipment for a horror setting are the same as in a modern setting.
-
--ENCYCLOPEDIA OF HORROR MECHANICS
-+### ENCYCLOPEDIA OF HORROR MECHANICS
-
- This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
- suspenseful. Horror modules are tweaks the GM applies
-@@ -33157,7 +33157,7 @@
- use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
- twist to the game.
-
-- GENERAL HORROR GM INTRUSIONS
-+### GENERAL HORROR GM INTRUSIONS
-
- The following GM intrusions work for most horror genres.
-
-@@ -33175,7 +33175,7 @@
- • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
- blinding them until they take an action to wipe their eyes clean.
-
--BAD PENNY
-+### BAD PENNY
-
- An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
- discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
-@@ -33192,7 +33192,7 @@
- earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
- PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-
--CHARACTER POSSE
-+### CHARACTER POSSE
-
- Every player is given at least two characters to run, each with about the same amount of background and abilities so
- they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
-@@ -33210,7 +33210,7 @@
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
--DEAD ALL ALONG
-+### DEAD ALL ALONG
- A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
-@@ -33227,7 +33227,7 @@
- When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
- module.
-
--FRAGILITY
-+### FRAGILITY
-
- Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
-@@ -33242,7 +33242,7 @@
- affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
- Pools).
-
--GHOSTLY HELPERS
-+### GHOSTLY HELPERS
-
- In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
- player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
-@@ -33266,7 +33266,7 @@
- Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
- guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-
--HALLUCINATION RESET
-+### HALLUCINATION RESET
-
- In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
- hallucinating or dreaming it. In some cases, their fear response
-@@ -33300,7 +33300,7 @@
- something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
- know if they should act on their "future memories" of these events or ignore them as falsehoods.
-
--HORROR MODE
-+### HORROR MODE
-
- Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
- tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
-@@ -33314,7 +33314,7 @@
- task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
- them feel more vulnerable.
-
--ESCALATION RATE
-+### ESCALATION RATE
-
-
-
-@@ -33344,7 +33344,7 @@
-
-
-
--HYSTERIA
-+### HYSTERIA
-
- Screaming is a natural reaction when you're frightened, but it's also likely
-
-@@ -33367,7 +33367,7 @@
-
- attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
-
--INSTANT PANIC
-+### INSTANT PANIC
-
- Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
- that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
-@@ -33382,7 +33382,7 @@
- person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
- it again as an intrusion if the circumstances warrant it.
-
--IRONMAN
-+### IRONMAN
-
- There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
- and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
-@@ -33395,7 +33395,7 @@
- whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
- healing cyphers and artifacts, but limit them to the minimum amount.
-
--LAST SURVIVOR
-+### LAST SURVIVOR
-
- Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
- journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
-@@ -33429,14 +33429,14 @@
- everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
- character getting 1 XP. Once this happens, the last survivor token is removed from the game.
-
--MADNESS
-+### MADNESS
-
- Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
- or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
--PERILOUS VENTURE
-+### PERILOUS VENTURE
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
- make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
-@@ -33480,7 +33480,7 @@
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
- could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-
--POOR CHOICES
-+### POOR CHOICES
- Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
- friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
- and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
-@@ -33502,7 +33502,7 @@
- As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
- consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-
--POOR CHOICES INTRUSIONS
-+### POOR CHOICES INTRUSIONS
-
- The following are examples of GM intrusions to use with the Poor Choices module.
-
-@@ -33592,7 +33592,7 @@
-
- • A character tries to help a child who has no reason for being there.
-
--POSSESSION
-+### POSSESSION
-
- Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
- The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
-@@ -33617,7 +33617,7 @@
- Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
- the same way that demons do.
-
--SECRET TWIST
-+### SECRET TWIST
-
- It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
- interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
-@@ -33660,7 +33660,7 @@
- sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
- separate notes about what the original and the duplicate know.
-
--SHOCK
-+### SHOCK
-
- Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
- means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
-@@ -33670,7 +33670,7 @@
- the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
- appropriate action, perhaps with input from the player).
-
--SHOCK LEVELS
-+### SHOCK LEVELS
-
- | Event | Level |
- |---------------------------------------------------------------------------------------------------------|----------------|
-@@ -33685,7 +33685,7 @@
- | Witnessing something supernatural (like a spell) | 5 |
- | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
-
--UNEASE
-+### UNEASE
-
- Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
- something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
-@@ -33710,7 +33710,7 @@
-
- In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-
--CONSENT
-+### CONSENT
-
- Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
- make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
-@@ -33730,7 +33730,7 @@
- For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
- PDF at myMCG.info/consent
-
--HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-+### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-
- | Level | Name | Genre |
- |-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
-@@ -34351,7 +34351,7 @@
- protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
- character's.
-
--NPCs
-+### NPCs
-
- Cannibal 3 (9)
-
-@@ -34422,14 +34422,14 @@
-
- GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
-
--HORROR ARTIFACTS
-+### HORROR ARTIFACTS
-
- Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
- device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
- artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
- another way to heighten the tension of the game. Several examples are below.
-
--BOOK OF INVERSION
-+### BOOK OF INVERSION
-
- Level: 8
-
-@@ -34447,7 +34447,7 @@
-
- Depletion: 1 in 1d10
-
--SHADOW BOX
-+### SHADOW BOX
-
- Level: 7
-
-@@ -34462,7 +34462,7 @@
-
- Depletion: 1–2 in 1d6
-
--SPHERE 23
-+### SPHERE 23
-
- Level: 1d6 + 4
-
-@@ -34476,7 +34476,7 @@
-
- Depletion: 1–3 in 1d6
-
--HORROR CYPHERS
-+### HORROR CYPHERS
-
- Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
- mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
-@@ -34492,7 +34492,7 @@
- invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
- award a new manifest cypher.
-
--ALIEN CYPHERS
-+### ALIEN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|------------------------------|
-@@ -34506,7 +34506,7 @@
- | 17-18 | Primitive doppelganger |
- | 19-20 | Visage scrutinizer |
-
--BODY HORROR CYPHERS
-+### BODY HORROR CYPHERS
-
- | 1-2 | Ascendant flesh vivisector |
- |-------|----------------------------|
-@@ -34520,7 +34520,7 @@
- | 17-18 | Primitive doppelganger |
- | 19-20 | Reanimator |
-
--CLASSIC MONSTER CYPHERS
-+### CLASSIC MONSTER CYPHERS
-
- | 1 | Anathema siren (cryptids) |
- |-------|-----------------------------|
-@@ -34538,7 +34538,7 @@
- | 18-19 | Silgarho infusion |
- | 20 | Unphantomed limb |
-
--DARK MAGIC AND OCCULT CYPHERS
-+### DARK MAGIC AND OCCULT CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -34550,7 +34550,7 @@
-
-
-
--DEMON CYPHERS
-+### DEMON CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -34560,13 +34560,13 @@
- | 14-16 | Reanimator |
- | 17-20 | Visage scrutinizer |
-
--GHOST CYPHERS
-+### GHOST CYPHERS
-
- | 1-8 | Anathema siren (ghost) |
- |------|------------------------|
- | 9-20 | Ghost detector |
-
--LOVECRAFTIAN CYPHERS
-+### LOVECRAFTIAN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|---------------------------------------------|
-@@ -34581,7 +34581,7 @@
- | 18-19 | Invisibility revealer |
- | 20 | Mind swapper |
-
--MUMMY CYPHERS
-+### MUMMY CYPHERS
-
- | 1-6 | Anathema siren (mummies) |
- |-------|--------------------------|
-@@ -34589,7 +34589,7 @@
- | 13-16 | Reanimator |
- | 17-20 | Revenant serum |
-
--SCIENCE GONE WRONG CYPHERS
-+### SCIENCE GONE WRONG CYPHERS
-
- | 1 | Anathema siren (simulacra) |
- |-----|----------------------------|
-@@ -34613,7 +34613,7 @@
- | 19 | Revenant serum |
- | 20 | Unphantomed limb |
-
--UNDEAD CYPHERS
-+### UNDEAD CYPHERS
-
- | 1-3 | Anathema siren (ghosts) |
- |-------|---------------------------|
-@@ -34627,14 +34627,14 @@
- | 16-18 | Silgarho infusion |
- | 19-20 | Wolfsbane potion |
-
--VAMPIRE CYPHERS
-+### VAMPIRE CYPHERS
-
- | 1-6 | Anathema siren (vampire) |
- |-------|--------------------------|
- | 7-12 | Humanity tester |
- | 13-20 | Silgarho infusion |
-
--WEREWOLF CYPHERS
-+### WEREWOLF CYPHERS
-
- | 1-5 | Anathema siren (werewolves) |
- |-------|-----------------------------|
-@@ -34644,16 +34644,16 @@
-
-
-
--ZOMBIE CYPHERS
-+### ZOMBIE CYPHERS
-
- | 1-8 | Anathema siren (undead) |
- |-------|-------------------------|
- | 9-14 | Reanimator |
- | 15-20 | Revenant serum |
-
--A SELECTION OF HORROR CYPHERS
-+### A SELECTION OF HORROR CYPHERS
-
--ANATHEMA SIREN
-+### ANATHEMA SIREN
-
- Level: 1d6 + 2
-
-@@ -34680,7 +34680,7 @@
- | 91-95 | Extradimensional creatures |
- | 96-00 | Undead |
-
--ASCENDANT BRAIN VIVISECTOR
-+### ASCENDANT BRAIN VIVISECTOR
-
- Level: 1d6 + 4
-
-@@ -34699,7 +34699,7 @@
- Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
- instigating aggressive behavior.
-
--ASCENDANT FLESH VIVISECTOR
-+### ASCENDANT FLESH VIVISECTOR
-
- Level: 1d6 + 4
-
-@@ -34716,7 +34716,7 @@
- Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
- features.
-
--ORRUPTED CANOPIC JAR
-+### ORRUPTED CANOPIC JAR
-
- Level: 1d6 + 1
-
-@@ -34725,7 +34725,7 @@
- Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
- assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-
--ECAPITATIVE LONGEVITY
-+### ECAPITATIVE LONGEVITY
-
- Level: 1d6 + 4
-
-@@ -34744,7 +34744,7 @@
- When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
- someone can carefully sever the head from the body, which doesn't harm the head.
-
--GHOST DETECTOR
-+### GHOST DETECTOR
-
- Level: 1d6 + 1
-
-@@ -34757,7 +34757,7 @@
- in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
- cypher remains active for ten minutes per cypher level.
-
--GHOST TRAP
-+### GHOST TRAP
-
- Level: 1d6 + 2
-
-@@ -34771,7 +34771,7 @@
-
- Ghosts in a trap can be permanently stored in a ghost vault.
-
--HOMUNCULUS FLASK
-+### HOMUNCULUS FLASK
-
- Level: 1d6 + 1
-
-@@ -34785,7 +34785,7 @@
-
- Homunculus: level 2; alchemy, all defenses, and stealth as level 3
-
--HORRIFIC ARM
-+### HORRIFIC ARM
-
- Level: 1d6 + 1
-
-@@ -34798,7 +34798,7 @@
- attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
- take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
-
--HORRIFIC EYE
-+### HORRIFIC EYE
-
- Level: 1d6 + 1
-
-@@ -34811,7 +34811,7 @@
- surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
- becomes nonfunctional). The eye lasts for one day per cypher level.
-
--HORRIFIC FACE
-+### HORRIFIC FACE
-
- Level: 1d6 + 1
-
-@@ -34826,7 +34826,7 @@
- creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
- days if the cypher is level 6 or higher).
-
--HORRIFIC INTEGRATED WEAPON
-+### HORRIFIC INTEGRATED WEAPON
-
- Level: 1d6 + 3
-
-@@ -34845,7 +34845,7 @@
- | 13-16 | Light handgun |
- | 17-20 | Medium handgun |
-
--HORRIFIC ORIFICE
-+### HORRIFIC ORIFICE
-
- Level: 1d6 + 3
-
-@@ -34860,7 +34860,7 @@
- Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
- control their mind by inserting data devices into the orifice.
-
--HUMANITY TESTER
-+### HUMANITY TESTER
-
- Level: 1d6 + 4
-
-@@ -34876,7 +34876,7 @@
- multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
- kind of fake
-
--INSANITY SUPPRESSOR
-+### INSANITY SUPPRESSOR
-
- Level: 1d6
-
-@@ -34888,7 +34888,7 @@
- make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
- each day that has passed since the cypher was used.
-
--INVISIBILITY REVEALER
-+### INVISIBILITY REVEALER
-
- Level: 1d6 + 4
-
-@@ -34898,7 +34898,7 @@
- point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
- those outside the area become visible if they enter the area.
-
--INVISIBILITY SERUM
-+### INVISIBILITY SERUM
-
- Level: 1d6 + 2
-
-@@ -34916,7 +34916,7 @@
- The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
- Many users have become "stuck" in the invisible state and eventually go mad as a result.
-
--MIND SWAPPER
-+### MIND SWAPPER
-
- Level: 1d6 + 2
-
-@@ -34933,7 +34933,7 @@
- Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
- trouble in the user's body.
-
--PRIMITIVE DOPPELGANGER
-+### PRIMITIVE DOPPELGANGER
-
- Level: 1d6 + 1
-
-@@ -34949,7 +34949,7 @@
- Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
- entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
-
--REANIMATOR
-+### REANIMATOR
-
- Level: 1d6 + 2
-
-@@ -34959,7 +34959,7 @@
- the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
- one round if level 6 or higher).
-
--REVENANT SERUM
-+### REVENANT SERUM
-
- Level: 1d6 + 4
-
-@@ -34975,7 +34975,7 @@
- to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
- this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
-
--SILGARHO INFUSION
-+### SILGARHO INFUSION
-
- Level: 1d6
-
-@@ -34994,7 +34994,7 @@
- Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
--UNPHANTOMED LIMB
-+### UNPHANTOMED LIMB
-
- Level: 1d6
-
-@@ -35010,7 +35010,7 @@
- points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
- lasts for one day per cypher level.
-
--VISAGE SCRUTINIZER
-+### VISAGE SCRUTINIZER
-
- Level: 1d6 + 2
-
-@@ -35023,7 +35023,7 @@
- a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
- lower than the cypher's level. The cypher lasts for one hour.
-
--WOLFSBANE POTION
-+### WOLFSBANE POTION
-
- Level: 1d6
-
-@@ -35037,7 +35037,7 @@
- werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
- regenerating for several minutes.
-
--USING GM INTRUSIONS IN HORROR MODE
-+### USING GM INTRUSIONS IN HORROR MODE
-
- With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
- intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
-@@ -35067,7 +35067,7 @@
- (GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
- that should be based on the situation.)
-
--OPTIONAL RULE: MADNESS
-+### OPTIONAL RULE: MADNESS
-
- Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
- campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
-@@ -35102,14 +35102,14 @@
- their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
- simple things.
-
--ROMANCE RULES MODULE
-+### ROMANCE RULES MODULE
-
- Like horror, romance doesn't automatically suggest a setting. It is more of a mood, or more specifically an approach, to
- how the game is played. It suggests an emphasis, at least somewhat, on relationships, interactions, and connections.
-
- Suggested types and additional equipment for a romance setting are the same as in a modern setting
-
--CONSENT AND BOUNDARIES
-+### CONSENT AND BOUNDARIES
-
- You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
- involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
-@@ -35130,7 +35130,7 @@
- For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
- PDF at myMCG.info/consent
-
--THE CHECK-IN
-+### THE CHECK-IN
-
- It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
- what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
-@@ -35148,7 +35148,7 @@
-
- The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9
-
--OPTIONAL RULE: INFATUATION
-+### OPTIONAL RULE: INFATUATION
-
- When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make
- an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject
-@@ -35161,7 +35161,7 @@
-
- Infatuation can happen whether the PC is attracted to an NPC or a PC.
-
--OPTIONAL RULES: RELATIONSHIP LEVELS
-+### OPTIONAL RULES: RELATIONSHIP LEVELS
-
- When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
- If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
-@@ -35187,7 +35187,7 @@
- far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
- in these situations the connection between any two individuals should have its own level.)
-
--ROMANTIC RELATIONSHIP LEVELS
-+### ROMANTIC RELATIONSHIP LEVELS
-
- | | |
- |-------|---------------------------------------------------------------------|
-@@ -35219,7 +35219,7 @@
- relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved,
- and decreased just as it can with a romantic relationship.
-
--PLATONIC RELATIONSHIP LEVELS
-+### PLATONIC RELATIONSHIP LEVELS
-
- | | |
- |-------|-------------------------------------------------------------------------------------|
-@@ -35235,7 +35235,7 @@
- | 9 | A friendship for the ages. |
- | 10 | A bond that transcends time and space. |
-
--POST-APOCALYPTIC
-+### POST-APOCALYPTIC
-
- Post-apocalyptic literature, movies, and games are a subgenre of science fiction that focuses on the dystopia that
- follows the fall of civilization. Strictly speaking, post-apocalyptic stories take place after the end of the world. At
-@@ -35246,7 +35246,7 @@
- long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
- something as prosaic as a global disease pandemic.
-
--SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
-+### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
-
- | | |
- |----------|--------------------------------|
-@@ -35272,12 +35272,12 @@
-
- Survivor, typical: level 3
-
--ADDITIONAL POST-APOCALYPTIC EQUIPMENT
-+### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
-
- In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
- be available in trade from other survivors, or in the rare trade town.
-
--INEXPENSIVE ITEMS
-+### INEXPENSIVE ITEMS
-
- | | |
- |--------------|-----------------|
-@@ -35314,7 +35314,7 @@
- | Padlock with keys | |
- | Portable lamp, solar | |
-
--EXPENSIVE ITEMS
-+### EXPENSIVE ITEMS
-
- | | |
- |----------------------------|--------------------------------------------------------------------|
-@@ -35324,7 +35324,7 @@
- | Radiation tent | Prevents radiation damage for three days |
- | Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for twelve hours |
-
--SCAVENGING
-+### SCAVENGING
-
- Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
- safety.
-@@ -35363,7 +35363,7 @@
- Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
- often it can be disassembled and used as parts to create something else.
-
--USEFUL STUFF
-+### USEFUL STUFF
-
-
-
-@@ -35451,7 +35451,7 @@
-
-
-
--JUNK
-+### JUNK
-
-
-
-@@ -35491,13 +35491,13 @@
-
-
-
--POST-APOCALYPTIC ARTIFACTS
-+### POST-APOCALYPTIC ARTIFACTS
-
- Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
- available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
- related to some kind of alien invasion, artifacts would include even stranger items.
-
--AUTODOC
-+### AUTODOC
-
- Level: 1d6
-
-@@ -35508,7 +35508,7 @@
-
- Depletion: 1 in 1d10
-
--ENVIROSCANNER
-+### ENVIROSCANNER
-
- Level: 1d6
-
-@@ -35521,7 +35521,7 @@
-
- Depletion: 1 in 1d10 (check per use of scanning function)
-
--MILITARY EXOSKELETON
-+### MILITARY EXOSKELETON
-
- Level: 1d6 + 1
-
-@@ -35532,7 +35532,7 @@
-
- Depletion: 1 in 1d10
-
--ROCKET FIST
-+### ROCKET FIST
-
- Level: 1d6 + 2
-
-@@ -35543,7 +35543,7 @@
-
- Depletion: 1 in 1d10
-
--ROCKET-PROPELLED GRENADE
-+### ROCKET-PROPELLED GRENADE
-
- Level: 1d6 + 3
-
-@@ -35554,7 +35554,7 @@
-
- Depletion: 1 in 1d6
-
--TERAHERTZ SCANNER
-+### TERAHERTZ SCANNER
-
- Level: 1d6 + 1
-
-@@ -35571,7 +35571,7 @@
-
- In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
-
--MORLOCK
-+### MORLOCK
-
- You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
- scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
-@@ -35607,7 +35607,7 @@
- 4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part
- needed to repair a failing ancient system.
-
--ROACH
-+### ROACH
-
- You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
- evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
-@@ -35669,7 +35669,7 @@
- to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
- rightfully amazed (and perhaps somewhat terrified).
-
--NATURE OF FAERIE
-+### NATURE OF FAERIE
-
- Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
- world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
-@@ -35723,7 +35723,7 @@
- Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
- damage per round; troll regains 3 points of health per round
-
--FAIRY TALE ARTIFACTS
-+### FAIRY TALE ARTIFACTS
-
- Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
- setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
-@@ -35749,7 +35749,7 @@
- ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
- (although a game set in feudal Japan with orcs and magic could be fascinating).
-
--SUGGESTED TYPES FOR A HISTORICAL GAME
-+### SUGGESTED TYPES FOR A HISTORICAL GAME
-
- | | |
- |-------------------------------|---------------------------------------------------------------------|
-@@ -35829,7 +35829,7 @@
- a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
- a different genre.
-
--RUNNING A HISTORICAL GAME
-+### RUNNING A HISTORICAL GAME
-
- Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
- historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
-@@ -35850,7 +35850,7 @@
- prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
- Medieval Europe, and the American Old West.
-
--HISTORICAL ARTIFACTS
-+### HISTORICAL ARTIFACTS
-
- The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural,
- fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient
-@@ -35865,7 +35865,7 @@
- this chapter only scratches the surface. It does, however, provide examples of kinds of inhabitants—bestial and
- civilized, living and undead, organic and inorganic—so that you can easily extrapolate and create your own.
-
--UNDERSTANDING THE LISTINGS
-+### UNDERSTANDING THE LISTINGS
-
- Every creature is presented by name, followed by a standard template that includes the following categories.
-
-@@ -35938,7 +35938,7 @@
- GM Intrusion: This optional entry in the stats suggests a way to use GM intrusion in an encounter with the creature.
- It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
--NORMAL ANIMALS
-+### NORMAL ANIMALS
-
- Unlike many creatures in this chapter, normal animals are simple and understandable enough to be encapsulated by just
- their level and maybe one or two other stats.
-@@ -35959,7 +35959,7 @@
-
- Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-
--FANTASY CREATURES AND NPCs BY LEVEL
-+### FANTASY CREATURES AND NPCs BY LEVEL
-
- | Level | Name |
- |-------|------------------------|
-@@ -36079,7 +36079,7 @@
-
- \* Creature or NPC found in the Cypher System
-
--BIGGER AND TOUGHER
-+### BIGGER AND TOUGHER
-
- If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
- the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-@@ -36087,7 +36087,7 @@
-
- A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-
--OTHER CREATURES AND NPCs FOR A FANTASY GAME
-+### OTHER CREATURES AND NPCs FOR A FANTASY GAME
-
- Bat: level 1
-
-@@ -36196,9 +36196,9 @@
-
- Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-
--CREATURES
-+### CREATURES
-
--ABOMINATION 5 (15)
-+### ABOMINATION 5 (15)
-
- An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the
- stagnant glow of toxic waste dumps. Standing at least 7 feet (2 m) tall, abominations are drawn to movement. Always
-@@ -36235,7 +36235,7 @@
-
- GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
-
--BASILISK 5 (15)
-+### BASILISK 5 (15)
-
- A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
- crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
-@@ -36287,7 +36287,7 @@
-
- GM intrusion: Thebasilisk strikes quickly,biting the same creaturetwice on its turn.
-
--BLACKGUARD 6 (18)
-+### BLACKGUARD 6 (18)
-
- Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
- fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
-@@ -36347,7 +36347,7 @@
- GM intrusions:The blackguard's weaponflares with unholy power,inflicting an additional6 points of damage(ignores
- Armor).A slain blackguardrises as an undead or ispossessed by a demonand continues to figh
-
--CAMBION 5 (15)
-+### CAMBION 5 (15)
-
- Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
-
-@@ -36394,7 +36394,7 @@
-
- GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
-
--CHIMERA 6 (18)
-+### CHIMERA 6 (18)
-
- Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations.
- The fusion of animal forms is the only thing that unifies these creatures—otherwise, different chimeras often look very
-@@ -36435,7 +36435,7 @@
-
- GM intrusion: The chimera grabs a character it bites and flies off with the victim
-
--CHRONOPHAGE 4 (12)
-+### CHRONOPHAGE 4 (12)
-
- These segmented, 6-foot (2 m) long creatures look partly like larvae that have grown gargantuan and vicious. They appear
- in places where time moves more slowly or more quickly than normal, where balls and liquids flow upslope, or where a
-@@ -36480,7 +36480,7 @@
- space. This usually results in a fall that potentially deals 10 points of damage, knocks victims prone, and dazes them,
- hindering all actions for a round.
-
--CORRUPT MAGE 7 (21)
-+### CORRUPT MAGE 7 (21)
-
- Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
- cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
-@@ -36544,7 +36544,7 @@
- fragmentsof the mage's intelligenceand immediately attack.The mage's attack spellis incredibly painful,stunning the
- characterfor one round if they faila Might defense roll.
-
--CYCLOPS 7 (21)
-+### CYCLOPS 7 (21)
-
- Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
- Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
-@@ -36592,7 +36592,7 @@
-
- A character struckby the cyclops's fist isgrabbed and stuffed inthe creature's sack.
-
--DEEP ONE 4 (12)
-+### DEEP ONE 4 (12)
-
- Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for
- human. They are able to breathe both air and water. Most, however, thrive in the ocean depths, in ancient underwater
-@@ -36634,7 +36634,7 @@
- *GM intrusion:* The deep one produces a net and throws it over the character. The only physical action the victim can
- take is to try to get free, as either a Might-based or a Speed-based action.
-
--DEINONYCHUS 3 (9)
-+### DEINONYCHUS 3 (9)
-
- Popularly known as the velociraptor, the dinosaur genus called deinonychus doesn't care if its prey gets the proper
- terminology sorted. Meat tastes like meat. The "terrible claw" these carnivores are named after refers to their massive,
-@@ -36673,7 +36673,7 @@
- GM intrusion: The fleeing deinonychus was actually leading the character over a cliff, into a deadfall trap, or into an
- ambush with more deinonychus.
-
--DEMIGOD 9 (27)
-+### DEMIGOD 9 (27)
-
- Lesser gods, divine children of gods and mortals, and other beings bequeathed with partly divine power are called
- demigods. Their capacities so radically exceed those of regular people that they have transcended humanity. Demigods are
-@@ -36717,7 +36717,7 @@
- artifact or a cypher) that the PC is about to use against it, and either deactivate the object or turn it against the
- character.
-
--DEMON 5 (15)
-+### DEMON 5 (15)
-
- Demons are formless spirits of the dead tortured in nether realms until all that was good or caring in them was burned
- away, forging a being of spite and hate.
-@@ -36769,7 +36769,7 @@
- from the former victim into the exorcist. The new host can make an Intellect-based roll to eject the demon, but only
- after the first round of possession.
-
--DEMON LORD 9 (27)
-+### DEMON LORD 9 (27)
-
- Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No
- mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
-@@ -36826,7 +36826,7 @@
-
- The demon lord createsa portal and retreatsto its own dimension;the portal remainsopen for one round
-
--DEVIL 4 (12)
-+### DEVIL 4 (12)
-
- Devils are manifest evil. As "native fauna" of various tortuous nether realms, devils come in many forms, though most
- are iterations on a theme that includes a humanoid shape, large batwings, bestial faces, and twisting horns. Most stink
-@@ -36867,7 +36867,7 @@
- GM intrusion: A devil anticipates the character's melee attack and brings its wing down "just so" on the attacker's
- weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.
-
--DJINNI 7 (21)
-+### DJINNI 7 (21)
-
- Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they
- can be good, evil, or unconcerned about the fates and doings of others.
-@@ -36912,7 +36912,7 @@
- fire and sent whirling off in a random direction. They lose their next turn and return to normal almost 300 feet (90 m)
- from where they started.
-
--DRAGON 7 (21)
-+### DRAGON 7 (21)
-
- Dragons are exceptionally territorial, vain, and greedy. Apex predators, dragons must eat large meals on a regular
- basis. They prefer virgins, though they will settle for whoever, or whatever—such as horses or wild pigs—is available in
-@@ -37009,7 +37009,7 @@
- GM intrusion: A character hit by the fire elemental's attack catches on fire and takes 3 points of damage each round
- until they use an action patting, rolling, or smothering the flames.
-
--EARTH ELEMENTAL 5 (15)
-+### EARTH ELEMENTAL 5 (15)
-
- An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape
- and expand the destruction further.
-@@ -37043,7 +37043,7 @@
- GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
- or be covered in an avalanche from a collapsing structure or cliff face.
-
--ELEMENTAL, AIR 4 (12)
-+### ELEMENTAL, AIR 4 (12)
-
- Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
- and often resemble an area of mist or a cloudlike humanoid shape.
-@@ -37084,7 +37084,7 @@
- GM intrusion: Aviolent blast of winddisarms a characterand sends whateverthey were holding up toa long distance
- away(depending on theobject's size and weight).
-
--ELEMENTAL, THORN 6 (18)
-+### ELEMENTAL, THORN 6 (18)
-
- The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
- dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
-@@ -37128,7 +37128,7 @@
- before they strangle. Each round after thefirst in which they fail to break the noose, they move down one step on the
- damage track.
-
--ELEMENTAL, WATER 4 (12)
-+### ELEMENTAL, WATER 4 (12)
-
- Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
- but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
-@@ -37167,7 +37167,7 @@
-
- GM intrusion: The forceof the elemental's attackknocks over a character,sweeps them a shortdistance away, or both.
-
--ENTHRALLER 6 (18)
-+### ENTHRALLER 6 (18)
-
- Hundreds of thousands of years ago, enthraller ancestors psychically dominated a group of interstellar spacefarers who
- had the misfortune to land on the enthraller homeworld. Leapfrogging technological prowess by mentally commandeering the
-@@ -37225,7 +37225,7 @@
- GM intrusion: The enthraller's intrusion into the character's mind stirs up forgotten memories. The character must deal
- with the contents of these memories and perhaps why they were repressed.
-
--EVIL PRIEST 7 (21)
-+### EVIL PRIEST 7 (21)
-
- Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
- even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
-@@ -37288,7 +37288,7 @@
-
- The evil priest ignores, avoids, or immediately recovers from an attack that would have killed orgreatly harmed them.
-
--FAERIE 3 (9)
-+### FAERIE 3 (9)
-
- Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
- for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
-@@ -37339,7 +37339,7 @@
- another
- important possession.
-
--FALLEN ANGEL 5 (15)
-+### FALLEN ANGEL 5 (15)
-
- Angels are normally associated with virtue and service to higher moral beings. But just like people, sometimes angels
- are tempted into impure acts. Those who stray too far over the line may fall from higher realms and be forced to walk
-@@ -37386,7 +37386,7 @@
- activate in a
- less-than-ideal fashion.
-
--FUSION HOUND 3 (9)
-+### FUSION HOUND 3 (9)
-
- In radiation-scoured wastelands, either creatures adapt to the deadly energies of their environment, or they die. Fusion
- hounds are mutant canines able to absorb unbelievable amounts of radiation and thrive on it. They roam in packs, killing
-@@ -37429,7 +37429,7 @@
- GM intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten
- minutes.
-
--GHOST 4 (12)
-+### GHOST 4 (12)
-
- Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty
- rooms, and haunting music, might be signs of a ghost. If the sound is accompanied by a sudden temperature drop and the
-@@ -37479,7 +37479,7 @@
- GM intrusion: The character must succeed on an Intellect defense roll or be possessed by the ghost until they succeed on
- an Intellect-based task to push it out. While possessed, the character acts just like the ghost did when it was alive.
-
--GHOUL 4 (12)
-+### GHOUL 4 (12)
-
- Ghouls spend almost as much time beneath the ground as corpses do, but ghouls are very much alive. Their bodies are
- hairless and so porcelain-smooth that their faces are sometimes mistaken for masks, albeit gore-smeared masks. Ghouls
-@@ -37523,7 +37523,7 @@
- GM intrusion: The ghoul spits in the character's eye, directly introducing the paralytic into the victim's bloodstream.
- The victim's Might defense roll to avoid becoming paralyzed is hindered.
-
--GIANT 7 (21)
-+### GIANT 7 (21)
-
- Violent storms, earthquakes, typhoons, and other natural disasters draw giants. Standing 20 to 30 feet (6 to 9 m) tall,
- giants delight in rampaging through the middle of such calamities, creating even more destruction. Some giants grow so
-@@ -37568,7 +37568,7 @@
-
- GM intrusion: The giant's blow sprains one of the character's limbs, making it useless for ten minutes.
-
--GIANT RAT 3 (9)
-+### GIANT RAT 3 (9)
-
- Giant rats are as large as big attack dogs, just as vicious, and more wily. Some giant rats are the lone matriarchs of a
- pack of ordinary level 1 rats, and others are just one of several making up a colony of oversized rodents. Like their
-@@ -37599,7 +37599,7 @@
- GM intrusion: A swarm of twelve ordinary rats—each level 1, but acting like a level 3 swarm—is summoned by the
- high-pitched squeaking of a giant rat.
-
--GIANT SNAKE 4 (12)
-+### GIANT SNAKE 4 (12)
-
- Those about to stumble into the presence of a giant snake at least 50 feet (15 m) long are warned by the skin it shed
- and discarded and by the cracked, slippery bones of digested victims.
-@@ -37639,7 +37639,7 @@
- paralyzes the character for one minute, though after a couple of rounds, the victim can make another Might defense roll
- to throw off the effects of the poison early.
-
--GIANT SPIDER 3 (9)
-+### GIANT SPIDER 3 (9)
-
- Giant spiders result most commonly from radioactive accidents, magic, or genetic manipulation. Whatever their origin,
- they're terrifying hunters large enough to predate people. The creatures range from the size of a large dog to the size
-@@ -37706,7 +37706,7 @@
- GM intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move
- one step down the damage track.
-
--GOLEM 6 (18)
-+### GOLEM 6 (18)
-
- Animate creatures of stone created by magic for a specific purpose, golems usually serve as guardians. However, they may
- also serve as soldiers, couriers, and banner-bearers. Golems that have accomplished their task may spend years without
-@@ -37751,7 +37751,7 @@
- GM intrusion: The character hit by the golem is also grabbed and headbutted for 6 additional points of damage. The
- victim must break or slip free, or else they remain in the golem's grip.
-
--GORGON 5 (15)
-+### GORGON 5 (15)
-
- Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
- size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
-@@ -37797,7 +37797,7 @@
- GM intrusion: A character glimpsesa gorgon's eyes, and a sheen of stone covers their body for one minute, during which
- time they gain +1 to Armor but can't move farther than an immediate distance in one round.
-
--GREY 4 (12)
-+### GREY 4 (12)
-
- Greys are enigmatic creatures born of alien stars (or dimensions) who have learned to move across the vast distances
- that bridge neighboring star systems. The creatures descend through the atmosphere under the cover of night to abduct
-@@ -37851,7 +37851,7 @@
- body completely. For the next day, creatures that come within a short distance of where the grey died take 4 points of
- ambient damage from the psychic radiation each round they remain there.
-
--HAG 6 (18)
-+### HAG 6 (18)
-
- Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
- features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
-@@ -37916,7 +37916,7 @@
- GM intrusion: A creature becomes afraid and reluctant to oppose the hag, hindering all actions against the hag by two
- steps for one day.
-
--HARPY 3 (9)
-+### HARPY 3 (9)
-
- A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
- breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
-@@ -37964,7 +37964,7 @@
- GM intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy
- throws away or flees with the stolen item
-
--HOLLOW KNIGHT 4 (12)
-+### HOLLOW KNIGHT 4 (12)
-
- In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
- These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
-@@ -38011,7 +38011,7 @@
- GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
- 7 Might task is required to pry it loose
-
--HYDRA 7 (21)
-+### HYDRA 7 (21)
-
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
- 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature
-@@ -38058,14 +38058,14 @@
- GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
- round if they fail a Might defense task.
-
--JOTUNN (NORSE GIANT)
-+### JOTUNN (NORSE GIANT)
-
- Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
- hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
- and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
- multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-
--JOTUNN, FIRE 6 (18)
-+### JOTUNN, FIRE 6 (18)
-
- Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
- or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
-@@ -38110,7 +38110,7 @@
-
- GM intrusion: The jotunn's attack inflicts a serious burn, making a limb useless for an hour or until healed.
-
--JOTUNN, FROST 6 (18)
-+### JOTUNN, FROST 6 (18)
-
- Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
- usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
-@@ -38157,7 +38157,7 @@
- GM intrusion: The jotunn's attack numbs one of the character's limbs, hindering all actions with it by two steps until
- it is healed.
-
--KAIJU 10 (30)
-+### KAIJU 10 (30)
-
- Kaiju come in a variety of shapes, but all share one difficult-to-ignore quality: mind-blowing size. Appearances of
- these colossal creatures are rare events that usually don't last for more than a few days. In that sense, they're akin
-@@ -38216,7 +38216,7 @@
- The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1
- of which they have to give to a friend.
-
--KILLER CLOWN 5 (15)
-+### KILLER CLOWN 5 (15)
-
- A clown—whether it's a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see
- one sitting alone in a dark room, lying under your bed, or gazing up at you through the sewer grate in the street, it
-@@ -38296,7 +38296,7 @@
- GM intrusion: The clown snatches a weapon, cypher, or other object from the character's hand as a level 6 attack, and if
- successful, immediately uses it on the character.
-
--KILLING WHITE LIGHT 5 (15)
-+### KILLING WHITE LIGHT 5 (15)
-
- A killing white light isn't a subtle hunter. At a distance, the creature is an eye-watering point of brilliance. When it
- closes in, it is nothing less than blinding, though its emanation isn't warm. Despite the blazing intensity, a killing
-@@ -38343,7 +38343,7 @@
- GM intrusion: Normally resistant to interaction, a killing white light uses its blazing nimbus to burn an alien glyph of
- uncertain meaning in the character's flesh before the creature fades like a light bulb switched off.
-
--LICH 8 (24)
-+### LICH 8 (24)
-
- A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object
- called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted
-@@ -38402,7 +38402,7 @@
- GM intrusions: The lich casts a spell in addition to taking other actions on its turn. The lich uses a cypher, spell, or
- other ability to nullify an attack that otherwise would have affected it.
-
--MANTICORE 6 (18)
-+### MANTICORE 6 (18)
-
- A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
- bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
-@@ -38445,7 +38445,7 @@
-
- GM intrusion: The manticore attacks with its bite, then spins around to lash its opponent with its barbed tail.
-
--MECHANICAL SOLDIER 4 (12)
-+### MECHANICAL SOLDIER 4 (12)
-
- Clockwork automatons powered by steam, these mechanical men patrol about and guard locations of importance to their
- makers. Lanky and awkward in their movements, these quasi-humanoid automatons stand almost 8 feet (2 m) tall. In their
-@@ -38497,7 +38497,7 @@
- GM intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage
- to all within immediate range.
-
--MERFOLK 3 (9)
-+### MERFOLK 3 (9)
-
- Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
- They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great
-@@ -38553,7 +38553,7 @@
- GM intrusions: The merfolk's weapon injects poison, inflicting 5 points of Speed damage if the character fails a Might
- defense task. Another merperson or an allied aquatic creature arrives and joins the fight against the character.
-
--MI-GO 5 (15)
-+### MI-GO 5 (15)
-
- These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam
- of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work
-@@ -38601,7 +38601,7 @@
- GM intrusion: Fungal spores from the mi-go's body overcome the character, who must succeed at a Might defense roll or
- lose their next turn. The character faces this risk each round they are within immediate distance of the creature.
-
--MINOTAUR 4 (12)
-+### MINOTAUR 4 (12)
-
- Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a
- curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
-@@ -38648,7 +38648,7 @@
- can resist with a Might or Speed defense roll; if they fail, the minotaur takes them up to a short distance away and
- disappears (behind an obstacle, into a maze, or in some other hiding spot)
-
--MOKUREN 3 (9)
-+### MOKUREN 3 (9)
-
- Mokuren are usually no larger than a cat, but they possess the ability to swell until they're the size of a bus (if only
- briefly). That ability, combined with their flashy pyrokinetic tails, make these creatures a particular favorite with
-@@ -38694,7 +38694,7 @@
- the victim is in stasis until the mokuren pulls them free, another creature "pries" them loose, or a day passes and the
- effect ends naturally.
-
--MORLOCK 2 (6)
-+### MORLOCK 2 (6)
-
- Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin,
- and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under
-@@ -38733,7 +38733,7 @@
-
- GM intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they're out of sight.
-
--NECROMANCER 5 (15)
-+### NECROMANCER 5 (15)
-
- The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
- living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
-@@ -38783,7 +38783,7 @@
- in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes
- them for 3 points of damage.
-
--NOBLE KNIGHT 7 (21)
-+### NOBLE KNIGHT 7 (21)
-
- Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
- lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
-@@ -38832,7 +38832,7 @@
- mount, a bridge, or a cliff, or, if nothing suffices, they are knocked to the ground and out of immediate range of the
- knight.
-
--NUPPEPPO 2 (6)
-+### NUPPEPPO 2 (6)
-
- Nuppeppos are animated lumps of human flesh that walk on vaguely defined limbs. They smell of decay and death. They're
- spotted in graveyards, battlefields, coroner's offices, and other places where the dead are kept or interred. When
-@@ -38879,7 +38879,7 @@
- it) wakes to find that the creature has settled upon them in the night and is using its touch-decay abilities to feed.
- In fact, the character might already be incapacitated by the time they wake.
-
--OGRE 4 (12)
-+### OGRE 4 (12)
-
- A bestial brute, the ogre is a sadistic, 8-foot (2 m) tall, cannibalistic fiend that preys upon other creatures in the
- woods, mountains, or other wilderness areas. This often pits them against sylvan beings like elves and fey. Ogres
-@@ -38927,7 +38927,7 @@
- structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or
- chamber.
-
--ORC 2 (6)
-+### ORC 2 (6)
-
- Born into squalor and fear, the orc species is composed of miserable, misbegotten humanoids that seem destined to serve
- as fodder for more powerful evil overlords. When left to their own devices, these loathsome creatures turn on each
-@@ -38984,7 +38984,7 @@
-
- GM intrusion: With a scream of savage glee, five more orcs rush to join the fight.
-
--PRINCE(SS) OF SUMMER 5 (15)
-+### PRINCE(SS) OF SUMMER 5 (15)
-
- Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn't unique, with a
- quirky personality and a specific role to play in the mysterious Court of Summer. Demonstrating life, vigor, predation,
-@@ -39035,7 +39035,7 @@
- GM intrusion: The character is blinded for up to one minute by a shaft of brilliant sunlight unless they succeed on a
- Might defense task.
-
--PUPPET TREE 6 (18)
-+### PUPPET TREE 6 (18)
-
- A puppet tree is a 25-foot (8 m) tall, spiky, orange and blue tree surrounded by a large area of red reeds that tremble
- and wave enticingly even when no wind is present. Humanoid figures are often gathered around it, but these rotted,
-@@ -39087,7 +39087,7 @@
- GM intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a character in an attempt to hold them still
- for a crystal spike attack. The character must make a difficulty 4 Speed or Might task to shake free.
-
--RAVAGE BEAR 4 (12)
-+### RAVAGE BEAR 4 (12)
-
- A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still
- tracks and senses prey easily. It is very protective of its young, and if hungry, it is extremely dangerous. Otherwise,
-@@ -39125,7 +39125,7 @@
-
- GM intrusion: In its rage, the ravage bear makes an extra attack that does 2 additional points of damage.
-
--REPLICANT 5 (15)
-+### REPLICANT 5 (15)
-
- Virtually identical to adult humans, these biosculpted androids are stronger, faster, and potentially smarter. However,
- because they are manufactured beings with grafted memories, replicants rarely feel true human emotion, be that love,
-@@ -39167,7 +39167,7 @@
- GM intrusion: The character struck by the replicant is smashed into the wall so hard that the surrounding structure
- begins to collapse on them.
-
--SAPIENT TREE 3 (9)
-+### SAPIENT TREE 3 (9)
-
- Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
- out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
-@@ -39211,7 +39211,7 @@
- GM intrusion: The tree grabs the character and holds them fast, shaking them. They take 4 points of damage each round
- and can do nothing but attempt to escape (the task is hindered by two steps because of the shaking).
-
--SATYR 5 (15)
-+### SATYR 5 (15)
-
- These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
- creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
-@@ -39251,7 +39251,7 @@
- GM intrusion: A mental effect makes the character view the satyr as a good friend for up to one minute unless they
- succeed at an Intellect defense task.
-
--SHADOW 1 (3)
-+### SHADOW 1 (3)
-
- Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
- along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
-@@ -39293,7 +39293,7 @@
- GM intrusion: The shadow attaches itself to a character and begins to take over as their shadow, automatically
- inflicting damage every round until the character uses an action to tear it off of them.
-
--SHADOW ELF 4 (12)
-+### SHADOW ELF 4 (12)
-
- Elves who faded from the surface to escape the justice of their fey cousins for crimes uncounted are sometimes called
- shadow elves, dark elves, or simply trow. It's widely assumed that shadow elves fled to new realms deep below the
-@@ -39353,7 +39353,7 @@
- fights on the side of the shadow elf for up to one minute, though they can make another Intellect defense roll each
- round to try to break the influence.
-
--SKELETON 2 (6)
-+### SKELETON 2 (6)
-
- Skeletons are animated bones without much sense of self-preservation. They enjoy a crucial advantage over living
- creatures in one important and often exploited area: skeletons are dead shots with ranged weapons. They have no breath,
-@@ -39373,7 +39373,7 @@
- Movement: Short
-
- Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level
--1
-+### 1
-
- Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If
- a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.
-@@ -39400,7 +39400,7 @@
- GM intrusion: A skeleton destroyed by a melee attack explodes like a grenade. The bone shrapnel inflicts 5 points of
- damage to every creature in immediate range.
-
--SOUL EATER 5 (15)
-+### SOUL EATER 5 (15)
-
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
- without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
-@@ -39451,7 +39451,7 @@
- roll, the cypher begins to burn with flame, dealing the character 5 points of damage and destroying the cypher in the
- process.
-
--SPHINX 7 (21)
-+### SPHINX 7 (21)
-
- A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
- some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
-@@ -39503,7 +39503,7 @@
-
- GM intrusion: The sphinx leaps onto its opponent, attacking with all four claws as its action.
-
--STATUE, ANIMATE 7 (21)
-+### STATUE, ANIMATE 7 (21)
-
- Towering statues carved from stone or cast in metal are sometimes more than humans rendered in moments of triumph,
- celebration, or suffering. Sometimes a statue moves, usually in service to some ancient geas or command that animated it
-@@ -39546,7 +39546,7 @@
- GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
- possibly dropping gear and weapons along the way.
-
--TROLL 6 (18)
-+### TROLL 6 (18)
-
- A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
- dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
-@@ -39587,7 +39587,7 @@
- GM intrusion: The struck troll divides into two separate trolls that immediately attack the character in the same
- action.
-
--TYRANNOSAURUS REX 7 (21)
-+### TYRANNOSAURUS REX 7 (21)
-
- The short arms of a tyrannosaurus have been much parodied in Earth social media circles, but the arms aren't really
- important when a hunting tyrannosaurus is after you. It's more the soul-shivering roar, designed to freeze prey in
-@@ -39635,7 +39635,7 @@
- GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
- into dangerous terrain.
-
--VAMPIRE 6 (18)
-+### VAMPIRE 6 (18)
-
- Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and
- anti-life, even as they revel in their own endless existence. Most vampires are vain, arrogant, sadistic, lustful, and
-@@ -39708,7 +39708,7 @@
- GM intrusion: The character struck by the vampire is caught fast in its powerful grip. If the character doesn't escape
- immediately, the vampire bites them automatically.
-
--VAMPIRE, TRANSITIONAL 3 (9)
-+### VAMPIRE, TRANSITIONAL 3 (9)
-
- When humans are "visited upon" (bitten) by a vampire, they might be killed, or they might be left alive to begin a slow
- transformation into a creature of the night. If victims are bitten three times, they become a vampire forever under the
-@@ -39741,7 +39741,7 @@
- turned into a transitional vampire will try to betray, defeat, and kill the PCs, but the characters are motivated to
- save them rather than destroy them.
-
--VAT REJECT 3 (9)
-+### VAT REJECT 3 (9)
-
- Vat rejects come into being when clone vats meant to produce clone soldiers or similar
- mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities
-@@ -39823,7 +39823,7 @@
- GM intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the
- reject descends one step on the damage track.
-
--WARDROID 6 (18)
-+### WARDROID 6 (18)
-
- When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet
- (2 m) tall, are ruthless even by trooper standards and are known to kill innocent bystanders as often as they kill foes.
-@@ -39903,7 +39903,7 @@
- GM intrusion: When defeated, the wardroid detonates, inflicting 8 points of damage on all creatures within immediate
- range.
-
--WEREWOLF 4 (12)
-+### WEREWOLF 4 (12)
-
- The curse of lycanthropy begins as nightmares about being chased or, somehow more terrifying, chasing someone else. As
- the dreams grow more fierce and each night's sleep provides less rest, victims begin to wonder about the bloodstains on
-@@ -39951,7 +39951,7 @@
- GM intrusion: A PC who moves down one step on the damage track due to damage inflicted by a werewolf must succeed on a
- Might defense roll or be afflicted with the curse of lycanthropy.
-
--WITCH 5 (15)
-+### WITCH 5 (15)
-
- They studied the old ways at the dark of the moon. They heard the shuffle of unnamed things through the darkling forest,
- watched the convection of the bubbles rise in the cauldron, and attended to the mumbled instructions of withered crones
-@@ -40011,7 +40011,7 @@
- GM intrusion: After a character succeeds on a defense roll against one of the witch's ongoing curse effects, the witch
- immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.
-
--WORM THAT WALKS 7 (21)
-+### WORM THAT WALKS 7 (21)
-
- This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
- ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
-@@ -40064,7 +40064,7 @@
- visible beneath their skin. The character is distracted (all tasks hindered) until the grub dies one minute later or is
- otherwise extracted
-
--WRAITH 2 (6)
-+### WRAITH 2 (6)
-
- When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a
- necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure
-@@ -40108,7 +40108,7 @@
-
- GM intrusion: The wraith screams out, summoning 1d6 more wraiths from the afterworld.
-
--WYVERN 6 (18)
-+### WYVERN 6 (18)
-
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
- makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong
-@@ -40153,7 +40153,7 @@
- character can escape with a Might or Speed defense roll (which probably means they fall to the ground and land prone).
- The wyvern uses a wing or its tail to slam a character so they are thrown a short distance away and land prone.
-
--XENOPARASITE 6 (18)
-+### XENOPARASITE 6 (18)
-
- This alien creature exists only to eat and reproduce. In doing so, it also destroys every form of life it encounters.
- Xenoparasites are not technological but were likely engineered by a species with advanced biological super-science.
-@@ -40207,7 +40207,7 @@
-
- GM (group) intrusion: An NPC shrieks, bursts, and births 1d6 juvenile xenoparasites.
-
--ZOMBIE 3 (9)
-+### ZOMBIE 3 (9)
-
- Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called
- zombies. Depending on a zombie's origin, the reason for its transformation varies. A zombie might arise from an undead
-@@ -40262,12 +40262,12 @@
- been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
- zombie.
-
--SUPERVILLIANS
-+### SUPERVILLIANS
-
- People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
- supervillains. These supervillains use the same format as the Creatures chapter.
-
--ANATHEMA 7 (21)
-+### ANATHEMA 7 (21)
-
- The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
- claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
-@@ -40315,7 +40315,7 @@
-
- GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
-
--DOCTOR DREAD 7 (21)
-+### DOCTOR DREAD 7 (21)
-
- Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
- enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
-@@ -40376,7 +40376,7 @@
- GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
- predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
-
--MAGNETAR 8 (24)
-+### MAGNETAR 8 (24)
-
- Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
- research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
-@@ -40426,7 +40426,7 @@
- GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
- stripped from them and become stuck to a nearby metallic buttress.
-
--MISTER GENOCIDE 5 (15)
-+### MISTER GENOCIDE 5 (15)
-
- Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
- touch can kill, but if he wishes it, so can his spittle or even his breath.
-@@ -40482,7 +40482,7 @@
- GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
- Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
-
--WRATH 6 (18)
-+### WRATH 6 (18)
-
- The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
- perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
-@@ -40555,7 +40555,7 @@
- Appropriate Weapons: NPCs use weapons appropriate to their situation, which might be swords and crossbows, knives and
- shotguns, malefic psychic weapons, blasters and grenades, and so on.
-
--OTHER NPCs
-+### OTHER NPCs
-
- Many NPCs are simple and understandable enough to be encapsulated just by their level and a few other other relevant
- stats.
-@@ -40578,7 +40578,7 @@
-
- Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 points of damage
-
--ASSASSIN 6 (18)
-+### ASSASSIN 6 (18)
-
- An assassin kills with poison, with high-velocity bullets from a distance, or by arranging for an unfortunate accident.
- Assassins accept contracts from governments, corporations, crime bosses, and aggrieved former partners, though some
-@@ -40610,7 +40610,7 @@
- GM intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who
- killed someone important to them in the past.
-
--BARD 3 (9)
-+### BARD 3 (9)
-
- A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
- musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
-@@ -40644,7 +40644,7 @@
- Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
- moderately priced item and one or two cyphers.
-
--BERSERKER 3 (9)
-+### BERSERKER 3 (9)
-
- A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
- choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
-@@ -40680,7 +40680,7 @@
- Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
- group might have a cypher that enhances strength or toughness.
-
--CRIME BOSS 3 (9)
-+### CRIME BOSS 3 (9)
-
- A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered
- alone, they rely on guards, thugs, and other measures to provide physical security. A crime boss could be a petty noble,
-@@ -40713,7 +40713,7 @@
-
- GM intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.
-
--DETECTIVE 3 (9)
-+### DETECTIVE 3 (9)
-
- Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so
- on) with extensive experience. Some detectives are freelance sleuths whose uncanny ability to see the truth comes from
-@@ -40745,7 +40745,7 @@
- GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
- takes the attack instead.
-
--DRUID 4 (12)
-+### DRUID 4 (12)
-
- A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
- plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
-@@ -40781,7 +40781,7 @@
- Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
- cyphers or perhaps an artifact.
-
--DWARF 4(12)
-+### DWARF 4(12)
-
- A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
- to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-@@ -40817,7 +40817,7 @@
- Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
- as tools or exploration gear) and perhaps a cypher or two.
-
--ELF 4 (12)
-+### ELF 4 (12)
-
- An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
- Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
-@@ -40851,7 +40851,7 @@
- Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
- curios and mementos, and usually a cypher.
-
--GUARD 2 (6)
-+### GUARD 2 (6)
-
- Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
- regardless of legality. A guard might be a star trooper dressed in intimidating armor, a mall security guard, a beat
-@@ -40885,7 +40885,7 @@
- GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
- foes.
-
--HALFLING 3 (9)
-+### HALFLING 3 (9)
-
- A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
- or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
-@@ -40917,7 +40917,7 @@
- or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
- bag of tools.
-
--OCCULTIST 5 (15)
-+### OCCULTIST 5 (15)
-
- Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to
- their study of the metaphysical, occultists learn several magical tricks, including the ability to summon or banish the
-@@ -40950,7 +40950,7 @@
- in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
- for 3 points of damage.
-
--PALADIN 4 (12)
-+### PALADIN 4 (12)
-
- Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
- and most of them expect to die in battle against an evil foe.
-@@ -40986,7 +40986,7 @@
- Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
- lucky enough to have an artifact (usually a weapon or armor).
-
--SECRET AGENT 5 (15)
-+### SECRET AGENT 5 (15)
-
- Secret agents are trained professionals who put their mission before their own well-being, regardless of which
- government agency, corporation, guild, or kingdom employs them. An agent operates under a fake cover, perhaps as an
-@@ -41017,7 +41017,7 @@
-
- GM intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.
-
--THIEF 4 (12)
-+### THIEF 4 (12)
-
- A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
- thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
-@@ -41049,7 +41049,7 @@
- Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
- cypher they plan to use or sell.
-
--THUG 3 (9)
-+### THUG 3 (9)
-
- Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a
- streetwise drug dealer, a bandit who hunts lone travelers in the wilds, a savage warrior adroit with ranged weapons, or
-@@ -41080,7 +41080,7 @@
- GM intrusion: Another thug, hidden until just the right moment, appears and takes a shot with a ranged weapon before
- joining the fray.
-
--WIZARD, MIGHTY 8 (24)
-+### WIZARD, MIGHTY 8 (24)
-
- Some wizards learn so many spells and accumulate so much lore that they become incredibly powerful. Some work for a
- higher purpose, whereas others are concerned only with themselves.
-@@ -41153,7 +41153,7 @@
- can't be recovered). For manifest cyphers, it's perfectly acceptable for the PCs to stash one elsewhere for later use;
- of course, that doesn't mean it will still be there when they return.
-
--WHY CYPHERS?
-+### WHY CYPHERS?
-
- Cyphers are (not surprisingly, based on the name) the heart of the Cypher System. This is because characters in this
- game have some abilities that rarely or never change and can always be counted on—pretty much like in all games—and they
-@@ -41180,14 +41180,14 @@
- worrying about the long-term ramifications of the ability. A device that lets you teleport multiple times might really
- mess up the game over the long term. But once? That's just fun.
-
--CYPHER LIMITS
-+### CYPHER LIMITS
-
- All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
- ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers equal to their
- maximum (depending on the genre of the campaign, subtle cyphers may be more or less likely to vanish this way). These
- vanished cyphers are not recoverable.
-
--SUBTLE CYPHERS
-+### SUBTLE CYPHERS
-
- Subtle (nonphysical) cyphers are a way to introduce cyphers into a game without overt "powered stuff"—no potions, alien
- crystals, or anything of that nature. They're most useful, perhaps, in a modern or horror setting without obvious
-@@ -41228,7 +41228,7 @@
- to attune your mind to them. There are no physical actions or paraphernalia required—just an inner conduit to the
- numinous.
-
--DISCOVERING SUBTLE CYPHERS
-+### DISCOVERING SUBTLE CYPHERS
-
- Since subtle cyphers aren't physical objects, GMs will need to figure out when to give PCs new ones to replace the ones
- they have used. The cyphers probably shouldn't be tied to actions entirely under the characters' control—in other words,
-@@ -41263,19 +41263,19 @@
- level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
- the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
-
--FANTASy CYPHERS
-+### FANTASY CYPHERS
-
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
- The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
- opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
- or rewards for their adventures and exploits.
-
--MIXING SUBTLE AND MANIFEST CYPHERS
-+### MIXING SUBTLE AND MANIFEST CYPHERS
- There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
- and other coincidences that benefit the characters.
-
--CYPHER FORMS
-+### CYPHER FORMS
-
- What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
- the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-@@ -41316,11 +41316,11 @@
- | 93-96 | Watery potion |
- | 97-00 | Wood runeplate |
-
--EXAMPLE FANTASY CYPHERS
-+### EXAMPLE FANTASY CYPHERS
-
- All of the cyphers in this chapter are manifest and fantastic cyphers.
-
--FANTASY CYPHERS TABLE
-+### FANTASY CYPHERS TABLE
-
- | 01-05 | Acid resistance |
- |-------|------------------------|
-@@ -41344,13 +41344,13 @@
- | 94-98 | Undead ward |
- | 99-00 | Walking corpse |
-
--ACID RESISTANCE
-+### ACID RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
--ANIMAL CONTROL
-+### ANIMAL CONTROL
-
- Level: 1d6 + 2
-
-@@ -41367,7 +41367,7 @@
- "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
--BEAST SHAPE
-+### BEAST SHAPE
-
- Level: 1d6
-
-@@ -41389,20 +41389,20 @@
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
--COLD RESISTANCE
-+### COLD RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
--DEMON WARD
-+### DEMON WARD
-
- Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
- malevolent creatures.
-
--DRAGON WARD
-+### DRAGON WARD
-
- Level: 1d6
-
-@@ -41411,13 +41411,13 @@
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
--ELECTRICITY RESISTANCE
-+### ELECTRICITY RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
--ELEMENTAL CONJURATION
-+### ELEMENTAL CONJURATION
-
- Level: 1d6
-
-@@ -41431,13 +41431,13 @@
- The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
- back to its native realm.
-
--FIRE RESISTANCE
-+### FIRE RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
--GIANT SIZE
-+### GIANT SIZE
-
- Level: 1d6
-
-@@ -41451,7 +41451,7 @@
- If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
- defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-
--INSTANT BOAT
-+### INSTANT BOAT
-
- Level: 1d6 + 2
-
-@@ -41460,7 +41460,7 @@
- its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
- boat lasts for a day, after which it vanishes.
-
--INSTANT TOWER
-+### INSTANT TOWER
-
- Level: 1d6 + 3
-
-@@ -41472,7 +41472,7 @@
-
- The tower is permanent and immobile once created.
-
--LYCANTHROPE WARD
-+### LYCANTHROPE WARD
-
- Level: 1d6
-
-@@ -41482,7 +41482,7 @@
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
- as a bear, rat, tiger, or wolf
-
--PENULTIMATE KEY
-+### PENULTIMATE KEY
-
- Level: 1d6 + 2
-
-@@ -41491,13 +41491,13 @@
-
- Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
--POISON RESISTANCE
-+### POISON RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
--RESTORATIVE AURA
-+### RESTORATIVE AURA
-
- Level: 1d6
-
-@@ -41506,7 +41506,7 @@
- level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
- cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-
--THOUGHT LISTENING
-+### THOUGHT LISTENING
-
- Level: 1d6 + 1
-
-@@ -41514,7 +41514,7 @@
- doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
- per cypher level.
-
--TINY SIZE
-+### TINY SIZE
-
- Level: 1d6
-
-@@ -41527,14 +41527,14 @@
- If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
- ends, they lose all of the advantages and penalties from the cypher.
-
--UNDEAD WARD
-+### UNDEAD WARD
-
- Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
- vampires, and other undead creatures.
-
--WALKING CORPSE
-+### WALKING CORPSE
-
- Level: 1d6
-
-@@ -41544,7 +41544,7 @@
- one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
- again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-
--MANIFEST CYPHERS
-+### MANIFEST CYPHERS
-
- Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
- playing an RPG, these kinds of cyphers are easy to get into the hands of the PCs. They are often found in groups of one
-@@ -41567,7 +41567,7 @@
- cypher identification is automatic. The process takes one to ten minutes. If the PCs can't identify a cypher, they can
- bring it to an expert for identification and perhaps trade, if desired.
-
--MANIFEST CYPHERS DUPLICATING SUBLE CYPHERS
-+### MANIFEST CYPHERS DUPLICATING SUBLE CYPHERS
-
- Lots of overlap exists between what subtle cyphers and manifest cyphers can do. Nearly anything that can be explained as
- a subtle cypher can just as easily be a magic item, scientific device, or other manifest object. A bit of luck that
-@@ -41579,7 +41579,7 @@
- normal people with subtle cyphers, but as time goes on, they find one-use spells in occult tomes, weird potions, and
- bone dust that has strange powers.
-
--USING CYPHERS
-+### USING CYPHERS
-
- The action to use a cypher is Intellect based unless described otherwise or logic suggests otherwise. For example,
- throwing an explosive might be Speed based because the device is physical and not really technical, but using a ray
-@@ -41600,14 +41600,14 @@
- (Cyphers are meant to be used regularly and often. If PCs are hoarding or saving their cyphers, feel free to give them a
- reason to put the cyphers into play.)
-
--CYPHER LEVELS AND EFFECTS
-+### CYPHER LEVELS AND EFFECTS
-
- All cyphers have a level and an effect. The level sometimes determines an aspect of the cypher's power (how much damage
- it inflicts, for example) but otherwise it only determines the general efficacy, the way level works with any object.
- The Level entry for a cypher is usually a die roll, sometimes with a modifier, such as 1d6 or 1d6 + 4. The GM can roll
- to determine the cypher's level, or can allow the player to roll when they receive the cypher.
-
--NORMAL AND FANTASTIC EFFECTS
-+### NORMAL AND FANTASTIC EFFECTS
-
- Cypher effects fall into two categories: normal and fantastic. Normal effects are things that could reasonably happen or
- be explained in the normal physical world we're familiar with. Fantastic effects are things that can't. A normal person
-@@ -41634,7 +41634,7 @@
-
- Fantastic cyphers can be subtle or manifest.
-
--OPTIONAL RULE: NORMAL CYPHERS DUPLICATING FANTASTIC EFFECTS
-+### OPTIONAL RULE: NORMAL CYPHERS DUPLICATING FANTASTIC EFFECTS
-
- If the GM and players are willing to stretch their imaginations a bit, it's possible to include some fantastic cypher
- effects in a game where only normal cypher effects should exist, even if the PCs are only using subtle cyphers. The
-@@ -41653,7 +41653,7 @@
- always has the right to veto the explanation for the fantastic effect, allowing the player to choose a different action
- instead of using the fantastic cypher.
-
--MANIFEST CYPHER FORMS
-+### MANIFEST CYPHER FORMS
-
- None of the manifest cyphers in this chapter have a stated physical form. The entries don't tell you if something is a
- potion, a pill, or a device you hold in your hands because that sort of detail varies greatly from genre to genre. Are
-@@ -41666,7 +41666,7 @@
- design a setting that uses just one type—for example, a magical world where all cyphers are potions made by faeries. Or
- they can use many types, perhaps mixing them from different genres. Some suggestions include the following.
-
--MANIFEST CYPHER FORM OPTIONS
-+### MANIFEST CYPHER FORM OPTIONS
-
- | |
- |---------------------------|
-@@ -41711,7 +41711,7 @@
- | Superhero |
- | Forms from all the other genres |
-
--MANIFEST CYPHER TABLE
-+### MANIFEST CYPHER TABLE
-
- | | |
- |-------|------------------------------|
-@@ -41755,7 +41755,7 @@
- | 97–98 | Water adapter |
- | 99–00 | X-ray viewer |
-
--FANTASTIC CYPHER TABLE
-+### FANTASTIC CYPHER TABLE
-
- | | |
- |-------|--------------------------------|
-@@ -41844,7 +41844,7 @@
- | 99 | Wings |
- | 00 | Zero point field |
-
--SUBTLE CYPHER TABLE
-+### SUBTLE CYPHER TABLE
-
- | | |
- |-------|-----------------------------|
-@@ -41881,19 +41881,19 @@
- | 95–97 | Strength enhancer |
- | 98–00 | Tissue regeneration |
-
--A LISTING OF VARIOUS CYPHERS
-+### A LISTING OF VARIOUS CYPHERS
-
- All cyphers in this section may be manifest cyphers. It is the GM's discretion whether a particular cypher can be a
- subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
- cyphers are just suggestions for a typical campaign setting.)
-
--ADHESION
-+### ADHESION
-
- Level: 1d6
-
- Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
-
--AGE TAKER
-+### AGE TAKER
-
- Level: 1d6 + 4
-
-@@ -41902,20 +41902,20 @@
- physiological age past the age of
- twenty-three.
-
--ANALEPTIC
-+### ANALEPTIC
-
- Level: 1d6 + 2
-
- Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
-
--ANTIVENOM
-+### ANTIVENOM
-
- Level: 1d6 + 2
-
- Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
- ongoing effects, if any, already in the user's system).
-
--ARMOR REINFORCER
-+### ARMOR REINFORCER
-
- Level: 1d6 + 1
-
-@@ -41930,14 +41930,14 @@
- | 5 | +2 to Armor, +5 against damage from cold |
- | 6 | +2 to Armor, +5 against damage from acid |
-
--ATTRACTOR
-+### ATTRACTOR
-
- Level: 1d6 + 4
-
- Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
- higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
-
--BANISHING
-+### BANISHING
-
- Level: 1d6
-
-@@ -41945,14 +41945,14 @@
- teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
- actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
-
--BEST TOOL
-+### BEST TOOL
-
- Level: 1d6
-
- Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two
- assets.
-
--BLACKOUT
-+### BLACKOUT
-
- Level: 1d6 + 2
-
-@@ -41960,7 +41960,7 @@
- or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
- sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
-
--BLINKING
-+### BLINKING
-
- Level: 1d6
-
-@@ -41968,19 +41968,19 @@
- they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
- and their foe is not, the user's defenses are eased for one round after they teleport.
-
--BURST OF SPEED
-+### BURST OF SPEED
-
- Level: 1d6
-
- Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
-
--CATHOLICON
-+### CATHOLICON
-
- Level: 1d6 + 2
-
- Effect: Cures any disease of the cypher level or lower.
-
--CHEMICAL FACTORY
-+### CHEMICAL FACTORY
-
- Level: 1d6
-
-@@ -42005,7 +42005,7 @@
- | 86–95 | Increases Intellect Edge by 1 for one hour |
- | 96–00 | Restores all Pools to full |
-
--COMPREHENSION
-+### COMPREHENSION
-
- Level: 1d6 + 1
-
-@@ -42014,7 +42014,7 @@
- could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and
- the cypher no longer counts against the number of cyphers that a PC can bear.
-
--CONDITION REMOVER
-+### CONDITION REMOVER
-
- Level: 1d6 + 3
-
-@@ -42044,7 +42044,7 @@
- | 19 | Stiff neck |
- | 20 | Viral infection |
-
--CONTINGENT ACTIVATOR
-+### CONTINGENT ACTIVATOR
-
- Level: 1d6 + 2
-
-@@ -42055,7 +42055,7 @@
- particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum
- number of cyphers a PC can carry.
-
--CONTROLLED BLINKING
-+### CONTROLLED BLINKING
-
- Level: 1d6 + 2
-
-@@ -42063,27 +42063,27 @@
- they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
- not, the user's defenses are eased for one round after they teleport.
-
--CURATIVE
-+### CURATIVE
-
- Level: 1d6 + 2
-
- Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
-
--CURSE BRINGER
-+### CURSE BRINGER
-
- Level: 1d6 + 1
-
- Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
- victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
-
--DARKSIGHT
-+### DARKSIGHT
-
- Level: 1d6
-
- Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher
- could instead make the user specialized in low-light spotting.)
-
--DEATH BRINGER
-+### DEATH BRINGER
-
- Level: 1d6
-
-@@ -42091,14 +42091,14 @@
- make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the
- character instead moves down one step on the damage track.
-
--DENSITY
-+### DENSITY
-
- Level: 1d6
-
- Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly
- increases dramatically in weight, causing the blow to inflict 2 additional points of damage.
-
--DETONATION
-+### DETONATION
-
- Level: 1d6 + 2
-
-@@ -42117,7 +42117,7 @@
- | 51–75 | Fire |
- | 76–00 | Shrapnel |
-
--DETONATION (CREATURE)
-+### DETONATION (CREATURE)
-
- Level: 1d6 + 1
-
-@@ -42125,7 +42125,7 @@
- teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
- and attacks the closest target. After about one minute, the creature vanishes.
-
--DETONATION (DESICCATING)
-+### DETONATION (DESICCATING)
-
- Level: 1d6 + 2
-
-@@ -42133,14 +42133,14 @@
- moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
- vaporized.
-
--DETONATION (FLASH)
-+### DETONATION (FLASH)
-
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
- within it for one minute (ten minutes if the cypher is level 4 or higher).
-
--DETONATION (GRAVITY)
-+### DETONATION (GRAVITY)
-
- Level: 1d6 + 2
-
-@@ -42148,14 +42148,14 @@
- damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
- crushed to the ground for one round and cannot take physical actions.
-
--DETONATION (GRAVITY INVERSION)
-+### DETONATION (GRAVITY INVERSION)
-
- Level: 1d6 + 1
-
- Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses
- within long range of the explosion.
-
--DETONATION (MASSIVE)
-+### DETONATION (MASSIVE)
-
- Level: 1d6 + 2
-
-@@ -42171,14 +42171,14 @@
- | 51–75 | Fire |
- | 76–00 | Shrapnel |
-
--DETONATION (MATTER DISRUPTION)
-+### DETONATION (MATTER DISRUPTION)
-
- Level: 1d6 + 4
-
- Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
- nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
-
--DETONATION (PRESSURE)
-+### DETONATION (PRESSURE)
-
- Level: 1d6 + 2
-
-@@ -42186,7 +42186,7 @@
- impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
- pounds (9 kg) per cypher level.
-
--DETONATION (SINGULARITY)
-+### DETONATION (SINGULARITY)
-
- Level: 10
-
-@@ -42197,14 +42197,14 @@
-
- (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)
-
--DETONATION (SONIC)
-+### DETONATION (SONIC)
-
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening
- all in an immediate radius for ten minutes per cypher level.
-
--DETONATION (SPAWN)
-+### DETONATION (SPAWN)
-
- Level: 1d6 + 2
-
-@@ -42222,7 +42222,7 @@
- | 51–75 | Fire |
- | 76–00 | Shrapnel |
-
--DETONATION (WEB)
-+### DETONATION (WEB)
-
- Level: 1d6 + 2
-
-@@ -42233,13 +42233,13 @@
- (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the
- same result.)
-
--DISARM
-+### DISARM
-
- Level: 1d6 + 1
-
- Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
-
--DISGUISE MODULE
-+### DISGUISE MODULE
-
- Level: 1d6 + 2
-
-@@ -42248,7 +42248,7 @@
- person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
- to look like themselves again before the end of the duration.
-
--DISRUPTING
-+### DISRUPTING
-
- Level: 1d6
-
-@@ -42256,14 +42256,14 @@
- that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
- than the cypher's level, it loses its next action; otherwise its next action is hindered.
-
--EAGLESEYE
-+### EAGLESEYE
-
- Level: 1d6
-
- Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game,
- the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)
-
--EFFECT RESISTANCE
-+### EFFECT RESISTANCE
-
- Level: 1d6 + 1
-
-@@ -42273,7 +42273,7 @@
- defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC
- attacking them with this kind of effect must succeed on two attack rolls to harm them.)
-
--EFFORT ENHANCER (COMBAT)
-+### EFFORT ENHANCER (COMBAT)
-
- Level: 1d6 + 1
-
-@@ -42282,7 +42282,7 @@
- of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher
- ends.
-
--EFFORT ENHANCER (NONCOMBAT)
-+### EFFORT ENHANCER (NONCOMBAT)
-
- Level: 1d6
-
-@@ -42290,13 +42290,13 @@
- a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can
- normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends.
-
--ENDURING SHIELD
-+### ENDURING SHIELD
-
- Level: 1d6 + 4
-
- Effect: For the next day, the user has an asset to Speed defense rolls.
-
--EQUIPMENT CACHE
-+### EQUIPMENT CACHE
-
- Level: 1d6 + 1
-
-@@ -42304,7 +42304,7 @@
- level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
- nature allows only a single use (such as with a grenade).
-
--FARSIGHT
-+### FARSIGHT
-
- Level: 1d6 + 1
-
-@@ -42312,20 +42312,20 @@
- galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this
- location and viewing their current location once per round.
-
--FIREPROOFING
-+### FIREPROOFING
-
- Level: 1d6 + 4
-
- Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
-
--FLAME-RETARDANT WALL
-+### FLAME-RETARDANT WALL
-
- Level: 1d6
-
- Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher
- level. The plane conforms to the space available. Flames passing through the plane are extinguished.
-
--FORCE CUBE
-+### FORCE CUBE
-
- Level: 1d6 + 3
-
-@@ -42333,7 +42333,7 @@
- planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
- air within for trapped creatures to breathe for the hour it lasts.)
-
--FORCE FIELD
-+### FORCE FIELD
-
- Level: 1d6
-
-@@ -42344,28 +42344,28 @@
-
- (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
-
--FORCE SCREEN PROJECTOR
-+### FORCE SCREEN PROJECTOR
-
- Level: 1d6 + 3
-
- Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms
- to the space available.
-
--FORCE SHIELD PROJECTOR
-+### FORCE SHIELD PROJECTOR
-
- Level: 1d6 + 3
-
- Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4
- to Armor if the cypher is level 5 or higher).
-
--FRICTION REDUCER
-+### FRICTION REDUCER
-
- Level: 1d6
-
- Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher
- level, movement tasks in the area are hindered by three steps.
-
--FRIGID WALL
-+### FRIGID WALL
-
- Level: 1d6 + 2
-
-@@ -42373,7 +42373,7 @@
- equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
--GAS BOMB
-+### GAS BOMB
-
- Level: 1d6 + 2
-
-@@ -42394,7 +42394,7 @@
- | 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. |
- | 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. |
-
--GRAVITY NULLIFIER
-+### GRAVITY NULLIFIER
-
- Level: 1d6 + 3
-
-@@ -42402,7 +42402,7 @@
- horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50
- pounds (23 kg) per level of the cypher.
-
--GRAVITY-NULLIFYING APPLICATION
-+### GRAVITY-NULLIFYING APPLICATION
-
- Level: 1d6 + 2
-
-@@ -42410,14 +42410,14 @@
- cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped
- down).
-
--HEAT ATTACK
-+### HEAT ATTACK
-
- Level: 1d6
-
- Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat
- that inflicts 2 additional points of damage.
-
--HUNTER/SEEKER
-+### HUNTER/SEEKER
-
- Level: 1d6
-
-@@ -42434,7 +42434,7 @@
- | 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. |
- | 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). |
-
--IMAGE PROJECTOR
-+### IMAGE PROJECTOR
-
- Level: 1d6
-
-@@ -42478,7 +42478,7 @@
-
-
-
--INFERNO WALL
-+### INFERNO WALL
-
- Level: 1d6 + 2
-
-@@ -42486,7 +42486,7 @@
- equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
--INFILTRATOR
-+### INFILTRATOR
-
- Level: 1d6
-
-@@ -42495,7 +42495,7 @@
- major energy sources and either transmits this information back to the user (perhaps by telepathy or an electronic
- signal) or returns to the user to show what it saw. Its movement is blocked by any physical or energy barrier.
-
--INFORMATION SENSOR
-+### INFORMATION SENSOR
-
- Level: 1d6 + 2
-
-@@ -42504,7 +42504,7 @@
- name, and possibly other facts (such as an individual's credit score, home address, phone number, and related
- information).
-
--INSTANT SERVANT
-+### INSTANT SERVANT
-
- Level: 1d6
-
-@@ -42520,7 +42520,7 @@
-
- The servant operates for one hour per cypher level.
-
--INSTANT SHELTER
-+### INSTANT SHELTER
-
- Level: 1d6 + 3
-
-@@ -42529,13 +42529,13 @@
- feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to sandstone, and is
- permanent and immobile once created.
-
--INTELLECT BOOSTER
-+### INTELLECT BOOSTER
-
- Level: 1d6 + 2
-
- Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
-
--INTELLIGENCE ENHANCEMENT
-+### INTELLIGENCE ENHANCEMENT
-
- Level: 1d6
-
-@@ -42543,7 +42543,7 @@
- clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In
- the subsequent hour, the strain hinders the same tasks by two steps.
-
--KNOWLEDGE ENHANCEMENT
-+### KNOWLEDGE ENHANCEMENT
-
- Level: 1d6
-
-@@ -42568,7 +42568,7 @@
- | 91–95 | Riding |
- | 96–00 | Sneaking |
-
--LIGHTNING WALL
-+### LIGHTNING WALL
-
- Level: 1d6 + 2
-
-@@ -42576,7 +42576,7 @@
- equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
--MACHINE CONTROL
-+### MACHINE CONTROL
-
- Level: 1d6 + 2
-
-@@ -42585,7 +42585,7 @@
- activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once
- the device is chosen, it cannot be changed.
-
--MAGNETIC ATTACK DRILL
-+### MAGNETIC ATTACK DRILL
-
- Level: 1d6 + 2
-
-@@ -42593,7 +42593,7 @@
- inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the
- attack is eased.
-
--MAGNETIC MASTER
-+### MAGNETIC MASTER
-
- Level: 1d6 + 2
-
-@@ -42602,14 +42602,14 @@
- example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten
- rounds per cypher level.
-
--MAGNETIC SHIELD
-+### MAGNETIC SHIELD
-
- Level: 1d6 + 2
-
- Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items
- already in the area when the device is activated are slowly pushed out.
-
--MANIPULATION BEAM
-+### MANIPULATION BEAM
-
- Level: 1d6 + 2
-
-@@ -42620,7 +42620,7 @@
- Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer
- at a distance, which would make some infiltration and hacking jobs easier.)
-
--MATTER TRANSFERENCE RAY
-+### MATTER TRANSFERENCE RAY
-
- Level: 1d6 + 3
-
-@@ -42629,13 +42629,13 @@
- appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the
- user's).
-
--MEDITATION AID
-+### MEDITATION AID
-
- Level: 1d6 + 2
-
- Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool.
-
--MEMORY SWITCH
-+### MEMORY SWITCH
-
- Level: 1d6 + 2
-
-@@ -42643,7 +42643,7 @@
- that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the preceding
- hour.
-
--MENTAL SCRAMBLER
-+### MENTAL SCRAMBLER
-
- Level: 1d6 + 2
-
-@@ -42666,14 +42666,14 @@
- | 95–98 | Victims lose all inhibitions, revealing secrets and performing surprising actions. |
- | 99–00 | Victims' ethics are inverted. |
-
--METAL DEATH
-+### METAL DEATH
-
- Level: 1d6 + 2
-
- Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that
- it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm).
-
--MIND MELD
-+### MIND MELD
-
- Level: 1d6 + 1
-
-@@ -42684,7 +42684,7 @@
- communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also
- might vary based on the ability used.)
-
--MIND-RESTRICTING WALL
-+### MIND-RESTRICTING WALL
-
- Level: 1d6 + 2
-
-@@ -42692,13 +42692,13 @@
- conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or
- until slapped awake or damaged.
-
--MIND STABILIZER
-+### MIND STABILIZER
-
- Level: 1d6
-
- Effect: The user gains +5 to Armor against Intellect damage.
-
--MONOBLADE
-+### MONOBLADE
-
- Level: 1d6 + 2
-
-@@ -42706,7 +42706,7 @@
- level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own.
- The blade lasts for ten minutes.
-
--MONOHORN
-+### MONOHORN
-
- Level: 1d6 + 3
-
-@@ -42717,7 +42717,7 @@
- (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity
- but doesn't interfere with their senses.)
-
--MOTION SENSOR
-+### MOTION SENSOR
-
- Level: 1d6 + 2
-
-@@ -42725,7 +42725,7 @@
- creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and
- size of the creatures or objects in motion.
-
--NULL FIELD
-+### NULL FIELD
-
- Level: 1d6 + 3
-
-@@ -42744,20 +42744,20 @@
- | 85–95 | Blunt force |
- | 96–00 | Slashing and piercing |
-
--NULLIFICATION RAY
-+### NULLIFICATION RAY
-
- Level: 1d6 + 3
-
- Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or
- special ability.
-
--NUTRITION AND HYDRATION
-+### NUTRITION AND HYDRATION
-
- Level: 1d6 + 1
-
- Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect.
-
--PERFECT MEMORY
-+### PERFECT MEMORY
-
- Level: 1d6
-
-@@ -42765,13 +42765,13 @@
- recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter
- a complex code, or do something else that happens quickly.
-
--PERFECTION
-+### PERFECTION
-
- Level: 1d6 + 2
-
- Effect: The user treats their next action as if they had rolled a natural 20.
-
--PERSONAL ENVIRONMENT FIELD
-+### PERSONAL ENVIRONMENT FIELD
-
- Level: 1d6 + 2
-
-@@ -42780,13 +42780,13 @@
- flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred
- environment of a nonhuman, nonterrestrial creature.
-
--PHASE CHANGER
-+### PHASE CHANGER
-
- Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time,
- they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical
- attacks or be physically attacked.
-
--PHASE DISRUPTOR
-+### PHASE DISRUPTOR
-
- Level: 1d6 + 2
-
-@@ -42794,7 +42794,7 @@
- equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass
- through it as if it were not there, although one cannot see through it, and it blocks light.
-
--POISON (EMOTION)
-+### POISON (EMOTION)
-
- Level: 1d6 + 2
-
-@@ -42812,7 +42812,7 @@
- | 86–95 | Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. |
- | 96–00 | Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely. |
-
--POISON (EXPLOSIVE)
-+### POISON (EXPLOSIVE)
-
- Level: 1d6 + 1
-
-@@ -42830,7 +42830,7 @@
- | 61–80 | The victim comes within long range of the detonator. |
- | 81–00 | The victim is no longer within long range of the detonator. |
-
--POISON (MIND CONTROLLING)
-+### POISON (MIND CONTROLLING)
-
- Level: 1d6 + 2
-
-@@ -42876,28 +42876,28 @@
-
-
-
--POISON (MIND DISRUPTING)
-+### POISON (MIND DISRUPTING)
-
- Level: 1d6 + 2
-
- Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds
- equal to the cypher's level.
-
--PSYCHIC COMMUNIQUE
-+### PSYCHIC COMMUNIQUE
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a one-time,
- one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
-
--RADIATION SPIKE
-+### RADIATION SPIKE
-
- Level: 1d6 + 4
-
- Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal
- to the cypher's level.
-
--RAY EMITTER
-+### RAY EMITTER
-
- Level: 1d6 + 2
-
-@@ -42927,35 +42927,35 @@
- | 88–93 | Molecular bond disruption |
- | 94–00 | Concentrated cold |
-
--RAY EMITTER (COMMAND)
-+### RAY EMITTER (COMMAND)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
- forces a target to obey the next verbal command given (if it is understood) for one round per cypher level.
-
--RAY EMITTER (FEAR)
-+### RAY EMITTER (FEAR)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
- causes the target to flee in terror for one minute.
-
--RAY EMITTER (FRIEND SLAYING)
-+### RAY EMITTER (FRIEND SLAYING)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
- causes the target to attack its nearest ally for one round.
-
--RAY EMITTER (MIND DISRUPTING)
-+### RAY EMITTER (MIND DISRUPTING)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage
- equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level.
-
--RAY EMITTER (NUMBING)
-+### RAY EMITTER (NUMBING)
-
- Level: 1d6 + 2
-
-@@ -42963,28 +42963,28 @@
- that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce
- numbness that lasts for one hour.
-
--RAY EMITTER (PARALYSIS)
-+### RAY EMITTER (PARALYSIS)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A
- small number of these devices (5%) induce paralysis that lasts for one hour.
-
--REALITY SPIKE
-+### REALITY SPIKE
-
- Level: 1d6 + 4
-
- Effect: Once activated, the cypher does not move—ever—even if activated in midair. A Might action will dislodge it, but
- then it is ruined.
-
--REFLEX ENHANCER
-+### REFLEX ENHANCER
-
- Level: 1d6
-
- Effect: All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a patient,
- defusing a bomb, and so on—are eased by two steps for one hour.
-
--REJUVENATOR
-+### REJUVENATOR
-
- Level: 1d6 + 2
-
-@@ -42996,7 +42996,7 @@
- | 51–75 | Speed Pool |
- | 76–00 | Intellect Pool |
-
--REMEMBERING
-+### REMEMBERING
-
- Level: 1d6
-
-@@ -43004,14 +43004,14 @@
- per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the
- number.
-
--REMOTE VIEWER
-+### REMOTE VIEWER
-
- Level: 1d6
-
- Effect: For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of
- the distance between them.
-
--REPAIR UNIT
-+### REPAIR UNIT
-
- Level: 1d10
-
-@@ -43020,21 +43020,21 @@
- are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is
- 1d100 + 20 minutes.
-
--REPEATER
-+### REPEATER
-
- Level: 1d6 + 1
-
- Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The
- weapon wielder can aim the free shot at the same target, or at a different target next to the first one.
-
--REPEL
-+### REPEL
-
- Level: 1d6 + 1
-
- Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five
- rounds to move away quickly.
-
--RETALIATION
-+### RETALIATION
-
- Level: 1d6
-
-@@ -43042,7 +43042,7 @@
- (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is
- required by the user.
-
--SECRET
-+### SECRET
-
- Level: 1d6 + 2
-
-@@ -43052,7 +43052,7 @@
- future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a
- question above its level.
-
--SHEEN
-+### SHEEN
-
- Level: 1d6
-
-@@ -43060,7 +43060,7 @@
- Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult
- during this time; all recovery rolls suffer a –1 penalty.
-
--SHOCK ATTACK
-+### SHOCK ATTACK
-
- Level: 1d6
-
-@@ -43068,14 +43068,14 @@
- electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the
- cypher is level 6 or higher).
-
--SHOCKER
-+### SHOCKER
-
- Level: 1d6 + 4
-
- Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the
- cypher's level.
-
--SKILL BOOST
-+### SKILL BOOST
-
- Level: 1d6
-
-@@ -43101,7 +43101,7 @@
- | 99 | Carrying |
- | 00 | Escaping |
-
--SLAVE MAKER
-+### SLAVE MAKER
-
- Level: 1d6 + 2
-
-@@ -43111,14 +43111,14 @@
- for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved
- for only one minute.)
-
--SLEEP INDUCER
-+### SLEEP INDUCER
-
- Level: 1d6
-
- Effect: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an
- extremely loud noise.
-
--SNIPER MODULE
-+### SNIPER MODULE
-
- Level: 1d6
-
-@@ -43126,13 +43126,13 @@
- (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater
- than very long has its range doubled.
-
--SOLVENT
-+### SOLVENT
-
- Level: 1d10
-
- Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
-
--SONIC HOLE
-+### SONIC HOLE
-
- Level: 1d6 + 2
-
-@@ -43142,14 +43142,14 @@
- (Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey
- and sneaking past enemies.)
-
--SOUND DAMPENER
-+### SOUND DAMPENER
-
- Level: 1d6 + 2
-
- Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions
- by all creatures in the area.
-
--SPATIAL WARP
-+### SPATIAL WARP
-
- Level: 1d6 + 4
-
-@@ -43157,13 +43157,13 @@
- no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is
- important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
-
--SPEED BOOST
-+### SPEED BOOST
-
- Level: 1d6 + 2
-
- Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
-
--SPY
-+### SPY
-
- Level: 1d6 + 2
-
-@@ -43175,7 +43175,7 @@
- detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all
- creatures and objects in short range.
-
--STASIS KEEPER
-+### STASIS KEEPER
-
- Level: 1d6
-
-@@ -43183,26 +43183,26 @@
- An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no
- memory of the period of inactivity.
-
--STIM
-+### STIM
-
- Level: 1d6
-
- Effect: Eases the user's next action taken by three steps.
-
--STRENGTH BOOST
-+### STRENGTH BOOST
-
- Level: 1d6 + 2
-
- Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
-
--STRENGTH ENHANCER
-+### STRENGTH ENHANCER
-
- Level: 1d6
-
- Effect: All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open
- elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour.
-
--SUBDUAL FIELD
-+### SUBDUAL FIELD
-
- Level: 1d6 + 3
-
-@@ -43212,49 +43212,49 @@
- for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and
- after leaving it).
-
--TELEPATHY
-+### TELEPATHY
-
- Level: 1d6 + 2
-
- Effect: For one hour, the device enables
- long-range mental communication with anyone the user can see.
-
--TELEPORTER (BOUNDER)
-+### TELEPORTER (BOUNDER)
-
- Level: 1d6 + 2
-
- Effect: User teleports up to 100 × the cypher level in feet to a location they can see. They
- arrive safely with their possessions but cannot take anything else with them.
-
--TELEPORTER (INTERSTELLAR)
-+### TELEPORTER (INTERSTELLAR)
-
- Level: 1d6 + 4
-
- Effect: User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely
- with their possessions but cannot take anything else with them.
-
--TELEPORTER (PLANETARY)
-+### TELEPORTER (PLANETARY)
-
- Level: 1d6 + 4
-
- Effect: User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely
- with their possessions but cannot take anything else with them.
-
--TELEPORTER (TRAVELER)
-+### TELEPORTER (TRAVELER)
-
- Level: 1d6 + 4
-
- Effect: User teleports up to 100 × the cypher level in miles to a location they have previously
- visited or seen. They arrive safely with their possessions but cannot take anything else with them.
-
--TEMPORAL VIEWER
-+### TEMPORAL VIEWER
-
- Level: 1d6 + 4
-
- Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred
- at the current location up to one year prior. The user specifies the time period shown by the viewer.
-
--TIME DILATION (DEFENSIVE)
-+### TIME DILATION (DEFENSIVE)
-
- Level: 1d6
-
-@@ -43262,14 +43262,14 @@
- inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if
- the cypher is level 6 or higher).
-
--TIME DILATION (OFFENSIVE)
-+### TIME DILATION (OFFENSIVE)
-
- Level: 1d6
-
- Effect: For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed,
- easing their attacks by two steps (three steps if the cypher is level 6 or higher).
-
--TISSUE REGENERATION
-+### TISSUE REGENERATION
-
- Level: 1d6 + 4
-
-@@ -43282,7 +43282,7 @@
- scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this fashion, it restores only
- 1d6 points over the hour duration.)
-
--TRACER
-+### TRACER
-
- Level: 1d6
-
-@@ -43290,7 +43290,7 @@
- launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is
- level 3 or higher, in the same dimension if the cypher is level 6 or higher).
-
--TRICK EMBEDDER
-+### TRICK EMBEDDER
-
- Level: 1d6
-
-@@ -43298,7 +43298,7 @@
- higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long
- range, and so on). The trick must be designated when the cypher is activated.
-
--UNINTERRUPTIBLE POWER SOURCE
-+### UNINTERRUPTIBLE POWER SOURCE
-
- Level: 1d6 + 4
-
-@@ -43311,7 +43311,7 @@
- power requirement, a car engine is a level
- 5 power requirement, and a starship is a level 10 power requirement.
-
--VANISHER
-+### VANISHER
-
- Level: 1d6 + 2
-
-@@ -43320,7 +43320,7 @@
- ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking
- an action to focus on hiding their position.
-
--VISAGE CHANGER
-+### VISAGE CHANGER
-
- Level: 1d6
-
-@@ -43328,28 +43328,28 @@
- human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
- higher). The change takes ten minutes to apply and lasts for twenty-four hours.
-
--VISUAL DISPLACEMENT DEVICE
-+### VISUAL DISPLACEMENT DEVICE
-
- Level: 1d6
-
- Effect: Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an
- asset to Speed defense actions for ten minutes per cypher level.
-
--VOCAL TRANSLATOR
-+### VOCAL TRANSLATOR
-
- Level: 1d6
-
- Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can
- understand.
-
--WARMTH
-+### WARMTH
-
- Level: 1d6
-
- Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this
- time, the user has Armor equal to the cypher's level that protects against cold damage.
-
--WATER ADAPTER
-+### WATER ADAPTER
-
- Level: 1d6
-
-@@ -43357,7 +43357,7 @@
- changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, allowing the
- user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not protect against vacuum.
-
--WEAPON ENHANCEMENT
-+### WEAPON ENHANCEMENT
-
- Level: 1d6 + 2
-
-@@ -43432,27 +43432,27 @@
-
-
-
--WINGS
-+### WINGS
-
- Level: 1d6 + 2
-
- Effect: User can fly at their normal running speed for ten minutes per cypher level.
-
--X-RAY VIEWER
-+### X-RAY VIEWER
-
- Level: 1d6 + 4
-
- Effect: Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect
- lasts for one minute per cypher level.
-
--ZERO POINT FIELD
-+### ZERO POINT FIELD
-
- Level: 1d6 + 3
-
- Effect: Renders an inanimate object outside the effects of most energy for one minute. This means the object cannot be
- harmed, moved, or manipulated in any way. It remains in place (even in midair).
-
--POWER BOOST CYPHERS
-+### POWER BOOST CYPHERS
-
- These cyphers increase, modify, or improve a character's existing powers. A burst boost cypher, for example, allows
- someone with the Bears a Halo of Fire focus to create a blast of fire in all directions, one time. Imagine this as being
-@@ -43464,7 +43464,7 @@
- Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others,
- they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.
-
--AREA BOOST
-+### AREA BOOST
-
- Level: 1d6 + 1
-
-@@ -43473,40 +43473,40 @@
- areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot
- (300 m) areas. All other areas double in radius.
-
--BURST BOOST
-+### BURST BOOST
-
- Level: 1d6 + 2
-
- Effect: This cypher boosts an ability that affects a single target at short range or farther. The range decreases to
- immediate, but the ability affects all targets within immediate range.
-
--DAMAGE BOOST
-+### DAMAGE BOOST
-
- Level: 1d6 + 2
-
- Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to
- this cypher's level.
-
--EFFICACY BOOST (MAJOR)
-+### EFFICACY BOOST (MAJOR)
-
- Level: 1d6 + 1
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This
- kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.)
-
--EFFICACY BOOST (MINOR)
-+### EFFICACY BOOST (MINOR)
-
- Level: 1d6
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
-
--ENERGY BOOST
-+### ENERGY BOOST
-
- Level: 1d6
-
- Effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
-
--RANGE BOOST
-+### RANGE BOOST
-
- Level: 1d6 + 1
-
-@@ -43514,7 +43514,7 @@
- Any other ability increases its range by one category (touch to immediate, immediate to short, short to long, long to
- very long, very long to 1,000 feet \[300 m\], or double for any range longer than very long).
-
--TARGET BOOST
-+### TARGET BOOST
-
- Level: 1d6 + 2
-
-@@ -43677,7 +43677,7 @@
- higher, that means the target number is 15. (And that means the task is level 5, but if you've already determined the
- target number, you likely don't care about the level.)
-
--ADVANTAGES TO THIS SYSTEM
-+### ADVANTAGES TO THIS SYSTEM
-
- 1\. The GM makes measured adjustments in large, uniform steps. That makes things faster than if players had to do
- arithmetic using a range of all numbers from 1 to 20.
-@@ -43958,7 +43958,7 @@
- \* The PC jumps across the pit but accidentally knocks loose some stones from the edge, making the jump harder for their
- friend right behind them.
-
--PLAYER INTRUSIONS
-+### PLAYER INTRUSIONS
-
- Player intrusions give the players a small bit of narrative control over the world. However, the world still remains in
- the GM's purview. You can always overrule a player intrusion, or suggest a way to massage it so that it fits better into
-@@ -44066,14 +44066,14 @@
-
- (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
-
--FANTASY ARTIFACTS
-+### FANTASY ARTIFACTS
-
- If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
- be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
- there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
- collect all of the legendary items carried by a famous hero.
-
--EXAMPLE FANTASY ARTIFACTS
-+### EXAMPLE FANTASY ARTIFACTS
-
- The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
- tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
-@@ -44081,7 +44081,7 @@
- minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
- table.
-
--MINOR FANTASY ARTIFACTS TABLE
-+### MINOR FANTASY ARTIFACTS TABLE
-
- | 01-02 | Adamantine rope |
- |-------|-------------------------|
-@@ -44115,7 +44115,7 @@
- | 99 | Vorpal sword |
- | 00 | Whisperer in the ether |
-
--MAJOR FANTASY ARTIFACTS TABLE
-+### MAJOR FANTASY ARTIFACTS TABLE
-
- | 01-03 | Angelic ward\* |
- |-------|-------------------------------------------------|
-@@ -44157,7 +44157,7 @@
-
- \* Artifact found in the Fantasy Artifacts section of the Cypher System
-
--ADAMANTINE ROPE
-+### ADAMANTINE ROPE
-
- Level: 1d6 + 4
-
-@@ -44168,7 +44168,7 @@
-
- Depletion: —
-
--ALCHEMIST BAG
-+### ALCHEMIST BAG
-
- Level: 1d6
-
-@@ -44179,7 +44179,7 @@
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-
--ARMORED CLOTH
-+### ARMORED CLOTH
-
- Level: 1d6
-
-@@ -44191,7 +44191,7 @@
-
- Depletion: —
-
--BELT OF STRENGTH
-+### BELT OF STRENGTH
-
- Level: 1d6
-
-@@ -44204,7 +44204,7 @@
-
- Depletion: —
-
--BOOK OF ALL SPELLS
-+### BOOK OF ALL SPELLS
-
- Level: 1d6 + 2
-
-@@ -44235,7 +44235,7 @@
- 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
- later page, or disappear and reappear somewhere else in the world.)
-
--BOUNDING BOOTS
-+### BOUNDING BOOTS
-
- Level: 1d6 + 1
-
-@@ -44246,7 +44246,7 @@
-
- Depletion: —
-
--CAT'S EYE SPECTACLES
-+### CAT'S EYE SPECTACLES
-
- Level: 1d6
-
-@@ -44257,7 +44257,7 @@
-
- Depletion: —
-
--CLOAK OF BALAKAR
-+### CLOAK OF BALAKAR
-
- Level: 1d6 + 3
-
-@@ -44269,7 +44269,7 @@
-
- Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
--CLOAK OF ELFKIND
-+### CLOAK OF ELFKIND
-
- Level: 1d6 + 2
-
-@@ -44281,7 +44281,7 @@
-
- Depletion: 1 in 1d100
-
--CLOAK OF FINERY
-+### CLOAK OF FINERY
-
- Level: 1d6 + 1
-
-@@ -44293,7 +44293,7 @@
-
- Depletion: 1 in 1d20
-
--COIL OF ENDLESS ROPE
-+### COIL OF ENDLESS ROPE
-
- Level: 1d6
-
-@@ -44305,7 +44305,7 @@
-
- Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
--CROWN OF EYES
-+### CROWN OF EYES
-
- Level: 1d6
-
-@@ -44318,7 +44318,7 @@
-
- Depletion: 1 in 1d100
-
--CROWN OF THE MIND
-+### CROWN OF THE MIND
-
- Level: 1d6
-
-@@ -44331,7 +44331,7 @@
-
- Depletion: —
-
--CRYSTAL BALL
-+### CRYSTAL BALL
-
- Level: 1d6 + 3
-
-@@ -44371,7 +44371,7 @@
- An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--DEATH'S SCYTHE
-+### DEATH'S SCYTHE
-
- Level: 1d6 + 4
-
-@@ -44387,7 +44387,7 @@
-
- Death manifestation: level 7
-
--DEMONFLESH
-+### DEMONFLESH
-
- Level: 1d6 + 1
-
-@@ -44405,7 +44405,7 @@
-
- To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--DEMONIC RUNE BLADE
-+### DEMONIC RUNE BLADE
-
- Level: 1d6 + 4
-
-@@ -44426,7 +44426,7 @@
- Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
- abilities can be recharged if it kills an "innocent" creature)
-
--DRAGONTONGUE WEAPON
-+### DRAGONTONGUE WEAPON
-
- Level: 1d6 + 2
-
-@@ -44439,7 +44439,7 @@
-
- Depletion: 1 in 1d100
-
--DRAGONTOOTH SOLDIERS
-+### DRAGONTOOTH SOLDIERS
-
- Level: 1d6 + 1
-
-@@ -44454,7 +44454,7 @@
- Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
- spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-
--ELFBLADE
-+### ELFBLADE
-
- Level: 1d6 + 3
-
-@@ -44465,7 +44465,7 @@
- sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
- are within 300 feet (90 m). Depletion: —
-
--ENCHANTED ARMOR L
-+### ENCHANTED ARMOR L
-
- evel: 1d6 + 3
-
-@@ -44482,7 +44482,7 @@
-
- Depletion: —
-
--EXPLODING ARROW
-+### EXPLODING ARROW
-
- Level: 1d6
-
-@@ -44504,7 +44504,7 @@
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--EXPLORER'S GLOVES
-+### EXPLORER'S GLOVES
-
- Level: 1d6
-
-@@ -44515,7 +44515,7 @@
-
- Depletion: 1 in 1d20
-
--FALCON CLOAK
-+### FALCON CLOAK
-
- Level: 1d6
-
-@@ -44529,7 +44529,7 @@
- Most magic items that turn a character into a different creature make it difficult to use any of the character's special
- abilities (other than skills) in that form.
-
--FLYING CARPET
-+### FLYING CARPET
-
- Level: 1d6 + 1
-
-@@ -44540,7 +44540,7 @@
-
- Depletion: 1 in 1d20
-
--GHOSTLY ARMOR
-+### GHOSTLY ARMOR
-
- Level: 1d6 + 3
-
-@@ -44560,7 +44560,7 @@
-
- To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--GLOVES OF AGILITY
-+### GLOVES OF AGILITY
-
- Level: 1d6
-
-@@ -44573,7 +44573,7 @@
-
- Depletion: —
-
--GRUELMAKER
-+### GRUELMAKER
-
- Level: 1d6
-
-@@ -44584,7 +44584,7 @@
-
- Depletion: 1 in 1d10
-
--GUARDIAN IDOL
-+### GUARDIAN IDOL
-
- Level: 1d6 + 3
-
-@@ -44598,7 +44598,7 @@
- twenty-four hours or until it has made one hundred attacks, whichever comes first.
- Depletion: Automatic
-
--HAND OF GLORY
-+### HAND OF GLORY
-
- Level: 1d6 + 3
-
-@@ -44613,7 +44613,7 @@
-
- Depletion: 1 in 1d20
-
--HELM OF WATER BREATHING
-+### HELM OF WATER BREATHING
-
- Level: 1d6
-
-@@ -44622,7 +44622,7 @@
-
- Depletion: 1–2 in 1d100 (check each day)
-
--HORN OF THUNDER
-+### HORN OF THUNDER
-
- Level: 1d6 + 4
-
-@@ -44635,7 +44635,7 @@
-
- Depletion: 1 in 1d10
-
--INSTANT LADDER
-+### INSTANT LADDER
-
- Level: 1d6
-
-@@ -44649,7 +44649,7 @@
- A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
- sequence to expand or collapse it.
-
--LIGHTNING HAMMER
-+### LIGHTNING HAMMER
-
- Level: 1d6 + 2
-
-@@ -44662,7 +44662,7 @@
-
- Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-
--MASTERCRAFT ARMOR
-+### MASTERCRAFT ARMOR
-
- Level: 1d6
-
-@@ -44672,7 +44672,7 @@
-
- Depletion: —
-
--MASTERCRAFT WEAPON
-+### MASTERCRAFT WEAPON
-
- Level: 1d6
-
-@@ -44686,7 +44686,7 @@
- or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
- Equipment, page 34.
-
--MINDSHIELD HELMET
-+### MINDSHIELD HELMET
-
- Level: 1d6 + 2
-
-@@ -44697,7 +44697,7 @@
-
- Depletion: —
-
--NECROMANTIC WAND
-+### NECROMANTIC WAND
-
- Level: 1d6 + 4
-
-@@ -44712,7 +44712,7 @@
-
- Depletion: 1 in 1d10
-
--PACK OF STORAGE
-+### PACK OF STORAGE
-
- Level: 1d6 + 1
-
-@@ -44725,7 +44725,7 @@
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
- pack)
-
--POISONER'S TOUCH
-+### POISONER'S TOUCH
-
- Level: 1d6 + 1
-
-@@ -44738,7 +44738,7 @@
-
- Depletion: 1 in 1d10
-
--PROTECTION AMULET
-+### PROTECTION AMULET
-
- Level: 1d6
-
-@@ -44756,7 +44756,7 @@
-
- Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-
--RING OF FALL FLOURISHING
-+### RING OF FALL FLOURISHING
-
- Level: 1d6
-
-@@ -44766,7 +44766,7 @@
-
- Depletion: 1 in 1d100
-
--RING OF INVISIBILITY
-+### RING OF INVISIBILITY
-
- Level: 1d6
-
-@@ -44777,7 +44777,7 @@
-
- Depletion: 1 in 1d20
-
--RING OF WISHES
-+### RING OF WISHES
-
- Level: 1d6 + 4
-
-@@ -44789,7 +44789,7 @@
-
- Depletion: 1–3 in 1d6
-
--SHIELD OF TWO SKIES
-+### SHIELD OF TWO SKIES
-
- Level: 1d6 + 2
-
-@@ -44800,7 +44800,7 @@
-
- Depletion: 1 in 1d100
-
--SKILL RING
-+### SKILL RING
-
- Level: 1d6
-
-@@ -44811,7 +44811,7 @@
-
- Depletion: —
-
--SMOOTH-STEPPING BOOTS
-+### SMOOTH-STEPPING BOOTS
-
- Level: 1d6 + 1
-
-@@ -44823,7 +44823,7 @@
-
- Depletion: 1 in 1d100
-
--SOUL-STEALING KNIFE
-+### SOUL-STEALING KNIFE
-
- Level: 1d6
-
-@@ -44839,7 +44839,7 @@
-
- Depletion: 1 in 1d20 (check each activation)
-
--SOVEREIGN KEY
-+### SOVEREIGN KEY
-
- Level: 1d6 + 2
-
-@@ -44851,7 +44851,7 @@
-
- Depletion: 1 in 1d10
-
--SPELLBOOK OF ELEMENTAL SUMMONING
-+### SPELLBOOK OF ELEMENTAL SUMMONING
-
- Level: 1d6 + 1
-
-@@ -44863,7 +44863,7 @@
-
- Depletion: 1–3 in 1d20
-
--STAFF OF BLACK IRON
-+### STAFF OF BLACK IRON
-
- Level: 1d6 + 2
-
-@@ -44885,7 +44885,7 @@
-
- Depletion: 1 in 1d100
-
--STAFF OF HEALING
-+### STAFF OF HEALING
-
- Level: 1d6 + 4
-
-@@ -44897,7 +44897,7 @@
-
- Depletion: 1 in 1d10
-
--STAFF OF THE PROPHET
-+### STAFF OF THE PROPHET
-
- Level: 1d6 + 2
-
-@@ -44918,7 +44918,7 @@
-
- Depletion: 1 in 1d20
-
--STORM SHACK
-+### STORM SHACK
-
- Level: 1d6 + 3
-
-@@ -44933,7 +44933,7 @@
-
- Depletion: 1 in 1d100
-
--TRAP RUNESTONE
-+### TRAP RUNESTONE
-
- Level: 1d6
-
-@@ -44952,7 +44952,7 @@
-
- Depletion: Automatic
-
--TUNNELING GAUNTLETS
-+### TUNNELING GAUNTLETS
-
- Level: 1d6 + 1
-
-@@ -44965,7 +44965,7 @@
-
- Depletion: 1 in 1d20
-
--VORPAL SWORD
-+### VORPAL SWORD
-
- Level: 1d6 + 3
-
-@@ -44978,7 +44978,7 @@
-
- Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--WAND OF SPIDER'S WEBBING
-+### WAND OF SPIDER'S WEBBING
-
- Level: 1d6 + 1
-
-@@ -44992,7 +44992,7 @@
-
- Depletion: 1 in 1d20
-
--WHISPERER IN THE ETHER
-+### WHISPERER IN THE ETHER
-
- Level: 1d6 + 1
-
-@@ -45014,7 +45014,7 @@
-
- Depletion: 1 in 1d20 (check each day)
-
--WITCH'S BROOM
-+### WITCH'S BROOM
-
- Level: 1d6 + 2
-
-@@ -45141,7 +45141,7 @@
- likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
- of other encounters and are worn down.
-
--CYPHER SHORTS
-+### CYPHER SHORTS
-
- Cypher Shorts are what we call quick and easy adventures for use with the Cypher System. The idea here is an adventure
- with very quick character creation and minimal GM prep, designed for a one-shot game that can be finished in a single
-@@ -45165,7 +45165,7 @@
- Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
- should be ready to do the same.
-
--CHARACTER CREATION
-+### CHARACTER CREATION
-
- Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
- help players move quickly, without spending a lot of time deciding between this focus and that one.
-@@ -45182,7 +45182,7 @@
-
- All characters start with 1 XP.
-
--DESCRIPTORS
-+### DESCRIPTORS
-
- A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
- descriptor.
-@@ -45198,7 +45198,7 @@
-
- Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
-
--TYPES
-+### TYPES
-
- This is the role the character will have in the story. Types will likely change from genre
-
-@@ -45279,7 +45279,7 @@
-
- • Have another power shift.
-
--FOCUS
-+### FOCUS
-
- A focus determines the actions a character might often take in the story.
-
-@@ -45306,18 +45306,18 @@
- Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
- the exception of miscellaneous powers.)
-
--THE SCENARIO
-+### THE SCENARIO
-
- When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
- movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
-
--SETUP
-+### SETUP
-
- This section of a Cypher Short is a brief overview of the setting and the premise of
-
- the situation. The basic statement of the genre and setting should be given to the players before they make characters.
-
--POSSIBLE ENCOUNTERS
-+### POSSIBLE ENCOUNTERS
-
- This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
- where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
-@@ -45330,7 +45330,7 @@
- NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
- the personality of any relevant NPC, and so on.
-
--GM INTRUSIONS
-+### GM INTRUSIONS
-
- Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
-
-@@ -45338,19 +45338,19 @@
- same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
- adventure than you're used to in a standard Cypher System game.
-
--THE CONCLUSION
-+### THE CONCLUSION
-
- Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
- needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
- what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
- too much about what happens next. It's a one-shot scenario.
-
--TRAPPED IN FLAMES
-+### TRAPPED IN FLAMES
-
- The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
- ringing!
-
--CHARACTER CREATION
-+### CHARACTER CREATION
-
- The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
-
-@@ -45378,7 +45378,7 @@
-
- All random people in the building are level 2 or 3 NPCs.
-
--THE SETUP
-+### THE SETUP
-
- The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
- necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
-@@ -45411,7 +45411,7 @@
- • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
- too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
-
--POSSIBLE ENCOUNTERS
-+### POSSIBLE ENCOUNTERS
-
- Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
- information. Some of it is true and some isn't. Things they might try to say include:
-@@ -45474,7 +45474,7 @@
- through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
- the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
-
--GM INTRUSIONS
-+### GM INTRUSIONS
-
- Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
- bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
-@@ -45495,7 +45495,7 @@
- the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
- the firefighters arrive.
-
--THE CONCLUSION
-+### THE CONCLUSION
-
- Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
- wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
-@@ -45505,14 +45505,14 @@
- rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
- terrorist, or even an undercover foreign agent working for the terrorist
-
--ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
--STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
-+### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
-+### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
-
--OPTIONAL RULES
-+### OPTIONAL RULES
-
--OPTIONAL RULES FOR THE WEIRD WEST
-+### OPTIONAL RULES FOR THE WEIRD WEST
-
--PLAYING POKER
-+### PLAYING POKER
- The most obvious way you'd use physical cards in a Cypher System game is by actually playing a few rounds of poker (like
- Texas hold 'em, five‑card draw, and so on), blackjack, faro, or some other card game when the characters have gotten
- themselves into an especially important in‑world card game.
-@@ -45639,7 +45639,7 @@
-
- If no PC beats the hand's level, the hand goes to the NPC at the table whose level in poker set the hand.
-
--HANDS OF FATE
-+### HANDS OF FATE
-
- Introducing the Hands of Fate optional rule gives PCs a bit more control over their situation while further investing
- them in a weird west feel.
-@@ -45681,7 +45681,7 @@
-
- - High Card (none of the above hands): PC regains 1 Pool point.
-
--DECK AS D20
-+### DECK AS D20
-
- Rolling a d20 offers a consistent 5% chance to produce any number from 1 to 20.
-
-@@ -45798,7 +45798,7 @@
- - At any point in the encounter, the character can treat one result as a natural 20. (If using the NPC option, an NPC
- hinders a PC's roll by three steps.)
-
--CURSES OF THE WEIRD WEST
-+### CURSES OF THE WEIRD WEST
-
- If you use this optional rule, hard‑to‑dispel curses exist in your setting.
-
-@@ -45890,7 +45890,7 @@
- Dark dimension: level 3; occupants take 3 Intellect damage (ignores Armor) each round until they can escape with an
- Intellect‑based roll as their action
-
--SURIVAL
-+### SURIVAL
-
- Survival GM Intrusions
-
-@@ -45955,7 +45955,7 @@
- slaughtered game is available), digging a trench or cave in a snow bank, and if nothing else serves, at least finding
- some shade at high noon.
-
--TALL TALES
-+### TALL TALES
-
- Growing Reputation
-
-@@ -46042,7 +46042,7 @@
-
- Wild one: *level 5, wilderness and magical lore as level 7; health 24; Armor 1; batters foes twice as their action*
-
--PARANORMAL VICES OF THE WEIRD WEST
-+### PARANORMAL VICES OF THE WEIRD WEST
-
- Fair warning, pardner—if you ain't careful, grifters, drunkards, and rabble‑rousers will drag you to Perdition. 'Cept
- some folks never seem to suffer from their own impure actions—and not even they really know why.
-@@ -46103,7 +46103,7 @@
-
- Repercussions and final repercussions are noted under each paranormal vice.
-
--DRINKING
-+### DRINKING
-
- A person with this vice is called an Inebriate.
-
-@@ -46208,7 +46208,7 @@
- \*Insidious thing: level 5; health 18; attacks with toothed tentacles; where damaged, target's skin is discolored for
- several weeks
-
--GAMBLING
-+### GAMBLING
-
- A person with this vice is called a Cardsharp.
-
-@@ -46282,7 +46282,7 @@
-
- \*Forgeborn, queen of gears: level 4; Armor 2; two bashing attacks
-
--SWINDLING
-+### SWINDLING
-
- A person with this vice is called a Shyster. They're tricksters, but who doesn't love a good trick? Shysters are mirage
- merchants who tell others what they most wish to hear. The truth is harsh—and made harsher when a lie is exposed—which
-@@ -46388,7 +46388,7 @@
-
-
-
--THREATS AND HAZARDS OF THE WEIRD WEST
-+### THREATS AND HAZARDS OF THE WEIRD WEST
-
- Survey of Weird West Threats and Hazards
-
-@@ -46551,9 +46551,9 @@
-
- 00 Alchemical War Machine (level 9): A massive machine the size of a small town on great steel legs stirs in the desert.
-
--OPTIONAL MODERN FANTASY RULES
-+### OPTIONAL MODERN FANTASY RULES
-
--CANTRIPS
-+### CANTRIPS
-
- Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
- ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
-@@ -46879,7 +46879,7 @@
- way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
- "cram" for this test, including expending Effort, getting help, or using an appropriate asset.
-
--COVENS
-+### COVENS
-
- Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
- with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
-@@ -46980,7 +46980,7 @@
- ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
- to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-
--CRAFTING MAGIC ITEMS
-+### CRAFTING MAGIC ITEMS
-
- Crafting Cyphers
-
-@@ -47083,7 +47083,7 @@
- the character to follow the steps for crafting a magical cypher. Crafting this kind of artifact takes up to five times
- as many ingredients and up to twenty times as long as crafting a cypher of the same assessed difficulty.
-
--EXCEEDING CYPHER LIMITS
-+### EXCEEDING CYPHER LIMITS
-
- Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
- game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
-@@ -47396,7 +47396,7 @@
-
-
-
--FAMILIARS
-+### FAMILIARS
-
- In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
- as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
-@@ -47468,7 +47468,7 @@
-
- Tier 6: As If One Creature
-
--REVIVING ARTIFACTS
-+### REVIVING ARTIFACTS
-
- While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
- this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
-@@ -47483,9 +47483,9 @@
- depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
- artifact's depletion to "automatic."
-
--OPTIONAL MODERN MAGIC FLAVOR
-+### OPTIONAL MODERN MAGIC FLAVOR
-
--MODERN MAGIC FLAVORS
-+### MODERN MAGIC FLAVORS
-
- Charms and Figments Flavor
-
-@@ -47901,7 +47901,7 @@
-
- Untouchable
-
--OPTIONAL RULES FOR THE APOCALYPSE
-+### OPTIONAL RULES FOR THE APOCALYPSE
-
- The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
- civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
-@@ -47924,7 +47924,7 @@
- running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
- to the game.
-
--EXPOSURE, STARVATION, AND DEHYDRATION
-+### EXPOSURE, STARVATION, AND DEHYDRATION
-
- Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
- post‑apocalyptic scenario, given that survival is a primary theme of the genre.
-@@ -47934,7 +47934,7 @@
-
- Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-
--EXPOSURE
-+### EXPOSURE
- The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
- degrading.
-
-@@ -47962,7 +47962,7 @@
- exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
- minutes. On a failed roll, the character descends one step on the damage track.
-
--RULE OF THREE
-+### RULE OF THREE
-
- One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
- something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
-@@ -47970,7 +47970,7 @@
- environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
- is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
-
--STARVATION
-+### STARVATION
-
- Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
- take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
-@@ -47978,7 +47978,7 @@
- character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
- step on the damage track.
-
--DEHYDRATION
-+### DEHYDRATION
-
- Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
- physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
-@@ -47986,7 +47986,7 @@
- lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
- defense roll each day. On a failed roll, the character descends one step on the damage track.
-
--RADIATION IN THE REAL WORLD
-+### RADIATION IN THE REAL WORLD
-
- Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
- cancer, and death.
-@@ -48039,7 +48039,7 @@
- Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
- defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
-
--SCAVENGING, REPAIRING, AND BUILDING
-+### SCAVENGING, REPAIRING, AND BUILDING
-
- Survivors need food and shelter in a world turned upside down.
-
-@@ -48107,7 +48107,7 @@
- dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
- evident.
-
--USEFUL STUFF
-+### USEFUL STUFF
-
- Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
- stuff is often found along with these basic requirements.
-@@ -49551,7 +49551,7 @@
-
-
-
--JUNK
-+### JUNK
-
- Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
- function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
-@@ -49588,7 +49588,7 @@
- | 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
- | 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
-
--REPAIRING AND BUILDING
-+### REPAIRING AND BUILDING
-
- Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
- craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
-@@ -49619,7 +49619,7 @@
- time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
- in the Cypher System Rulebook.
-
--EQUIPMENT MAINTENANCE
-+### EQUIPMENT MAINTENANCE
-
- When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
- a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
-@@ -49856,7 +49856,7 @@
- If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
- can be recharged with 1 load of metal junk and 1 load of chemical junk).
-
--IRONMAN
-+### IRONMAN
-
- This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
- people.
-@@ -49875,7 +49875,7 @@
- for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
- allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
-
--FRAGILITY
-+### FRAGILITY
-
- This optional rule prevents power creep in PCs.
-
-@@ -49893,7 +49893,7 @@
- adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
- Front (which permanently increase one or more Pools).
-
--ADVANCED AND ALIEN TECH
-+### ADVANCED AND ALIEN TECH
-
- Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
-
-@@ -49907,12 +49907,12 @@
- setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
- but the tech could just as easily stand alone or be part of an End of Days theme.
-
--ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
-+### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
-
- In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
- discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
-
--UNDERSTANDING ADVANCED AND ALIEN TECH
-+### UNDERSTANDING ADVANCED AND ALIEN TECH
-
- Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
- harder.
-@@ -49931,7 +49931,7 @@
- intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
- advanced or alien device in a PC's possession.
-
--ADVANCED AND ALIEN TECH GM INTRUSIONS
-+### ADVANCED AND ALIEN TECH GM INTRUSIONS
-
- Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
- understand how to use it again after resolving the intrusion.
-@@ -49950,7 +49950,7 @@
- | 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
- | 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
-
--INCREDIBLE MUTATIONS
-+### INCREDIBLE MUTATIONS
-
- Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
- death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
-@@ -50012,13 +50012,13 @@
-
- - Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
-
--OPTIONAL RULE: MUTANT DESCRIPTOR
-+### OPTIONAL RULE: MUTANT DESCRIPTOR
-
- If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
- with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
- resulting PC is one that the player wants to play.
-
--OPTIONAL RULE: TRANSITORY MUTATIONS
-+### OPTIONAL RULE: TRANSITORY MUTATIONS
-
- Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
- that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
-@@ -50096,7 +50096,7 @@
- then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
- their current Pool value, depending on whether they were completely healthy or not.
-
--D100 BENEFICIAL MUTATIONS
-+### D100 BENEFICIAL MUTATIONS
-
- The following mutations do not require any visible changes or distinctions in the character. In other words, people who
- have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
-@@ -50159,7 +50159,7 @@
- details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
- granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-
--D100 HARMFUL MUTATIONS
-+### D100 HARMFUL MUTATIONS
- Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
-
- 01–10 Deformed leg: All movement tasks are hindered.
-@@ -50192,13 +50192,13 @@
-
- 93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
-
--CRIPPLING MUTATIONS
-+### CRIPPLING MUTATIONS
-
- A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
- Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
- and so on. Such mutations prevent a character from being viable.
-
--D100 POWERFUL MUTATIONS
-+### D100 POWERFUL MUTATIONS
-
- The following mutations do not require any visible changes in the character until used. People who have these mutations
- are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
-@@ -50305,7 +50305,7 @@
- subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
- creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-
--D100 DISTINCTIVE MUTATIONS
-+### D100 DISTINCTIVE MUTATIONS
- The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
- are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
-
-@@ -50441,7 +50441,7 @@
- noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
- human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
-
--COSMETIC MUTATIONS
-+### COSMETIC MUTATIONS
-
- Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
- decidedly more or less attractive. They are simply distinguishing alterations.
-@@ -50536,7 +50536,7 @@
- | 99 | Feathers |
- | 00 | Head crest |
-
--POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS
-+### POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS
-
- Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
- attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
-@@ -50985,7 +50985,7 @@
-
-
-
--GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
-+### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
-
- If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
- complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
-@@ -51155,7 +51155,7 @@
- 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
- but someplace completely different.
-
--OPTIONAL RULES FOR SUPERHEROs
-+### OPTIONAL RULES FOR SUPERHEROs
-
- Power Shifts
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
-@@ -51203,7 +51203,7 @@
- three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
- procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-
--PRODIGY POWER SHIFTS
-+### PRODIGY POWER SHIFTS
-
- Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
- using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
-@@ -51235,13 +51235,13 @@
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
--GAINING MORE POWER SHIFTS
-+### GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
- street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
- start.
-
--POWER STUNTS
-+### POWER STUNTS
- A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
- Examples:
-
-@@ -51318,7 +51318,7 @@
- why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
- formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-
--PERMANENT POWER STUNTS
-+### PERMANENT POWER STUNTS
-
- Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
- might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
-@@ -51332,14 +51332,14 @@
- Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
- Discovery, Transformation, or Uncover a Secret.
-
--REALLY IMPOSSIBLE TASKS
-+### REALLY IMPOSSIBLE TASKS
-
- The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
- difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
- sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
- presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
-
--FEATS OF STRENGTH
-+### FEATS OF STRENGTH
-
- Use the following table to estimate the difficulty of various incredible feats of physical strength.
-
-@@ -51375,7 +51375,7 @@
- abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
- roll to succeed.
-
--FEATS OF SPEED
-+### FEATS OF SPEED
- A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
- needed). This is basically a jog or a hustle, faster than a walk
-
-@@ -51399,7 +51399,7 @@
- | 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
- | 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
-
--TREMENDOUS LEAPS
-+### TREMENDOUS LEAPS
-
- Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
- jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
-@@ -51416,7 +51416,7 @@
- (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
- over their head.
-
--MODIFYING HIGH-TECH DEVICES
-+### MODIFYING HIGH-TECH DEVICES
-
- It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
- different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
-@@ -51458,7 +51458,7 @@
- the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
- extent of the changes.
-
--FASTER CRAFTING IN A HIGH-TECH SETTING
-+### FASTER CRAFTING IN A HIGH-TECH SETTING
- In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
- with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
- conditions, the GM should ease
-@@ -51466,7 +51466,7 @@
- the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
- for only about the first quarter of that time and the "helpers" taking care of the rest.
-
--OPTIONAL RULES FOR HORROR
-+### OPTIONAL RULES FOR HORROR
-
- This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
- suspenseful. Horror modules are tweaks the GM applies
-@@ -51485,7 +51485,7 @@
- use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
- twist to the game.
-
-- GENERAL HORROR GM INTRUSIONS
-+### GENERAL HORROR GM INTRUSIONS
-
- The following GM intrusions work for most horror genres.
-
-@@ -51503,7 +51503,7 @@
- • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
- blinding them until they take an action to wipe their eyes clean.
-
--BAD PENNY
-+### BAD PENNY
-
- An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
- discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
-@@ -51520,7 +51520,7 @@
- earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
- PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-
--CHARACTER POSSE
-+### CHARACTER POSSE
-
- Every player is given at least two characters to run, each with about the same amount of background and abilities so
- they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
-@@ -51538,7 +51538,7 @@
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
--DEAD ALL ALONG
-+### DEAD ALL ALONG
- A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
-@@ -51555,7 +51555,7 @@
- When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
- module.
-
--FRAGILITY
-+### FRAGILITY
-
- Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
-@@ -51570,7 +51570,7 @@
- affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
- Pools).
-
--GHOSTLY HELPERS
-+### GHOSTLY HELPERS
-
- In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
- player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
-@@ -51594,7 +51594,7 @@
- Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
- guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-
--HALLUCINATION RESET
-+### HALLUCINATION RESET
-
- In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
- hallucinating or dreaming it. In some cases, their fear response
-@@ -51628,7 +51628,7 @@
- something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
- know if they should act on their "future memories" of these events or ignore them as falsehoods.
-
--HORROR MODE
-+### HORROR MODE
-
- Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
- tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
-@@ -51642,7 +51642,7 @@
- task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
- them feel more vulnerable.
-
--ESCALATION RATE
-+### ESCALATION RATE
-
-
-
-@@ -51672,7 +51672,7 @@
-
-
-
--HYSTERIA
-+### HYSTERIA
-
- Screaming is a natural reaction when you're frightened, but it's also likely
-
-@@ -51695,7 +51695,7 @@
-
- attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
-
--INSTANT PANIC
-+### INSTANT PANIC
-
- Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
- that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
-@@ -51710,7 +51710,7 @@
- person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
- it again as an intrusion if the circumstances warrant it.
-
--IRONMAN
-+### IRONMAN
-
- There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
- and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
-@@ -51723,7 +51723,7 @@
- whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
- healing cyphers and artifacts, but limit them to the minimum amount.
-
--LAST SURVIVOR
-+### LAST SURVIVOR
-
- Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
- journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
-@@ -51757,14 +51757,14 @@
- everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
- character getting 1 XP. Once this happens, the last survivor token is removed from the game.
-
--MADNESS
-+### MADNESS
-
- Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
- or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
--PERILOUS VENTURE
-+### PERILOUS VENTURE
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
- make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
-@@ -51808,7 +51808,7 @@
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
- could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-
--POOR CHOICES
-+### POOR CHOICES
- Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
- friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
- and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
-@@ -51830,7 +51830,7 @@
- As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
- consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-
--POOR CHOICES INTRUSIONS
-+### POOR CHOICES INTRUSIONS
-
- The following are examples of GM intrusions to use with the Poor Choices module.
-
-@@ -51920,7 +51920,7 @@
-
- • A character tries to help a child who has no reason for being there.
-
--POSSESSION
-+### POSSESSION
-
- Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
- The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
-@@ -51945,7 +51945,7 @@
- Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
- the same way that demons do.
-
--SECRET TWIST
-+### SECRET TWIST
-
- It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
- interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
-@@ -51988,7 +51988,7 @@
- sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
- separate notes about what the original and the duplicate know.
-
--SHOCK
-+### SHOCK
-
- Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
- means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
-@@ -51998,7 +51998,7 @@
- the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
- appropriate action, perhaps with input from the player).
-
--SHOCK LEVELS
-+### SHOCK LEVELS
-
- | Event | Level |
- |---------------------------------------------------------------------------------------------------------|----------------|
-@@ -52013,7 +52013,7 @@
- | Witnessing something supernatural (like a spell) | 5 |
- | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
-
--UNEASE
-+### UNEASE
-
- Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
- something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
-@@ -52038,7 +52038,7 @@
-
- In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-
--OPTIONAL RULES FOR FAIRYTALE
-+### OPTIONAL RULES FOR FAIRYTALE
-
- Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
- are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
-@@ -52365,7 +52365,7 @@
-
- • Thimble
-
--GM INTRUSIONS
-+### GM INTRUSIONS
-
- GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
- all while making the game more interesting and surprising for characters.
-@@ -52476,7 +52476,7 @@
-
-
-
--PLAYER INTRUSIONS
-+### PLAYER INTRUSIONS
-
- A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
- character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
-@@ -52517,7 +52517,7 @@
-
- If a player has no XP to spend, they can't use a player intrusion.
-
--MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-+### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
-@@ -52555,14 +52555,14 @@
- • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
- continue the fight.
-
--EQUIPMENT
-+### EQUIPMENT
-
- Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
- using magic.
-
- Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
-
--CURRENCY
-+### CURRENCY
-
- In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
- of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
-@@ -52580,7 +52580,7 @@
- moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
- something that taxes the PCs and really puts their skills and dedication to the test.
-
--SIGNATURE ITEMS
-+### SIGNATURE ITEMS
-
- In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
- very important. They're often unique and handcrafted,
-@@ -52588,7 +52588,7 @@
- they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
- have undergone repairs or have markings that tell something about the character's background.
-
--APPAREL AND ARMOR
-+### APPAREL AND ARMOR
-
- In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
- otherwise or unless it is designated as armor),
-@@ -52598,7 +52598,7 @@
- However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
- accomplishing tasks.
-
--OPTIONAL RULES FOR SCIENCE FICTION
-+### OPTIONAL RULES FOR SCIENCE FICTION
-
- Establishing a Technology Rating
-
-@@ -52608,7 +52608,7 @@
-
- A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8,
- which optional rules you'd like to include from chapter 6, and maybe even help guide your creature choice from chapter
--9.
-+### 9.
-
- On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
- cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling
-@@ -52617,13 +52617,13 @@
- doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
- in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-
--COSMIC SET PIECES AND OPTIONAL RULES
-+### COSMIC SET PIECES AND OPTIONAL RULES
-
- This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
- on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
- realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-
--QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-+### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-
- Weightlessness (zero G) feels like, first time:The sensation of falling jerks through the body; instincts scream to
- reach out and catch yourself.
-@@ -52647,7 +52647,7 @@
- exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
- character.)
-
--OPTIONAL RULES: HARDER SCIENCE FICTION
-+### OPTIONAL RULES: HARDER SCIENCE FICTION
-
- Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
- This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
-@@ -52678,7 +52678,7 @@
- Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
- reach to very-long range.
-
--VOID RULES
-+### VOID RULES
-
- The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
- gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
-@@ -52710,13 +52710,13 @@
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
- situation.
-
--EFFECTS OF VACUUM
-+### EFFECTS OF VACUUM
-
- In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
- at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
- during that time, they can be revived. If not, they die
-
--VACUUM GM INTRUSIONS
-+### VACUUM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -52727,7 +52727,7 @@
- | 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
- | 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-
--SPACE SUITS ARE FALLIBLE
-+### SPACE SUITS ARE FALLIBLE
-
- Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
- that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
-@@ -52735,7 +52735,7 @@
- a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
- and by being able to maintain a higher internal pressure than soft suits.
-
--SPACE SUITS GM INTRUSIONS
-+### SPACE SUITS GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -52746,7 +52746,7 @@
- | 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
- | 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-
--EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-+### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-
- In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
- only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
-@@ -52760,7 +52760,7 @@
- or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
- speeds. Normally.
-
--ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-+### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -52771,7 +52771,7 @@
- | 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
- | 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
-
--LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-+### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-
- In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
- radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
-@@ -52780,7 +52780,7 @@
- returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
- parasite could also do them in.
-
--SPACE HEALTH HAZARD GM INTRUSIONS
-+### SPACE HEALTH HAZARD GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -52791,14 +52791,14 @@
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
--MOVING IN MICROGRAVITY
-+### MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
- at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
- or dangerous is happening simultaneously that routine movements through a ship or station become potentially
- problematic.
-
--MOVING IN MICROGRAVITY GM INTRUSIONS
-+### MOVING IN MICROGRAVITY GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -52809,7 +52809,7 @@
- | 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. |
- | 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. |
-
--OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-+### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-
- When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
-@@ -52850,35 +52850,35 @@
-
- The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
-
--BASE COMBAT TASK MODIFIERS
-+### BASE COMBAT TASK MODIFIERS
-
- The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
- easing a PC's roll. Track each change in effective level on the space combat status tracker
-
--SPACECRAFT LEVEL DIFFERENCE
-+### SPACECRAFT LEVEL DIFFERENCE
-
- Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
- in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
- modification.
-
--MISMATCHED TECH RATING
-+### MISMATCHED TECH RATING
-
- It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
--VEHICLE COORDINATION
-+### VEHICLE COORDINATION
- If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
- coordinate, the attack is eased by two steps.
-
--SUPERIOR SHIP SYSTEMS
-+### SUPERIOR SHIP SYSTEMS
-
- Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
- a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
- tasks if that specific system is involved.
-
--REDLINE MANEUVER
-+### REDLINE MANEUVER
-
- When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
-@@ -52922,7 +52922,7 @@
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-
--THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-+### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-
- A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
- spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
-@@ -52932,7 +52932,7 @@
- systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
- are 2 levels higher than their own
-
--BRIDGE COMBAT
-+### BRIDGE COMBAT
-
- If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
- system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
-@@ -52956,7 +52956,7 @@
- shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
- station.
-
--WEAPONS
-+### WEAPONS
-
- A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
- crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
-@@ -52966,7 +52966,7 @@
- Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--WEAPON SYSTEM GM INTRUSIONS
-+### WEAPON SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------|
-@@ -52977,7 +52977,7 @@
- | 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
- | 06 | Weapon melts to slag, must be replaced at a shipyard. |
-
--PILOTING
-+### PILOTING
-
- Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
- crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
-@@ -52991,7 +52991,7 @@
- character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
- hull or shields, so there's no significant damage.
-
--PILOTING SYSTEM GM INTRUSIONS
-+### PILOTING SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -53002,7 +53002,7 @@
- | 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. |
- | 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
-
--SCIENCE AND ENGINEERING
-+### SCIENCE AND ENGINEERING
-
- A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
- each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
-@@ -53011,7 +53011,7 @@
- Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
- options to choose from.
-
--PILOTING SYSTEM GM INTRUSIONS
-+### PILOTING SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -53022,14 +53022,14 @@
- | 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
- | 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-
--OPTIONAL: COMMAND
-+### OPTIONAL: COMMAND
-
- Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
- the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
- captain commanding someone else to do something can't redline; it would be up to the person who received the command
- whether to try to redline or not, and to face any GM intrusion consequences.
-
--BRIDGE COMBAT AT THE TABLE
-+### BRIDGE COMBAT AT THE TABLE
-
- Running a combat using these extended rules is straightforward.
-
-@@ -53058,7 +53058,7 @@
- enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
- will be close enough to begin attacking, and let the combat flow
-
--VEHICLES FIGHTING CREATURES
-+### VEHICLES FIGHTING CREATURES
-
- Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
- vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
-@@ -53076,7 +53076,7 @@
- character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
- of damage.
-
--PC WEAPON SYSTEM OPTIONS
-+### PC WEAPON SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -53091,7 +53091,7 @@
- | Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
--PC PILOTING SYSTEM OPTIONS
-+### PC PILOTING SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -53106,7 +53106,7 @@
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-
--PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-+### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -53121,7 +53121,7 @@
- | Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
- | Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-
--OPTIONAL RULE: PSIONICS
-+### OPTIONAL RULE: PSIONICS
-
- Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
- and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
-@@ -53130,14 +53130,14 @@
- Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
- in the Cypher System Rulebook.
-
--LATENT PSIONICS
-+### LATENT PSIONICS
-
- Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
- purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
--FIRST PSI ABILITY
-+### FIRST PSI ABILITY
-
- Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
- how the character unlocked it.
-@@ -53156,7 +53156,7 @@
- deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
- costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-
--MORE PSI ABILITIES
-+### MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
- time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
-@@ -53167,7 +53167,7 @@
- character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
- high-tier ability.
-
--PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-+### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-
- Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
-@@ -53185,14 +53185,14 @@
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
- a fresh mind, and must be done soon after a ten-hour recovery.
-
--MORE POWERFUL PSIONICS
-+### MORE POWERFUL PSIONICS
-
- As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
- treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
- Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
- lots of time); instead, the user simply pays their Pool costs to use them.
-
--OPTIONAL RULE: POSTHUMAN UPGRADES
-+### OPTIONAL RULE: POSTHUMAN UPGRADES
-
- Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
- significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
-@@ -53200,7 +53200,7 @@
- go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
- level of characters.
-
--INTRODUCING UPGRADES TO YOUR SETTING
-+### INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
- "free," mechanically speaking. After that, you might decide that that's enough and they're done.
-@@ -53235,7 +53235,7 @@
-
- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
--POSTHUMAN PACKAGES
-+### POSTHUMAN PACKAGES
-
- Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
- your PCs gain.
-@@ -53260,7 +53260,7 @@
- Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
- the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-
--POSTHUMAN POWER SHIFTS
-+### POSTHUMAN POWER SHIFTS
-
- A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
-@@ -53291,7 +53291,7 @@
- five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
- Once the shifts are assigned, they should not change.
-
--SALVAGE FROM A SPACECRAFT
-+### SALVAGE FROM A SPACECRAFT
-
- If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
- encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
-@@ -53312,12 +53312,12 @@
- | 09 | GM-selected robot, advanced tech rating (variable) |
- | 10 | GM-selected armament, advanced tech rating (variable) |
-
--SPACE HAZARDS
-+### SPACE HAZARDS
-
- A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
- more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-
--GRAVITY WELL
-+### GRAVITY WELL
-
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
- hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
-@@ -53333,7 +53333,7 @@
- Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
- the craft to expend additional power to get free (power it may or may not have)
-
--BLACK HOLE
-+### BLACK HOLE
-
- Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
- couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
-@@ -53357,7 +53357,7 @@
- from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
- post-singularity AI or ancient ultra.
-
--RADIATION BELT/SOLAR FLARE
-+### RADIATION BELT/SOLAR FLARE
-
- Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
- causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
-@@ -53371,7 +53371,7 @@
- single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
- the damage track for each day they fail a Might defense roll until they expire.
-
--ASTEROID/DEBRIS FIELD
-+### ASTEROID/DEBRIS FIELD
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-@@ -53388,7 +53388,7 @@
- spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
- spin, then slide into the cramped space.
-
--SHIP COLLISION DAMAGE TRACK
-+### SHIP COLLISION DAMAGE TRACK
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -53399,7 +53399,7 @@
- | 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
- | 10 | Spacecraft is completely destroyed |
-
--FTL INSTABILITY
-+### FTL INSTABILITY
-
- Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
- sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
-@@ -53427,7 +53427,7 @@
- as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
- creating/falling into a spatial anomaly.
-
--SPATIAL ANOMALY
-+### SPATIAL ANOMALY
-
- Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
- spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
-@@ -53439,12 +53439,12 @@
- spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
- so
-
--WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-+### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-
- Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
- four categories: Weak, Sim, Strong, and Post-singularity.
-
--WEAK AI
-+### WEAK AI
-
- Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
- focused on very narrow tasks, such as playing chess.
-@@ -53457,7 +53457,7 @@
-
- Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-
--SIM AI
-+### SIM AI
-
- Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
- understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
-@@ -53470,7 +53470,7 @@
-
- Sim AI: level equal to the ship, station, or installation in which it is installed
-
--STRONG AI
-+### STRONG AI
-
- Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
- way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
-@@ -53483,7 +53483,7 @@
- Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
- Intelligence on page 115
-
--POST- SINGULARITY
-+### POST- SINGULARITY
-
- Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
- generation immediately designed an even more advanced third generation, and so on from there. This iterating
-@@ -53505,7 +53505,7 @@
-
- Post-singularity AI: : level 10; see godmind
-
--ANCIENT ULTRAS
-+### ANCIENT ULTRAS
-
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
-@@ -53515,7 +53515,7 @@
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-
--KARDASHEV SCALE
-+### KARDASHEV SCALE
- Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
- despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
- accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
-@@ -53525,7 +53525,7 @@
- its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
- manipulation of the universe (Type IV) and even the multiverse (Type V).
-
--OPTIONAL RULES FOR VEHICLES & SPACECRAFT
-+### OPTIONAL RULES FOR VEHICLES & SPACECRAFT
-
- Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
- guidance here regarding "vehicles" also applies to spacecraft.
-@@ -53536,24 +53536,24 @@
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
--VARIABLE COST BY TECH RATING
-+### VARIABLE COST BY TECH RATING
-
- Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
- price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
- possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
- rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
- power source, too.
-
--PRICELESS PRICE CATEGORY
-+### PRICELESS PRICE CATEGORY
-
- A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
- similar entity appropriate to the setting, to acquire or build.
-
--FIGHTING IN A VEHICLE
-+### FIGHTING IN A VEHICLE
-
- If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
-@@ -53564,7 +53564,7 @@
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
- kinds of additional options.
-
--DRIVERLESS VEHICLES
-+### DRIVERLESS VEHICLES
-
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
- are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
-@@ -53574,7 +53574,7 @@
- control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
- are not subject to the task hindrance that more basic driverless vehicles suffer.
-
--LOOKING FOR MORE VEHICLE OPTIONS
-+### LOOKING FOR MORE VEHICLE OPTIONS
-
- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
- close and adapt the listing.
-@@ -53582,16 +53582,16 @@
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
- obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-
--CUSTOMIZING VEHICLES
-+### CUSTOMIZING VEHICLES
- Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
- add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
- such an upgrade is very expensive to exorbitant.
-
--PLANETARY VEHICLE LISTING
-+### PLANETARY VEHICLE LISTING
-
--CYCLES
-+### CYCLES
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Motorcycle, dirt bike
-
-@@ -53613,7 +53613,7 @@
- environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
- mph) during long-distance travel.
-
--ADVANCED
-+### ADVANCED
-
- Motorcycle, battle
-
-@@ -53651,7 +53651,7 @@
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
- km/h (50 mph) during long-distance travel.
-
--FANTASTIC
-+### FANTASTIC
-
- Hover speedster
-
-@@ -53699,11 +53699,11 @@
- pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
--CARS
-+### CARS
- Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
--WHEELED VEHICLE GM INTRUSIONS
-+### WHEELED VEHICLE GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|---------------------------------------------------------------------------------------------------------------------------------|
-@@ -53718,7 +53718,7 @@
- | 09 | Vehicle's brakes freezes. |
- | 10 | Vehicle's tire unexpectedly blows out. |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Car, used
-
-@@ -53762,7 +53762,7 @@
- truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
- long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
-
--ADVANCED
-+### ADVANCED
-
- Hovercar
-
-@@ -53807,7 +53807,7 @@
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-
--FANTASTIC
-+### FANTASTIC
- Car, flying
-
- level 5 (15)
-@@ -53828,9 +53828,9 @@
- prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
- power reserves remain intact).
-
--AIRCRAFT
-+### AIRCRAFT
-
--HOVERING AND FLYING VEHICLE GM INTRUSIONS
-+### HOVERING AND FLYING VEHICLE GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|--------------------------------------------------------------------------------------------------------|
-@@ -53845,7 +53845,7 @@
- | 09 | Vehicle runs out of fuel or power while inflight |
- | 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Airplane, basic
-
-@@ -53877,7 +53877,7 @@
- Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
- during extended trips.
-
--ADVANCED
-+### ADVANCED
- Cloud surfing board
-
- level 1 (3)
-@@ -53937,7 +53937,7 @@
- purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
- extended travel (half or double that depending on air conditions).
-
--FANTASTIC
-+### FANTASTIC
- Hoverboard
-
- level 2 (6)
-@@ -53981,9 +53981,9 @@
- on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
- between planets or even stars, like small versions of stellar gates.
-
--SEACRAFT
-+### SEACRAFT
-
--SEACRAFT GM INTRUSIONS
-+### SEACRAFT GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|----------------------------------------------------------------------------------------------------------|
-@@ -53998,7 +53998,7 @@
- | 09 | Character(s) fall overboard. |
- | 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Jet ski
-
-@@ -54082,7 +54082,7 @@
- each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
- central coordination to operate.
-
--ADVANCED
-+### ADVANCED
- Sub, waterglide
-
- level 4 (12)
-@@ -54110,7 +54110,7 @@
- As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
- distance each round or up to 370 km/h (230 mph) on extended trips.
-
--FANTASTIC
-+### FANTASTIC
-
- Manta
-
-@@ -54121,9 +54121,9 @@
- As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
- extended trips.
-
--MECHS AND TANKS
-+### MECHS AND TANKS
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Tank
-
-@@ -54135,7 +54135,7 @@
- treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
- to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-
--ADVANCED
-+### ADVANCED
-
- Mech, loader
-
-@@ -54169,7 +54169,7 @@
- allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
- superior weapons, defense, or speed, but that doubles the cost.
-
--FANTASTIC
-+### FANTASTIC
-
- Colossal battle mech
-
-@@ -54184,7 +54184,7 @@
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-
--SPACECRAFT LISTING
-+### SPACECRAFT LISTING
-
- Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
- capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
-@@ -54196,7 +54196,7 @@
- spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
- hazards.
-
--SPACECRAFT GM INTRUSIONS
-+### SPACECRAFT GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -54211,7 +54211,7 @@
- | 09 | External operations lead to a character being bucked off craft into empty space. |
- | 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-
--SPACECRAFT UPKEEP
-+### SPACECRAFT UPKEEP
-
- Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
- of the spacecraft determines upkeep.
-@@ -54224,9 +54224,9 @@
- | 8-9 | Exorbitant |
- | 10 | Priceless |
-
--TRAVEL TIMES
-+### TRAVEL TIMES
-
--SOLAR SYSTEM TRAVEL TIMES
-+### SOLAR SYSTEM TRAVEL TIMES
-
- | Origin | Destination | Travel Time– Nuclear Plasma |
- |---------------|-----------------------|-----------------------------|
-@@ -54240,7 +54240,7 @@
- | Uranus | Neptune | 100 +1d20 days |
- | Neptune | Pluto | 100 +1d20 days |
-
--RETROFITTING POWER AND DRIVES
-+### RETROFITTING POWER AND DRIVES
-
- Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
- in order to give them the ability to move further.. The main reason to do this is that such ships cost much less,
-@@ -54248,7 +54248,7 @@
- rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
- of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
-
--CONTEMPORARY POWER
-+### CONTEMPORARY POWER
-
- Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
- systems, including powering ion drives.
-@@ -54258,7 +54258,7 @@
- sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
- of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-
--CONTEMPORARY DRIVES
-+### CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
- the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-@@ -54269,15 +54269,15 @@
- ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
- around the solar system, if perfected.
-
--ADVANCED
-+### ADVANCED
-
--ADVANCED POWER
-+### ADVANCED POWER
-
- Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
- for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
- system without an atmosphere).
-
--ADVANCED DRIVES
-+### ADVANCED DRIVES
-
- Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
- version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-@@ -54286,9 +54286,9 @@
- thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
- the fusion product as an exhaust to provide thrust.
-
--FANTASTIC
-+### FANTASTIC
-
--FANTASTIC POWER
-+### FANTASTIC POWER
-
- Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
- explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
-@@ -54302,7 +54302,7 @@
- zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
- initial resources required to build the generator.
-
--FANTASTIC DRIVES
-+### FANTASTIC DRIVES
-
- Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
- starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
-@@ -54327,7 +54327,7 @@
- minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
- matter the distance traveled, or the objective time noted by external observers.
-
--PIONEER-ERA SPACECRAFT
-+### PIONEER-ERA SPACECRAFT
-
- Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
- still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
-@@ -54337,7 +54337,7 @@
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
- don't have weapon systems.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Space Capsule
-
-@@ -54374,19 +54374,19 @@
- on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
- process of many months and another priceless expenditure in cost.
-
--TORPEDOS IN SPACE COMBAT
-+### TORPEDOS IN SPACE COMBAT
-
- Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
- accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
- still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-
--SPACECRAFT
-+### SPACECRAFT
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
- advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
--ADVANCED
-+### ADVANCED
- Wafercraft, exploration
-
- level 1 (3)
-@@ -54542,7 +54542,7 @@
- access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
- essentially geostationary orbit.
-
--STARSHIPS
-+### STARSHIPS
-
- Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
- ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
-@@ -54551,7 +54551,7 @@
- Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
- are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
-
--FANTASTIC
-+### FANTASTIC
-
- Dagger fighter
-
-@@ -54635,13 +54635,13 @@
- weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
- surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-
--STELLAR GATE
-+### STELLAR GATE
- Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
- complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
- dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
- rating, no matter how small.
-
--FANTASTIC
-+### FANTASTIC
- Gate, planetary
-
- level 3 (9)
-@@ -54698,14 +54698,14 @@
-
- As planetary gate, but connects gate structures that lie in alternate dimensions.
-
--SPACE-TIME VEHICLES
-+### SPACE-TIME VEHICLES
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
- limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
- they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
- in 1d20.
-
--FANTASTIC
-+### FANTASTIC
-
- Car, temporal/dimensional
-
-@@ -54726,7 +54726,7 @@
- locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
- by the pilot. Enormous power requirements require recharge period of several days between each use.
-
--VEHICLES AS ARTIFACTS
-+### VEHICLES AS ARTIFACTS
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-@@ -54734,7 +54734,7 @@
-
- A couple of examples of such artifacts are presented here.
-
--GATE RING
-+### GATE RING
-
- Level: 1d6 + 4
-
-@@ -54748,7 +54748,7 @@
-
- Depletion: Automatic (if gate is formed)
-
--FRACTAL TRAVELER
-+### FRACTAL TRAVELER
-
- Level: 1d6 + 4
-
-@@ -54762,15 +54762,15 @@
-
- Depletion: 1 in 1d6
-
--OPTIONAL RULES FOR FANTASY
-+### OPTIONAL RULES FOR FANTASY
-
--MAGICAL RULES MODULES
-+### MAGICAL RULES MODULES
-
--CRAFTING MAGIC ITEMS
-+### CRAFTING MAGIC ITEMS
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-
--CRAFTING CYPHERS
-+### CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
- what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
-@@ -54844,7 +54844,7 @@
- > course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
- > day
-
--CRAFTING ARTIFACTS
-+### CRAFTING ARTIFACTS
-
- Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
- select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-@@ -54858,15 +54858,15 @@
- this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
- the same assessed difficulty
-
--RITUAL MAGIC
-+### RITUAL MAGIC
-
--TIME
-+### TIME
-
- Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
- it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
- ritual takes from start to finish, once the preparations (if any) are complete.
-
--DIFFICULTY AND SUBTASKS
-+### DIFFICULTY AND SUBTASKS
-
- Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
- a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
-@@ -54884,28 +54884,28 @@
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
- the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
--POOL INVESTMENT
-+### POOL INVESTMENT
-
- Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
- vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
- could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
- necessary to prevent a participating PC from dying during the ritual).
-
--ACCELERATED PERFORMANCE
-+### ACCELERATED PERFORMANCE
-
- The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
- reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
--EXAMPLE RITUALS
-+### EXAMPLE RITUALS
-
- The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
- may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
- might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
- ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-
--UNDERSTANDING THE EXAMPLES
-+### UNDERSTANDING THE EXAMPLES
-
- Each ritual is described in the following format.
-
-@@ -54922,7 +54922,7 @@
-
- Other Assets: Kinds of abilities that can help success.
-
--BESEECH
-+### BESEECH
-
- Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
- that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
-@@ -54948,7 +54948,7 @@
- Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
- space to talk in person.
-
--CONJURE THE DEAD
-+### CONJURE THE DEAD
-
- Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
-@@ -54973,7 +54973,7 @@
- A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
- accordingly.
-
--CONJURE DEMON
-+### CONJURE DEMON
-
- Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-@@ -54998,7 +54998,7 @@
-
- Other Assets: Knowledge or control of similar entities, secret name of the demon
-
--CONJURE DEVIL
-+### CONJURE DEVIL
-
- Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-@@ -55023,7 +55023,7 @@
-
- Other Assets: Knowledge or control of similar entities, secret name of the devil
-
--CONJURE ELEMENTAL
-+### CONJURE ELEMENTAL
-
- Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
- remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-@@ -55051,7 +55051,7 @@
- Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
- playing up their strengths are the key to bargaining with them.
-
--CONSECRATION
-+### CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
- very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
-@@ -55074,7 +55074,7 @@
-
- Other Assets: Warding magic, religious knowledge
-
--ENCHANT WEAPON
-+### ENCHANT WEAPON
-
- Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
- next day.
-@@ -55096,7 +55096,7 @@
- In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
- rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-
--ENTOMBMENT
-+### ENTOMBMENT
-
- Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
- the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
-@@ -55117,7 +55117,7 @@
-
- Other Assets: Control magic, grappling, imprisoning magic, wards
-
--EXORCISM
-+### EXORCISM
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-@@ -55145,7 +55145,7 @@
- Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
- possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-
--FLESH FOR KNOWLEDGE
-+### FLESH FOR KNOWLEDGE
-
- Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
- permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
-@@ -55171,7 +55171,7 @@
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
--PURIFICATION
-+### PURIFICATION
-
- Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
- or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
-@@ -55192,7 +55192,7 @@
-
- Other Assets: Healing magic, resistance to the target's affliction
-
--RESURRECTION
-+### RESURRECTION
-
- Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
- completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-@@ -55218,7 +55218,7 @@
- A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
- impaired state on the damage track instead of hale, requiring further rest or healing.
-
--SACRIFICIAL RITE
-+### SACRIFICIAL RITE
-
- A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
- the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-@@ -55238,17 +55238,17 @@
-
- Other Assets: Death spells, instant-kill abilities, soul manipulation
-
--MAGICAL TECHNOLOGY
-+### MAGICAL TECHNOLOGY
-
- To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
- regular (nonmagical) items.
-
--MAGIC PLUS TECHNOLOGY
-+### MAGIC PLUS TECHNOLOGY
-
- Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
- certainly be manifest cyphers or artifacts. Here's an example cypher:
-
--FROZEN TIMEPIECE
-+### FROZEN TIMEPIECE
-
- Level: 1d6 + 2
-
-@@ -55259,7 +55259,7 @@
-
- And here's an example artifact:
-
--TRUTH BINOCULARS
-+### TRUTH BINOCULARS
-
- Level: 1d6 + 2
-
-@@ -55275,7 +55275,7 @@
- you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
- very different.
-
--TECHNOLOGY THAT INTERACTS WITH MAGIC
-+### TECHNOLOGY THAT INTERACTS WITH MAGIC
-
- In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
- interact and cope with it. Technological devices that are not magical but deal with magic could include:
-@@ -55291,12 +55291,12 @@
- signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
- impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-
--MAGIC THAT INTERACTS WITH TECHNOLOGY
-+### MAGIC THAT INTERACTS WITH TECHNOLOGY
-
- In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
- blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-
--FINDING PRYING EYES
-+### FINDING PRYING EYES
-
- Level: 1d6 + 3
-
-@@ -55305,7 +55305,7 @@
- this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
- the location of the listener.
-
--POWER DEVICE
-+### POWER DEVICE
-
- Level: 1d6 + 2
-
-@@ -55313,7 +55313,7 @@
- powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
- flashlight, the battery is fully charged.
-
--SCREEN CONTROL
-+### SCREEN CONTROL
-
- Level: 1d6 + 2
-
-@@ -55324,7 +55324,7 @@
- Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
- though the technology involved might not have any common principles
-
--MIND CONTROL
-+### MIND CONTROL
-
- From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
- takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-@@ -55359,7 +55359,7 @@
- A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
- For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-
--MYSTICAL MARTIAL ARTS
-+### MYSTICAL MARTIAL ARTS
-
- If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
- portray the kinds of things characters in such stories can accomplish.
-@@ -55393,7 +55393,7 @@
- > Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
- > building up and cultivating the energy known as qi and using it for supernatural effects.
-
--POSSESSION
-+### POSSESSION
-
- Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
- person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-@@ -55422,7 +55422,7 @@
- Possession is like mind control in that it takes away a player's ability to control their character, and that can make
- some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-
--SECRET AND TRUE NAMES
-+### SECRET AND TRUE NAMES
-
- Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
- including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
-@@ -55434,7 +55434,7 @@
- Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
- the Uncover a Secret character arc to do so.
-
--WISHES
-+### WISHES
-
- Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
- them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
-@@ -55452,19 +55452,19 @@
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
--FANTASY RULES MODULES
-+### FANTASY RULES MODULES
-
--AWARDING TREASURE
-+### AWARDING TREASURE
-
- It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-
--GOLD
-+### GOLD
-
- The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
- characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
- a typical fantasy campaign, the characters should become wealthier as they advance.
-
--MANIFEST CYPHERS
-+### MANIFEST CYPHERS
-
- The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
- can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
-@@ -55479,7 +55479,7 @@
- are generally considered to be about the same value, although local biases and NPC interests may affect their
- willingness to trade certain items despite or because of a level disparity
-
--ARTIFACTS
-+### ARTIFACTS
-
- Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
-@@ -55491,13 +55491,13 @@
- expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
- could be worth about the same as an exorbitant item.
-
--DUNGEONS, CASTLES, AND KEEPS
-+### DUNGEONS, CASTLES, AND KEEPS
-
- This section describes several kinds of common physical features and their game stats. Any of these levels can be
- adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
- reinforced by magic so its level is higher, and so on.
-
--WALLS
-+### WALLS
-
- Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
- by a creature). Anything describing walls in this section also applies to ceilings and floors.
-@@ -55521,7 +55521,7 @@
-
- - Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-
--DOORS
-+### DOORS
-
- Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
- their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-@@ -55553,17 +55553,17 @@
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
- lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-
--TRAPS
-+### TRAPS
-
- One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-
--TRIGGERING TRAPS
-+### TRIGGERING TRAPS
-
- Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
- Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
- activates.
-
--FINDING TRAPS
-+### FINDING TRAPS
-
- Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-@@ -55581,7 +55581,7 @@
- trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
- they've resolved the first trap.
-
--DISABLING, DAMAGING, AND BYPASSING TRAPS
-+### DISABLING, DAMAGING, AND BYPASSING TRAPS
-
- A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
- same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
-@@ -55600,7 +55600,7 @@
- Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
- hindered by two additional steps).
-
--UNDERSTANDING THE LISTINGS
-+### UNDERSTANDING THE LISTINGS
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
- standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
-@@ -55625,7 +55625,7 @@
- GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
--COMMON TRAP POISONS
-+### COMMON TRAP POISONS
-
- - Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
- and one hour.
-@@ -55657,7 +55657,7 @@
- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
- then making them groggy for an hour, even if they're awakened early).
-
--ARROW 4 (12)
-+### ARROW 4 (12)
-
- Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
- hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
-@@ -55672,7 +55672,7 @@
- GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
- or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-
--CRUSHING WALL 6 (18)
-+### CRUSHING WALL 6 (18)
-
- A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
- could be built in its place).
-@@ -55691,7 +55691,7 @@
- can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
- and can now reach the characters.
-
--DISINTEGRATION 7 (21)
-+### DISINTEGRATION 7 (21)
-
- A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
- any object destroyed by it) turns to dust.
-@@ -55701,7 +55701,7 @@
- GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
- ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-
--EXPLOSIVE GLYPH 4 (12)
-+### EXPLOSIVE GLYPH 4 (12)
-
- A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
- acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
-@@ -55717,7 +55717,7 @@
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
- curse is removed.
-
--FLOODING ROOM 4 (12)
-+### FLOODING ROOM 4 (12)
-
- Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
- creatures in it begin to drown.
-@@ -55734,7 +55734,7 @@
- GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
- fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-
--MANGLER 3 (9)
-+### MANGLER 3 (9)
-
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
- hindering all actions requiring that hand by one or two steps.
-@@ -55756,7 +55756,7 @@
- fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
- poison.
-
--NET 3 (9)
-+### NET 3 (9)
-
- A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
- traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-@@ -55772,7 +55772,7 @@
- net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
- round.
-
--PIT 4 (12)
-+### PIT 4 (12)
-
- A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
- multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
-@@ -55791,7 +55791,7 @@
- damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
- falls in.
-
--POISON GAS 3 (9)
-+### POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
- harm, it is likely that the character won't realize at first that they've sprung a trap.
-@@ -55810,7 +55810,7 @@
- exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
- companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-
--POISON NEEDLE 5 (15)
-+### POISON NEEDLE 5 (15)
-
- A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
- mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-@@ -55823,7 +55823,7 @@
- releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
- instead of a poisoned needle, affecting all nearby characters.
-
--PORTCULLIS 5 (15)
-+### PORTCULLIS 5 (15)
-
- An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
- creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-@@ -55838,7 +55838,7 @@
- object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
- enemies to make ranged attacks on the trapped character.
-
--ROLLING BOULDER 6 (12)
-+### ROLLING BOULDER 6 (12)
-
- A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
- the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-@@ -55856,7 +55856,7 @@
- is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
- which jump out as it moves and attack nearby creatures.
-
--SLICING BLADE 5 (15)
-+### SLICING BLADE 5 (15)
-
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
- (such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
-@@ -55871,7 +55871,7 @@
- blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
- the initial attack until it is healed.
-
--SLIDING STAIR 4 (12)
-+### SLIDING STAIR 4 (12)
-
- A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
- near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-@@ -55883,7 +55883,7 @@
- between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
- the stairs after the sliding character, inflicting an additional 3 points of damage.
-
--SNAKE PIT 4 (12)
-+### SNAKE PIT 4 (12)
-
- The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
- immediately attack the character and perhaps others in the area.
-@@ -55893,7 +55893,7 @@
- GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
- Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-
--SPEAR 4 (12)
-+### SPEAR 4 (12)
-
- The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
- version of an arrow trap, and the same suggestions for that trap apply to this one.)
-@@ -55906,7 +55906,7 @@
- of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
- falling block or an electrical shock
-
--TELEPORTER 6 (18)
-+### TELEPORTER 6 (18)
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
- oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
-@@ -55918,11 +55918,11 @@
- (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
- shark tank, or a boulder in a lava lake.
-
--CHARACTER OPTIONS
-+### CHARACTER OPTIONS
-
--WEIRD WEST CHARACTER OPTIONS
-+### WEIRD WEST CHARACTER OPTIONS
-
--TYPES AND DESCRIPTORS OF THE WEIRD WEST
-+### TYPES AND DESCRIPTORS OF THE WEIRD WEST
-
- Suggested Types for a Weird West Game
-
-@@ -55979,7 +55979,7 @@
- sort of creature (becoming even more forgeborn if you are a made being, for example). You can allow a character with
- such a descriptor to choose any of the indicated abilities (plus any others you feel are appropriate for the descriptor)
- in place of a type ability, either upon advancing to a new tier, or as a character advancement option in exchange for 4
--XP.
-+### XP.
-
- Forgeborn
-
-@@ -56802,7 +56802,7 @@
- short range of the tornado's eye. Each round, creatures in the area take 3 points of damage due to debris on the wind.
- Attempts to damage objects or structures with your tornado are eased by two steps. Action to initiate.
-
--1.
-+### 1.
-
- Spits Fire and Lead
-
-@@ -57042,9 +57042,9 @@
- on a miss, you inflict 1 point of damage. However, spinning as you spray venom is dizzying, leaving you dazed for a
- round afterward, during which time all your tasks are hindered. Action.
-
--MODERN MAGIC CHARACTER OPTIONS
-+### MODERN MAGIC CHARACTER OPTIONS
-
--DESCRIPTORS
-+### DESCRIPTORS
-
- Most of these descriptors are for characters who are or become significantly nonhuman
-
-@@ -57395,7 +57395,7 @@
-
- 4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
-
--FOCI AND CHARACTER ABILITIES
-+### FOCI AND CHARACTER ABILITIES
-
- This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
- description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
-@@ -58196,7 +58196,7 @@
-
- Word of Death
-
--NEW ABILITIES (MODERN MAGIC)
-+### NEW ABILITIES (MODERN MAGIC)
-
- Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
- can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
-@@ -58341,12 +58341,12 @@
- forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
- the stasis effect immediately ends. Action.
-
--SUPERHERO CHARACTER OPTIONS
-+### SUPERHERO CHARACTER OPTIONS
-
--DESCRIPTORS
-+### DESCRIPTORS
- This section presents new descriptors meant specifically for a superhero game.
-
--AMAZING
-+### AMAZING
-
- You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
- instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
-@@ -58379,7 +58379,7 @@
-
- 4\. You had a hunch that something big was about to go down.
-
--INCREDIBLE
-+### INCREDIBLE
-
- You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
- where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
-@@ -58411,7 +58411,7 @@
-
- 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-
--MIGHTY
-+### MIGHTY
-
- You have a very impressive physique. Your strength, power, and very importance
-
-@@ -58439,7 +58439,7 @@
-
- 4\. An authority figure told you to do this to show you the value of humility.
-
--SENSATIONAL
-+### SENSATIONAL
-
- The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
- journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
-@@ -58480,7 +58480,7 @@
-
- 4\. A supervillain chose to make a scene in the hopes of drawing you out.
-
--UNCANNY
-+### UNCANNY
-
- There's something unusual about you, and it makes other people a little uncomfortable. You know you're
- exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
-@@ -58525,7 +58525,7 @@
- If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
- gene (perhaps even multiple copies) and can sense others who have it
-
--NEW FOCI
-+### NEW FOCI
-
- This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
- are as follows:
-@@ -58554,7 +58554,7 @@
- >
- > Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
-
--COPIES SUPERPOWERS
-+### COPIES SUPERPOWERS
-
- You can copy others' skills, abilities, and superpowers.
-
-@@ -58576,7 +58576,7 @@
- powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
- own fire bolts).
-
--HAS A THOUSAND FACES
-+### HAS A THOUSAND FACES
-
- You can change your appearance to look like anyone else.
-
-@@ -58600,7 +58600,7 @@
-
- GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-
--IGNORES PHYSICAL DISTANCE
-+### IGNORES PHYSICAL DISTANCE
-
- You can teleport from one place to another by briefly passing through a parallel dimension.
-
-@@ -58619,7 +58619,7 @@
- GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
- continues through the teleport, injuring the character.
-
--SCULPTS HARD LIGHT
-+### SCULPTS HARD LIGHT
-
- You create physical objects out of hard light that you can use for offense and defense.
-
-@@ -58639,7 +58639,7 @@
-
- GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-
--SHRINKS TO MINUTE SIZE
-+### SHRINKS TO MINUTE SIZE
-
- You can shrink down to the size of a bug and, with enough experience, even smaller.
-
-@@ -58665,7 +58665,7 @@
- A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
- Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
-
--SOARS ON AMAZING WINGS
-+### SOARS ON AMAZING WINGS
-
- Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
-
-@@ -58686,7 +58686,7 @@
- GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
- target for an unexpected foe.
-
--STRETCHES
-+### STRETCHES
-
- Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-
-@@ -58709,7 +58709,7 @@
- GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
- weak.
-
--TAKES ANIMAL SHAPE
-+### TAKES ANIMAL SHAPE
-
- You can transform yourself into an animal.
-
-@@ -58732,7 +58732,7 @@
-
- Greater Beast Form applies to using Animal Shape.
-
--TOUCHES THE SKY
-+### TOUCHES THE SKY
-
- You can summon storms or break them apart.
-
-@@ -58751,7 +58751,7 @@
- GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
- The weather is seeded by a much smaller effect, and a storm grows out of control.
-
--WIELDS AN ENCHANTED WEAPON
-+### WIELDS AN ENCHANTED WEAPON
-
- You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
- combat with it.
-@@ -58775,7 +58775,7 @@
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
- action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
--WIELDS INVISIBLE FORCE
-+### WIELDS INVISIBLE FORCE
-
- You bend light and manipulate beams of force for offense and defense.
-
-@@ -58796,7 +58796,7 @@
- GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
- or unexpected attack.
-
--NEW ABILITIES
-+### NEW ABILITIES
-
- The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
-
-@@ -58857,7 +58857,7 @@
- choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
- GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
-
--ANIMAL FORM MINOR ABILITIES TABLE
-+### ANIMAL FORM MINOR ABILITIES TABLE
-
- Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal
- shape lists two skills, the character chooses which one they want each time they take that shape.
-@@ -59221,11 +59221,11 @@
- Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
- wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
-
--GAMING WITH SUPERPOWERS
-+### GAMING WITH SUPERPOWERS
-
- Building a Superhero
-
--POPULAR HEROES IN THE CYPHER SYSTEM
-+### POPULAR HEROES IN THE CYPHER SYSTEM
-
- | Character | Summary | Sentence | Archetype |
- |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
-@@ -59268,7 +59268,7 @@
- > In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to
- > make them fit your character.
-
--POWER SOURCE
-+### POWER SOURCE
- As you're figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
-@@ -59281,7 +59281,7 @@
- If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
- on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-
--POWER ORIGIN TABLE
-+### POWER ORIGIN TABLE
-
- | d100 | Origin |
- |-------|---------------------------------------------------------------|
-@@ -59342,14 +59342,14 @@
-
- Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
-
--STARTING JUST PAST TIER 1
-+### STARTING JUST PAST TIER 1
-
- An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
- on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
- superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
- the character they want to play.
-
--RANDOM SUPERPOWERS
-+### RANDOM SUPERPOWERS
-
- The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
- for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
-@@ -59421,9 +59421,9 @@
- | 98 | Weapon | Bearer of the item |
- | 99-00 | Weapon master | Weapon master, power shift in single attack |
-
--FAIRYTALE CHARACTER OPTIONS
-+### FAIRYTALE CHARACTER OPTIONS
-
--FAIRYTALE DESCRIPTORS
-+### FAIRYTALE DESCRIPTORS
-
- Bewitched
-
-@@ -59655,7 +59655,7 @@
-
- 4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
-
--FAIRYTALE FOCI
-+### FAIRYTALE FOCI
-
- Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
- Cypher System Rulebook.
-@@ -59886,7 +59886,7 @@
-
- Resolution: You wallow in your own misery.
-
--FORM VS. FUNCTION
-+### FORM VS. FUNCTION
-
- In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
- that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
-@@ -59899,7 +59899,7 @@
- small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
- your character that you want to play.
-
--SKILLS
-+### SKILLS
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
- skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
-@@ -59947,7 +59947,7 @@
- ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
- interactions.
-
--TYPE
-+### TYPE
-
- Your character's type is the core of who they are and how they interact with their environment, their companions, and
- other living creatures they encounter.
-@@ -59956,7 +59956,7 @@
-
- Type Name and Flavor Suggestions
-
--WARRIOR
-+### WARRIOR
-
- Huntsman, Skills and knowledge, stealth
-
-@@ -59968,7 +59968,7 @@
-
- Archer, Stealth
-
--ADEPT
-+### ADEPT
-
- King/queen
-
-@@ -59980,7 +59980,7 @@
-
- Magical being (genie, spirit, faerie, and so on)
-
--EXPLORER
-+### EXPLORER
-
- Adventurer
-
-@@ -59996,7 +59996,7 @@
-
- Wolf, Combat Stealth
-
--SPEAKER
-+### SPEAKER
-
- Aristocrat
-
-@@ -60008,7 +60008,7 @@
-
- Trickster, Skills and Knowledge
-
--DESCRIPTOR
-+### DESCRIPTOR
-
- Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
- places your character in their current situation or adventure, and helps provide a sense of their motivations.
-@@ -60103,7 +60103,7 @@
-
- • Lost
-
--FOCUS
-+### FOCUS
-
- Your focus makes your character unique.
-
-@@ -60292,7 +60292,7 @@
-
- With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-
--FAIRY TALE CHARACTER ARCS
-+### FAIRY TALE CHARACTER ARCS
-
- Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
- set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
-@@ -60303,7 +60303,7 @@
- assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
- setting.
-
--POST-APOCALYPTIC CHARACTER OPTIONS
-+### POST-APOCALYPTIC CHARACTER OPTIONS
-
- Alternate Character Roles
-
-@@ -60311,7 +60311,7 @@
- after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
- more sense to let your players choose roles for characters in a modern game.
-
--DESCRIPTORS
-+### DESCRIPTORS
-
- In addition to the descriptors in the Cypher System Rulebook, you can widen the options
-
-@@ -60663,7 +60663,7 @@
- scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
- abilities), use the optional rule for scavenging, repairing, and building in this book instead.
-
--FOCI
-+### FOCI
-
- This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
- these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
-@@ -61078,7 +61078,7 @@
- presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
- remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
-
--FANTASY CHARACTER OPTIONS
-+### FANTASY CHARACTER OPTIONS
-
- In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
- with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
-@@ -61225,7 +61225,7 @@
-
- - Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
--PREPARED VS. SPONTANEOUS SPELLCASTING
-+### PREPARED VS. SPONTANEOUS SPELLCASTING
-
- Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
- and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
-@@ -61233,7 +61233,7 @@
- selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
- Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-
--NEW FOCI
-+### NEW FOCI
-
- Takes Animal Shape: A shapechanger who can take the form of various animals.
-
-@@ -61301,7 +61301,7 @@
-
- Tier 6: Deadly Strike or Spin Attack
-
--NEW ABILITIES
-+### NEW ABILITIES
-
- Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
- within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-@@ -61473,7 +61473,7 @@
-
- Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-
--ANIMAL FORM MINOR ABILITIES TABLE
-+### ANIMAL FORM MINOR ABILITIES TABLE
-
- | Animal | Skill Training | Other Abilities |
- |-------------------|------------------------|------------------|
-@@ -61521,12 +61521,12 @@
-
- Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
-
--FANTASY SPECIES
-+### FANTASY SPECIES
-
- For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
- additional options, which a player can choose for their character in place of their descriptor
-
--VARIANT RULE: TWO DESCRIPTORS
-+### VARIANT RULE: TWO DESCRIPTORS
-
- By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
- human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
-@@ -61537,13 +61537,13 @@
- training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
- have any modifier for that skill at all.
-
--DESCRIPTORS AS SPECIES
-+### DESCRIPTORS AS SPECIES
-
- If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
- to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
- descriptor.
-
--CATFOLK
-+### CATFOLK
-
- You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
- nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
-@@ -61569,7 +61569,7 @@
-
- 4\. It seemed like a lark.
-
--DRAGONFOLK
-+### DRAGONFOLK
-
- You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
- transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
-@@ -61602,7 +61602,7 @@
-
- 4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-
--GNOME
-+### GNOME
-
- You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
- smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
-@@ -61635,7 +61635,7 @@
-
- 4\. You owe one of the PCs a favor for a useful gift in the past.
-
--HALFLING
-+### HALFLING
-
- Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
-@@ -61668,7 +61668,7 @@
-
- 4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-
--LIZARDFOLK
-+### LIZARDFOLK
-
- You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
- thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
-@@ -61703,11 +61703,11 @@
-
- 4\. You or your priest had a vision of you traveling with the other PCs.
-
--CREATURES AND NPCs
-+### CREATURES AND NPCs
-
--CREATURES AND NPCs OF THE WEIRD WEST
-+### CREATURES AND NPCs OF THE WEIRD WEST
-
--ANIMALS
-+### ANIMALS
-
- Bat: level 1
-
-@@ -61744,7 +61744,7 @@
-
- Wolf: level 3, perception as level 4
-
--NPCs
-+### NPCs
-
- People from Native Nations are also doctors, hunters, trappers, celebrities, and so on within their own communities, as
- well as being part of the larger example setting The Ghost Range. Their individual fashion, gear, and weapons reflect
-@@ -61766,7 +61766,7 @@
-
- Soldier: level 2, initiative as level 4; rifle deals 4 points of damage
-
--CELEBRITIES
-+### CELEBRITIES
-
- A celebrity NPC is someone whose fame gives them an outsize ability to command the attention of regular folks.Their
- reputation probably accrued thanks to stories of actual (or made‑up) daring deeds, their particular personality, or some
-@@ -61790,7 +61790,7 @@
- Belle Younger, Rainmaker, Calamity Anne, Massad Masterson, Evangeline Oakley, Doc Festival, Midday Thunder, Blackjack
- Cassidy, Wong Starr, Polly McGraw, Grizzlyhawk, Diamond Larue, Kieu the Kid
-
--ALCHEMIST 5 (15)
-+### ALCHEMIST 5 (15)
-
- Alchemists ain't afraid to use logic and laborious experiments to claw magic from the dirt. Their knowledge of
- alchemical lore allows them to imbue inert objects with arcane volatility. They employ tinctures that heal or control,
-@@ -61848,7 +61848,7 @@
- Loot: An alchemist may have a couple of useful items (roll twice on the Alchemical Rounds and Slugs table), assuming
- they didn't use them in combat.
-
--CURSED BEASTS
-+### CURSED BEASTS
-
- Cursed beasts are often hybrid animals, a fusion of two or more different beasts stitched together with dire sorcery, or
- a combination of beast and base material (such as snow and dead flesh). Other times they're ancient creatures time
-@@ -61891,7 +61891,7 @@
-
- Level 4, Speed defense as level 3; bite deals 5 points of damage
-
--DIRE COYOTE 4 (12)
-+### DIRE COYOTE 4 (12)
-
- Remnants of ancient populations reinvigorated by cursed magic, dire coyotes hunt lost and isolated creatures, regardless
- of whether the prey is alive or already dead. Dire coyotes are gaunt and sinewy, almost as large as a horse. Their hides
-@@ -61939,7 +61939,7 @@
- GM intrusion: The dire coyote takes on the likeness of a ghost of someone the character knew—the ghost is someone the
- dire coyote has recently destroyed
-
--FROSTWALKER 3 (9)
-+### FROSTWALKER 3 (9)
-
- A frostwalker is a cursed beast made of packed snow layered over the severed limbs, heads, gristle, antlers, and sinew
- from deer, wolves, and sometimes people who've died in the cold. As such, they vary in appearance. Some are about the
-@@ -61991,7 +61991,7 @@
-
- GM intrusion: An important piece of the character's equipment freezes solid, rendering it unusable until it's thawed.
-
--HELLFIRE STEED 5 (15)
-+### HELLFIRE STEED 5 (15)
-
- Intermittently ridden straight out of Hell by demons wearing borrowed flesh, the Damned, and others seeking to escape
- the accursed underworld, hellfire steeds are demonic, fire‑dripping destriers. Their manes are boiling napalm, their
-@@ -62036,7 +62036,7 @@
- Loot: A hellfire steed's horn is a sought‑after alchemist ingredient; a full horn is a very expensive item.
- GM intrusion: The steed decides it no longer wants the character as a rider and takes back their immunity to fire.
-
--SULFUR STALKER 5 (15)
-+### SULFUR STALKER 5 (15)
-
- Dwelling in steaming, acidic hot springs, sulfur stalkers' umbral, scaled bodies can reach lengths of 10 or more feet (3
- m). Their broad, flat heads feature wide, gaping mouths filled with rows of sharp teeth. Feathery tendrils fringe their
-@@ -62089,7 +62089,7 @@
- GM intrusion: A severed segment of a sulfur stalker animates as a half‑size, level 3 sulfur stalker that attacks the
- character. The stalker might have to bite off its tail to start this process
-
--FORGEBORN
-+### FORGEBORN
-
- Forgeborn—also called golems—are animate figures of metal, reanimated flesh, or other normally inert materials. They are
- constructed for a specific purpose; an angalith is usually
-@@ -62125,7 +62125,7 @@
- Level 5, Speed defense as level 4 due to size; health 27; fists deal 7 points of damage; inebriating breath causes
- creatures in immediate range to fall into booze‑fueled slumber for one hour on failed Might defense roll
-
--ANGALITH 5 (15)
-+### ANGALITH 5 (15)
-
- An angalith—a forgeborn fabricated from prismatic stained glass windows taken from cathedrals and churches—is a 15‑foot
- (4.5 m) tall figure.
-@@ -62178,7 +62178,7 @@
- GM intrusion: The character sliced by the jagged edge of a stained glass wing begins bleeding for 1 ambient damage each
- round until someone succeeds on a difficulty 3 healing task to stop the flow.
-
--INKUBUS 4 (12)
-+### INKUBUS 4 (12)
-
- An inkubus enjoys two different states of being. One is as an alchemically marked‑up page, whether that's a sheet in a
- book or newspaper, a letter, a broadsheet, or a wanted poster. There's little to distinguish this inkubus "seed" from
-@@ -62235,7 +62235,7 @@
-
- GM intrusion: Important documents or other papers the character carries flap away and become part of the inkubus.
-
--GUNFIGHTERS
-+### GUNFIGHTERS
-
- Gunfighters live and die by their six‑chambered peacemakers using a threatened—or actual—lightning‑quick draw to
- accomplish their aims. Most gunfighters are regular folks who practice their craft so diligently that they become the
-@@ -62266,7 +62266,7 @@
- succumb to their wounds (having lost all their health), they instead gain a second wind (and 10 health); banishing
- rounds deal full damage to ghosts and similarly protected creatures
-
--HEX GUNNER 5 (15)
-+### HEX GUNNER 5 (15)
-
- Hex gunners weave iron and lead with Hellish sorcery. Gifts from a demon gained during a crossroads deal, a hex gunner's
- six‑shooters are demonic constructs that grant the equivalent of years of practice and occult study. Their bullets
-@@ -62318,7 +62318,7 @@
-
- GM intrusion: The hex gunner releases a demon from their gun that immediately attacks the character
-
--NECROVORE
-+### NECROVORE
-
- Necrovores—otherwise known as undead—are what some call those that feed on death, those that are dead but still move,
- those that feed on life, and all things that lie somewhere in between. Now, some might quibble about using "necrovore"
-@@ -62343,7 +62343,7 @@
- (ignores Armor) to all in an immediate area, or 1 point even with a successful defense roll; even‑numbered attack rolls
- that would reduce its health to 0 reduce health to 1 instead
-
--DEATHBINDER 7(21)
-+### DEATHBINDER 7(21)
-
- Alchemists who learn enough science and magic to retain corporeal existence after death, like risen, might transition to
- necrovore status. Unlike a risen, a deathbinder ensures their eternal existence by placing splinters of their soul into
-@@ -62406,7 +62406,7 @@
-
- GM intrusion: The deathbinder makes an extra pistol attack even if it's not their turn.
-
--HOLLOWED RANGER 4 (12)
-+### HOLLOWED RANGER 4 (12)
-
- Cloaked in a tattered duster and riding nothing but a memory, the necrovore known as a hollowed ranger is a traveling
- portal to elsewhere—perhaps connecting to a nightmare, the far future after everyone has died, or some region of Hell
-@@ -62459,7 +62459,7 @@
- GM intrusion: The character drawn through the hollowed ranger's form to a deathly realm is attacked by a ghost lurking
- there.
-
--RISEN 4 (12)
-+### RISEN 4 (12)
-
- Clawed back into "life" thanks to a promise, an alchemical experiment, or a demonic curse straight out of Hell, risen
- look normal enough—from a distance. Up close, something ain't right. That's all the more obvious if the risen is someone
-@@ -62507,7 +62507,7 @@
- GM intrusion: The character recognizes the risen as someone they personally killed and is dazed with surprise until the
- end of their next turn, hindering all tasks.
-
--TOMBDRIFT 5 (15)
-+### TOMBDRIFT 5 (15)
-
- Necrovore sand dunes 30 feet (9 m) in diameter are sometimes seeded from those who die in the desert and are buried only
- by shifting sands. When inactive, it's nearly impossible to distinguish tombdrifts from regular desert dunes. But when
-@@ -62558,7 +62558,7 @@
- GM intrusion: The character is pulled into the dune and is crushed and suffocated for 5 points of ambient damage each
- round until they can escape with a Might‑based roll as their action.
-
--SHADE OF THE TOMB 5 (15)
-+### SHADE OF THE TOMB 5 (15)
-
- Though thankfully rare, shades of the tomb (commonly called "tomb shades") may spontaneously manifest beneath the dull
- light of the Tomb Moon, taking form from gravestone shadows. Other times tomb shades are called into brief existence by
-@@ -62609,9 +62609,9 @@
- Use: An alchemist wants PCs to collect a cursed book for their library, but whenever someone opens the tome, shadows (a
- tomb shade) swallow the reader.
-
--MODERN MAGIC CREATURES
-+### MODERN MAGIC CREATURES
-
--BARGAINER FIEND 3 (9)
-+### BARGAINER FIEND 3 (9)
-
- Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
- or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
-@@ -62660,7 +62660,7 @@
- Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
- their material riches are hell-crafted and not safe to carry for long.
-
--DIVINITY OF THE CITY 8 (24)
-+### DIVINITY OF THE CITY 8 (24)
-
- Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
- They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
-@@ -62718,7 +62718,7 @@
- Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
- related to some aspect of their domain.
-
--ELEMENTAL, ELECTRICITY 4 (12)
-+### ELEMENTAL, ELECTRICITY 4 (12)
-
- Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
- glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
-@@ -62757,7 +62757,7 @@
- Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
- every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
-
--GARGOYLE 4 (12)
-+### GARGOYLE 4 (12)
-
- Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
- that way forever. Most alternate between dormancy and animated life during the course of their long existence.
-@@ -62819,7 +62819,7 @@
- few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
- offer up a nickname, usually something similar, at least until they learn to trust someone fully.
-
--HAUNTED CAR 5 (15)
-+### HAUNTED CAR 5 (15)
-
- Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
- the ability to drive themselves, and a love for the smell of blood on asphalt.
-@@ -62874,9 +62874,9 @@
-
- Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
- worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
--. . .
-+### . . .
-
--HELL MARY 5 (15)
-+### HELL MARY 5 (15)
-
- Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
- demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
-@@ -62921,7 +62921,7 @@
- Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
- revenge (rightfully or wrongfully) upon a character.
-
--INTERNET D@EMON 3 (9)
-+### INTERNET D@EMON 3 (9)
-
- Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
- mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
-@@ -62982,7 +62982,7 @@
- Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
- a meditation aid cypher.
-
--POLLUTION GOBLIN 2 (6)
-+### POLLUTION GOBLIN 2 (6)
-
- Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
- Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
-@@ -63027,7 +63027,7 @@
- Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
- the area is already poisoned and will take time and money to contain and clean up.
-
--TELEVISION THOUGHTFORM 3 (9)
-+### TELEVISION THOUGHTFORM 3 (9)
-
- A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
- unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
-@@ -63081,7 +63081,7 @@
- Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
- interesting cypher.
-
--URBAN BROWNIE 3 (9)
-+### URBAN BROWNIE 3 (9)
-
- While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
- with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
-@@ -63109,7 +63109,7 @@
- Movement: Short
-
- Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
--4
-+### 4
-
- Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
-
-@@ -63143,7 +63143,7 @@
- > personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
- > labor outdoors in all manner of weather—provided they're well-rewarded.
-
--VULTURE SPIRIT 3(9)
-+### VULTURE SPIRIT 3(9)
-
- Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
- that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
-@@ -63193,7 +63193,7 @@
-
- Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
-
--WITCHFOX 4 (12)
-+### WITCHFOX 4 (12)
-
- A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
- walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
-@@ -63252,7 +63252,7 @@
- Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
- leaves, twigs, stones, and scrap paper, all covered with illusions.
-
--ZORP 1 (3)
-+### ZORP 1 (3)
-
- Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
- up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
-@@ -63304,7 +63304,7 @@
- Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
- cypher.
-
--SUPERPOWERED CREATURES
-+### SUPERPOWERED CREATURES
-
- Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
- or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-@@ -63327,7 +63327,7 @@
-
- \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
-
--POST-APOCALYPTIC CREATURES AND NPCs
-+### POST-APOCALYPTIC CREATURES AND NPCs
-
- The most important element of each creature or NPC is its level. The level is the same as the target number used to
- determine what a player must roll to attack or defend
-@@ -63415,7 +63415,7 @@
- genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
- melted.
-
--ANGEL OF THE APOCALYPSE 7 (21)
-+### ANGEL OF THE APOCALYPSE 7 (21)
-
- If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
- the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
-@@ -63460,7 +63460,7 @@
- Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
- overhead.
-
--ARTIFICIAL INTELLIGENCE (AI) 6 (18)
-+### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
-
- An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
- motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
-@@ -63517,7 +63517,7 @@
-
- Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
-
--CANNIBAL 3 (9)
-+### CANNIBAL 3 (9)
-
- Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
- charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
-@@ -63576,9 +63576,9 @@
-
- 6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
-
--FOUR HOURSEMEN OF THE APOCALYPSE
-+### FOUR HOURSEMEN OF THE APOCALYPSE
-
--BEAST 6 (18)
-+### BEAST 6 (18)
-
- Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
- misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
-@@ -63614,7 +63614,7 @@
- Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
- white.
-
--SWORD 6 (18)
-+### SWORD 6 (18)
-
- Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
- world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
-@@ -63651,7 +63651,7 @@
-
- Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
-
--FAMINE 6 (18)
-+### FAMINE 6 (18)
-
- Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
- groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
-@@ -63686,7 +63686,7 @@
- Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
- someone all in black on a black motorcycle appears on the road ahead.
-
--PLAGUE 6 (18)
-+### PLAGUE 6 (18)
-
- Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
- black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
-@@ -63725,7 +63725,7 @@
- Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
- "human" wearing a black and pale green evening gown.
-
--GAMMA WORM 6 (18)
-+### GAMMA WORM 6 (18)
-
- Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
- themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
-@@ -63766,7 +63766,7 @@
-
- Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
-
--GLOWING ROACH 2 (6)
-+### GLOWING ROACH 2 (6)
-
- Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
- roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
-@@ -63826,7 +63826,7 @@
- 6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
- such fantastic elements.
-
--HOOKED BLOSSOM 2 (6)
-+### HOOKED BLOSSOM 2 (6)
-
- Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
- sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
-@@ -63873,7 +63873,7 @@
- Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
- pleasant perfume drifting on the breeze.
-
--MELTED 4 (12)
-+### MELTED 4 (12)
-
- Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
- not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
-@@ -63927,7 +63927,7 @@
- creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
- with other affect creatures, or creatures in alternate dimensions
-
--RADIOACTIVE BEAR 7 (21)
-+### RADIOACTIVE BEAR 7 (21)
-
- Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
- AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
-@@ -63973,7 +63973,7 @@
- Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
- giving chase.
-
--RAIDER
-+### RAIDER
-
- Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
- look human. But beneath that veneer, they're feral.
-@@ -63987,7 +63987,7 @@
-
- Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
-
--FELL RIDER 3 (9)
-+### FELL RIDER 3 (9)
-
- Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
- machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
-@@ -64014,7 +64014,7 @@
-
- Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
-
--MARAUDER 3 (9)
-+### MARAUDER 3 (9)
-
- Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
- after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
-@@ -64035,7 +64035,7 @@
- Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
- of Speed damage (ignores Armor) each round for three rounds.
-
--WARLORD 5 (15)
-+### WARLORD 5 (15)
-
- A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
- where survival is valued above all else.
-@@ -64095,7 +64095,7 @@
- satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
- roll, and 2 points on those who succeed (depletion: automatic)
-
--AI ZOMBIE 3 (9)
-+### AI ZOMBIE 3 (9)
-
- An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
- other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
-@@ -64140,7 +64140,7 @@
- Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
- lingering AI zombies.
-
--ZOMBIE HULK 5 (15)
-+### ZOMBIE HULK 5 (15)
-
- Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
- a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
-@@ -64187,7 +64187,7 @@
- clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
- ways can they mutate and evolve?
-
--FANTASY CREATURES
-+### FANTASY CREATURES
-
- The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
- must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
-@@ -64197,7 +64197,7 @@
- incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
- creature of its level.
-
--CREATURES AND NPCs BY LEVEL
-+### CREATURES AND NPCs BY LEVEL
-
- | Level | Name |
- |-------|------------------------|
-@@ -64317,7 +64317,7 @@
-
- \* Creature or NPC found in the Cypher System
-
--BIGGER AND TOUGHER
-+### BIGGER AND TOUGHER
-
- If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
- the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-@@ -64325,7 +64325,7 @@
-
- A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-
--OTHER CREATURES AND NPCs FOR A FANTASY GAME
-+### OTHER CREATURES AND NPCs FOR A FANTASY GAME
-
- Bat: level 1
-
-@@ -64434,7 +64434,7 @@
-
- Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-
--BASILISK 5 (15)
-+### BASILISK 5 (15)
-
- A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
- crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
-@@ -64484,7 +64484,7 @@
- Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
- poison. Its blood has alchemical properties relating to transmuting metals.
-
--BLACKGUARD 6 (18)
-+### BLACKGUARD 6 (18)
-
- Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
- fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
-@@ -64539,7 +64539,7 @@
- Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
- an artifact weapon or armor.
-
--CAMBION 5 (15)
-+### CAMBION 5 (15)
-
- Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
-
-@@ -64584,7 +64584,7 @@
-
- Loot: Powerful cambions sometimes wield artifacts as weapons.
-
--CORRUPT MAGE 7 (21)
-+### CORRUPT MAGE 7 (21)
-
- Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
- cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
-@@ -64642,7 +64642,7 @@
-
- > Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
-
--CYCLOPS 7 (21)
-+### CYCLOPS 7 (21)
-
- Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
- Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
-@@ -64686,7 +64686,7 @@
- Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
- typical sack contains 1d100 coins of the realm and a couple of cyphers.
-
--DEMON LORD 9 (27)
-+### DEMON LORD 9 (27)
-
- Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No
- mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
-@@ -64738,7 +64738,7 @@
- Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
- armor, as well as 1d6 cyphers.
-
--ELEMENTAL, AIR 4 (12)
-+### ELEMENTAL, AIR 4 (12)
-
- Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
- and often resemble an area of mist or a cloudlike humanoid shape.
-@@ -64776,7 +64776,7 @@
- old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
- anyone who comes too close.
-
--ELEMENTAL, THORN 6 (18)
-+### ELEMENTAL, THORN 6 (18)
-
- The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
- dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
-@@ -64813,7 +64813,7 @@
- Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
- former possessions. One or two might have a cypher and other tools and treasure.
-
--ELEMENTAL, WATER 4 (12)
-+### ELEMENTAL, WATER 4 (12)
-
- Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
- but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
-@@ -64850,7 +64850,7 @@
- Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
- have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
-
--EVIL PRIEST 7 (21)
-+### EVIL PRIEST 7 (21)
-
- Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
- even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
-@@ -64906,7 +64906,7 @@
- Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
- cyphers, and an artifact.
-
--FAERIE 3 (9)
-+### FAERIE 3 (9)
-
- Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
- for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
-@@ -64953,7 +64953,7 @@
- Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
- larger on the inside and might hold a handful of shiny coins or a cypher.
-
--GORGON 5 (15)
-+### GORGON 5 (15)
-
- Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
- size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
-@@ -64996,7 +64996,7 @@
-
- Loot: A gorgon typically has a few cyphers and may have an artifact as well.
-
--HAG 6 (18)
-+### HAG 6 (18)
-
- Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
- features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
-@@ -65058,7 +65058,7 @@
-
- Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
-
--HARPY 3 (9)
-+### HARPY 3 (9)
-
- A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
- breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
-@@ -65103,7 +65103,7 @@
- Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
- washed.
-
--HOLLOW KNIGHT 4 (12)
-+### HOLLOW KNIGHT 4 (12)
-
- In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
- These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
-@@ -65145,7 +65145,7 @@
- a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's
- army.
-
--HYDRA 7 (21)
-+### HYDRA 7 (21)
-
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
- 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature
-@@ -65189,14 +65189,14 @@
-
- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-
--JOTUNN (NORSE GIANT)
-+### JOTUNN (NORSE GIANT)
-
- Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
- hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
- and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
- multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
-
--JOTUNN, FIRE 6 (18)
-+### JOTUNN, FIRE 6 (18)
-
- Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
- or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
-@@ -65239,7 +65239,7 @@
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-
--JOTUNN, FROST 6 (18)
-+### JOTUNN, FROST 6 (18)
-
- Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
- usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
-@@ -65283,7 +65283,7 @@
- Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
- materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
-
--LICH 8 (24)
-+### LICH 8 (24)
-
- A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object
- called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted
-@@ -65339,7 +65339,7 @@
-
- Loot: A lich has 1d6 cyphers and usually an artifact.
-
--MANTICORE 6 (18)
-+### MANTICORE 6 (18)
-
- A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
- bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
-@@ -65380,7 +65380,7 @@
- Loot: A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
- or two small objects it was unable to digest.
-
--MERFOLK 3 (9)
-+### MERFOLK 3 (9)
-
- Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
- They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great
-@@ -65431,7 +65431,7 @@
- Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal
- merperson usually has a cypher and might have an artifact.
-
--MINOTAUR 4 (12)
-+### MINOTAUR 4 (12)
-
- Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a
- curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
-@@ -65473,7 +65473,7 @@
- Loot: Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
- jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
-
--MORLOCK 2 (6)
-+### MORLOCK 2 (6)
-
- Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin,
- and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under
-@@ -65510,7 +65510,7 @@
-
- Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim.
-
--NECROMANCER 5 (15)
-+### NECROMANCER 5 (15)
-
- The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
- living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
-@@ -65554,7 +65554,7 @@
-
- Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
-
--NOBLE KNIGHT 7 (21)
-+### NOBLE KNIGHT 7 (21)
-
- Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
- lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
-@@ -65598,7 +65598,7 @@
-
- Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
-
--SAPIENT TREE 3 (9)
-+### SAPIENT TREE 3 (9)
-
- Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
- out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
-@@ -65639,7 +65639,7 @@
- > Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
- > direction.
-
--SATYR 5 (15)
-+### SATYR 5 (15)
-
- These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
- creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
-@@ -65676,7 +65676,7 @@
-
- Loot: A satyr is likely to carry one or two cyphers.
-
--SHADOW 1 (3)
-+### SHADOW 1 (3)
-
- Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
- along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
-@@ -65715,7 +65715,7 @@
- Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
- appears to have two shadows just before they feel icy coldness slide along their flesh.
-
--SOUL EATER 5 (15)
-+### SOUL EATER 5 (15)
-
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
- without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
-@@ -65762,7 +65762,7 @@
- Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
- artifact.
-
--SPHINX 7 (21)
-+### SPHINX 7 (21)
-
- A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
- some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
-@@ -65812,7 +65812,7 @@
-
- Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
-
--TROLL 6 (18)
-+### TROLL 6 (18)
-
- A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
- dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
-@@ -65847,7 +65847,7 @@
- Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by
- slavers, armies, and powerful wizards as guards and warriors.
-
--WORM THAT WALKS 7 (21)
-+### WORM THAT WALKS 7 (21)
-
- This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
- ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
-@@ -65895,7 +65895,7 @@
- Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
- in the fight.
-
--WRAITH 2 (6)
-+### WRAITH 2 (6)
-
- When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a
- necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure
-@@ -65937,7 +65937,7 @@
- swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
- them).
-
--WYVERN 6 (18)
-+### WYVERN 6 (18)
-
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
- makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong
-@@ -65978,7 +65978,7 @@
- extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
- an expensive item).
-
--SCIENCE FICTION CREATURES AND NPCs
-+### SCIENCE FICTION CREATURES AND NPCs
-
- The most important element of each creature is its level. You use the level to determine the target number a PC must
- reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
-@@ -65987,7 +65987,7 @@
- A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
- incapacitated.
-
--SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-+### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-
- | Level | Name | Tech Rating |
- |-------|-----------------------|-------------|
-@@ -66020,7 +66020,7 @@
- | 10 | Godmind | Fantastic |
- | 10 | Omworwar | Fantastic |
-
--ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-+### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
- If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
- godminds, AIs can develop inscrutable goals.
-@@ -66063,7 +66063,7 @@
-
- Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-
--CYBRID 8 (24)
-+### CYBRID 8 (24)
-
- Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
- post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
-@@ -66103,7 +66103,7 @@
-
- Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers.
-
--DEVOLVED 4 (12)
-+### DEVOLVED 4 (12)
-
- Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
- government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
-@@ -66141,7 +66141,7 @@
-
- Loot: For every three or so devolved, one is likely to carry a cypher.
-
--ECOPHAGIC SWARM 4 (12)
-+### ECOPHAGIC SWARM 4 (12)
-
- Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
- body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
-@@ -66179,7 +66179,7 @@
-
- Use: A promising new nanotech "printing" technology was hacked by radical elements.
-
--EXOSLIME 6 (18)
-+### EXOSLIME 6 (18)
-
- Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
- on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
-@@ -66214,7 +66214,7 @@
- Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
- materials.
-
--GODMIND 10 (30)
-+### GODMIND 10 (30)
-
- Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
- its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
-@@ -66249,7 +66249,7 @@
-
- Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-
--HUNGRY HAZE
-+### HUNGRY HAZE
-
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
- how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
-@@ -66287,7 +66287,7 @@
- Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
- amount equal to the expensive price category.
-
--INFOVORE 3 (9)
-+### INFOVORE 3 (9)
-
- Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
- mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
-@@ -66330,7 +66330,7 @@
- Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
- chance that one of those cyphers is actually the infovore seed.
-
--INQUISITOR 4 (12)
-+### INQUISITOR 4 (12)
-
- Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
- interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
-@@ -66369,7 +66369,7 @@
-
- Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
-
--MALWARE, FATAL 4 (12)
-+### MALWARE, FATAL 4 (12)
-
- This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
- nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
-@@ -66405,7 +66405,7 @@
- Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
- unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
-
--MOCK ORGANISM 3 (9)
-+### MOCK ORGANISM 3 (9)
-
- Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
- in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
-@@ -66442,7 +66442,7 @@
- Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
- two and another item that, with a bit of jury-rigging, works as an artifact.
-
--NATATHIM 3 (9)
-+### NATATHIM 3 (9)
-
- Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
- (Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
-@@ -66483,7 +66483,7 @@
-
- Loot: Some natathim carry valuable items and equipment.
-
--OMWORWAR 10 (30)
-+### OMWORWAR 10 (30)
-
- Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
- sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
-@@ -66529,7 +66529,7 @@
-
- Loot: Four level 10 manifest cyphers.
-
--PHOTONOMORPH 6 (18)
-+### PHOTONOMORPH 6 (18)
-
- Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
- devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
-@@ -66568,7 +66568,7 @@
- Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
- vessel.
-
--POSTHUMAN 7 (21)
-+### POSTHUMAN 7 (21)
-
- Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
- all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
-@@ -66614,7 +66614,7 @@
- material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
- manifest cyphers and an artifact.
-
--REDIVUS 4 (12)
-+### REDIVUS 4 (12)
-
- Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
- impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
-@@ -66648,7 +66648,7 @@
- Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
- action of something truly terrible.
-
--SENTINEL TREE 3 (9)
-+### SENTINEL TREE 3 (9)
-
- Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
- landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
-@@ -66682,7 +66682,7 @@
-
- Use: A grove of sentinel trees guard a compound that the characters need to break into.
-
--SILICON PARASITE 2 (6)
-+### SILICON PARASITE 2 (6)
-
- These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
- emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
-@@ -66719,7 +66719,7 @@
- crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
- working pieces of equipment.
-
--SPACE RAT 1 (3)
-+### SPACE RAT 1 (3)
-
- Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
- environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
-@@ -66758,7 +66758,7 @@
-
- Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
-
--STORM MARINE 4 (12)
-+### STORM MARINE 4 (12)
-
- The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
- the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
-@@ -66798,7 +66798,7 @@
- Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
- suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
-
--SHINING ONE 5 (15)
-+### SHINING ONE 5 (15)
-
- Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
- consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
-@@ -66841,7 +66841,7 @@
- Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
- ability to consolidate power. Something must be done before it's too late.
-
--SUPERNAL 5 (15)
-+### SUPERNAL 5 (15)
-
- Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
- unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
-@@ -66885,7 +66885,7 @@
- Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
- cyphers, and possibly an artifact.
-
--SYNTHETIC PERSON 5 (15)
-+### SYNTHETIC PERSON 5 (15)
-
- Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
- they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
-@@ -66927,7 +66927,7 @@
-
- Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
-
--THUNDERING BEHEMOTH 7 (21)
-+### THUNDERING BEHEMOTH 7 (21)
-
- When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
- thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
-@@ -66971,7 +66971,7 @@
- seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
- investigate.
-
--VACUUM FUNGUS 5 (15)
-+### VACUUM FUNGUS 5 (15)
-
- Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
- lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
-@@ -67007,7 +67007,7 @@
- research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
- growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
-
--WHARN INTERCEPTOR 8 (24)
-+### WHARN INTERCEPTOR 8 (24)
-
- Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
- battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
-@@ -67051,7 +67051,7 @@
- Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
- destroy the very same object.
-
--WRAITH 4 (12)
-+### WRAITH 4 (12)
-
- Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
- charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
-@@ -67087,7 +67087,7 @@
-
- Loot: Some wraiths carry valuable items and equipment.
-
--ZERO-POINT PHANTOM 3 (9)
-+### ZERO-POINT PHANTOM 3 (9)
-
- Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
- of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
-@@ -67124,7 +67124,7 @@
- Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
- signs of a struggle, though with what isn't clear.
-
--HORROR CREATURES AND NPCs
-+### HORROR CREATURES AND NPCs
-
- The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
- each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
-@@ -67136,7 +67136,7 @@
- NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
- Listings section in the Cypher System Rulebook.
-
--HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-+### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-
- | Level | Name | Genre |
- |-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
-@@ -67757,7 +67757,7 @@
- protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
- character's.
-
--FAIRYTALE CREATURES
-+### FAIRYTALE CREATURES
-
- The following creatures and characters are provided to help populate your fairy tale game.
-
-@@ -68005,7 +68005,7 @@
- | West Wind |
- | Wind children, the |
-
--MAGICAL ANIMALS
-+### MAGICAL ANIMALS
-
- Bear: level 5; health 20; Armor 1; two magical abilities
-
-@@ -68068,7 +68068,7 @@
- Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
- or might not be living, depending on its nature.
-
--OF BITE AND CLAW (CREATURES)
-+### OF BITE AND CLAW (CREATURES)
-
- The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
- snarks.
-@@ -68339,7 +68339,7 @@
- GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
- that person calls for help from out of the Wolf's mouth.
-
--CRAFTED (CREATURES)
-+### CRAFTED (CREATURES)
-
- Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
- Pinocchio,
-@@ -68463,7 +68463,7 @@
-
- GM intrusion: Death mistakes a character for someone else.
-
--OF EARTH AND STONE (CREATURES)
-+### OF EARTH AND STONE (CREATURES)
-
- Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
- made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
-@@ -68649,7 +68649,7 @@
- Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
- cyphers, an artifact, and an elegant or interesting outfit.
-
--ENCHANTERS OF THE WORLD
-+### ENCHANTERS OF THE WORLD
-
- Morgan Le Fay 9 (27)
-
-@@ -68720,7 +68720,7 @@
- >
- > Depletion: 1 in 1d6
-
--FEY (CREATURES)
-+### FEY (CREATURES)
-
- In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
- boggarts, and goblins. There are so many types of fey beings in
-@@ -69091,7 +69091,7 @@
-
- Use: The Snow Queen guards the entrance to a place the characters need to enter.
-
--OF WATER AND WAVES (CREATURES)
-+### OF WATER AND WAVES (CREATURES)
-
- Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
- areas of the world.
-@@ -69357,7 +69357,7 @@
- > Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact
- > or cypher and prepares to use it.
-
--WITCHES OF THE WORLD
-+### WITCHES OF THE WORLD
-
- Baba Yaga 9 (27)
-
-@@ -69479,11 +69479,11 @@
-
- Loot: Whatever shoes she's wearing (which are very likely an artifact).
-
--NPCS
-+### NPCS
-
--MODERN MAGIC NPCs
-+### MODERN MAGIC NPCs
-
--CHANGELING 3 (9)
-+### CHANGELING 3 (9)
-
- Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
- raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
-@@ -69516,7 +69516,7 @@
- Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
- thing that doesn't quite belong (and might secretly be a cypher or artifact).
-
--CORPORATE MAGE 4 (12)
-+### CORPORATE MAGE 4 (12)
-
- A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
- similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
-@@ -69560,7 +69560,7 @@
- Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
- or two expensive items.
-
--DEMON HUNTER 3 (9)
-+### DEMON HUNTER 3 (9)
-
- In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
- the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
-@@ -69599,7 +69599,7 @@
-
- Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
-
--PHARMACEUTICAL SORCERER 3 (9)
-+### PHARMACEUTICAL SORCERER 3 (9)
-
- A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
- one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
-@@ -69640,9 +69640,9 @@
- Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
- cypher or some interesting payment from a patient.
-
--FANTASY NPCs
-+### FANTASY NPCs
-
--BARD 3 (9)
-+### BARD 3 (9)
-
- A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
- musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
-@@ -69676,7 +69676,7 @@
- Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
- moderately priced item and one or two cyphers.
-
--BERSERKER 3 (9)
-+### BERSERKER 3 (9)
-
- A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
- choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
-@@ -69712,7 +69712,7 @@
- Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
- group might have a cypher that enhances strength or toughness.
-
--DRUID 4 (12)
-+### DRUID 4 (12)
-
- A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
- plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
-@@ -69748,7 +69748,7 @@
- Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
- cyphers or perhaps an artifact.
-
--DWARF 4(12)
-+### DWARF 4(12)
-
- A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
- to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-@@ -69781,7 +69781,7 @@
- Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
- as tools or exploration gear) and perhaps a cypher or two.
-
--ELF 4 (12)
-+### ELF 4 (12)
-
- An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
- Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
-@@ -69815,7 +69815,7 @@
- Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
- curios and mementos, and usually a cypher.
-
--HALFLING 3 (9)
-+### HALFLING 3 (9)
-
- A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
- or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
-@@ -69847,7 +69847,7 @@
- or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
- bag of tools.
-
--PALADIN 4 (12)
-+### PALADIN 4 (12)
-
- Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
- and most of them expect to die in battle against an evil foe.
-@@ -69883,7 +69883,7 @@
- Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
- lucky enough to have an artifact (usually a weapon or armor).
-
--THIEF 4 (12)
-+### THIEF 4 (12)
-
- A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
- thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
-@@ -69915,7 +69915,7 @@
- Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
- cypher they plan to use or sell.
-
--HORROR NPCs
-+### HORROR NPCs
-
- Cannibal 3 (9)
-
-@@ -69986,7 +69986,7 @@
-
- GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
-
--FAIRYTALE NPCS
-+### FAIRYTALE NPCS
-
- The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
- fairy tales.
-@@ -70184,7 +70184,7 @@
- Movement: Short
-
- Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
--5
-+### 5
-
- Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
- have a moral code of some sort—it just may not be the code
-@@ -70236,9 +70236,9 @@
-
- GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
-
--CYPHERS
-+### CYPHERS
-
--CYPHERS AND ARTIFACTS OF THE WEIRD WEST
-+### CYPHERS AND ARTIFACTS OF THE WEIRD WEST
-
- Subtle Cyphers
-
-@@ -70679,7 +70679,7 @@
-
- If a creature is targeted, successful attacks made against the creature with unraveling rounds ignore its Armor.
-
--WANTED SLUG
-+### WANTED SLUG
-
- Level: 1d6 + 1
-
-@@ -70692,7 +70692,7 @@
- quarry is—somewhere in the same building, somewhere in town, miles away, hundreds of miles away, etc. The spent slug
- retains this affinity for a number of days equal to the cypher's level.
-
--WASHING ROUND
-+### WASHING ROUND
-
- Level: 1d6
-
-@@ -70704,7 +70704,7 @@
- If the cypher is level 5 or higher, the effect is so potent that the target's positive interaction tasks are eased for
- an hour afterward.
-
--WATCHER SLUG
-+### WATCHER SLUG
-
- Level: 1d6 + 3
-
-@@ -71174,7 +71174,7 @@
- will return to normal after a few days, or when the user does something to mollify the entity granting the item
- self‑awareness.
-
--MODERN MAGIC CYPHERS
-+### MODERN MAGIC CYPHERS
-
- The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
- modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
-@@ -71266,7 +71266,7 @@
- | 99 | Wrecking balls |
- | 00 | You're safe now |
-
--APPS AS CYPHERS
-+### APPS AS CYPHERS
-
- Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
- phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
-@@ -72050,9 +72050,9 @@
-
- Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-
--SUPERHERO CYPHERS
-+### SUPERHERO CYPHERS
-
--POWER BOOST CYPHERS
-+### POWER BOOST CYPHERS
-
- This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
- System Rulebook into one cypher with variable effects based on cypher level.
-@@ -72068,14 +72068,14 @@
- | 81-90 | Stunt boost |
- | 91-00 | Target boost |
-
--EFFICACY BOOST
-+### EFFICACY BOOST
-
- Level: 1d6 + 1
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
- the cypher is level 5 or higher).
-
--SHIFT BOOST
-+### SHIFT BOOST
-
- Level: 1d6 + 2
-
-@@ -72086,7 +72086,7 @@
- one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
- power shift to boost.
-
--STUNT BOOST
-+### STUNT BOOST
-
- Level: 1d6 + 2
-
-@@ -72094,19 +72094,19 @@
- five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
- stunt task.
-
--FANTASY CYPHERS
-+### FANTASY CYPHERS
-
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
- The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
- opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
- or rewards for their adventures and exploits.
-
--MIXING SUBTLE AND MANIFEST CYPHERS
-+### MIXING SUBTLE AND MANIFEST CYPHERS
- There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
- and other coincidences that benefit the characters.
-
--CYPHER FORMS
-+### CYPHER FORMS
-
- What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
- the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-@@ -72147,11 +72147,11 @@
- | 93-96 | Watery potion |
- | 97-00 | Wood runeplate |
-
--EXAMPLE FANTASY CYPHERS
-+### EXAMPLE FANTASY CYPHERS
-
- All of the cyphers in this chapter are manifest and fantastic cyphers.
-
--FANTASY CYPHERS TABLE
-+### FANTASY CYPHERS TABLE
-
- | 01-05 | Acid resistance |
- |-------|------------------------|
-@@ -72175,13 +72175,13 @@
- | 94-98 | Undead ward |
- | 99-00 | Walking corpse |
-
--ACID RESISTANCE
-+### ACID RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
--ANIMAL CONTROL
-+### ANIMAL CONTROL
-
- Level: 1d6 + 2
-
-@@ -72198,7 +72198,7 @@
- "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
--BEAST SHAPE
-+### BEAST SHAPE
-
- Level: 1d6
-
-@@ -72220,20 +72220,20 @@
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
--COLD RESISTANCE
-+### COLD RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
--DEMON WARD
-+### DEMON WARD
-
- Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
- malevolent creatures.
-
--DRAGON WARD
-+### DRAGON WARD
-
- Level: 1d6
-
-@@ -72242,13 +72242,13 @@
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
--ELECTRICITY RESISTANCE
-+### ELECTRICITY RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
--ELEMENTAL CONJURATION
-+### ELEMENTAL CONJURATION
-
- Level: 1d6
-
-@@ -72262,13 +72262,13 @@
- The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
- back to its native realm.
-
--FIRE RESISTANCE
-+### FIRE RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
--GIANT SIZE
-+### GIANT SIZE
-
- Level: 1d6
-
-@@ -72282,7 +72282,7 @@
- If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
- defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-
--INSTANT BOAT
-+### INSTANT BOAT
-
- Level: 1d6 + 2
-
-@@ -72291,7 +72291,7 @@
- its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
- boat lasts for a day, after which it vanishes.
-
--INSTANT TOWER
-+### INSTANT TOWER
-
- Level: 1d6 + 3
-
-@@ -72303,7 +72303,7 @@
-
- The tower is permanent and immobile once created.
-
--LYCANTHROPE WARD
-+### LYCANTHROPE WARD
-
- Level: 1d6
-
-@@ -72313,7 +72313,7 @@
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
- as a bear, rat, tiger, or wolf
-
--PENULTIMATE KEY
-+### PENULTIMATE KEY
-
- Level: 1d6 + 2
-
-@@ -72322,13 +72322,13 @@
-
- > Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
--POISON RESISTANCE
-+### POISON RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
--RESTORATIVE AURA
-+### RESTORATIVE AURA
-
- Level: 1d6
-
-@@ -72337,7 +72337,7 @@
- level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
- cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-
--THOUGHT LISTENING
-+### THOUGHT LISTENING
-
- Level: 1d6 + 1
-
-@@ -72345,7 +72345,7 @@
- doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
- per cypher level.
-
--TINY SIZE
-+### TINY SIZE
-
- Level: 1d6
-
-@@ -72358,14 +72358,14 @@
- If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
- ends, they lose all of the advantages and penalties from the cypher.
-
--UNDEAD WARD
-+### UNDEAD WARD
-
- Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
- vampires, and other undead creatures.
-
--WALKING CORPSE
-+### WALKING CORPSE
-
- Level: 1d6
-
-@@ -72375,7 +72375,7 @@
- one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
- again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-
--HORROR CYPHERS
-+### HORROR CYPHERS
-
- Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
- mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
-@@ -72391,7 +72391,7 @@
- invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
- award a new manifest cypher.
-
--ALIEN CYPHERS
-+### ALIEN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|------------------------------|
-@@ -72405,7 +72405,7 @@
- | 17-18 | Primitive doppelganger |
- | 19-20 | Visage scrutinizer |
-
--BODY HORROR CYPHERS
-+### BODY HORROR CYPHERS
-
- | 1-2 | Ascendant flesh vivisector |
- |-------|----------------------------|
-@@ -72419,7 +72419,7 @@
- | 17-18 | Primitive doppelganger |
- | 19-20 | Reanimator |
-
--CLASSIC MONSTER CYPHERS
-+### CLASSIC MONSTER CYPHERS
-
- | 1 | Anathema siren (cryptids) |
- |-------|-----------------------------|
-@@ -72437,7 +72437,7 @@
- | 18-19 | Silgarho infusion |
- | 20 | Unphantomed limb |
-
--DARK MAGIC AND OCCULT CYPHERS
-+### DARK MAGIC AND OCCULT CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -72449,7 +72449,7 @@
-
-
-
--DEMON CYPHERS
-+### DEMON CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -72459,13 +72459,13 @@
- | 14-16 | Reanimator |
- | 17-20 | Visage scrutinizer |
-
--GHOST CYPHERS
-+### GHOST CYPHERS
-
- | 1-8 | Anathema siren (ghost) |
- |------|------------------------|
- | 9-20 | Ghost detector |
-
--LOVECRAFTIAN CYPHERS
-+### LOVECRAFTIAN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|---------------------------------------------|
-@@ -72480,7 +72480,7 @@
- | 18-19 | Invisibility revealer |
- | 20 | Mind swapper |
-
--MUMMY CYPHERS
-+### MUMMY CYPHERS
-
- | 1-6 | Anathema siren (mummies) |
- |-------|--------------------------|
-@@ -72488,7 +72488,7 @@
- | 13-16 | Reanimator |
- | 17-20 | Revenant serum |
-
--SCIENCE GONE WRONG CYPHERS
-+### SCIENCE GONE WRONG CYPHERS
-
- | 1 | Anathema siren (simulacra) |
- |-----|----------------------------|
-@@ -72512,7 +72512,7 @@
- | 19 | Revenant serum |
- | 20 | Unphantomed limb |
-
--UNDEAD CYPHERS
-+### UNDEAD CYPHERS
-
- | 1-3 | Anathema siren (ghosts) |
- |-------|---------------------------|
-@@ -72526,14 +72526,14 @@
- | 16-18 | Silgarho infusion |
- | 19-20 | Wolfsbane potion |
-
--VAMPIRE CYPHERS
-+### VAMPIRE CYPHERS
-
- | 1-6 | Anathema siren (vampire) |
- |-------|--------------------------|
- | 7-12 | Humanity tester |
- | 13-20 | Silgarho infusion |
-
--WEREWOLF CYPHERS
-+### WEREWOLF CYPHERS
-
- | 1-5 | Anathema siren (werewolves) |
- |-------|-----------------------------|
-@@ -72543,15 +72543,15 @@
-
-
-
--ZOMBIE CYPHERS
-+### ZOMBIE CYPHERS
-
- | 1-8 | Anathema siren (undead) |
- |-------|-------------------------|
- | 9-14 | Reanimator |
- | 15-20 | Revenant serum |
-
--A SELECTION OF HORROR CYPHERS
--ANATHEMA SIREN
-+### A SELECTION OF HORROR CYPHERS
-+### ANATHEMA SIREN
-
- Level: 1d6 + 2
-
-@@ -72578,7 +72578,7 @@
- | 91-95 | Extradimensional creatures |
- | 96-00 | Undead |
-
--ASCENDANT BRAIN VIVISECTOR
-+### ASCENDANT BRAIN VIVISECTOR
-
- Level: 1d6 + 4
-
-@@ -72597,7 +72597,7 @@
- Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
- instigating aggressive behavior.
-
--ASCENDANT FLESH VIVISECTOR
-+### ASCENDANT FLESH VIVISECTOR
-
- Level: 1d6 + 4
-
-@@ -72614,7 +72614,7 @@
- Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
- features.
-
--ORRUPTED CANOPIC JAR
-+### ORRUPTED CANOPIC JAR
-
- Level: 1d6 + 1
-
-@@ -72623,7 +72623,7 @@
- Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
- assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-
--ECAPITATIVE LONGEVITY
-+### ECAPITATIVE LONGEVITY
-
- Level: 1d6 + 4
-
-@@ -72642,7 +72642,7 @@
- When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
- someone can carefully sever the head from the body, which doesn't harm the head.
-
--GHOST DETECTOR
-+### GHOST DETECTOR
-
- Level: 1d6 + 1
-
-@@ -72655,7 +72655,7 @@
- in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
- cypher remains active for ten minutes per cypher level.
-
--GHOST TRAP
-+### GHOST TRAP
-
- Level: 1d6 + 2
-
-@@ -72669,7 +72669,7 @@
-
- Ghosts in a trap can be permanently stored in a ghost vault.
-
--HOMUNCULUS FLASK
-+### HOMUNCULUS FLASK
-
- Level: 1d6 + 1
-
-@@ -72683,7 +72683,7 @@
-
- Homunculus: level 2; alchemy, all defenses, and stealth as level 3
-
--HORRIFIC ARM
-+### HORRIFIC ARM
-
- Level: 1d6 + 1
-
-@@ -72696,7 +72696,7 @@
- attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
- take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
-
--HORRIFIC EYE
-+### HORRIFIC EYE
-
- Level: 1d6 + 1
-
-@@ -72709,7 +72709,7 @@
- surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
- becomes nonfunctional). The eye lasts for one day per cypher level.
-
--HORRIFIC FACE
-+### HORRIFIC FACE
-
- Level: 1d6 + 1
-
-@@ -72724,7 +72724,7 @@
- creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
- days if the cypher is level 6 or higher).
-
--HORRIFIC INTEGRATED WEAPON
-+### HORRIFIC INTEGRATED WEAPON
-
- Level: 1d6 + 3
-
-@@ -72743,7 +72743,7 @@
- | 13-16 | Light handgun |
- | 17-20 | Medium handgun |
-
--HORRIFIC ORIFICE
-+### HORRIFIC ORIFICE
-
- Level: 1d6 + 3
-
-@@ -72758,7 +72758,7 @@
- Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
- control their mind by inserting data devices into the orifice.
-
--HUMANITY TESTER
-+### HUMANITY TESTER
-
- Level: 1d6 + 4
-
-@@ -72774,7 +72774,7 @@
- > multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
- > kind of fake
-
--INSANITY SUPPRESSOR
-+### INSANITY SUPPRESSOR
-
- Level: 1d6
-
-@@ -72786,7 +72786,7 @@
- make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
- each day that has passed since the cypher was used.
-
--INVISIBILITY REVEALER
-+### INVISIBILITY REVEALER
-
- Level: 1d6 + 4
-
-@@ -72796,7 +72796,7 @@
- point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
- those outside the area become visible if they enter the area.
-
--INVISIBILITY SERUM
-+### INVISIBILITY SERUM
-
- Level: 1d6 + 2
-
-@@ -72814,7 +72814,7 @@
- The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
- Many users have become "stuck" in the invisible state and eventually go mad as a result.
-
--MIND SWAPPER
-+### MIND SWAPPER
-
- Level: 1d6 + 2
-
-@@ -72831,7 +72831,7 @@
- > Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't
- > cause trouble in the user's body.
-
--PRIMITIVE DOPPELGANGER
-+### PRIMITIVE DOPPELGANGER
-
- Level: 1d6 + 1
-
-@@ -72847,7 +72847,7 @@
- Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
- entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
-
--REANIMATOR
-+### REANIMATOR
-
- Level: 1d6 + 2
-
-@@ -72857,7 +72857,7 @@
- the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
- one round if level 6 or higher).
-
--REVENANT SERUM
-+### REVENANT SERUM
-
- Level: 1d6 + 4
-
-@@ -72873,7 +72873,7 @@
- to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
- this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
-
--SILGARHO INFUSION
-+### SILGARHO INFUSION
-
- Level: 1d6
-
-@@ -72892,7 +72892,7 @@
- Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
--UNPHANTOMED LIMB
-+### UNPHANTOMED LIMB
-
- Level: 1d6
-
-@@ -72908,7 +72908,7 @@
- points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
- lasts for one day per cypher level.
-
--VISAGE SCRUTINIZER
-+### VISAGE SCRUTINIZER
-
- Level: 1d6 + 2
-
-@@ -72921,7 +72921,7 @@
- a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
- lower than the cypher's level. The cypher lasts for one hour.
-
--WOLFSBANE POTION
-+### WOLFSBANE POTION
-
- Level: 1d6
-
-@@ -72935,7 +72935,7 @@
- werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
- regenerating for several minutes.
-
--FAIRYTALE CYPHERS
-+### FAIRYTALE CYPHERS
-
- Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
- characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
-@@ -72950,7 +72950,7 @@
- random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
- specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-
--CYPHER LIMITS
-+### CYPHER LIMITS
-
- All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
- ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
-@@ -72985,7 +72985,7 @@
- | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
- | 6 | Steals the character away to their fey realm |
-
--CYPHERS
-+### CYPHERS
- Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
- ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
- object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
-@@ -73133,7 +73133,7 @@
- | 99 | Yonder yarn |
- | 00 | Roll on the cypher tables in the Cypher System Rulebook |
-
--A SELECTION OF FAIRY TALE CYPHERS
-+### A SELECTION OF FAIRY TALE CYPHERS
-
- Adderstone
-
-@@ -74302,9 +74302,9 @@
- It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
- ways to hide themselves (and others) from the yarn's power.
-
--ARTIFACTS
-+### ARTIFACTS
-
--MODERN MAGIC ARTIFACTS
-+### MODERN MAGIC ARTIFACTS
-
- If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
- be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
-@@ -75045,14 +75045,14 @@
-
-
-
--FANTASY ARTIFACTS
-+### FANTASY ARTIFACTS
-
- If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
- be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
- there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
- collect all of the legendary items carried by a famous hero.
-
--ARTIFACT RULES
-+### ARTIFACT RULES
-
- Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
- When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
-@@ -75062,7 +75062,7 @@
- item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
- temporarily
-
--EXAMPLE FANTASY ARTIFACTS
-+### EXAMPLE FANTASY ARTIFACTS
-
- The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
- tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
-@@ -75070,7 +75070,7 @@
- minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
- table.
-
--MINOR FANTASY ARTIFACTS TABLE
-+### MINOR FANTASY ARTIFACTS TABLE
-
- | 01-02 | Adamantine rope |
- |-------|-------------------------|
-@@ -75104,7 +75104,7 @@
- | 99 | Vorpal sword |
- | 00 | Whisperer in the ether |
-
--MAJOR FANTASY ARTIFACTS TABLE
-+### MAJOR FANTASY ARTIFACTS TABLE
-
- | 01-03 | Angelic ward\* |
- |-------|-------------------------------------------------|
-@@ -75146,7 +75146,7 @@
-
- \* Artifact found in the Fantasy Artifacts section of the Cypher System
-
--ADAMANTINE ROPE
-+### ADAMANTINE ROPE
-
- Level: 1d6 + 4
-
-@@ -75157,7 +75157,7 @@
-
- Depletion: —
-
--ALCHEMIST BAG
-+### ALCHEMIST BAG
-
- Level: 1d6
-
-@@ -75168,7 +75168,7 @@
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-
--ARMORED CLOTH
-+### ARMORED CLOTH
-
- Level: 1d6
-
-@@ -75180,7 +75180,7 @@
-
- Depletion: —
-
--BELT OF STRENGTH
-+### BELT OF STRENGTH
-
- Level: 1d6
-
-@@ -75193,7 +75193,7 @@
-
- Depletion: —
-
--BOOK OF ALL SPELLS
-+### BOOK OF ALL SPELLS
-
- Level: 1d6 + 2
-
-@@ -75224,7 +75224,7 @@
- 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
- later page, or disappear and reappear somewhere else in the world.)
-
--BOUNDING BOOTS
-+### BOUNDING BOOTS
-
- Level: 1d6 + 1
-
-@@ -75235,7 +75235,7 @@
-
- Depletion: —
-
--CAT'S EYE SPECTACLES
-+### CAT'S EYE SPECTACLES
-
- Level: 1d6
-
-@@ -75246,7 +75246,7 @@
-
- Depletion: —
-
--CLOAK OF BALAKAR
-+### CLOAK OF BALAKAR
-
- Level: 1d6 + 3
-
-@@ -75258,7 +75258,7 @@
-
- Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
--CLOAK OF ELFKIND
-+### CLOAK OF ELFKIND
-
- Level: 1d6 + 2
-
-@@ -75270,7 +75270,7 @@
-
- Depletion: 1 in 1d100
-
--CLOAK OF FINERY
-+### CLOAK OF FINERY
-
- Level: 1d6 + 1
-
-@@ -75282,7 +75282,7 @@
-
- Depletion: 1 in 1d20
-
--COIL OF ENDLESS ROPE
-+### COIL OF ENDLESS ROPE
-
- Level: 1d6
-
-@@ -75294,7 +75294,7 @@
-
- Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
--CROWN OF EYES
-+### CROWN OF EYES
-
- Level: 1d6
-
-@@ -75307,7 +75307,7 @@
-
- Depletion: 1 in 1d100
-
--CROWN OF THE MIND
-+### CROWN OF THE MIND
-
- Level: 1d6
-
-@@ -75320,7 +75320,7 @@
-
- Depletion: —
-
--CRYSTAL BALL
-+### CRYSTAL BALL
-
- Level: 1d6 + 3
-
-@@ -75360,7 +75360,7 @@
- An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--DEATH'S SCYTHE
-+### DEATH'S SCYTHE
-
- Level: 1d6 + 4
-
-@@ -75376,7 +75376,7 @@
-
- Death manifestation: level 7
-
--DEMONFLESH
-+### DEMONFLESH
-
- Level: 1d6 + 1
-
-@@ -75394,7 +75394,7 @@
-
- To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--DEMONIC RUNE BLADE
-+### DEMONIC RUNE BLADE
-
- Level: 1d6 + 4
-
-@@ -75415,7 +75415,7 @@
- Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
- abilities can be recharged if it kills an "innocent" creature)
-
--DRAGONTONGUE WEAPON
-+### DRAGONTONGUE WEAPON
-
- Level: 1d6 + 2
-
-@@ -75428,7 +75428,7 @@
-
- Depletion: 1 in 1d100
-
--DRAGONTOOTH SOLDIERS
-+### DRAGONTOOTH SOLDIERS
-
- Level: 1d6 + 1
-
-@@ -75443,7 +75443,7 @@
- Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
- spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-
--ELFBLADE
-+### ELFBLADE
-
- Level: 1d6 + 3
-
-@@ -75454,7 +75454,7 @@
- sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
- are within 300 feet (90 m). Depletion: —
-
--ENCHANTED ARMOR L
-+### ENCHANTED ARMOR L
-
- evel: 1d6 + 3
-
-@@ -75471,7 +75471,7 @@
-
- Depletion: —
-
--EXPLODING ARROW
-+### EXPLODING ARROW
-
- Level: 1d6
-
-@@ -75493,7 +75493,7 @@
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--EXPLORER'S GLOVES
-+### EXPLORER'S GLOVES
-
- Level: 1d6
-
-@@ -75504,7 +75504,7 @@
-
- Depletion: 1 in 1d20
-
-- FALCON CLOAK
-+### FALCON CLOAK
-
- Level: 1d6
-
-@@ -75518,7 +75518,7 @@
- Most magic items that turn a character into a different creature make it difficult to use any of the character's special
- abilities (other than skills) in that form.
-
--FLYING CARPET
-+### FLYING CARPET
-
- Level: 1d6 + 1
-
-@@ -75529,7 +75529,7 @@
-
- Depletion: 1 in 1d20
-
--GHOSTLY ARMOR
-+### GHOSTLY ARMOR
-
- Level: 1d6 + 3
-
-@@ -75549,7 +75549,7 @@
-
- To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--GLOVES OF AGILITY
-+### GLOVES OF AGILITY
-
- Level: 1d6
-
-@@ -75562,7 +75562,7 @@
-
- Depletion: —
-
--GRUELMAKER
-+### GRUELMAKER
-
- Level: 1d6
-
-@@ -75573,7 +75573,7 @@
-
- Depletion: 1 in 1d10
-
--GUARDIAN IDOL
-+### GUARDIAN IDOL
-
- Level: 1d6 + 3
-
-@@ -75587,7 +75587,7 @@
- twenty-four hours or until it has made one hundred attacks, whichever comes first.
- Depletion: Automatic
-
--HAND OF GLORY
-+### HAND OF GLORY
-
- Level: 1d6 + 3
-
-@@ -75602,7 +75602,7 @@
-
- Depletion: 1 in 1d20
-
--HELM OF WATER BREATHING
-+### HELM OF WATER BREATHING
-
- Level: 1d6
-
-@@ -75611,7 +75611,7 @@
-
- Depletion: 1–2 in 1d100 (check each day)
-
--HORN OF THUNDER
-+### HORN OF THUNDER
-
- Level: 1d6 + 4
-
-@@ -75624,7 +75624,7 @@
-
- Depletion: 1 in 1d10
-
--INSTANT LADDER
-+### INSTANT LADDER
-
- Level: 1d6
-
-@@ -75638,7 +75638,7 @@
- A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
- sequence to expand or collapse it.
-
--LIGHTNING HAMMER
-+### LIGHTNING HAMMER
-
- Level: 1d6 + 2
-
-@@ -75651,7 +75651,7 @@
-
- Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-
--MASTERCRAFT ARMOR
-+### MASTERCRAFT ARMOR
-
- Level: 1d6
-
-@@ -75661,7 +75661,7 @@
-
- Depletion: —
-
--MASTERCRAFT WEAPON
-+### MASTERCRAFT WEAPON
-
- Level: 1d6
-
-@@ -75675,7 +75675,7 @@
- or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
- Equipment, page 34.
-
--MINDSHIELD HELMET
-+### MINDSHIELD HELMET
-
- Level: 1d6 + 2
-
-@@ -75686,7 +75686,7 @@
-
- Depletion: —
-
--NECROMANTIC WAND
-+### NECROMANTIC WAND
-
- Level: 1d6 + 4
-
-@@ -75701,7 +75701,7 @@
-
- Depletion: 1 in 1d10
-
--PACK OF STORAGE
-+### PACK OF STORAGE
-
- Level: 1d6 + 1
-
-@@ -75714,7 +75714,7 @@
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
- pack)
-
--POISONER'S TOUCH
-+### POISONER'S TOUCH
-
- Level: 1d6 + 1
-
-@@ -75727,7 +75727,7 @@
-
- Depletion: 1 in 1d10
-
--PROTECTION AMULET
-+### PROTECTION AMULET
-
- Level: 1d6
-
-@@ -75745,7 +75745,7 @@
-
- Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-
--RING OF FALL FLOURISHING
-+### RING OF FALL FLOURISHING
-
- Level: 1d6
-
-@@ -75755,7 +75755,7 @@
-
- Depletion: 1 in 1d100
-
--RING OF INVISIBILITY
-+### RING OF INVISIBILITY
-
- Level: 1d6
-
-@@ -75766,7 +75766,7 @@
-
- Depletion: 1 in 1d20
-
--RING OF WISHES
-+### RING OF WISHES
-
- Level: 1d6 + 4
-
-@@ -75778,7 +75778,7 @@
-
- Depletion: 1–3 in 1d6
-
--SHIELD OF TWO SKIES
-+### SHIELD OF TWO SKIES
-
- Level: 1d6 + 2
-
-@@ -75789,7 +75789,7 @@
-
- Depletion: 1 in 1d100
-
--SKILL RING
-+### SKILL RING
-
- Level: 1d6
-
-@@ -75800,7 +75800,7 @@
-
- Depletion: —
-
--SMOOTH-STEPPING BOOTS
-+### SMOOTH-STEPPING BOOTS
-
- Level: 1d6 + 1
-
-@@ -75812,7 +75812,7 @@
-
- Depletion: 1 in 1d100
-
--SOUL-STEALING KNIFE
-+### SOUL-STEALING KNIFE
-
- Level: 1d6
-
-@@ -75828,7 +75828,7 @@
-
- Depletion: 1 in 1d20 (check each activation)
-
--SOVEREIGN KEY
-+### SOVEREIGN KEY
-
- Level: 1d6 + 2
-
-@@ -75840,7 +75840,7 @@
-
- Depletion: 1 in 1d10
-
--SPELLBOOK OF ELEMENTAL SUMMONING
-+### SPELLBOOK OF ELEMENTAL SUMMONING
-
- Level: 1d6 + 1
-
-@@ -75852,7 +75852,7 @@
-
- Depletion: 1–3 in 1d20
-
--STAFF OF BLACK IRON
-+### STAFF OF BLACK IRON
-
- Level: 1d6 + 2
-
-@@ -75874,7 +75874,7 @@
-
- Depletion: 1 in 1d100
-
--STAFF OF HEALING
-+### STAFF OF HEALING
-
- Level: 1d6 + 4
-
-@@ -75886,7 +75886,7 @@
-
- Depletion: 1 in 1d10
-
--STAFF OF THE PROPHET
-+### STAFF OF THE PROPHET
-
- Level: 1d6 + 2
-
-@@ -75907,7 +75907,7 @@
-
- Depletion: 1 in 1d20
-
--STORM SHACK
-+### STORM SHACK
-
- Level: 1d6 + 3
-
-@@ -75922,7 +75922,7 @@
-
- Depletion: 1 in 1d100
-
--TRAP RUNESTONE
-+### TRAP RUNESTONE
-
- Level: 1d6
-
-@@ -75941,7 +75941,7 @@
-
- Depletion: Automatic
-
--TUNNELING GAUNTLETS
-+### TUNNELING GAUNTLETS
-
- Level: 1d6 + 1
-
-@@ -75954,7 +75954,7 @@
-
- Depletion: 1 in 1d20
-
--VORPAL SWORD
-+### VORPAL SWORD
-
- Level: 1d6 + 3
-
-@@ -75967,7 +75967,7 @@
-
- Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--WAND OF SPIDER'S WEBBING
-+### WAND OF SPIDER'S WEBBING
-
- Level: 1d6 + 1
-
-@@ -75981,7 +75981,7 @@
-
- Depletion: 1 in 1d20
-
--WHISPERER IN THE ETHER
-+### WHISPERER IN THE ETHER
-
- Level: 1d6 + 1
-
-@@ -76003,7 +76003,7 @@
-
- Depletion: 1 in 1d20 (check each day)
-
--WITCH'S BROOM
-+### WITCH'S BROOM
-
- Level: 1d6 + 2
-
-@@ -76018,9 +76018,9 @@
-
- Depletion: 1 in 1d20
-
--SCIENCE FICTION ARTIFACTS
-+### SCIENCE FICTION ARTIFACTS
-
--DARKEST BOOK
-+### DARKEST BOOK
-
- Level: 10
-
-@@ -76044,7 +76044,7 @@
-
- Depletion: —
-
--OMNI ORB
-+### OMNI ORB
-
- Level: 1d6 + 4
-
-@@ -76065,7 +76065,7 @@
- and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
- transporting a group of PCs 100 miles is probably within the orb's power
-
--SPACE RING
-+### SPACE RING
-
- Level: 1d6 + 1
-
-@@ -76150,7 +76150,7 @@
-
- Depletion: 1 × number of previous uses in 1d20
-
--WEAPONS
-+### WEAPONS
-
- Artifacts that can be used as weapons, though some have other uses as well.
-
-@@ -76226,7 +76226,7 @@
-
- Depletion: 1 in 1d20
-
--HORROR ARTIFACTS
-+### HORROR ARTIFACTS
-
- Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
-
-@@ -76247,7 +76247,7 @@
-
- > The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
-
--LOVECRAFTIAN ARTIFACTS
-+### LOVECRAFTIAN ARTIFACTS
- The stories of the mythos often feature strange books or devices (which might be magical or of
-
- exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
-@@ -76263,9 +76263,9 @@
-
- • Shining trapezohedron
-
--HORROR ARTIFACTS
-+### HORROR ARTIFACTS
-
--BOOK OF THOTH
-+### BOOK OF THOTH
-
- Level: 1d6 + 2
-
-@@ -76279,7 +76279,7 @@
-
- Depletion: —
-
--BRAIN CYLINDER
-+### BRAIN CYLINDER
-
- Level: 1d6 + 2
-
-@@ -76303,7 +76303,7 @@
- Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
- want to study humans.
-
--CURSED VIDEO
-+### CURSED VIDEO
-
- Level: 1d6 + 2
-
-@@ -76320,7 +76320,7 @@
-
- Depletion: —
-
--DEMON PUZZLE
-+### DEMON PUZZLE
-
- Level: 1d6 + 4
-
-@@ -76340,7 +76340,7 @@
-
- Depletion: 1 in 1d100
-
--GHOST VAULT
-+### GHOST VAULT
-
- Level: 1d6 + 4
-
-@@ -76353,7 +76353,7 @@
-
- Depletion: 1 in 1d20 (check each month)
-
--HUMAN SUIT
-+### HUMAN SUIT
-
- Level: 1d6
-
-@@ -76367,7 +76367,7 @@
-
- Depletion: 1 in 1d20
-
--MONKEY'S PAW
-+### MONKEY'S PAW
-
- Level: 1d6
-
-@@ -76385,7 +76385,7 @@
-
- Depletion: 1 in 1d6
-
--NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
-+### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
-
- Level: 1d6 + 4
-
-@@ -76414,7 +76414,7 @@
-
- Depletion: —
-
--PNAKOTIC MANUSCRIPTS
-+### PNAKOTIC MANUSCRIPTS
-
- Level: 1d6 + 2
-
-@@ -76438,7 +76438,7 @@
-
- Depletion: —
-
--SHINING TRAPEZOHEDRON
-+### SHINING TRAPEZOHEDRON
-
- Level: 1d6 + 3
-
-@@ -76456,7 +76456,7 @@
-
- Depletion: —
-
--SILGARHO BULLET
-+### SILGARHO BULLET
-
- Level: 1d6
-
-@@ -76475,7 +76475,7 @@
-
- Depletion: Automatic
-
--SPIRIT BOARD
-+### SPIRIT BOARD
-
- Level: 1d6
-
-@@ -76501,14 +76501,14 @@
-
- Depletion: 1 in 1d100 (check each session)
-
--FAIRYTALE ARTIFACTS
-+### FAIRYTALE ARTIFACTS
-
- Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
- later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
- creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
- itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
-
--ARTIFACT QUIRKS
-+### ARTIFACT QUIRKS
-
- Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
- mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
-@@ -76661,7 +76661,7 @@
- | 97-98 | Tweedledee's umbrella |
- | 99-00 | Vicious tankard |
-
--A SELECTION OF FAIRY TALE ARTIFACTS
-+### A SELECTION OF FAIRY TALE ARTIFACTS
-
- A Tisket a Tasket
-
-@@ -77219,9 +77219,9 @@
-
- Depletion: 1 in 1d20 (check each fight)
-
--EQUIPMENT
-+### EQUIPMENT
-
--CURRENCY AND EQUIPMENT OF THE WEIRD WEST
-+### CURRENCY AND EQUIPMENT OF THE WEIRD WEST
-
- Currency
-
-@@ -77426,7 +77426,7 @@
- track of how many bullets remain in the cylinders of their revolvers, an easy way to determine if a character's
- six‑shooter is empty after any given turn is to use depletion; a typical six‑shooter has a depletion of 1 in 1d6.
-
--MODERN FANTASY EQUIPMENT
-+### MODERN FANTASY EQUIPMENT
-
- In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
- available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
-@@ -77502,7 +77502,7 @@
- hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
- board for a ritual to talk to a dead person.
-
--MODERN FANTASY CRAFTING MATERIALS
-+### MODERN FANTASY CRAFTING MATERIALS
-
- An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
- more price categories higher.
-@@ -77707,9 +77707,9 @@
-
- • Wood from an ancient tree
-
--SUPERHERO EQUIPMENT
-+### SUPERHERO EQUIPMENT
-
--SPECIAL EQUIPMENT
-+### SPECIAL EQUIPMENT
-
- Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
- For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
-@@ -77722,8 +77722,8 @@
- shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
--FANTASY EQUIPMENT
--MEDIEVAL FANTASY EQUIPMENT
-+### FANTASY EQUIPMENT
-+### MEDIEVAL FANTASY EQUIPMENT
-
- | Category | GP Value |
- |----------------|-----------------|
-@@ -77733,7 +77733,7 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
--STARTING GOLD PIECES FOR CHARACTERS
-+### STARTING GOLD PIECES FOR CHARACTERS
-
- Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-
-@@ -77743,7 +77743,7 @@
-
- Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-
--WEAPONS AND ARMOR DESCRIPTIONS
-+### WEAPONS AND ARMOR DESCRIPTIONS
-
- Battleaxe: A wooden pole with a blade on one end.
-
-@@ -77821,7 +77821,7 @@
-
- Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-
--WEAPONS
-+### WEAPONS
-
- | Light Weapons (2 points of damage) | Price | Notes |
- |-------------------------------------|---------|---------------------------------|
-@@ -77867,7 +77867,7 @@
- | Heavy mace | 15 gp | |
- | Maul | 10 gp | |
-
--RANDOM WEAPON TABLE
-+### RANDOM WEAPON TABLE
-
- If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
-
-@@ -77908,7 +77908,7 @@
- > It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
- > with.
-
--ARMOR DESCRIPTIONS
-+### ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
- Speed Effort cost of the worst one).
-@@ -77960,7 +77960,7 @@
- Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
- System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-
--ARMOR
-+### ARMOR
-
- | Light Armor | Armor | Speed Effort Additional Cost | Price |
- |---------------------|-----------|------------------------------|----------|
-@@ -77987,7 +77987,7 @@
- If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
- and padded armor should provide no Armor at all.
-
--ADVENTURING EQUIPMENT
-+### ADVENTURING EQUIPMENT
-
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
- If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-@@ -78060,7 +78060,7 @@
- light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
- hit something
-
--ADVENTURING EQUIPMENT
-+### ADVENTURING EQUIPMENT
-
- | Item | Price |
- |------------------------------|-----------|
-@@ -78105,9 +78105,9 @@
- | Torch | 1 cp |
- | Waterskin | 2 sp |
-
--CLOTHING
-+### CLOTHING
-
--CLOTHING DESCRIPTIONS
-+### CLOTHING DESCRIPTIONS
-
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
- shoes, and underclothes.
-@@ -78145,7 +78145,7 @@
- representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
- mystical aspects of wizard clothing.
-
--CLOTHING
-+### CLOTHING
-
- | Item | Price |
- |-----------------------|-------|
-@@ -78160,7 +78160,7 @@
- | Traveler's outfit | 2 gp |
- | Wizard's outfit | 5 gp |
-
--ANIMALS AND GEAR DESCRIPTIONS
-+### ANIMALS AND GEAR DESCRIPTIONS
-
- Draft horse: A strong horse able to carry or pull heavy loads.
-
-@@ -78176,7 +78176,7 @@
- Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
- such as a chariot.
-
--ANIMALS AND GEAR
-+### ANIMALS AND GEAR
-
- | Item | Price |
- |--------------|------------|
-@@ -78187,7 +78187,7 @@
- | Saddle | 10 gp |
- | Warehouse | 300-500 gp |
-
--FOOD AND LODGING
-+### FOOD AND LODGING
-
- | Item | Price |
- |----------------------|-------|
-@@ -78207,7 +78207,7 @@
- | Wine (bottle) | 10 gp |
- | Wine (pitcher) | 2 sp |
-
--POST-APOCALYPTIC EQUIPMENT
-+### POST-APOCALYPTIC EQUIPMENT
-
- Currency
-
-@@ -78366,7 +78366,7 @@
- | Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
- | Horse | Trained for riding (typically found with a few days of feed) |
-
--POST-APOCALYPTIC CYPHERS AND ARTIFACTS
-+### POST-APOCALYPTIC CYPHERS AND ARTIFACTS
-
- Post-Apocalyptic Cyphers
-
-@@ -78703,7 +78703,7 @@
- | 9 | Fabricator, military |
- | 10 | Smartdust |
-
--AI INSTANCE
-+### AI INSTANCE
-
- Level: 1d6 + 1
-
-@@ -78716,16 +78716,16 @@
- terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
- actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
-
--ARMOR BREACH
-+### ARMOR BREACH
-
- Level: 1d6
-
- Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
- for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
- coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
--6).
-+### 6).
-
--DATA WIPE
-+### DATA WIPE
-
- Level: 1d6 + 2
-
-@@ -78733,7 +78733,7 @@
- is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
- is permanently wiped from the hardware (or wetware, if installed on a living creature).
-
--DENATURE NANOTECH
-+### DENATURE NANOTECH
-
- Level: 1d6 + 3
-
-@@ -78745,7 +78745,7 @@
- target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
- by nanotech, the creature would become so much inert biological matter.
-
--DETONATION (PRION)
-+### DETONATION (PRION)
-
- Level: 1d6 + 2
-
-@@ -78756,7 +78756,7 @@
- Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
- is equal to or higher than the cypher's level take damage from the cypher for only one round.
-
--DISASSEMBLER
-+### DISASSEMBLER
-
- Level: 1d6 + 1
-
-@@ -78767,7 +78767,7 @@
- distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
- effectiveness of any Armor worn by targets by 1.
-
--DISASSEMBLER, EPHEMERAL
-+### DISASSEMBLER, EPHEMERAL
-
- Level: 1d6 + 2
-
-@@ -78778,7 +78778,7 @@
- moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
- being disassembled.
-
--FABRICATOR, CIVIL
-+### FABRICATOR, CIVIL
-
- Level: 1d6 + 1
-
-@@ -78792,7 +78792,7 @@
-
- A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
-
--FABRICATOR, MILITARY
-+### FABRICATOR, MILITARY
-
- Level: 1d6 + 1
-
-@@ -78800,7 +78800,7 @@
- weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
- ammunition.
-
--SMARTDUST
-+### SMARTDUST
-
- Level: 1d6 + 2
-
-@@ -78808,7 +78808,7 @@
- number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
- activity that occurs in that location no matter how far they are from it.
-
--PRE-APOCALYPTIC ARTIFACTS
-+### PRE-APOCALYPTIC ARTIFACTS
-
- One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
- commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
-@@ -78860,7 +78860,7 @@
-
- Depletion: 1 in 1d20 (check each day used)
-
--POST-APOCALYPTIC ARTIFACTS
-+### POST-APOCALYPTIC ARTIFACTS
-
- The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
- retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
-@@ -78981,9 +78981,9 @@
-
- Depletion: 1 in 1d20 (check after each day of use)
-
--SCIENCE FICTION EQUIPMENT
-+### SCIENCE FICTION EQUIPMENT
-
--EQUIPMENT & ARMAMENTS
-+### EQUIPMENT & ARMAMENTS
-
- Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for
- the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to
-@@ -78993,14 +78993,14 @@
- Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
- presented in this chapter are dedicated to those that a single character can carry and use.
-
--VARIABLE COST BY TECH RATING
-+### VARIABLE COST BY TECH RATING
-
- Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
- one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
-
- Note, however, that inexpensive items do not become free; they remain inexpensive.
-
--WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-+### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-
- When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
- choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-@@ -79009,36 +79009,36 @@
-
- • Characters may not choose weapons in the exorbitant or priceless price category.
-
--CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
- price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
- but rather cheaply made objects.
-
--EQUIPMENT POWER
-+### EQUIPMENT POWER
-
- For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
- ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
- a clutch situation.
-
--CUSTOMIZING EQUIPMENT
-+### CUSTOMIZING EQUIPMENT
-
- Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
- space available, isn't an option. However, a representative cross section is provided. If you're looking for something
- that isn't noted, look for something close and adapt the listing
-
--EQUIPMENT LISTING
-+### EQUIPMENT LISTING
-
--COMMUNICATION
-+### COMMUNICATION
-
--LIGHTSPEED COMMUNICATION DELAYS
-+### LIGHTSPEED COMMUNICATION DELAYS
-
- For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
- system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
- delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
- between those two locations. Double times for two-way communication
-
--LIGHT DELAY TABLE
-+### LIGHT DELAY TABLE
-
- | Location | AU | Light Delay |
- |-------------------|------|-------------|
-@@ -79058,7 +79058,7 @@
- | Outer Oort Cloud | 100k | 19 months |
- | Proxima Centauri | 269k | 4.2 years |
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Smartphone
-
-@@ -79087,7 +79087,7 @@
- As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
- providing planetary range.
-
--ADVANCED
-+### ADVANCED
-
- Communicator, badge/ring
-
-@@ -79148,7 +79148,7 @@
- As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
- planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
-
--FANTASTIC
-+### FANTASTIC
-
- Mind's eye
-
-@@ -79169,12 +79169,12 @@
- A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
- allows instantaneous communication between two points even across interstellar distances.
-
--SENSE-ENHANCING TOOLS
-+### SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
- the mind's eye implant.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Binoculars
-
-@@ -79220,7 +79220,7 @@
- columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
- analysis task where perception could provide additional information, though analysis requires several hours or more.
-
--ADVANCED
-+### ADVANCED
-
- Hand scanner
-
-@@ -79268,7 +79268,7 @@
- controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
- of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
-
--FANTASTIC
-+### FANTASTIC
-
- Multicorder
-
-@@ -79304,12 +79304,12 @@
- tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
- nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
-
--APPAREL & ARMOR
-+### APPAREL & ARMOR
-
- Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
- footwear suitable to their environment. CONTEMP
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Cold weather gear
-
-@@ -79337,7 +79337,7 @@
- Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
- normal Earth atmosphere) of up to 40 m (130 feet)
-
--CONTEMPORARY ARMOR
-+### CONTEMPORARY ARMOR
-
- Leather jacket
-
-@@ -79372,7 +79372,7 @@
- Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
- of armor at a time, but you can have many sources of Armor, theoretically.
-
--ADVANCED
-+### ADVANCED
-
- Safesuit, space
-
-@@ -79480,7 +79480,7 @@
- self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the
- breach is not catastrophically large.
-
--TAKING DAMAGE IN A SPACE SUIT
-+### TAKING DAMAGE IN A SPACE SUIT
-
- Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense
- roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space
-@@ -79489,7 +79489,7 @@
- advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are
- treated as if in vacuum.
-
--ADVANCED ARMOR
-+### ADVANCED ARMOR
-
- Armored bodysuit
-
-@@ -79542,7 +79542,7 @@
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
- isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-
--FANTASTIC
-+### FANTASTIC
-
- Breather, vacuum
-
-@@ -79574,7 +79574,7 @@
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
- in effect providing one more level of Effort than what was paid for.
-
--FANTASTIC ARMOR
-+### FANTASTIC ARMOR
-
- Force field, quick
-
-@@ -79648,9 +79648,9 @@
-
- triggered, result in friendly fire).
-
--UTILITY GEAR
-+### UTILITY GEAR
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Duct tape roll
-
-@@ -79781,7 +79781,7 @@
-
- few minutes but grants an asset to tasks related to disguise and impersonation.
-
--ADVANCED
-+### ADVANCED
-
- Everlight
-
-@@ -79877,7 +79877,7 @@
- supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
- amount of material that must otherwise be carried.
-
--FANTASTIC
-+### FANTASTIC
-
- Carryall pack
-
-@@ -79915,13 +79915,13 @@
- object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
- replicated object can be converted back to its base state as a separate action.
-
--HEALTH CARE AND NUTRITION
-+### HEALTH CARE AND NUTRITION
-
- Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
- injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
- robotic healing kits or automated hospital devices.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Trail rations (1 day)
-
-@@ -79946,7 +79946,7 @@
- Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
- step of the damage track if damage was due to a wound.
-
--ADVANCED
-+### ADVANCED
-
- Cold sober
-
-@@ -80079,7 +80079,7 @@
- recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
- the most minor of treatments.
-
--FANTASTIC
-+### FANTASTIC
-
- Nano tab, general
-
-@@ -80133,9 +80133,9 @@
- effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
- solar standard month.
-
--ROBOTS & AI
-+### ROBOTS & AI
-
--CONTEMPORARY
-+### CONTEMPORARY
- Electronic assistant
-
- level 2 (6)
-@@ -80175,7 +80175,7 @@
- controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
- 12 points of damage and drop unprotected targets two steps on the damage track.
-
--ADVANCED
-+### ADVANCED
-
- Auton
-
-@@ -80246,7 +80246,7 @@
- installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
- tasks at the level of the ship in which it is installed.
-
--FANTASTIC
-+### FANTASTIC
- Synth
-
- level 3 (9)
-@@ -80297,13 +80297,13 @@
- apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
- object.
-
--RECREATION
-+### RECREATION
-
- Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
- happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
- interaction tasks and most Intellect tasks hindered unexpectedly.
-
--CONTEMPORARY
-+### CONTEMPORARY
- Book
-
- level 2 (6)
-@@ -80335,7 +80335,7 @@
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
- the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-
--ADVANCED
-+### ADVANCED
-
- Sidekick sphere
-
-@@ -80357,7 +80357,7 @@
- skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
- any artistry at all is involved, may take a few days to complete.
-
--FANTASTIC
-+### FANTASTIC
-
- Tattoo, living
-
-@@ -80378,11 +80378,11 @@
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
- put users back into their right minds gradually.
-
--ARMAMENTS LISTING
-+### ARMAMENTS LISTING
-
- A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
-
--ARMAMENT AMMUNITION & CHARGE
-+### ARMAMENT AMMUNITION & CHARGE
-
- Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
-@@ -80397,7 +80397,7 @@
-
- Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Ammo (box of 50 rounds)
-
-@@ -80407,7 +80407,7 @@
-
- Caliber varies by specific firearm, used in most contemporary ranged weapons
-
--ADVANCED/FANTASTIC
-+### ADVANCED/FANTASTIC
- Energy pack (50 shots)
-
- level 1 (3)
-@@ -80430,12 +80430,12 @@
- A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
- the GM intrusion range on the last ricochet attack would be 1–7 on the d20.
-
--MELEE WEAPONS
-+### MELEE WEAPONS
-
- Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
- weapon. Most contemporary melee weapons rely on the strength of the wielder.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Knife, simple
-
-@@ -80486,7 +80486,7 @@
- Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
- attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
-
--ADVANCED
-+### ADVANCED
-
- Power fist
-
-@@ -80523,7 +80523,7 @@
- As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
- to use.
-
--FANTASTIC
-+### FANTASTIC
-
- Plasma saber
-
-@@ -80535,12 +80535,12 @@
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
- target's Armor (except from force fields).
-
--RANGED WEAPONS
-+### RANGED WEAPONS
-
- Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
- ranged weapon.
-
--CONTEMPORARY
-+### CONTEMPORARY
-
- Bow
-
-@@ -80636,7 +80636,7 @@
- Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
- and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-
--ADVANCED
-+### ADVANCED
- Grenade, sonic
-
- level 4 (12)
-@@ -80736,7 +80736,7 @@
- Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
- damage, both hands), range is 3,050 m (10,000 feet).
-
--FANTASTIC
-+### FANTASTIC
-
- Blaster, light
-
-@@ -80812,14 +80812,14 @@
- weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
- Spray abilities. It ignores 2 points of Armor value (except from force fields).
-
--BLASTER WEAPONS
-+### BLASTER WEAPONS
- Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
- weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
- the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
-
--FAIRYTALE EQUIPMENT
-+### FAIRYTALE EQUIPMENT
-
--CLOTHING
-+### CLOTHING
-
- Inexpensive
-
-@@ -80847,7 +80847,7 @@
-
- Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-
--WEAPONS AND PROTECTIVE GEAR
-+### WEAPONS AND PROTECTIVE GEAR
-
- Inexpensive
-
-@@ -80881,7 +80881,7 @@
- amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
- you could have many things that give you Armor.
-
--BASIC EQUIPMENT
-+### BASIC EQUIPMENT
-
- Inexpensive
-
-@@ -80963,7 +80963,7 @@
-
- Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-
--TRAVEL
-+### TRAVEL
-
- Moderately Priced
-
-@@ -80992,7 +80992,7 @@
- > vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to
- > operate the vehicle.
-
--CYPHER SHORTS
-+### CYPHER SHORTS
-
- Cypher Shorts are what we call quick and easy adventures for use with the Cypher
-
-@@ -81017,7 +81017,7 @@
- - Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
- should be ready to do the same.
-
--CHARACTER CREATION
-+### CHARACTER CREATION
-
- Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
- help players move quickly, without spending a lot of time deciding between this focus and that one.
-@@ -81034,7 +81034,7 @@
-
- All characters start with 1 XP.
-
--DESCRIPTORS
-+### DESCRIPTORS
-
- A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
- descriptor.
-@@ -81050,7 +81050,7 @@
-
- Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
-
--TYPES
-+### TYPES
-
- This is the role the character will have in the story. Types will likely change from genre
-
-@@ -81131,7 +81131,7 @@
-
- • Have another power shift.
-
--FOCUS
-+### FOCUS
-
- A focus determines the actions a character might often take in the story.
-
-@@ -81158,18 +81158,18 @@
- Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
- the exception of miscellaneous powers.)
-
--THE SCENARIO
-+### THE SCENARIO
-
- When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
- movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
-
--SETUP
-+### SETUP
-
- This section of a Cypher Short is a brief overview of the setting and the premise of
-
- the situation. The basic statement of the genre and setting should be given to the players before they make characters.
-
--POSSIBLE ENCOUNTERS
-+### POSSIBLE ENCOUNTERS
-
- This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
- where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
-@@ -81182,7 +81182,7 @@
- NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
- the personality of any relevant NPC, and so on.
-
--GM INTRUSIONS
-+### GM INTRUSIONS
-
- Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
-
-@@ -81190,19 +81190,19 @@
- same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
- adventure than you're used to in a standard Cypher System game.
-
--THE CONCLUSION
-+### THE CONCLUSION
-
- Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
- needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
- what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
- too much about what happens next. It's a one-shot scenario.
-
--TRAPPED IN FLAMES
-+### TRAPPED IN FLAMES
-
- The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
- ringing!
-
--CHARACTER CREATION
-+### CHARACTER CREATION
-
- The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
-
-@@ -81230,7 +81230,7 @@
-
- All random people in the building are level 2 or 3 NPCs.
-
--THE SETUP
-+### THE SETUP
-
- The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
- necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
-@@ -81263,7 +81263,7 @@
- • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
- too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
-
--POSSIBLE ENCOUNTERS
-+### POSSIBLE ENCOUNTERS
-
- Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
- information. Some of it is true and some isn't. Things they might try to say include:
-@@ -81326,7 +81326,7 @@
- through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
- the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
-
--GM INTRUSIONS
-+### GM INTRUSIONS
-
- Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
- bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
-@@ -81347,7 +81347,7 @@
- the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
- the firefighters arrive.
-
--THE CONCLUSION
-+### THE CONCLUSION
-
- Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
- wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
diff --git a/patches/base/014-header-fixes-and-4-plus-part-1.patch b/patches/base/014-header-fixes-and-4-plus-part-1.patch
deleted file mode 100644
index 2678bd1..0000000
--- a/patches/base/014-header-fixes-and-4-plus-part-1.patch
+++ /dev/null
@@ -1,2788 +0,0 @@
---- _tmp/ccsrd.md 2025-05-07 08:09:55.487368660 -0500
-+++ _tmp/ccsrd.new.md 2025-05-07 08:10:13.717470916 -0500
-@@ -150,7 +150,7 @@
- ### GLOSSARY
-
- Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
--### NPCs.
-+NPCs.
-
- Nonplayer character (NPC): Characters run by the GM. Think of them as the minor characters in the story, or the villains
- or opponents. This includes any kind of creature as well as people.
-@@ -268,7 +268,7 @@
- stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a
- character.
-
--### MIGHT
-+#### MIGHT
-
- Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness,
- and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute
-@@ -282,7 +282,7 @@
- (Might could be thought of as Might/Health because it governs how strong you are and how much physical punishment you
- can take.)
-
--### SPEED
-+#### SPEED
-
- Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity,
- and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball
-@@ -291,7 +291,7 @@
-
- (Speed could be thought of as Speed/Agility because it governs your overall swiftness and reflexes.)
-
--### INTELLECT
-+#### INTELLECT
-
- This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom,
- charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling
-@@ -309,7 +309,7 @@
- (Your stat Pools, as well as your Effort and Edge, are determined by the character type, descriptor, and focus that you
- choose. Within those guidelines, however, you have a lot of flexibility in how you develop your character.)
-
--### POOL
-+#### POOL
-
- Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
- which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic
-@@ -323,7 +323,7 @@
- recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points
- quickly.
-
--### EDGE
-+#### EDGE
-
- Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend
- points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a
-@@ -343,7 +343,7 @@
- better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from
- the Pool, which means they'll have more points available to spend on applying Effort.
-
--### EFFORT
-+#### EFFORT
-
- When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort
- requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an
-@@ -385,7 +385,7 @@
- Pool. When making ranged attacks, you may spend points only from your Speed Pool. This reflects that with melee you
- sometimes use brute force and sometimes use finesse, but with ranged attacks, it's always about careful targeting.)
-
--### EFFORT AND DAMAGE
-+##### EFFORT AND DAMAGE
-
- Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with
- an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any
-@@ -395,7 +395,7 @@
- ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all
- targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
-
--### MULTIPLE USES OF EFFORT AND EDGE
-+##### MULTIPLE USES OF EFFORT AND EDGE
-
- If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an
- attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
-@@ -409,7 +409,7 @@
- Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect
- Edge to reduce the cost of one of those things, not both.
-
--### STAT EXAMPLES
-+#### STAT EXAMPLES
-
- A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus
- has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that
-@@ -690,7 +690,7 @@
-
- (Player intrusions should be limited to no more than one per player per session.)
-
--Defense Tasks
-+### Defense Tasks
-
- Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
- defense task matters when using Effort.
-@@ -761,7 +761,7 @@
- | 19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
- | 20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
-
--### WARRIOR PLAYER INTRUSIONS
-+#### WARRIOR PLAYER INTRUSIONS
-
- You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM
- agrees.
-@@ -777,7 +777,7 @@
- Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two
- steps down the object damage track.
-
--### WARRIOR STAT POOLS
-+#### WARRIOR STAT POOLS
-
- | | |
- |-----------|-------------------------|
-@@ -788,7 +788,7 @@
-
- You get 6 additional points to divide among your stat Pools however you wish.
-
--### FIRST-TIER WARRIOR
-+#### FIRST-TIER WARRIOR
-
- First-tier warriors have the following abilities:
-
-@@ -831,7 +831,7 @@
-
- Trained Without Armor
-
--### SECOND-TIER WARRIOR
-+#### SECOND-TIER WARRIOR
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -848,7 +848,7 @@
-
- Successive Attack
-
--### THIRD-TIER WARRIOR
-+#### THIRD-TIER WARRIOR
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -877,7 +877,7 @@
-
- Vigilance
-
--### FOURTH-TIER WARRIOR
-+#### FOURTH-TIER WARRIOR
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -900,7 +900,7 @@
-
- Tough As Nails
-
--### FIFTH-TIER WARRIOR
-+#### FIFTH-TIER WARRIOR
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -925,7 +925,7 @@
- ensure that you have exactly the character you want. This is particularly true with abilities that grant skills, which
- can usually be taken multiple times.)
-
--### SIXTH-TIER WARRIOR
-+#### SIXTH-TIER WARRIOR
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -944,7 +944,7 @@
-
- Boxed text:
-
--### WARRIOR EXAMPLE
-+#### WARRIOR EXAMPLE
-
- Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow
- who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools
-@@ -1018,7 +1018,7 @@
- and hidden devices, or a gadgeteer character with a "utility belt" full of oddments. Or a game like that might not have
- Adepts. That's okay too.)
-
--### ADEPT PLAYER INTRUSIONS
-+#### ADEPT PLAYER INTRUSIONS
-
- When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-@@ -1033,7 +1033,7 @@
- function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication
- that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
-
--### ADEPT STAT POOLS
-+#### ADEPT STAT POOLS
-
- | | |
- |-----------|---------------------|
-@@ -1074,7 +1074,7 @@
- | 19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. |
- | 20 | You belong to a secretive social club that gathers monthly to drink and talk. |
-
--### FIRST-TIER ADEPT
-+#### FIRST-TIER ADEPT
-
- First-tier Adepts have the following abilities:
-
-@@ -1117,7 +1117,7 @@
-
- Ward
-
--### SECOND-TIER ADEPT
-+#### SECOND-TIER ADEPT
-
- Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1136,7 +1136,7 @@
-
- Stasis
-
--### THIRD-TIER ADEPT
-+#### THIRD-TIER ADEPT
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1155,7 +1155,7 @@
-
- Targeting Eye
-
--### FOURTH-TIER ADEPT
-+#### FOURTH-TIER ADEPT
-
- Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1180,7 +1180,7 @@
-
- Wormhole
-
--### FIFTH-TIER ADEPT
-+#### FIFTH-TIER ADEPT
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1203,7 +1203,7 @@
-
- True Senses
-
--### SIXTH-TIER ADEPT
-+#### SIXTH-TIER ADEPT
-
- Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1218,7 +1218,7 @@
-
- Usurp Cypher
-
--### ADEPT EXAMPLE
-+#### ADEPT EXAMPLE
-
- Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2
- of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of
-@@ -1283,7 +1283,7 @@
- Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow
- them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
-
--### EXPLORER PLAYER INTRUSIONS
-+#### EXPLORER PLAYER INTRUSIONS
-
- When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-@@ -1296,7 +1296,7 @@
- Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only
- half the damage that it would have otherwise.
-
--### EXPLORER STAT POOLS
-+#### EXPLORER STAT POOLS
-
- | | |
- |-----------|-------------------------|
-@@ -1337,7 +1337,7 @@
- | 19 | Your sister owns a store and gives you a hefty discount. |
- | 20 | Your father is a high-ranking officer in the military with many connections. |
-
--### FIRST-TIER EXPLORER
-+#### FIRST-TIER EXPLORER
-
- First-tier Explorers have the following abilities:
-
-@@ -1387,7 +1387,7 @@
-
- Trained Without Armor
-
--### SECOND-TIER EXPLORER
-+#### SECOND-TIER EXPLORER
-
- Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1420,7 +1420,7 @@
-
- Wreck
-
--### THIRD-TIER EXPLORER
-+#### THIRD-TIER EXPLORER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1451,7 +1451,7 @@
-
- Wrest From Chance
-
--### FOURTH-TIER EXPLORER
-+#### FOURTH-TIER EXPLORER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1470,7 +1470,7 @@
-
- Tough As Nails
-
--### FIFTH-TIER EXPLORER
-+#### FIFTH-TIER EXPLORER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1495,7 +1495,7 @@
-
- Vigilant
-
--### SIXTH-TIER EXPLORER
-+#### SIXTH-TIER EXPLORER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1516,7 +1516,7 @@
-
- Wild Vitality
-
--### EXPLORER EXAMPLE
-+#### EXPLORER EXAMPLE
-
- Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who
- explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their
-@@ -1576,7 +1576,7 @@
- Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture
- their friends. They can talk their way out of danger and even use their words as weapons.
-
--### SPEAKER PLAYER INTRUSIONS
-+#### SPEAKER PLAYER INTRUSIONS
-
- When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is
- appropriate and the GM agrees.
-@@ -1592,7 +1592,7 @@
- things seem strained, or provides you with a new insight for understanding the context of the situation if there's
- something you're failing to understand or grasp.
-
--### SPEAKER STAT POOLS
-+#### SPEAKER STAT POOLS
-
- | | |
- |-----------|---------------------|
-@@ -1633,7 +1633,7 @@
- | 19 | You are in a close romantic relationship with someone in local politics. |
- | 20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
-
--### FIRST-TIER SPEAKER
-+#### FIRST-TIER SPEAKER
-
- First-tier speakers have the following abilities:
-
-@@ -1682,7 +1682,7 @@
-
- Understanding
-
--### SECOND-TIER SPEAKER
-+#### SECOND-TIER SPEAKER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1709,7 +1709,7 @@
-
- Unexpected Betrayal
-
--### THIRD-TIER SPEAKER
-+#### THIRD-TIER SPEAKER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1738,7 +1738,7 @@
-
- Telling
-
--### FOURTH-TIER SPEAKER
-+#### FOURTH-TIER SPEAKER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1761,7 +1761,7 @@
-
- Suggestion
-
--### FIFTH-TIER SPEAKER
-+#### FIFTH-TIER SPEAKER
-
- Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can
- replace one of your lower-tier abilities with a different one from a lower tier.
-@@ -1784,7 +1784,7 @@
-
- Stimulate
-
--### SIXTH-TIER SPEAKER
-+#### SIXTH-TIER SPEAKER
-
- Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace
- one of your lower-tier abilities with a different one from a lower tier.
-@@ -1805,7 +1805,7 @@
-
- Word of Command
-
--### SPEAKER EXAMPLE
-+#### SPEAKER EXAMPLE
-
- Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her
- Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier
-@@ -1984,7 +1984,7 @@
-
- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
--### PREPARED VS. SPONTANEOUS SPELLCASTING
-+#### PREPARED VS. SPONTANEOUS SPELLCASTING
-
- Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
- and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
-@@ -1997,7 +1997,7 @@
- The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
- better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
-
--### MODIFYING TYPE ASPECTS
-+#### MODIFYING TYPE ASPECTS
-
- The following aspects of the four character types can be modified at character creation. Other abilities should not be
- changed.
-@@ -2015,7 +2015,7 @@
- weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's
- choice.
-
--### DRAWBACKS AND PENALTIES
-+#### DRAWBACKS AND PENALTIES
-
- In addition to other customization options, a player can choose to take drawbacks or penalties to gain further
- advantages.
-@@ -2067,7 +2067,7 @@
- thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting
- might be a crimefighter who stalks the streets at night.
-
--### FIRST-TIER STEALTH ABILITIES
-+#### FIRST-TIER STEALTH ABILITIES
-
- Danger Sense
-
-@@ -2079,7 +2079,7 @@
-
- Stealth Skills
-
--### SECOND-TIER STEALTH ABILITIES
-+#### SECOND-TIER STEALTH ABILITIES
-
- Contortionist
-
-@@ -2091,7 +2091,7 @@
-
- Surprise Attack
-
--### THIRD-TIER STEALTH ABILITIES
-+#### THIRD-TIER STEALTH ABILITIES
-
- Evanesce
-
-@@ -2107,7 +2107,7 @@
-
- Seize the Moment
-
--### FOURTH-TIER STEALTH ABILITIES
-+#### FOURTH-TIER STEALTH ABILITIES
-
- Ambusher
-
-@@ -2119,7 +2119,7 @@
-
- Tumbling Moves
-
--### FIFTH-TIER STEALTH ABILITIES
-+#### FIFTH-TIER STEALTH ABILITIES
-
- Assassin Strike
-
-@@ -2129,7 +2129,7 @@
-
- Uncanny Luck
-
--### SIXTH-TIER STEALTH ABILITIES
-+#### SIXTH-TIER STEALTH ABILITIES
-
- Exploit Advantage
-
-@@ -2148,7 +2148,7 @@
- Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day
- character could use some of the abilities that don't involve starships or ultratech.
-
--### FIRST-TIER TECHNOLOGY ABILITIES
-+#### FIRST-TIER TECHNOLOGY ABILITIES
-
- Datajack
-
-@@ -2162,7 +2162,7 @@
-
- Tinker
-
--### SECOND-TIER TECHNOLOGY ABILITIES
-+#### SECOND-TIER TECHNOLOGY ABILITIES
-
- Distant Interface
-
-@@ -2178,7 +2178,7 @@
-
- Tool Mastery
-
--### THIRD-TIER TECHNOLOGY ABILITIES
-+#### THIRD-TIER TECHNOLOGY ABILITIES
-
- Mechanical Telepathy
-
-@@ -2190,7 +2190,7 @@
-
- Spray
-
--### FOURTH-TIER TECHNOLOGY ABILITIES
-+#### FOURTH-TIER TECHNOLOGY ABILITIES
-
- Machine Bond
-
-@@ -2202,7 +2202,7 @@
-
- Serv-0 Spy
-
--### FIFTH-TIER TECHNOLOGY ABILITIES
-+#### FIFTH-TIER TECHNOLOGY ABILITIES
-
- Control Machine
-
-@@ -2210,7 +2210,7 @@
-
- Machine Companion
-
--### SIXTH-TIER TECHNOLOGY ABILITIES
-+#### SIXTH-TIER TECHNOLOGY ABILITIES
-
- Information Gathering
-
-@@ -2226,7 +2226,7 @@
- Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities
- with those given here tailors the character in desirable ways.
-
--### FIRST-TIER MAGIC ABILITIES
-+#### FIRST-TIER MAGIC ABILITIES
-
- Blessing of the Gods
-
-@@ -2242,7 +2242,7 @@
-
- Premonition
-
--### SECOND-TIER MAGIC ABILITIES
-+#### SECOND-TIER MAGIC ABILITIES
-
- Concussive Blast
-
-@@ -2254,7 +2254,7 @@
-
- Repair Flesh
-
--### THIRD-TIER MAGIC ABILITIES
-+#### THIRD-TIER MAGIC ABILITIES
-
- Distance Viewing
-
-@@ -2266,7 +2266,7 @@
-
- Summon Giant Spider
-
--### FOURTH-TIER MAGIC ABILITIES
-+#### FOURTH-TIER MAGIC ABILITIES
-
- Elemental Protection
-
-@@ -2274,7 +2274,7 @@
-
- Pry Open
-
--### FIFTH-TIER MAGIC ABILITIES
-+#### FIFTH-TIER MAGIC ABILITIES
-
- Create
-
-@@ -2286,7 +2286,7 @@
-
- True Senses
-
--### SIXTH-TIER MAGIC ABILITIES
-+#### SIXTH-TIER MAGIC ABILITIES
-
- Relocate
-
-@@ -2302,7 +2302,7 @@
- An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science
- fiction setting could be a veteran of a thousand psychic wars.
-
--### FIRST-TIER COMBAT ABILITIES
-+#### FIRST-TIER COMBAT ABILITIES
-
- Danger Sense
-
-@@ -2310,7 +2310,7 @@
-
- Practiced With Medium Weapons
-
--### SECOND-TIER COMBAT ABILITIES
-+#### SECOND-TIER COMBAT ABILITIES
-
- Bloodlust
-
-@@ -2318,7 +2318,7 @@
-
- Trained Without Armor
-
--### THIRD-TIER COMBAT ABILITIES
-+#### THIRD-TIER COMBAT ABILITIES
-
- Practiced With All Weapons
-
-@@ -2328,7 +2328,7 @@
-
- Successive Attack
-
--### FOURTH-TIER COMBAT ABILITIES
-+#### FOURTH-TIER COMBAT ABILITIES
-
- Capable Warrior
-
-@@ -2340,7 +2340,7 @@
-
- Spray
-
--### FIFTH-TIER COMBAT ABILITIES
-+#### FIFTH-TIER COMBAT ABILITIES
-
- Experienced Defender
-
-@@ -2348,7 +2348,7 @@
-
- Parry
-
--### SIXTH-TIER COMBAT ABILITIES
-+#### SIXTH-TIER COMBAT ABILITIES
-
- Greater Skill With Attacks
-
-@@ -2365,7 +2365,7 @@
- A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and
- knowledge could be a field scientist. A Speaker with this flavor might be a teacher.
-
--### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
-+#### FIRST-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Interaction Skills
-
-@@ -2377,7 +2377,7 @@
-
- Travel Skills
-
--### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
-+#### SECOND-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Extra Skill
-
-@@ -2385,13 +2385,13 @@
-
- Understanding
-
--### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
-+#### THIRD-TIER SKILLS ANDKNOWLEDGE ABILITIES
-
- Flex Skill
-
- Improvise
-
--### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-+#### FOURTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Multiple Skills
-
-@@ -2399,13 +2399,13 @@
-
- Task Specialization
-
--### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-+#### FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Practiced With Medium Weapons
-
- Read the Signs
-
--### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-+#### SIXTH-TIER SKILLS AND KNOWLEDGE ABILITIES
-
- Skill With Attacks
-
-@@ -4451,7 +4451,7 @@
- The full description for each focus ability listed in this section is found in the Abilities chapter, which has
- descriptions for type, flavor, and focus abilities in a single vast catalog.
-
--Abides in Stone
-+#### Abides in Stone
-
- Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.
-
-@@ -4476,7 +4476,7 @@
- GM Intrusions: Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common
- folk.
-
--Absorbs Energy
-+#### Absorbs Energy
-
- You can harness kinetic energy and transform it into other kinds of energy.
-
-@@ -4497,7 +4497,7 @@
- GM Intrusions: Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is
- drained of energy.
-
--Awakens Dreams
-+#### Awakens Dreams
-
- You can pull images from dreams and bring them to life in the waking world.
-
-@@ -4518,7 +4518,7 @@
- GM Intrusions: An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free
- of a dream.
-
--Battles Robots
-+#### Battles Robots
-
- You excel in battling robots, automatons, and machine entities.
-
-@@ -4540,7 +4540,7 @@
-
- GM Intrusions: The robot explodes upon defeat. Other robots come after the character for revenge.
-
--Bears a Halo of Fire
-+#### Bears a Halo of Fire
-
- You can sheath your body in flames, which protects you and harms your foes.
-
-@@ -4559,7 +4559,7 @@
- GM Intrusions: Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often
- attack what they fear.
-
--Blazes With Radiance
-+#### Blazes With Radiance
-
- You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.
-
-@@ -4579,7 +4579,7 @@
-
- GM Intrusions: Allies are accidentally dazzled or blinded. Bright flashes draw guards.
-
--Brandishes an Exotic Shield
-+#### Brandishes an Exotic Shield
-
- You deploy an amazing shield of pure force that provides protection and some offensive options.
-
-@@ -4599,7 +4599,7 @@
-
- GM Intrusions: The shield is temporarily lost. A foe temporarily ends up with the shield.
-
--Builds Robots
-+#### Builds Robots
-
- Your robotic creations do as they are commanded.
-
-@@ -4623,7 +4623,7 @@
-
- GM Intrusions: The robot is hacked, gains a mind of its own, or unexpectedly detonates.
-
--Calculates the Incalculable
-+#### Calculates the Incalculable
-
- Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.
-
-@@ -4646,7 +4646,7 @@
- GM Intrusions: Too many predicted results threaten to overwhelm and stun the character. A result points to imminent
- disaster.
-
--Channels Divine Blessings
-+#### Channels Divine Blessings
-
- A devout follower of a divine being, you channel some of your deity's power to achieve wonders.
-
-@@ -4664,7 +4664,7 @@
-
- GM Intrusions: A demon investigates divine magic use. A rival cult has issues with the character's teachings.
-
--Commands Mental Powers
-+#### Commands Mental Powers
-
- You have honed the power of your mind to perform amazing psychic deeds.
-
-@@ -4683,7 +4683,7 @@
- GM Intrusions: Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the
- character's mind.
-
--Conducts Weird Science
-+#### Conducts Weird Science
-
- Your preternatural insight and ability make you a scientist capable of amazing feats.
-
-@@ -4708,7 +4708,7 @@
- GM Intrusions: Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and
- can draw the media. When a device created or modified by weird science is depleted, it detonates.
-
--Consorts With the Dead
-+#### Consorts With the Dead
-
- The dead answer your questions, and their reanimated corpses serve you.
-
-@@ -4726,7 +4726,7 @@
-
- GM Intrusions: The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.
-
--Controls Beasts
-+#### Controls Beasts
-
- Your ability to communicate and lead beasts is uncanny.
-
-@@ -4748,7 +4748,7 @@
-
- GM Intrusions: The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.
-
--Controls Gravity
-+#### Controls Gravity
-
- You can sway the attraction of gravity itself.
-
-@@ -4769,7 +4769,7 @@
- GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
- sky.
-
--### COPIES SUPERPOWERS
-+#### COPIES SUPERPOWERS
-
- You can copy others' skills, abilities, and superpowers.
-
-@@ -4791,7 +4791,7 @@
- powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
- own fire bolts).
-
--Crafts Illusions
-+#### Crafts Illusions
-
- You fashion images from light that are so perfect they seem real.
-
-@@ -4809,7 +4809,7 @@
-
- GM Intrusions: The illusion isn't believable. The illusion is pierced at just the wrong moment.
-
--Crafts Unique Objects
-+#### Crafts Unique Objects
-
- You're an inventor of strange and useful objects.
-
-@@ -4834,7 +4834,7 @@
- (Cyphersmith works only in a setting where the cyphers are physical objects. If this isn't the case, this ability should
- probably be replaced with something akin to Weird Science Breakthrough from the Conducts Weird Science focus.)
-
--Dances With Dark Matter
-+#### Dances With Dark Matter
-
- You can manipulate shadow and "dark" matter.
-
-@@ -4852,7 +4852,7 @@
-
- GM Intrusions: Dark matter skulks away as if possessed by a mind of its own.
-
--Defends the Gate
-+#### Defends the Gate
-
- Everyone wants you on their side when it comes to a fight because nothing gets by you.
-
-@@ -4872,7 +4872,7 @@
-
- GM Intrusions: A strategically important structure collapses. The enemy attacks from an unexpected direction.
-
--Defends the Weak
-+#### Defends the Weak
-
- You stand up for the helpless, the weak, and the unprotected.
-
-@@ -4894,7 +4894,7 @@
-
- GM Intrusions: A character focused on protecting others may periodically leave themselves vulnerable to attacks.
-
--Descends From Nobility
-+#### Descends From Nobility
-
- A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.
-
-@@ -4915,7 +4915,7 @@
- GM Intrusions: Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An
- assassin finds the character.
-
--Doesn't Do Much
-+#### Doesn't Do Much
-
- You're a slacker, but you know a little about a lot of things.
-
-@@ -4936,7 +4936,7 @@
- GM Intrusions: New situations are confounding and stressful. Past actions (or inactions) come back to haunt the
- character.
-
--Drives Like A Maniac
-+#### Drives Like A Maniac
-
- Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't
- think about the risks when you're behind the wheel.
-@@ -4964,7 +4964,7 @@
- GM Intrusions: The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone
- unexpectedly runs in front of the vehicle.
-
--Emerged From the Obelisk
-+#### Emerged From the Obelisk
-
- Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating
- crystalline obelisk.
-@@ -4983,7 +4983,7 @@
-
- GM Intrusions: Cyphers and artifacts react unexpectedly in the character's hands.
-
--Employs Magnetism
-+#### Employs Magnetism
-
- You command metal and the power of magnetism.
-
-@@ -5002,7 +5002,7 @@
- GM Intrusions: The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or
- drop at just the wrong time.
-
--Entertains
-+#### Entertains
-
- You perform, mostly for the benefit of others.
-
-@@ -5021,7 +5021,7 @@
- GM Intrusions: The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a
- poem or song are forgotten.
-
--Exists in Two Places at Once
-+#### Exists in Two Places at Once
-
- You exist in two places at once.
-
-@@ -5040,7 +5040,7 @@
- GM Intrusions: Perceiving the world from two different places disorients the character, causing momentary vertigo,
- nausea, or confusion.
-
--Exists Partially Out of Phase
-+#### Exists Partially Out of Phase
-
- A bit translucent, you're slightly out of phase and can move through solid objects.
-
-@@ -5058,7 +5058,7 @@
-
- GM Intrusions: The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.
-
--Explores Dark Places
-+#### Explores Dark Places
-
- You're the archetypal treasure hunter, scavenger, and finder of lost things.
-
-@@ -5079,7 +5079,7 @@
- GM Intrusions: Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include
- an important detail.
-
--Fights Dirty
-+#### Fights Dirty
-
- You'll do anything to win a fight: bite, scratch, kick, trick, and worse.
-
-@@ -5103,7 +5103,7 @@
-
- GM Intrusions: People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.
-
--Fights With Panache
-+#### Fights With Panache
-
- You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch.
-
-@@ -5123,7 +5123,7 @@
-
- GM Intrusions: The display comes off looking silly, clumsy, or unattractive.
-
--Flies Faster Than a Bullet
-+#### Flies Faster Than a Bullet
-
- You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do?
-
-@@ -5143,7 +5143,7 @@
-
- GM Intrusions: A nemesis finds the character. A strange material is found to nullify the character's abilities.
-
--Focuses Mind Over Matter
-+#### Focuses Mind Over Matter
-
- You can telekinetically move objects with your mind without physically touching them.
-
-@@ -5162,7 +5162,7 @@
- GM Intrusions: One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls,
- or breaks.
-
--Fuses Flesh and Steel
-+#### Fuses Flesh and Steel
-
- Your body is part machine.
-
-@@ -5180,7 +5180,7 @@
-
- GM Intrusions: People in most societies are afraid of someone who is revealed to have mechanical parts.
-
--Fuses Mind and Machine
-+#### Fuses Mind and Machine
-
- Electronic aids implanted in your brain make you a mental powerhouse.
-
-@@ -5203,7 +5203,7 @@
- GM Intrusions: Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking
- machines. Some people don't trust a person who isn't fully organic.
-
--Grows to Towering Heights
-+#### Grows to Towering Heights
-
- For brief periods, you can grow larger and, with enough experience, to towering heights.
-
-@@ -5226,7 +5226,7 @@
- GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
- breaks through the floor.
-
--### HAS A THOUSAND FACES
-+#### HAS A THOUSAND FACES
-
- You can change your appearance to look like anyone else.
-
-@@ -5250,7 +5250,7 @@
-
- GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-
--Helps Their Friends
-+#### Helps Their Friends
-
- You love your friends and help them out of any difficulty, no matter what.
-
-@@ -5275,7 +5275,7 @@
- GM Intrusions: Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right,
- repercussions follow.
-
--Howls at the Moon
-+#### Howls at the Moon
-
- For brief periods, you become a fearsome and powerful creature with control issues.
-
-@@ -5293,7 +5293,7 @@
-
- GM Intrusions: The change happens in an uncontrolled fashion. People are terrified of monsters.
-
--Hunts
-+#### Hunts
-
- You are a stalking hunter who excels at bringing down your selected quarry.
-
-@@ -5315,7 +5315,7 @@
-
- GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
-
--### IGNORES PHYSICAL DISTANCE
-+#### IGNORES PHYSICAL DISTANCE
-
- You can teleport from one place to another by briefly passing through a parallel dimension.
-
-@@ -5334,7 +5334,7 @@
- GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
- continues through the teleport, injuring the character.
-
--Infiltrates
-+#### Infiltrates
-
- Subtlety, guile, and stealth allow you to get in where others can't.
-
-@@ -5357,7 +5357,7 @@
- GM Intrusions: Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are
- better left unknown.
-
--Interprets the Law
-+#### Interprets the Law
-
- You excel at winning others over to your views.
-
-@@ -5378,7 +5378,7 @@
- GM Intrusions: Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off
- the rails.
-
--Is Idolized by Millions
-+#### Is Idolized by Millions
-
- You're a celebrity and most people adore you.
-
-@@ -5401,7 +5401,7 @@
- GM Intrusions: Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour,
- contract, or other event is canceled. The media posts photos of you in an embarrassing situation.
-
--Is Licensed to Carry
-+#### Is Licensed to Carry
-
- You carry a gun and you know how to use it in a fight.
-
-@@ -5425,7 +5425,7 @@
- GM Intrusions: Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the
- problem.
-
--Is Wanted by the Law
-+#### Is Wanted by the Law
-
- "WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a
- mistake that snowballed out of control or you actually would kill someone just for looking at you.
-@@ -5446,7 +5446,7 @@
-
- GM Intrusions: Most people do not take well to discovering a wanted outlaw in their midst.
-
--Keeps a Magic Ally
-+#### Keeps a Magic Ally
-
- An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend,
- protector, and weapon.
-@@ -5468,7 +5468,7 @@
- GM Intrusions: The creature unexpectedly disappears into its bound object. The bound object cracks. The creature
- disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it.
-
--Leads
-+#### Leads
-
- Your natural leadership capability allows you to command others, including a loyal band of followers.
-
-@@ -5490,7 +5490,7 @@
-
- GM Intrusions: Followers fail, betray, lie, become corrupted, get kidnapped, or die.
-
--Learns Quickly
-+#### Learns Quickly
-
- You deal with bad situations as they arise, learning new lessons each time.
-
-@@ -5514,7 +5514,7 @@
-
- GM Intrusions: Accidents and mistakes are great teachers.
-
--Lives in the Wilderness
-+#### Lives in the Wilderness
-
- You can survive in badlands where others perish.
-
-@@ -5537,7 +5537,7 @@
- GM Intrusions: People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as
- if they were ignorant or barbaric.
-
--Looks for Trouble
-+#### Looks for Trouble
-
- You're a scrapper and love a good fight.
-
-@@ -5560,7 +5560,7 @@
- GM Intrusions: Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work
- against you with things falling or collapsing.
-
--Loves the Void
-+#### Loves the Void
-
- When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.
-
-@@ -5587,7 +5587,7 @@
- GM Intrusions: Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are
- common in space.
-
--Masters Defense
-+#### Masters Defense
-
- You use protective equipment and practiced techniques to avoid becoming hurt in a fight.
-
-@@ -5609,7 +5609,7 @@
-
- GM Intrusions: Shields break when hit, as do weapons used to parry. Armor straps break.
-
--Masters Spells
-+#### Masters Spells
-
- By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire,
- creeping shadow, and summoning.
-@@ -5629,7 +5629,7 @@
- GM Intrusions: The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the
- magic use.
-
--Masters the Swarm
-+#### Masters the Swarm
-
- Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.
-
-@@ -5648,7 +5648,7 @@
- GM Intrusions: A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters
- of the swarm.
-
--Masters Weaponry
-+#### Masters Weaponry
-
- You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.
-
-@@ -5670,7 +5670,7 @@
-
- GM Intrusions: Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.
-
--Metes Out Justice
-+#### Metes Out Justice
-
- You right wrongs, protect the innocent, and punish the guilty.
-
-@@ -5695,7 +5695,7 @@
- GM Intrusions: Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge.
- Passing judgment makes enemies.
-
--Moves Like a Cat
-+#### Moves Like a Cat
-
- Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.
-
-@@ -5720,7 +5720,7 @@
- GM Intrusions: Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that
- it sends the character right into harm's way.
-
--Moves Like the Wind
-+#### Moves Like the Wind
-
- You can move so fast that you become a blur.
-
-@@ -5741,7 +5741,7 @@
- GM Intrusions: Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable,
- and the character might run into them.
-
--Murders
-+#### Murders
-
- You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders
- might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)
-@@ -5764,7 +5764,7 @@
-
- GM Intrusions: Most people do not react well to a professional killer.
-
--Needs No Weapon
-+#### Needs No Weapon
-
- Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.
-
-@@ -5787,7 +5787,7 @@
- GM Intrusions: Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach.
- Complicated martial arts moves can knock you off balance.
-
--Never Says Die
-+#### Never Says Die
-
- You never quit, can shrug off a beating, and always come back for more.
-
-@@ -5807,7 +5807,7 @@
-
- GM Intrusions: Sometimes, it's equipment or weapons that give out.
-
--Operates Undercover
-+#### Operates Undercover
-
- Under the guise of someone else, you seek to find answers the powerful do not want divulged.
-
-@@ -5827,7 +5827,7 @@
-
- GM Intrusions: Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.
-
--Performs Feats of Strength
-+#### Performs Feats of Strength
-
- A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.
-
-@@ -5847,7 +5847,7 @@
-
- GM Intrusions: It's easy to break delicate things or hurt someone accidentally.
-
--Pilots Starcraft
-+#### Pilots Starcraft
-
- You're a crack starship pilot.
-
-@@ -5875,7 +5875,7 @@
-
- GM Intrusions: Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.
-
--Plays Too Many Games
-+#### Plays Too Many Games
-
- Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where
- people who don't play enough toil and live their dreary lives.
-@@ -5901,7 +5901,7 @@
- GM Intrusions: Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone
- who has lived most of their life in imaginary game worlds.
-
--Rages
-+#### Rages
-
- When you go berserk, everyone fears you.
-
-@@ -5921,7 +5921,7 @@
-
- GM Intrusions: It's easy for a berserker to lose control and attack friend as well as foe.
-
--Rides the Lightning
-+#### Rides the Lightning
-
- You create and discharge electrical power.
-
-@@ -5941,7 +5941,7 @@
-
- GM Intrusions: Targets other than those intended are shocked. Objects explode.
-
--Runs Away
-+#### Runs Away
-
- Your first instinct is to run from danger, and you've gotten very good at it.
-
-@@ -5964,7 +5964,7 @@
- GM Intrusions: Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by
- accident.
-
--Sailed Beneath the Jolly Roger
-+#### Sailed Beneath the Jolly Roger
-
- You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The
- question is, will your past let you go so easily?
-@@ -5990,7 +5990,7 @@
- GM Intrusions: The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get
- ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.
-
--Scavenges
-+#### Scavenges
-
- When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.
-
-@@ -6011,7 +6011,7 @@
- GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
- scavenged belongs to them. A recycled cypher explodes.
-
--### SCULPTS HARD LIGHT
-+#### SCULPTS HARD LIGHT
-
- You create physical objects out of hard light that you can use for offense and defense.
-
-@@ -6031,7 +6031,7 @@
-
- GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-
--Sees Beyond
-+#### Sees Beyond
-
- You have a psychic sense that allows you to see what others cannot.
-
-@@ -6049,7 +6049,7 @@
-
- GM Intrusions: Some secrets are too terrible to know.
-
--Separates Mind From Body
-+#### Separates Mind From Body
- You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.
-
- Tier 1: Third Eye
-@@ -6069,7 +6069,7 @@
- GM Intrusions: Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to
- get their bearings.
-
--Shepherds the Community
-+#### Shepherds the Community
-
- You keep the place where you live safe from all danger.
-
-@@ -6089,7 +6089,7 @@
-
- GM Intrusions: People in the community misunderstand the character's motives. Rivals try to oust the character.
-
--Shepherds Spirits
-+#### Shepherds Spirits
-
- Wandering souls, nature spirits, and elemental beings aid and support you.
-
-@@ -6110,7 +6110,7 @@
-
- GM Intrusions: Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding.
-
--Shreds the Walls of the World
-+#### Shreds the Walls of the World
-
- Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.
-
-@@ -6130,7 +6130,7 @@
-
- GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
-
--### SHRINKS TO MINUTE SIZE
-+#### SHRINKS TO MINUTE SIZE
-
- You can shrink down to the size of a bug and, with enough experience, even smaller.
-
-@@ -6156,7 +6156,7 @@
- A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
- Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
-
--Siphons Power
-+#### Siphons Power
-
- You suck power out of machines and creatures alike in order to empower yourself.
-
-@@ -6178,7 +6178,7 @@
- GM Intrusions: Drained power also transmits something unwanted—compulsions, afflictions, or alien thoughts. Siphoned
- power can overload the character, causing feedback.
-
--Slays Monsters
-+#### Slays Monsters
-
- You kill monsters.
-
-@@ -6206,7 +6206,7 @@
- GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
- mother vows revenge.
-
--### SOARS ON AMAZING WINGS
-+#### SOARS ON AMAZING WINGS
-
- Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
-
-@@ -6227,7 +6227,7 @@
- GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
- target for an unexpected foe.
-
--Solves Mysteries
-+#### Solves Mysteries
-
- You're a master of deduction, using evidence to find the answer.
-
-@@ -6247,7 +6247,7 @@
-
- GM Intrusions: Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.
-
--Speaks for the Land
-+#### Speaks for the Land
-
- Your spiritual connection to nature and the environment grants you mystical abilities.
-
-@@ -6268,7 +6268,7 @@
- GM Intrusions: An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins,
- leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.
-
--Stands Like a Bastion
-+#### Stands Like a Bastion
-
- Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or
- hurt.
-@@ -6296,7 +6296,7 @@
-
- GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
-
--### STRETCHES
-+#### STRETCHES
-
- Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-
-@@ -6319,7 +6319,7 @@
- GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
- weak.
-
--### TAKES ANIMAL SHAPE
-+#### TAKES ANIMAL SHAPE
-
- You can transform yourself into an animal.
-
-@@ -6342,7 +6342,7 @@
-
- Greater Beast Form applies to using Animal Shape.
-
--Talks to Machines
-+#### Talks to Machines
-
- You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and
- influence them in ways that others can't.
-@@ -6367,7 +6367,7 @@
-
- GM Intrusions: The machine malfunctions or acts unpredictably.
-
--Throws With Deadly Accuracy
-+#### Throws With Deadly Accuracy
-
- Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect
- impact.
-@@ -6388,7 +6388,7 @@
-
- GM Intrusions: Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.
-
--Thunders
-+#### Thunders
-
- You emit destructive sound and manipulate soundscapes.
-
-@@ -6408,7 +6408,7 @@
-
- GM Intrusions: Loud noises attract attention.
-
--### TOUCHES THE SKY
-+#### TOUCHES THE SKY
-
- You can summon storms or break them apart.
-
-@@ -6427,7 +6427,7 @@
- GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
- The weather is seeded by a much smaller effect, and a storm grows out of control.
-
--Travels Through Time
-+#### Travels Through Time
-
- You can see through time, try to reach through it, and eventually even travel through it.
-
-@@ -6450,7 +6450,7 @@
-
- GM Intrusions: Paradoxes are created. Others remember past events differently.
-
--Was Foretold
-+#### Was Foretold
-
- You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great
- things of you one day.
-@@ -6473,7 +6473,7 @@
- GM Intrusions: An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a
- reputation in outside circles as a fraud.
-
--Wears a Sheen of Ice
-+#### Wears a Sheen of Ice
-
- You command the wintery power of cold and ice.
-
-@@ -6491,7 +6491,7 @@
-
- GM Intrusions: Ice makes surfaces slippery. Extreme cold causes objects to crack and break.
-
--Wears Power Armor
-+#### Wears Power Armor
-
- Tier 1: Powered Armor
-
-@@ -6511,7 +6511,7 @@
- GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
- NPCs are scared by the power armor.
-
--### WIELDS AN ENCHANTED WEAPON
-+#### WIELDS AN ENCHANTED WEAPON
-
- You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
- combat with it.
-@@ -6535,7 +6535,7 @@
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
- action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
--### WIELDS INVISIBLE FORCE
-+#### WIELDS INVISIBLE FORCE
-
- You bend light and manipulate beams of force for offense and defense.
-
-@@ -6556,7 +6556,7 @@
- GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
- or unexpected attack.
-
--Wields Two Weapons at Once
-+#### Wields Two Weapons at Once
-
- You bear steel with both hands, ready to take on any foe.
-
-@@ -6576,7 +6576,7 @@
-
- GM Intrusions: A blade snaps in two or a weapon flies loose from its bearer's grip.
-
--Works for a Living
-+#### Works for a Living
-
- You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids.
-
-@@ -6598,7 +6598,7 @@
- GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some
- people are rude to those who work for a living.
-
--Works Miracles
-+#### Works Miracles
-
- You can heal others with a touch, alter time to help others, and are generally beloved by everyone.
-
-@@ -6617,7 +6617,7 @@
- GM Intrusions: Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that
- they hold one against their will.
-
--Works the Back Alleys
-+#### Works the Back Alleys
-
- You make your way unseen, stealing from the wealthy to achieve your ends.
-
-@@ -6635,7 +6635,7 @@
-
- GM Intrusions: Thieves are thrown in jail. Powerful enemies are made.
-
--Works the System
-+#### Works the System
-
- You can exploit flaws in artificial systems, including but not limited to computer code.
-
-@@ -6655,7 +6655,7 @@
-
- GM Intrusions: Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.
-
--Would Rather Be Reading
-+#### Would Rather Be Reading
-
- Books are your friends. What's more important than knowledge? Nothing.
-
-@@ -6677,7 +6677,7 @@
-
- GM Intrusions: Books burn, get wet, or get lost. Computers break or lose power. Glasses break.
-
--TakeS ANiMAL SHAPE
-+#### TakeS ANiMAL SHAPE
-
- A shapechanger who can take the form of various animals.
-
-@@ -6698,7 +6698,7 @@
- GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
- The transformation takes longer than expected.
-
--### USES WILD MAGIC
-+#### USES WILD MAGIC
-
- spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-
-@@ -6720,7 +6720,7 @@
- Spellcasting attracts the attentionof a powerful creature or potential rival.The cypher spell being cast is replacedwith
- that of a random cypher.
-
--### WALKS THE WILD WOODS
-+#### WALKS THE WILD WOODS
-
- An adherent of nature magic who draws on the power and strength of trees.
-
-@@ -6741,7 +6741,7 @@
- GM Intrusions: A wooden charactercatches fire. A wild swing from a treebranch hits or trips an ally. Some treeshave evil
- hearts and hate all walkingthings.
-
--### WEILDS AN ENCHANTED WEAPON
-+#### WEILDS AN ENCHANTED WEAPON
-
- One who channels magic through or from a weapon to create a unique fighting style.
-
-@@ -6782,7 +6782,7 @@
-
-
--### FOCUS CATEGORIES
-+#### FOCUS CATEGORIES
-
- Ally use
-
-@@ -6806,7 +6806,7 @@
-
- Tank combat
-
--### CHOOSING ABILITIES BY RELATIVE POWER
-+#### CHOOSING ABILITIES BY RELATIVE POWER
-
- The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
- tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into
-@@ -6823,7 +6823,7 @@
- available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing
- factor.
-
--### BALANCING ABILITIES
-+#### BALANCING ABILITIES
-
- The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes
- it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the
-@@ -6840,7 +6840,7 @@
- the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus,
- but don't underpower it, either.
-
--### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
-+#### ABILITY GUIDELINES ARE NOT PERSCRIPTIVE
-
- Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the
- guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to
-@@ -6852,14 +6852,14 @@
- the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your
- new focus something like Channels the Ninth Circle.
-
--### ABILITY SWAP
-+#### ABILITY SWAP
-
- If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically
- overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out
- one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the
- abilities normally granted by the character's type.
-
--### CONCEPT AND CATEGORY
-+#### CONCEPT AND CATEGORY
-
- Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus
- within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways
-@@ -6897,7 +6897,7 @@
- refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a
- PC can make at a lower tier.
-
--### CREATING BRAND-NEW ABILITIES
-+#### CREATING BRAND-NEW ABILITIES
-
- You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as
- close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should
-@@ -6912,7 +6912,7 @@
-
- As a good rule of thumb, a typical ability should cost points equal to its tier.
-
--### CHOOSE GM INTRUSIONS
-+#### CHOOSE GM INTRUSIONS
-
- Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus
- being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game.
-@@ -6921,7 +6921,7 @@
-
- ### FOCUS CATEGORIES
-
--### ALLY USE
-+#### ALLY USE
-
- Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
- variety of ways, but at base they usually provide an asset to the character's actions.
-@@ -7008,7 +7008,7 @@
- For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise
- impossible-to-glean information.
-
--### BASIC
-+#### BASIC
-
- Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve
- a character fall within the basic category. An overarching theme is also included, as with most of the other categories,
-@@ -7082,7 +7082,7 @@
- the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be
- reasonable. Granting additional training, assets, or Edge would also be fine.
-
--### ENERGY MANIPULATION
-+#### ENERGY MANIPULATION
-
- Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
- energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
-@@ -7156,7 +7156,7 @@
- abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if
- using electricity), creating solid objects out of the energy, and so on.
-
--### ENVIRONMENT MANIPULATION
-+#### ENVIRONMENT MANIPULATION
-
- Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are
- environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and
-@@ -7246,7 +7246,7 @@
- the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
- manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
-
--### EXPLORATION
-+#### EXPLORATION
-
- Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
- locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments
-@@ -7323,7 +7323,7 @@
- The other option should be something that benefits the character, either an offensive or defensive ability, or yet
- another ability that further broadens their capacity to explore in the focus's chosen realm.
-
--### INFLUENCE
-+#### INFLUENCE
-
- Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
- or to rise to some other prestigious and significant position—fall within the influence category.
-@@ -7406,7 +7406,7 @@
- If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of
- influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
-
--### IRREGULAR
-+#### IRREGULAR
-
- Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
- certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
-@@ -7477,7 +7477,7 @@
- tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction,
- information-gathering, or healing ability, depending on the focus's overarching theme.
-
--### MOVEMENT EXPERTISE
-+#### MOVEMENT EXPERTISE
-
- Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
- stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
-@@ -7559,7 +7559,7 @@
- movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability
- related to the movement.
-
--### STRIKER COMBAT
-+#### STRIKER COMBAT
-
- Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
- abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
-@@ -7664,7 +7664,7 @@
- with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack,
- or get away in order to fight another day.
-
--### SUPPORT
-+#### SUPPORT
-
- Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci.
- Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize
-@@ -7738,7 +7738,7 @@
- The other option could provide an alternative ultimate method of helping another; many foci in this category do.
- However, an option that provides high-tier offense or defense is also completely reasonable.
-
--### TANK COMBAT
-+#### TANK COMBAT
-
- Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank
- combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular
-@@ -7845,13 +7845,13 @@
- high-tech
- devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
-
--### TIER 1
-+#### TIER 1
-
- Combat Prowess
-
- Enhanced Potential
-
--### TIER 2
-+#### TIER 2
-
- Lower-tier ability: choose any tier 1 replacement ability, above.
-
-@@ -7861,7 +7861,7 @@
-
- Skill With Attacks
-
--### TIER 3
-+#### TIER 3
-
- Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
-
-@@ -7869,7 +7869,7 @@
-
- Fusion Armor
-
--### TIER 4
-+#### TIER 4
-
- Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
-
-@@ -7877,7 +7877,7 @@
-
- Built-in Weaponry
-
--### TIER 5
-+#### TIER 5
-
- Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
-
-@@ -7885,7 +7885,7 @@
-
- Defensive Field
-
--### TIER 6
-+#### TIER 6
-
- Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
-
-@@ -7934,7 +7934,7 @@
- the same thing. That said, if you're creating a support-centric focus, many of the abilities in the support ability
- category would be appropriate choices.
-
--### ATTACK SKILL
-+#### ATTACK SKILL
-
- Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of
- physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm
-@@ -7992,7 +7992,7 @@
-
- Specialized Basher
-
--### COMPANION
-+#### COMPANION
-
- Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your
- follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms,
-@@ -8117,7 +8117,7 @@
-
- True Necromancy
-
--### CONTROL
-+#### CONTROL
-
- Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such
- as using psychic mind control, fear gas, and so on.
-@@ -8196,7 +8196,7 @@
-
- Word of Command
-
--### CRAFT
-+#### CRAFT
-
- Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers,
- artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or
-@@ -8254,7 +8254,7 @@
-
- Reshape
-
--### CURE
-+#### CURE
-
- Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful
- effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
-@@ -8399,7 +8399,7 @@
-
- Vigilant
-
--### ENVIRONMENT
-+#### ENVIRONMENT
-
- Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control,
- illusions, and so on.
-@@ -8494,7 +8494,7 @@
-
- The Wild Is on Your Side
-
--### INFORMATION
-+#### INFORMATION
-
- Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the
- GM giving the answer, or by learning a language.
-@@ -8588,7 +8588,7 @@
-
- Telepathic Network
-
--### META
-+#### META
-
- Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the
- difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the
-@@ -8994,7 +8994,7 @@
-
- Winter Gauntlets
-
--### MOVEMENT
-+#### MOVEMENT
-
- Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement
- (such as flight, wallcrawling, phasing, or teleporting).
-@@ -9098,7 +9098,7 @@
-
- Windwracked Traveler
-
--### PROTECTION
-+#### PROTECTION
-
- Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or
- increases Armor, or otherwise helps prevent damage.
-@@ -9356,7 +9356,7 @@
-
- Wear It Well
-
--### SENSES
-+#### SENSES
-
- Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to
- stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
-@@ -9435,7 +9435,7 @@
-
- True Senses
-
--### SOCIAL
-+#### SOCIAL
-
- Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your
- social status.
-@@ -9480,7 +9480,7 @@
-
- Group Friendship
-
--### SPECIAL ATTACK
-+#### SPECIAL ATTACK
-
- Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might
- do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities
-@@ -9838,7 +9838,7 @@
-
- Word of Death
-
--### SUPPORT
-+#### SUPPORT
-
- Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.
-
-@@ -9948,7 +9948,7 @@
-
- Work the Friendship
-
--### TASK
-+#### TASK
-
- Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative,
- and so on).
-@@ -10321,7 +10321,7 @@
-
- Using the Environment
-
--### TRANSFORM
-+#### TRANSFORM
-
- A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also
- includes apparent transformations like disguises and invisibility.
-@@ -10388,7 +10388,7 @@
-
- Wild Camouflage
-
--Abilities—A
-+### Abilities --- A
-
- A Smile and a Word: When you use Effort on any action involving interactions—even those having to do with calming
- animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on
-@@ -10696,7 +10696,7 @@
- ten minutes, you are aware of all living things within long range (including their general position), and by
- concentrating (another action), you can attempt to learn the general health and power level of any one of them. Action.
-
--Abilities—B
-+### Abilities --- B
-
- Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue
- to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
-@@ -11003,7 +11003,7 @@
- addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the
- barrier, each level adding 3 feet (1 m). Action.
-
--Abilities—C
-+### Abilities --- C
-
- Call Dead Spirit (6 Intellect points): At your touch, the remains of a creature dead no longer than seven days appears
- as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists
-@@ -11389,7 +11389,7 @@
- type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for
- example, you probably can't transform a pill into a helmet. Enabler.
-
--Abilities—D
-+### Abilities --- D
-
- Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler.
-
-@@ -11840,7 +11840,7 @@
- disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing.
- Action.
-
--Abilities—E
-+### Abilities --- E
-
- Earthquake (7 Might points): You direct your destructive resonance into the ground and trigger an earthquake centered on
- a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five
-@@ -12133,7 +12133,7 @@
- Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it
- were extremely dim light. Enabler.
-
--Abilities—F
-+### Abilities --- F
-
- Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or
- impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone
-@@ -12434,7 +12434,7 @@
- blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not
- wearing physical armor. Enabler.
-
--Abilities—G
-+### Abilities --- G
-
- Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small
- dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll
-@@ -12632,7 +12632,7 @@
-
- Gunner: You inflict 1 additional point of damage with guns. Enabler.
-
--Abilities—H
-+### Abilities --- H
-
- Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can
- discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance
-@@ -12754,7 +12754,7 @@
- Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
- of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
-
--Abilities—I
-+### Abilities --- I
-
- Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
- +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2
-@@ -13100,7 +13100,7 @@
- For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one
- additional target within short range as long as it is next to the prior target. Action.
-
--Abilities—J
-+### Abilities --- J
-
- Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within long distance that you can
- see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can
-@@ -13131,7 +13131,7 @@
-
- Just a Bit Mad: You are trained in Intellect defense tasks. Enabler.
-
--Abilities—K
-+### Abilities --- K
-
- Knock Out (5+ Might points): You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second
- Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of
-@@ -13163,7 +13163,7 @@
- as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you
- must choose two different skills. Enabler.
-
--Abilities—L
-+### Abilities --- L
-
- Lab Analysis (3 Intellect points): You analyze the scene of a crime, the site of a mysterious incident, or a series of
- unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or
-@@ -13282,7 +13282,7 @@
- Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge
- hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage. Action.
-
--Abilities—M
-+### Abilities --- M
-
- Machine Affinity: You are trained in tasks involving electrical machines. Enabler.
-
-@@ -13698,7 +13698,7 @@
- attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour
- instead of ten minutes. Enabler.
-
--Abilities—N
-+### Abilities --- N
-
- Natural Charisma: You are trained in all social interactions, whether they involve charm, learning a person's secrets,
- or intimidating others. Enabler.
-@@ -13778,7 +13778,7 @@
- Nullify Sound (3 Might points): You pulse perfectly misaligned sounds within short range to create a zone of absolute
- quiet up to an immediate distance across for one minute. All sound is canceled in the zone. Action to initiate.
-
--Abilities—O
-+### Abilities --- O
-
- Object Bond (3 Intellect points): When you manifest the magic ally from your Bound Magic Creature ability, it can move
- up to 300 feet (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended
-@@ -13883,7 +13883,7 @@
- or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as
- you wish, within reason. Action.
-
--Abilities—P
-+### Abilities --- P
-
- Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
- rounds you ease all Speed defense rolls. Enabler.
-@@ -14156,7 +14156,7 @@
-
- Push on Through (2 Might points): You ignore the effects of terrain while moving for one hour. Enabler.
-
--Abilities—Q
-+### Abilities --- Q
-
- Quarry (2 Intellect points): Choose a quarry (a single individual creature that you can see). You are trained in all
- tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
-@@ -14218,7 +14218,7 @@
- Quicker Than Most: Experience has honed your reaction times, because those who act first gain the advantage in most
- situations. You're trained in tasks related to initiative, seeing underlying patterns, and solving puzzles. Enabler.
-
--Abilities—R
-+### Abilities --- R
-
- Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
- range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
-@@ -14489,7 +14489,7 @@
-
- Runner: Your standard movement increases from short to long. Enabler.
-
--Abilities—S
-+### Abilities --- S
-
- Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
-
-@@ -15061,7 +15061,7 @@
- Swipe (1 Speed point): This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but
- dazes your target for one round, during which time all tasks it performs are hindered. Action.
-
--Abilities—T
-+### Abilities --- T
-
- Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to
- listen, any attack they attempt on their next turn is eased, and a hit deals 3 additional points of damage. If your
-@@ -15424,7 +15424,7 @@
- Two Things at Once (6 Intellect points): The ultimate test: you divide your attention and take two separate actions this
- round. Enabler.
-
--Abilities—U
-+### Abilities --- U
-
- Ultra Enhancement: You gain +1 to Armor and +5 to each of your three stat Pools. Enabler.
-
-@@ -15495,7 +15495,7 @@
- or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a
- different cypher—the usurping ability works only once. Action to initiate.
-
--Abilities—V
-+### Abilities --- V
-
- Vacuum Skilled: You are trained in two of the following skills: vacuum welding, algae farming, ecosystem design, circuit
- design, spacecraft maintenance and repair, or some similar skill related to traveling and colonizing planets, moons, and
-@@ -15533,7 +15533,7 @@
- Void Wings (3 Intellect points): Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one
- round as quickly as you can move. Enabler.
-
--Abilities—W
-+### Abilities --- W
-
- Walk Through Walls (2 Intellect points): You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per
- round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until
-@@ -15745,13 +15745,13 @@
- intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available
- again until after you make a ten-hour recovery roll. Enabler.
-
--Abilities—Y
-+### Abilities --- Y
-
- You Studied: To be able to put two and two together to reach a deduction, you have to know a few things. You are trained
- in two areas of knowledge of your choosing (as long as they are not physical actions or combat related) or specialized
- in one area. Enabler.
-
--Abilities—Z
-+### Abilities --- Z
-
- Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not
- yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can
-@@ -15863,7 +15863,7 @@
- about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
- what they worry about.)
-
--### USING THE PRICE CATEGORIES
-+#### USING THE PRICE CATEGORIES
-
- Regardless of how precise you want to be with prices and currency, you can use the price categories in a variety of
- ways.
-@@ -15903,7 +15903,7 @@
- Genre chapter offers more specific details on the kinds of armor available in a given setting. Keep in mind that in many
- genres, it's quite odd, at best, to run around in armor tougher than a leather jacket.
-
--### USING ARMOR
-+#### USING ARMOR
-
- Anyone can wear any armor, but it can be taxing. Wearing armor increases the cost of using a level of Effort when
- attempting a Speed-based action. So if you're wearing light armor and want to use two levels of Effort on a Speed-based
-@@ -15938,7 +15938,7 @@
-
-
-
--### FANTASY ARMOR DESCRIPTIONS
-+#### FANTASY ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
- Speed Effort cost of the worst one).
-@@ -16050,7 +16050,7 @@
- available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
- weapons.
-
--### FANTASY WEAPONS DESCRIPTIONS
-+#### FANTASY WEAPONS DESCRIPTIONS
-
- Battleaxe: A wooden pole with a blade on one end.
-
-@@ -16183,7 +16183,7 @@
- Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
- long distance (or farther).
-
--Adventuring equipment DESCRIPTIONS
-+### Adventuring equipment DESCRIPTIONS
-
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
- If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-@@ -16299,7 +16299,7 @@
- | Torch | 1 cp |
- | Waterskin | 2 sp |
-
--Miscellaneous Items and Services
-+### Miscellaneous Items and Services
-
- Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
- lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
-@@ -16583,7 +16583,7 @@
- character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
- Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
-
--### DETERMINING TASK DIFFICULTY
-+#### DETERMINING TASK DIFFICULTY
-
- The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
- make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
-@@ -16634,7 +16634,7 @@
- (By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from
- skills, one or two steps from assets, and one to six steps from Effort.)
-
--### SKILLS
-+#### SKILLS
-
- Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
- character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all
-@@ -16643,7 +16643,7 @@
- eases the task by two steps instead of one. Skills can never decrease a task by more than two steps—any more than two
- steps from being trained and specialized don't count.
-
--### ASSETS
-+#### ASSETS
-
- An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
- a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
-@@ -16654,7 +16654,7 @@
- reduce the difficulty by no more than two steps, regardless of the situation. Thus, no task's difficulty will ever be
- reduced by more than four steps without using Effort.)
-
--### EFFORT
-+#### EFFORT
-
- A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
- appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
-@@ -16672,7 +16672,7 @@
- level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level
- of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
-
--### ROLLING THE DIE
-+#### ROLLING THE DIE
-
- To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
- succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
-@@ -16729,7 +16729,7 @@
- action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not
- spent them at all.
-
--### GM INTRUSION
-+#### GM INTRUSION
-
- GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
- something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
-@@ -16742,7 +16742,7 @@
- (For complete details about GM intrusion and how to use it to best effect in the game, see the Running the Cypher System
- chapter.)
-
--### MINOR EFFECT
-+#### MINOR EFFECT
-
- A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the
- PC, but not overwhelming.
-@@ -16781,7 +16781,7 @@
- effect is very unlikely, such as pushing a 50-ton battle automaton off a cliff. If the player just wants to deal 3
- additional points of damage as the minor effect, no extra roll is needed.
-
--### MAJOR EFFECT
-+#### MAJOR EFFECT
-
- A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the
- character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are
-@@ -16881,7 +16881,7 @@
-
- Boxed text:
-
--### OTHER DISTANCES
-+#### OTHER DISTANCES
-
- In rare cases where distances beyond very long are needed, real-world distances are best (1 mile, 100 kilometers, and so
- on). However, the following shorthand distances can be useful in some settings:
-@@ -16910,7 +16910,7 @@
-
- Boxed text:
-
--### TIMEKEEPING
-+TIMEKEEPING
-
- | | |
- |-----------------------------------------------------------------|-----------------------------------------------|
-@@ -17059,7 +17059,7 @@
- Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and
- other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.
-
--Damage
-+#### Damage
-
- When an attack strikes a character, it usually means the character takes damage.
-
-@@ -17082,7 +17082,7 @@
- attacker to increase the damage. For example, a PC can apply Effort to deal 3 additional points of damage, and rolling a
- natural 17 on the attack roll deals 1 additional point of damage.
-
--Armor
-+#### Armor
-
- Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character
- takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a
-@@ -17111,20 +17111,20 @@
- sturdy, fire-resistant material might normally give its wearer +1 to Armor but count as +3 to Armor against fire
- attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
-
--Ambient Damage
-+#### Ambient Damage
-
- Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
- of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
- kinds of sources is called ambient damage. Physical armor usually doesn't protect against ambient damage, though a
- well-insulated suit of armor can protect against cold weather.
-
--Damage From Hazards
-+#### Damage From Hazards
-
- Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
- burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
- comprehensive, the Damage From Hazards table includes common examples.
-
--### DAMAGE FROM HAZARDS
-+##### DAMAGE FROM HAZARDS
-
- | | | |
- |---------------|---------------------------------------------------|---------------------------------------|
-@@ -17142,12 +17142,12 @@
- | Huge crush | 6 points | Roof collapse; cave-in |
- | Collision | 6 points | Large, fast object strikes character |
-
--### SPACE HAZARDS
-+###### SPACE HAZARDS
-
- A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
- more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-
--### GRAVITY WELL
-+###### GRAVITY WELL
-
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
- hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
-@@ -17163,7 +17163,7 @@
- Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
- the craft to expend additional power to get free (power it may or may not have)
-
--### BLACK HOLE
-+###### BLACK HOLE
-
- Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
- couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
-@@ -17187,7 +17187,7 @@
- from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
- post-singularity AI or ancient ultra.
-
--### RADIATION BELT/SOLAR FLARE
-+###### RADIATION BELT/SOLAR FLARE
-
- Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
- causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
-@@ -17201,7 +17201,7 @@
- single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
- the damage track for each day they fail a Might defense roll until they expire.
-
--### ASTEROID/DEBRIS FIELD
-+###### ASTEROID/DEBRIS FIELD
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-@@ -17218,7 +17218,7 @@
- spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
- spin, then slide into the cramped space.
-
--The Effects of Taking Damage
-+#### The Effects of Taking Damage
-
- When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
- into submission.
-@@ -17257,7 +17257,7 @@
- However, the GM or the player has the option to suggest an appropriate alternate effect—the NPC suffers a penalty, moves
- more slowly, is stunned, and so on.)
-
--The Damage Track
-+#### The Damage Track
-
- As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
-
-@@ -17282,7 +17282,7 @@
- (The damage track allows you to know how far from death you are. If you're hale, you're three steps from death. If
- you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.)
-
--Recovering Points in a Pool
-+#### Recovering Points in a Pool
-
- After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its
- maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points
-@@ -17319,7 +17319,7 @@
- | Third recovery roll | One hour |
- | Fourth recovery roll | Ten hours |
-
--Restoring the Damage Track
-+#### Restoring the Damage Track
-
- Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up
- one step on the damage track.
-@@ -17329,7 +17329,7 @@
- character who is debilitated from a hit with a
- cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
-
--Special Damage
-+#### Special Damage
-
- In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of
- ways, only some of which are easily represented by points of damage.
-@@ -17359,7 +17359,7 @@
- effect must be handled on a case-by-case basis. The GM adjudicates how the character is affected and how the condition
- can be alleviated (if possible).
-
--NPCs and Special Damage
-+#### NPCs and Special Damage
-
- The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but
- nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon,
-@@ -17369,7 +17369,7 @@
- usually renders it unconscious or dead. Alternatively, the GM could apply the debilitated condition to the NPC, with the
- same effect as it would have on a PC.
-
--### ATTACK MODIFIERS AND SPECIAL SITUATIONS
-+#### ATTACK MODIFIERS AND SPECIAL SITUATIONS
-
- In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
- they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
-@@ -17385,7 +17385,7 @@
- long" ranges let the GM quickly make a judgment call and keep things moving. Basically, the idea is: your target is
- right there, your target is close, your target is pretty far away, or your target is extremely far away.)
-
--Cover
-+##### Cover
-
- If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against
- the character are hindered.
-@@ -17395,7 +17395,7 @@
- shoots the screen with a rifle that can penetrate the wood, the character can be attacked. However, because the attacker
- can't see the character clearly, this still counts as cover (attacks against the character are hindered).
-
--Position
-+##### Position
-
- Sometimes where a character stands gives them an advantage or a disadvantage.
-
-@@ -17404,7 +17404,7 @@
-
- Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.
-
--Surprise
-+##### Surprise
-
- When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
- invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this
-@@ -17412,7 +17412,7 @@
-
- If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.
-
--Range
-+##### Range
-
- In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into
- melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within
-@@ -17440,7 +17440,7 @@
- attacks to exceed their maximum range. For example, in perfect conditions, a good archer can hit a large target with a
- bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.)
-
--Illumination
-+##### Illumination
-
- What characters can see (and how well they can see) plays a huge factor in combat.
-
-@@ -17462,7 +17462,7 @@
- the GM uses GM intrusion. Attackers trained in low-light spotting ease the task. Attackers specialized in low-light
- spotting ease the task by two steps.
-
--Visibility
-+##### Visibility
-
- Similar to illumination, factors that obscure vision affect combat.
-
-@@ -17476,7 +17476,7 @@
- attacks against such targets are hindered by four steps. Otherwise, attacks against an invisible creature fail without
- the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion.
-
--Water
-+##### Water
-
- Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things
- difficult, and being underwater entirely can seem as different as being on another world.
-@@ -17494,7 +17494,7 @@
- category; very-long-range weapons work only to long range, long-range weapons work only to short range, and short-range
- weapons work only to immediate range.
-
--Moving Targets
-+##### Moving Targets
-
- Moving targets are harder to hit, and moving attackers have a difficult time as well.
-
-@@ -17509,7 +17509,7 @@
- difficult. Such attacks are hindered. Characters trained in balancing or sailing would ignore penalties for being on a
- ship.
-
--### SPECIAL SITUATION: COMBAT BETWEEN NPCs
-+#### SPECIAL SITUATION: COMBAT BETWEEN NPCs
-
- When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
- attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
-@@ -17517,7 +17517,7 @@
- NPCs cannot apply Effort. Of course, it's perfectly fitting (and easier) to have the NPC ally use the cooperative action
- rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
-
--### SPECIAL SITUATION: COMBAT BETWEEN PCs
-+#### SPECIAL SITUATION: COMBAT BETWEEN PCs
-
- When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
- roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
-@@ -17526,7 +17526,7 @@
- higher,
- the attack misses. Damage is resolved normally. The GM mediates all special effects.
-
--### SPECIAL SITUATION: AREA ATTACKS
-+#### SPECIAL SITUATION: AREA ATTACKS
-
- Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
- potentially harm or affect everyone in the area.
-@@ -17547,7 +17547,7 @@
- caught flat-footed by the sudden detonation of one of their knives, but the leader ducks and is shielded from the blast.
- Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
-
--### SPECIAL SITUATION: ATTACKING OBJECTS
-+#### SPECIAL SITUATION: ATTACKING OBJECTS
-
- Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it?
- Attacking inanimate objects with a melee weapon is a Might action. Objects have
-@@ -17733,7 +17733,7 @@
- in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
- task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
-
--### CLIMBING
-+#### CLIMBING
-
- When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
- difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
-@@ -17752,7 +17752,7 @@
- | 8 | Smooth, horizontal surface (climber is upside down) |
- | 10 | Glass wall or similar surface |
-
--### COOPERATIVE ACTIONS
-+#### COOPERATIVE ACTIONS
-
- There are many ways multiple characters can work together. None of these options, however, can be used at the same time
- by the same characters.
-@@ -17788,7 +17788,7 @@
- nearby comrade. The attack automatically succeeds against the sacrificial character, and it deals 1 additional point of
- damage. A character cannot willingly take more than one attack each round in this way.
-
--### CRAFTING, BUILDING, AND REPAIRING
-+#### CRAFTING, BUILDING, AND REPAIRING
-
- Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
- a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
-@@ -17896,7 +17896,7 @@
- | 9 | Technological item (something from beyond Earth) | Many years |
- | 10 | Technological item (something from beyond Earth) | Many years |
-
--### GUARDING
-+#### GUARDING
-
- In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
- tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
-@@ -17908,21 +17908,21 @@
- Diana. If a PC wants to attack Diana, the PC first must succeed at a difficulty 4 Speed task to get past the guard. If
- the PC succeeds, they can make their attack normally.
-
--### HEALING
-+#### HEALING
-
- You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
- restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
- action with a difficulty equal to that number. For example, if you want to heal someone for 3 points, that's a
- difficulty 3 task with a target number of 9.
-
--### INTERACTING WITH CREATURES
-+#### INTERACTING WITH CREATURES
-
- The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
- punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
- wild beast, or anything of the kind. Interaction is an Intellect task. Interacting usually requires a common language or
- some other way to communicate. Learning new languages is the same as learning a new skill.
-
--### JUMPING
-+#### JUMPING
-
- Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
- the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
-@@ -17940,14 +17940,14 @@
- (There's nothing wrong with the GM simply assigning a difficulty level to a jump without worrying about the precise
- distance. The rules here are just so everyone has some guidelines.)
-
--### LOOKING OR LISTENING
-+#### LOOKING OR LISTENING
-
- Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
- for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
- a creature, its level determines the difficulty of your roll. If it's something else, the GM determines the difficulty
- of your roll.
-
--### MOVING A HEAVY OBJECT
-+#### MOVING A HEAVY OBJECT
-
- You can push or pull something very heavy and move it an immediate distance as your action.
-
-@@ -17956,7 +17956,7 @@
- 400 pounds (180 kg) is difficulty 8. If you can ease the task to 0, you can move a heavy object up to a short distance
- as your action.
-
--### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
-+#### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
-
- As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
- device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
-@@ -17968,7 +17968,7 @@
- destroy it probably should make a Might roll to smash it rather than a Speed or Intellect roll requiring patience and
- know-how.)
-
--### RIDING OR PILOTING
-+#### RIDING OR PILOTING
-
- If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
- to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
-@@ -17989,19 +17989,19 @@
- | 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round |
- | 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |
-
--### SNEAKING
-+#### SNEAKING
-
- The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
- eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
- lighting conditions and having plenty of things to hide behind.
-
--### SWIMMING
-+#### SWIMMING
-
- If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
- rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
- roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
-
--### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
-+#### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
-
- When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
- For a bit of knowledge, the GM determines the difficulty.
diff --git a/patches/base/015-major-dedupe.patch b/patches/base/015-major-dedupe.patch
deleted file mode 100644
index f218535..0000000
--- a/patches/base/015-major-dedupe.patch
+++ /dev/null
@@ -1,19061 +0,0 @@
---- _tmp/ccsrd.md 2025-05-07 08:11:29.069893581 -0500
-+++ _tmp/ccsrd.new.md 2025-05-07 08:11:39.216950498 -0500
-@@ -4769,28 +4769,6 @@
- GM Intrusions: Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the
- sky.
-
--#### COPIES SUPERPOWERS
--
--You can copy others' skills, abilities, and superpowers.
--
--Tier 1: Flex Skill
--
--Tier 1: Flex Skill
--
--Tier 2: Copy Power
--
--Tier 3: Steal Power or Wildcard Powers
--
--Tier 4: Improved Copying
--
--Tier 5: Power Memory
--
--Tier 6: Amazing Copying or Multiple
--
--Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
--powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
--own fire bolts).
--
- #### Crafts Illusions
-
- You fashion images from light that are so perfect they seem real.
-@@ -5226,30 +5204,6 @@
- GM Intrusions: Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character
- breaks through the floor.
-
--#### HAS A THOUSAND FACES
--
--You can change your appearance to look like anyone else.
--
--Tier 1: Face Morph
--
--Tier 1: Interaction Skills
--
--Tier 2: Body Morph
--
--Tier 2: War Flesh
--
--Tier 3: Disguise Other or Resilience
--
--Tier 4: Ageless
--
--Tier 4: Think Your Way Out
--
--Tier 5: Memory Becomes Action
--
--Tier 6: Divide Your Mind or Infer Thoughts
--
--GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
--
- #### Helps Their Friends
-
- You love your friends and help them out of any difficulty, no matter what.
-@@ -5315,25 +5269,6 @@
-
- GM Intrusions: The quarry notices the character. The quarry isn't as vulnerable as it seemed.
-
--#### IGNORES PHYSICAL DISTANCE
--
--You can teleport from one place to another by briefly passing through a parallel dimension.
--
--Tier 1: Dimensional Squeeze
--
--Tier 2: Opportunist
--
--Tier 3: Defensive Blinking or Teleportation Burst
--
--Tier 4: Short Teleportation
--
--Tier 5: Medium Teleportation
--
--Tier 6: Teleportation or Teleportive Wound
--
--GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
--continues through the teleport, injuring the character.
--
- #### Infiltrates
-
- Subtlety, guile, and stealth allow you to get in where others can't.
-@@ -6011,26 +5946,6 @@
- GM Intrusions: An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk
- scavenged belongs to them. A recycled cypher explodes.
-
--#### SCULPTS HARD LIGHT
--
--You create physical objects out of hard light that you can use for offense and defense.
--
--Tier 1: Automatic Glow
--
--Tier 1: Temporary Light
--
--Tier 2: Entangling Force
--
--Tier 3: Harder Light or Sculpt Light
--
--Tier 4: Greater Enhanced Intellect
--
--Tier 5: Improved Sculpt Light
--
--Tier 6: Defensive Field or Flight
--
--GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
--
- #### Sees Beyond
-
- You have a psychic sense that allows you to see what others cannot.
-@@ -6130,32 +6045,6 @@
-
- GM Intrusions: Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.
-
--#### SHRINKS TO MINUTE SIZE
--
--You can shrink down to the size of a bug and, with enough experience, even smaller.
--
--Tier 1: Shrink
--
--Tier 1: Beneath Notice
--
--Tier 2: Smaller
--
--Tier 2: Advantages of Being Small
--
--Tier 3: Enlarge or Quick Switch
--
--Tier 4: Small Flight
--
--Tier 5: Shrink Others
--
--Tier 6: Bigger or Tiny
--
--GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
--or under a falling object.
--
--A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
--Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
--
- #### Siphons Power
-
- You suck power out of machines and creatures alike in order to empower yourself.
-@@ -6206,27 +6095,6 @@
- GM Intrusions: The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's
- mother vows revenge.
-
--#### SOARS ON AMAZING WINGS
--
--Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
--
--Tier 1: Hover
--
--Tier 1: Flight Exertion
--
--Tier 2: Wing Weapons
--
--Tier 3: Acrobatic Attack or Flying Companion
--
--Tier 4: Hard to Hit
--
--Tier 5: Up to Speed
--
--Tier 6: Hard Target or Defense Master
--
--GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
--target for an unexpected foe.
--
- #### Solves Mysteries
-
- You're a master of deduction, using evidence to find the answer.
-@@ -6296,52 +6164,6 @@
-
- GM Intrusions: Armor is damaged. Small foes conspire in ingenious ways.
-
--#### STRETCHES
--
--Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
--
--Tier 1: Contortionist
--
--Tier 1: Far Step
--
--Tier 2: Elastic Grip
--
--Tier 2: Safe Fall
--
--Tier 3: Bypass Barrier or Misdirect
--
--Tier 4: Resilience
--
--Tier 5: Free to Move
--
--Tier 6:Break the Ranks or Not Dead Yet
--
--GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
--weak.
--
--#### TAKES ANIMAL SHAPE
--
--You can transform yourself into an animal.
--
--Tier 1: Animal Shape
--
--Tier 2: Communication
--
--Tier 2: Soothe the Savage
--
--Tier 3: Bigger Animal Shape or Greater Beast Form
--
--Tier 4: Animal Scrying
--
--Tier 5: Hard to Kill
--
--Tier 6: Blurring Speed or Lend Animal Shape
--
--GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
--The transformation takes longer than expected.
--
--Greater Beast Form applies to using Animal Shape.
--
- #### Talks to Machines
-
- You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and
-@@ -6408,25 +6230,6 @@
-
- GM Intrusions: Loud noises attract attention.
-
--#### TOUCHES THE SKY
--
--You can summon storms or break them apart.
--
--Tier 1: Hover
--
--Tier 2: Wind Armor
--
--Tier 3: Bolts of Power or Storm Seed
--
--Tier 4: Windrider
--
--Tier 5: Cold Burst
--
--Tier 6: Control Weather or Wind Chariot
--
--GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
--The weather is seeded by a much smaller effect, and a storm grows out of control.
--
- #### Travels Through Time
-
- You can see through time, try to reach through it, and eventually even travel through it.
-@@ -6511,51 +6314,6 @@
- GM Intrusions: The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss.
- NPCs are scared by the power armor.
-
--#### WIELDS AN ENCHANTED WEAPON
--
--You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
--combat with it.
--
--Tier 1: Enchanted Weapon
--
--Tier 1: Innate Power
--
--Tier 1: Charge Weapon
--
--Tier 2: Power Crash
--
--Tier 3: Rapid Attack or Throw Enchanted Weapon
--
--Tier 4: Defending Weapon
--
--Tier 5: Enchanted Movement
--
--Tier 6: Deadly Strike or Spin Attack
--
--GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
--action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
--
--#### WIELDS INVISIBLE FORCE
--
--You bend light and manipulate beams of force for offense and defense.
--
--Tier 1: Vanish
--
--Tier 2: Entangling Force
--
--Tier 2: Sharp Senses
--
--Tier 3: Force Field Barrier or Multi-Vanish
--
--Tier 4: Invisibility
--
--Tier 5: Defensive Field
--
--Tier 6: Concussion or Generate Force Field
--
--GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
--or unexpected attack.
--
- #### Wields Two Weapons at Once
-
- You bear steel with both hands, ready to take on any foe.
-@@ -15764,54 +15522,6 @@
- you have. Still, sometimes it's important to know if you've got enough rope, or what kind of gun your space pilot has at
- their hip.
-
--### ANIMAL FORM MINOR ABILITIES TABLE
--
--| Animal | Skill Training | Other Abilities |
--|-------------------|------------------------|------------------|
--| Ape | Climbing | Hands |
--| Badger | Climbing | Scent |
--| Bat | Perception | Flying |
--| Bear | Climbing | Scent |
--| Bird | Perception | Flying |
--| Boar | Might defense | Scent |
--| Cat | Climbing or stealth | Small |
--| Constrictor snake | Climbing | Constrict |
--| Crocodile | Stealth or swimming | Constrict |
--| Deinonychus | Perception | Fast |
--| Dolphin | Perception or swimming | Fast |
--| Fish | Stealth or swimming | Aquatic |
--| Frog | Jumping or stealth | Aquatic |
--| Horse | Perception | Fast |
--| Leopard | Climbing or stealth | Fast |
--| Lizard | Climbing or stealth | Small |
--| Octopus | Stealth | Aquatic |
--| Shark | Swimming | Aquatic |
--| Turtle | Might defense | Armor |
--| Venomous snake | Climbing | Venom |
--| Wolf | Perception | Scent |
--
--Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
--
--Armor: The animal has a thick hide or shell, granting +1 to Armor.
--
--Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing
--attack rolls against that foe on later turns until the animal releases the foe.
--
--Fast: The animal can move a long distance on its turn instead of a short distance.
--
--Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
--
--Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
--such as playing a flute, are still hindered).
--
--Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
--
--Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy
--things.
--
--Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
--
- ### CURRENCY AND PRICES
-
- Dollars, pounds, euros, credits, gold pieces, Martian solval beads, Corso moons and stars, bottle caps—a lot of
-@@ -16369,30 +16079,6 @@
- | Traveler's outfit | 2 gp |
- | Wizard's outfit | 5 gp |
-
--### ANIMALS AND GEAR DESCRIPTIONS
--Draft horse: A strong horse able to carry or pull heavy loads.
--
--Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
--intruders than it is for accompanying adventurers into dangerous locations.
--
--Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
--as a mount for a smaller-than-human creature such as a dwarf or halfling.
--
--Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
--combat.
--
--Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
--such as a chariot.
--
--| Item | Price |
--|--------------|------------|
--| Draft horse | 50 gp |
--| Guard dog | 25 gp |
--| Pony | 30 gp |
--| Riding horse | 75 gp |
--| Saddle | 10 gp |
--| Warhorse | 300-500 gp |
--
- ### FOOD AND LODGING
-
- | Item | Price |
-@@ -17142,82 +16828,6 @@
- | Huge crush | 6 points | Roof collapse; cave-in |
- | Collision | 6 points | Large, fast object strikes character |
-
--###### SPACE HAZARDS
--
--A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
--more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
--
--###### GRAVITY WELL
--
--All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
--hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
--associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
--purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
--
--Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
--error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
--
--Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
--trajectory on a failed piloting task, the difficulty determined by the situation.
--
--Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
--the craft to expend additional power to get free (power it may or may not have)
--
--###### BLACK HOLE
--
--Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
--couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
--dilation, and being swallowed.
--
--Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
--event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
--thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
--fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
--
--A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
--Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
--dilation.
--
--Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
--and return to normal space discover that more time has passed than expected, which could range from fairly
--inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
--
--Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
--gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
--from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
--post-singularity AI or ancient ultra.
--
--###### RADIATION BELT/SOLAR FLARE
--
--Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
--causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
--unexpected exposure.
--
--Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
--is as serious as you require for the purposes of creating an interesting story.
--
--Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
--minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
--single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
--the damage track for each day they fail a Might defense roll until they expire.
--
--###### ASTEROID/DEBRIS FIELD
--
--Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
--to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
--fantastic settings, or possibly in solar systems other than Earth's.
--
--Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
--pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
--collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
--out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
--debris all impacting nearly simultaneously, with one getting through the shielding.
--
--Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
--asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
--spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
--spin, then slide into the cramped space.
--
- #### The Effects of Taking Damage
-
- When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
-@@ -18136,1157 +17746,6 @@
-
- ### MAGICAL RULES MODULE
-
--### CRAFTING MAGIC ITEMS
--
--Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
--
--### CRAFTING CYPHERS
--
--1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
--what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
--System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
--could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
--particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
--its level range, and should always be treated as a level 6 cypher when crafted by a PC.
--
--2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
--exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
--expensive these materials are, according to the following table.
--
--| Cypher Level | Materials Cost |
--|--------------|--------------------------|
--| 1 | One inexpensive item |
--| 2 | Two inexpensive items |
--| 3 | One moderate item |
--| 4 | Two moderate items |
--| 5 | Three moderate items |
--| 6 | One expensive item |
--| 7 | Two expensive items |
--| 8 | Three expensive items |
--| 9 | One very expensive item |
--| 10 | Two very expensive items |
--
--3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
--crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
--in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
--formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
--activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
--skill) to do this sort of crafting; the character cannot attempt the task at all.
--
--4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
--difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
--they have to spend less time on crafting it. See the table below.
--
--For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
--on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
--potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
--and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
--studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
--
--| Assessed Difficulty | Time to Craft |
--|---------------------|---------------|
--| 1 | Ten minutes |
--| 2 | One hour |
--| 3 | Four hours |
--| 4 | Nine hours |
--| 5 | One day |
--| 6 | Two days |
--| 7 | One week |
--| 8 | Three weeks |
--| 9 | Two months |
--| 10 | Six months |
--
--5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
--process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
--crafting task assessed as difficulty 5 requires five subtask successes.
--
--The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
--crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
--intervals over the course of the full time required to craft the item.
--
--If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time spent
--on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter fails
--twice in a row on the same subtask, the character can continue crafting, but in addition to losing another interval of
--crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed in a mishap and
--must be replaced before crafting can continue.
--
--A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
--course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
--day
--
--### CRAFTING ARTIFACTS
--
--Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
--select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
--their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
--character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
--handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
--the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
--period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
--telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
--to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
--this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
--the same assessed difficulty
--
--### RITUAL MAGIC
--
--### TIME
--
--Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
--it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
--ritual takes from start to finish, once the preparations (if any) are complete.
--
--### DIFFICULTY AND SUBTASKS
--
--Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
--a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
--from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
--what would make an interesting experience for the players. Instead of having the success or failure of this sort of
--magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
--subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
--a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
--at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
--
--If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
--time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
--subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
--the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
--assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
--the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
--
--### POOL INVESTMENT
--
--Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
--vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
--could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
--necessary to prevent a participating PC from dying during the ritual).
--
--### ACCELERATED PERFORMANCE
--
--The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
--reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
--a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
--time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
--
--### EXAMPLE RITUALS
--
--The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
--may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
--might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
--ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
--
--### UNDERSTANDING THE EXAMPLES
--
--Each ritual is described in the following format.
--
--Level: The overall level of the ritual, which determines how many subtasks it has.
--
--Time: The preparation time (if any) and performance time.
--
--Roles: Things other characters can do to participate and help.
--
--Side Effects: Negative consequences for failed rolls or GM intrusions.
--Reagents: Resources that can help success.
--
--Pool: What kind of Pool points the ritual costs.
--
--Other Assets: Kinds of abilities that can help success.
--
--### BESEECH
--
--Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
--that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
--makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
--for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
--ritual merely gains its attention and gives the characters the opportunity to speak their case.
--
--Level: The level of the entity
--
--Time: Four hours of preparation, one hour of performance
--
--Roles: Chanting, lighting candles, holding gifts/reagents
--
--Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
--entity will consider answering)
--
--Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities
--
--Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
--space to talk in person.
--
--### CONJURE THE DEAD
--
--Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
--prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
--them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
--the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
--spirit to obey.
--
--Level: The level of the dead spirit
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Chanting, holding hands in a circle, manipulating a spirit device
--
--Side Effects: Haunting, possession
--
--Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
--
--A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
--accordingly.
--
--### CONJURE DEMON
--
--Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
--perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
--about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
--than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
--are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
--it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
--for the unwanted summoning).
--
--Level: The level of the demon
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
--
--Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
--
--Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
--representing anger, destruction, or hatred (according to the desired service)
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities, secret name of the demon
--
--### CONJURE DEVIL
--
--Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
--perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
--it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
--km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
--just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
--If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
--interruption).
--
--Level: The level of the devil
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
--
--Side Effects: Bad smell, curse, infernal mark, possession
--
--Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
--betrayal, deception, or greed (according to the desired service)
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities, secret name of the devil
--
--### CONJURE ELEMENTAL
--
--Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
--remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
--elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
--about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
--its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
--water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
--leaves.
--
--Level: The level of the elemental
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
--
--Side Effects: Damage, weakness toward one kind of attack
--
--Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
--creatures
--
--Pool: Might, Speed, or Intellect, depending on the kind of elemental
--
--Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
--
--Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
--playing up their strengths are the key to bargaining with them.
--
--### CONSECRATION
--
--Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
--very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
--use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
--enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
--area are hindered by two steps.
--
--Level: The level of the effects to protect against
--
--Time: One hour of preparation, two hours of performance
--
--Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
--other suitable markers)
--
--Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
--
--Reagents: Silver dust, sacred oil, buried blessed gemstones
--
--Pool: Intellect
--
--Other Assets: Warding magic, religious knowledge
--
--### ENCHANT WEAPON
--
--Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
--next day.
--
--Level: 3 or 4
--
--Time: Thirty minutes of preparation, one hour of performance
--
--Roles: —
--
--Side Effects: Weapon attack hindered, higher GM intrusion rate
--
--Reagents: Rare oils, gem dust
--
--Pool: Speed or Intellect
--
--Other Assets: Battle tactics, weapon crafting
--
--In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
--rolls, grant extra damage, affect multiple weapons at once, or all of the above.
--
--### ENTOMBMENT
--
--Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
--the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
--forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
--vessel.
--
--Level: The level of the creature
--
--Time: Sixteen hours of preparation, one hour of performance
--
--Roles: Chanting, carrying or protecting the vessel
--
--Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
--
--Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
--
--Pool: Intellect
--
--Other Assets: Control magic, grappling, imprisoning magic, wards
--
--### EXORCISM
--
--Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
--out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
--comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
--they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
--fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
--for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
--the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
--
--Level: The level of the most powerful hostile presence to be exorcised
--
--Time: Two hours of preparation, two hours of performance
--
--Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
--incense
--
--Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
--
--Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
--
--Pool: Intellect
--
--Other Assets: Warding magic, religious knowledge
--
--Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
--possessing a creature— throwing objects, causing nightmares, making noises, and so on.
--
--### FLESH FOR KNOWLEDGE
--
--Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
--permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
--they see fit). The character experiences painful hallucinations that give them insight and understanding. They
--immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
--advancement).
--
--Level: Twice the tier of the ability the character wishes to learn
--
--Time: One hour of preparation, one hour of performance
--
--Roles: Chanting, restraining the subject of the ritual
--
--Side Effects: Lasting damage, permanent damage, scarring
--
--Reagents: Silver knife, silver vessel
--
--Pool: See above
--
--Other Assets: Pain tolerance, surgery
--
--Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
--reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
--points gained through recovery rolls by 2.
--
--### PURIFICATION
--
--Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
--or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
--creature or object, which is then discarded or safely destroyed.
--
--Level: The level of the affliction or effect to remove
--
--Time: One hour of preparation, two hours of performance
--
--Roles: Applying reagents, chanting
--
--Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
--
--Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
--the target, scapegoat, silver dust
--
--Pool: Might
--
--Other Assets: Healing magic, resistance to the target's affliction
--
--### RESURRECTION
--
--Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
--completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
--anything that happened after they died.
--
--Level: The level of the deceased (at least tier 6 if a PC)
--
--Time: Five hours of preparation, two hours of performance
--
--Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
--
--Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
--damage
--
--Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
--items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
--
--Pool: Might or Intellect
--
--Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
--spirit knowledge, secret name of the deceased
--
--A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
--impaired state on the damage track instead of hale, requiring further rest or healing.
--
--### SACRIFICIAL RITE
--
--A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
--the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
--the final destination for the soul (such as placing it in a sword to create a magic item).
--
--Level: The level of the creature (at least tier 6 if a PC)
--
--Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
--restraining the creature, slaying the creature
--
--Side Effects: Creature rages or escapes, damage, dying curse, haunting
--
--Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
--high as the creature's level)
--
--Pool: Might or Intellect
--
--Other Assets: Death spells, instant-kill abilities, soul manipulation
--
--### MAGICAL TECHNOLOGY
--
--To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
--regular (nonmagical) items.
--
--### MAGIC PLUS TECHNOLOGY
--
--Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
--certainly be manifest cyphers or artifacts. Here's an example cypher:
--
--### FROZEN TIMEPIECE
--
--Level: 1d6 + 2
--
--Effect: Creates or transforms into a pocket watch that seems to be made of ice. Upon activation of the cypher, the user
--can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
--else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
--wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
--
--And here's an example artifact:
--
--### TRUTH BINOCULARS
--
--Level: 1d6 + 2
--
--Form: Pair of binoculars with a large runic symbol on them
--
--Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
--through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
--binoculars.
--
--Depletion: 1–2 in 1d100 (check each use)
--
--To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
--you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
--very different.
--
--### TECHNOLOGY THAT INTERACTS WITH MAGIC
--
--In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
--interact and cope with it. Technological devices that are not magical but deal with magic could include:
--
--Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
--magical, it does not function again.
--
--Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
--suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
--physical damage, the suit rips and no longer functions until it is repaired and resealed.
--
--Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
--signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
--impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
--
--### MAGIC THAT INTERACTS WITH TECHNOLOGY
--
--In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
--blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
--
--### FINDING PRYING EYES
--
--Level: 1d6 + 3
--
--Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
--source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
--this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
--the location of the listener.
--
--### POWER DEVICE
--
--Level: 1d6 + 2
--
--Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
--powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
--flashlight, the battery is fully charged.
--
--### SCREEN CONTROL
--
--Level: 1d6 + 2
--
--Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
--whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
--and colors.
--
--Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
--though the technology involved might not have any common principles
--
--### MIND CONTROL
--
--From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
--takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
--such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
--afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
--magic or on a case-by-case basis.
--
--Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
--aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
--that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
--their reasons for those actions.
--
--Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe that
--they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to being
--intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about the
--events but may not realize that someone else was controlling them.
--
--Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
--small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
--means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind and
--body autonomy were violated.
--
--One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
--For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
--still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
--character can be given a specific command, and until they comply with that command their other actions are hindered by
--one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
--additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
--control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
--have no XP to spend).
--
--A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
--For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
--
--### MYSTICAL MARTIAL ARTS
--
--If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
--portray the kinds of things characters in such stories can accomplish.
--
--Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
--speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
--purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
--run across water.
--
--Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
--and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
--weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
--entirely ignorant of weapons or close combat.
--
--Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
--attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It is
--reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described with a
--magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character, and so
--on.
--
--Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
--material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
--little effort, and true warriors can shatter stones with their blows.
--
--Wounds heal faster. Everyone gains +1 to all recovery rolls.
--
--Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document, in
--particular the power shift optional rules. These may derive from almost supernatural levels of training in various
--techniques (such as dianxue) but probably mostly from neili.
--
--Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
--building up and cultivating the energy known as qi and using it for supernatural effects.
--
--### POSSESSION
--
--Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
--person, taking over a character's body as if it were the creature's own. The creature must touch the character to
--attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
--damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
--disappears into the character.
--
--The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
--possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
--to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
--creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
--actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
--while in someone else's body).
--
--While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
--will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
--controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
--usually work normally
--
--A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
--hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
--demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
--has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
--defense roll to eject the demon.
--
--Possession is like mind control in that it takes away a player's ability to control their character, and that can make
--some players very uncomfortable. See the section on mind control and consent for more information (page 67).
--
--### SECRET AND TRUE NAMES
--
--Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
--including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
--defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
--enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
--learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
--informed opponent has some kind of advantage against them and deduce that their secret name is involved.
--
--Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
--the Uncover a Secret character arc to do so.
--
--### WISHES
--
--Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
--them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
--do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
--isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
--wording that can't be twisted).
--
--Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
--shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
--create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
--level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
--result downward until it's appropriate for the creature's power.
--
--Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
--itself—at least not without some investment of time and other resources, like a character using XP to acquire an
--artifact.
--
--### FANTASY RULES MODULE
--
--### AWARDING TREASURE
--
--It's best to think of gold and magic as two different kinds of currencies that characters have access to.
--
--### GOLD
--
--The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
--characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
--a typical fantasy campaign, the characters should become wealthier as they advance.
--
--### MANIFEST CYPHERS
--
--The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
--can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
--might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
--premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
--key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
--
--The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
--of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
--NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
--useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
--are generally considered to be about the same value, although local biases and NPC interests may affect their
--willingness to trade certain items despite or because of a level disparity
--
--### ARTIFACTS
--
--Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
--not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
--artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
--new artifacts or replace the ones that deplete.
--
--In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
--what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
--expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
--could be worth about the same as an exorbitant item.
--
--### DUNGEONS, CASTLES, AND KEEPS
--
--This section describes several kinds of common physical features and their game stats. Any of these levels can be
--adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
--reinforced by magic so its level is higher, and so on.
--
--### WALLS
--
--Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
--by a creature). Anything describing walls in this section also applies to ceilings and floors.
--
--Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
--blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole. Paper
--walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a paper
--wall, and a cloth wall is probably level 2.
--
--Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a partition
--within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might be level 5.
--Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks
--are hindered).
--
--Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold them
--in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a cave
--wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to suit
--their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or built
--inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but resistant to
--bashing and slashing weapons (attacks are hindered).
--
--Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
--
--### DOORS
--
--Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
--their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
--the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
--
--Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
--keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
--planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire (attacks
--with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
--
--Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
--shop.
--
--Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
--especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
--
--Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a center
--point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to piercing
--weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
--
--Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
--king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
--
--Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
--archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
--its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
--
--Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
--necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
--lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
--
--### TRAPS
--
--One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
--
--### TRIGGERING TRAPS
--
--Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
--Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
--activates.
--
--### FINDING TRAPS
--
--Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
--presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
--dangers are present.
--
--Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
--before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
--traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
--stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
--anywhere (which means time-based special abilities and cyphers will run out sooner).
--
--Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
--Active searching takes about one round for each immediate area searched. Rather than having the players make separate
--rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
--trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
--they've resolved the first trap.
--
--### DISABLING, DAMAGING, AND BYPASSING TRAPS
--
--A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
--same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
--and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
--or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
--sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
--with special abilities.
--
--Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
--triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
--hindered by two steps
--
--Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
--character, and the trap's attack is eased because the character placed themselves in harm's way
--
--Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
--hindered by two additional steps).
--
--### UNDERSTANDING THE LISTINGS
--
--The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
--standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
--from the listing.
--
--Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
--reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
--(always three times the trap's level).
--
--Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
--it has a limited number of uses, and so on.
--
--Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
--attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
--if it's the normal amount for a trap of its level.
--
--Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
--trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
--15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
--stealth (how hard or easy it is to notice the trap).
--
--GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
--possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
--
--### COMMON TRAP POISONS
--
--Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
--and one hour.
--
--Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
--ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
--
--Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
--
--Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
--poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
--are ten minutes, one hour, and ten hours.
--
--Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense roll.
--
--Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
--passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
--ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
--defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
--every round.
--
--Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
--leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
--minutes, one hour, and ten hours.
--
--Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
--hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
--time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then
--making them groggy for an hour, even if they're awakened early).
--
--### ARROW 4 (12)
--
--Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
--hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
--for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
--triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
--releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
--
--Damage Inflicted: 4 points
--
--Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
--
--GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
--or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
--
--### CRUSHING WALL 6 (18)
--
--A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
--could be built in its place).
--
--A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
--falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
--so that triggering the trap makes the area impassible.
--
-- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
--Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
--difficult terrain.
--
--Damage Inflicted: 6 points (ignores Armor)
--
--GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
--can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
--and can now reach the characters.
--
--### DISINTEGRATION 7 (21)
--
--A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
--any object destroyed by it) turns to dust.
--
--Damage Inflicted: 15 points
--
--GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
--ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
--
--### EXPLOSIVE GLYPH 4 (12)
--
--A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
--acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
--unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
--electrified salt water, or a gout of burning oil.
--
--Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
--they make their defense roll.
--
--Modifications: Stealth as level 5
--
--GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
--character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
--curse is removed.
--
--### FLOODING ROOM 4 (12)
--
--Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
--creatures in it begin to drown.
--
--A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
--or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
--starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
--track.)
--
--Damage Inflicted: None until drowning starts
--
--Modifications: Defends as level 7
--
--GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
--fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
--
--### MANGLER 3 (9)
--
--A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
--hindering all actions requiring that hand by one or two steps.
--
--A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
--trapdoor, reducing their movement speed by half.
--
-- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
--character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
--lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
--instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
--have a glue pot stuck on their hand or foot.
--
--Damage Inflicted: 3 points, plus lasting damage
--
--Modifications: Stealth as level 4
--
--GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
--fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
--poison.
--
--### NET 3 (9)
--
--A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
--traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
--
--A variant of this trap is a snare made of sturdy cord or wire.
--
--Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
--roll to break or escape the net)
--
--Modifications: Attacks as level 5, defends as level 2
--
--GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
--net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
--round.
--
--### PIT 4 (12)
--
--A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
--multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
--areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
--debris.
--
--A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
--enough weight reaches the middle section.
--
--Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
--
--GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
--closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
--hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
--it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
--damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
--falls in.
--
--### POISON GAS 3 (9)
--
--The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
--harm, it is likely that the character won't realize at first that they've sprung a trap.
--
--A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
--torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
--
--A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
--creatures.
--
--Damage Inflicted: As poison
--
--Modifications: Stealth as level 5
--
--GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
--exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
--companions for enemies, until they make an Intellect defense roll. The gas is flammable.
--
--### POISON NEEDLE 5 (15)
--
--A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
--mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
--
--Damage Inflicted: 1 point (plus poison)
--
--Modifications: Stealth as level 6
--
--GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
--releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
--instead of a poisoned needle, affecting all nearby characters.
--
--### PORTCULLIS 5 (15)
--
--An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
--creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
--hindered. Otherwise, it is even chances what side they end up on.
--
--A variant of this trap is a solid wall. A magical variant is a force field.
--
--Damage Inflicted: 5 points
--
--GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
--portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
--object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
--enemies to make ranged attacks on the trapped character.
--
--### ROLLING BOULDER 6 (12)
--
--A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
--the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
--
--A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
--times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
--becomes an obstacle.
--
--Damage Inflicted: 6 points
--
--Modifications: Defends as level 7
--
--GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
--location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
--is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
--which jump out as it moves and attack nearby creatures.
--
--### SLICING BLADE 5 (15)
--
--A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
--(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
--the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
--nearby that allows a creature to reset it manually.
--
--Damage Inflicted: 5 points
--
--Modifications: Attacks as level 6
--
--GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
--blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
--the initial attack until it is healed.
--
--### SLIDING STAIR 4 (12)
--
--A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
--near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
--resets after a minute or has a manual reset lever at the top or bottom of the stairs.
--
--Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
--
--GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
--between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
--the stairs after the sliding character, inflicting an additional 3 points of damage.
--
--### SNAKE PIT 4 (12)
--
--The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
--immediately attack the character and perhaps others in the area.
--
--Damage Inflicted: As per the swarm of snakes
--
--GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
--Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
--
--### SPEAR 4 (12)
--
--The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
--version of an arrow trap, and the same suggestions for that trap apply to this one.)
--
--Damage Inflicted: 6 points
--
--Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
--
--GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
--of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
--falling block or an electrical shock
--
--### TELEPORTER 6 (18)
--
--The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
--oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
--usually reserved for trapping creatures for interrogation.
--
--Damage Inflicted: None
--
--GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
--(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
--shark tank, or a boulder in a lava lake.
--
- ### FOLLOWERS
-
- Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
-@@ -33592,31 +32051,6 @@
-
- • A character tries to help a child who has no reason for being there.
-
--### POSSESSION
--
--Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
--The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
--possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed,
--whereupon the demon's immaterial form disappears into the character.
--
--The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
--possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to
--resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon
--isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to
--controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).
--
--While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will
--eject the demon).
--
--A possessed character is allowed an Intellect defense roll once per day to try to eject the demon. The roll is hindered
--by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised demon is
--powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that has power
--over the demon. This can be attempted once per day and grants the possessed character an additional Intellect defense
--roll to eject the demon.
--
--Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
--the same way that demons do.
--
- ### SECRET TWIST
-
- It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
-@@ -35451,46 +33885,6 @@
-
-
-
--### JUNK
--
--
--
--
--
--
--
--
--d6 |
--Item Found |
--
--
--1 |
--Electronic junk (stereo, DVD/Blu-ray
--player, smartphone, electric fan, printer, router, etc.) |
--
--
--2 |
--Plastic junk (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
--
--
--3 |
--Dangerous junk (paint, rat poison, solvents, industrial chemicals, etc.) |
--
--
--4 |
--Metallic junk (car bodies, old playsets, grills, empty barrels, frying pan, etc.) |
--
--
--5 |
--Glass junk (vases, windows, bowls, decorative pieces, etc.) |
--
--
--6 |
--Textile junk (coats, pants, shirts, bathing suits, blankets, rugs, etc.) |
--
--
--
--
- ### POST-APOCALYPTIC ARTIFACTS
-
- Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
-@@ -40610,76 +39004,6 @@
- GM intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who
- killed someone important to them in the past.
-
--### BARD 3 (9)
--
--A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
--musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
--creating fascinating tales and dramatic speeches.
--
--Motive: Entertainment, interaction, and novel experiences
--
--Health: 10
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
--
--Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
--bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
--range.
--
--A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
--friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
--two steps, turning invisible for a minute, or negating sound for a minute.
--
--Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
--critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
--
--Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
--they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
--the will of a crowd against them.
--
--Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
--moderately priced item and one or two cyphers.
--
--### BERSERKER 3 (9)
--
--A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
--choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
--wild beasts.
--
--Motive: Glory in battle
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1 (or 3 when berserk)
--
--Movement: Short
--
--Modifications: Climbing, jumping, running, and Speed defense as level 4
--
--Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
--can't easily get close to their foes.
--
--A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
--fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
--relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
--raging berserker fights only with melee weapons and won't retreat from battle.
--
-- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
--throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
--or honor.
--
--Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
--and picks fights with the local toughs.
--
--Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
--group might have a cypher that enhances strength or toughness.
--
- ### CRIME BOSS 3 (9)
-
- A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered
-@@ -40745,112 +39069,6 @@
- GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
- takes the attack instead.
-
--### DRUID 4 (12)
--
--A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
--plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
--society-hating hermits in others.
--
--Motive: Protecting nature
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Nature lore, perception, and stealth as level 5
--
--Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
--tools such as daggers and sickles.
--
--A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
--4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
--into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
--black bear, hawk, viper, or wolf.
--
--Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
--exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
--sapient trees, satyrs, and so on).
--
--Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
--and hunters who stray too far from civilization.
--
--Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
--cyphers or perhaps an artifact.
--
--### DWARF 4(12)
--
--A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
--to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
--
--Motive: Defense, loyalty, honor
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
--
--Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
--their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
--damage.
--
--Dwarf leaders are usually officers or priests.
--
--Dwarf officer: level 5; health 16; damage inflicted 7 points Dwarf priest: level 5; health 16; can heal one creature for
--10 points or all within immediate range for 5 points
--
-- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
--them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
--sturdy hammer.
--
--Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
--with a human city leader—or redress for an old insult.
--
--Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
--as tools or exploration gear) and perhaps a cypher or two.
--
--### ELF 4 (12)
--
--An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
--Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
--the most beautiful sunset, or the perfect love song.
--
--Motive: Curiosity
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Perception, Speed defense, and any two noncombat skills as level 5
--
--Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
--fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
--
--A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
--or repairing clothing.
--
--Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
--from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
--humor.
--
--Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
--said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
--
--Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
--curios and mementos, and usually a cypher.
--
- ### GUARD 2 (6)
-
- Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
-@@ -40885,38 +39103,6 @@
- GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
- foes.
-
--### HALFLING 3 (9)
--
--A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
--or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
--folk as scouts, burglars, and loyal companions.
--
--Motive: Defense, comfort
--
--Health: 9
--
--Damage Inflicted: 3 points
--
--Armor: 0 or 1
--
--Movement: Short
--
--Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
--
--Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
--creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
--ally so they can attack a foe's back and legs.
--
--Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
--determined when they need to be, though some might complain about wanting to go home.
--
--Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
--halflings as lookouts and cutpurses, sometimes disguised as human children.
--
--Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
--or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
--bag of tools.
--
- ### OCCULTIST 5 (15)
-
- Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to
-@@ -40950,42 +39136,6 @@
- in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
- for 3 points of damage.
-
--### PALADIN 4 (12)
--
--Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
--and most of them expect to die in battle against an evil foe.
--
--Motive: Protecting the innocent, destroying evil
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 2 or 3
--
--Movement: Short
--
--Modifications: Attacks and Might defense as level 5
--
--Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
--draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
--(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
--defense).
--
--Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
--presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
--creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
--
--Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
--evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
--area." However, they are not fools and won't throw away their lives for nothing.
--
--Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
--villain to smite.
--
--Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
--lucky enough to have an artifact (usually a weapon or armor).
--
- ### SECRET AGENT 5 (15)
-
- Secret agents are trained professionals who put their mission before their own well-being, regardless of which
-@@ -41017,38 +39167,6 @@
-
- GM intrusion: The secret agent produces a cypher that, for the rest of the day, eases all tasks by two steps.
-
--### THIEF 4 (12)
--
--A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
--thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
--elaborate heists to steal priceless items from prominent targets.
--
--Motive: Greed, curiosity, risk
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
--
--Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
--an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
--smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison,
--typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
--
-- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
--like to know the risks and rewards of what they'll be doing, and they don't like surprises.
--
--Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
--pickpockets targets a character's jewelry or cyphers.
--
--Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
--cypher they plan to use or sell.
--
- ### THUG 3 (9)
-
- Thugs are usually rough, crude, and harsh individuals who prey on those who follow the rules. A thug might be a
-@@ -44066,13 +42184,6 @@
-
- (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
-
--### FANTASY ARTIFACTS
--
--If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
--be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
--there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
--collect all of the legendary items carried by a famous hero.
--
- ### EXAMPLE FANTASY ARTIFACTS
-
- The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
-@@ -45141,370 +43252,6 @@
- likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
- of other encounters and are worn down.
-
--### CYPHER SHORTS
--
--Cypher Shorts are what we call quick and easy adventures for use with the Cypher System. The idea here is an adventure
--with very quick character creation and minimal GM prep, designed for a one-shot game that can be finished in a single
--session of three to four hours. If a typical campaign is an ongoing television series, think of a Cypher Short as a
--movie.
--
--Cypher Shorts is a supplement for the Cypher System. You need the Cypher System Rulebook to play.
--
--There are some key concepts to a Cypher Short that you'll want to keep in mind if you're playing, running, or creating
--one for yourself. They include:
--
--Very simple characters that are immediately involved in the situation. No long expository lead-ins, no "meet in a
--tavern" scenes.
--
--Characters have clear objectives, and there's no thought to character advancement. This is a one-shot game, and we
--aren't concerned about what came before or what comes after.
--
--There is less of a plot than there is a situation. Plot implies a linear direction: "This happens, then this, then
--this." Cypher Shorts are meant to be framed more like: "You're involved in this situation, so what do you do?"
--
--Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
--should be ready to do the same.
--
--### CHARACTER CREATION
--
--Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
--help players move quickly, without spending a lot of time deciding between this focus and that one.
--
--The following character creation guidelines are very broad, designed to work with any genre or situation. In a specific
--Cypher Short, it's likely that only the type choices will be detailed, using the information here as a starting point.
--Descriptors and foci are general enough that they'll work with almost any scenario. Sometimes, though, a Cypher Short
--might require adjustments to suit the situation.
--
--Just like in the standard system, characters end up with a sentence to describe themselves: "I am a \[blank\] \[blank\]
--who \[blanks\]." All players start with a score of 9 in their stat Pools, with 6 points to divide among them as they
--wish. They have an Edge of 1 in a stat of their choosing. Recovery rolls are 1d6 + 1, and characters have an Effort
--of 1. (Otherwise, don't worry about tier.)
--
--All characters start with 1 XP.
--
--### DESCRIPTORS
--
--A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
--descriptor.
--
--Tough: Add +3 to Might Pool. You are trained in Might defense rolls.
--
--Quick: Add +3 to Speed Pool. You are trained in Speed defense rolls.
--
--Smart: Add +3 to Intellect Pool. You are trained in Intellect defense rolls.
--
--Skilled: Add +1 to Intellect Pool and choose three skills in which you are trained. These skills cannot be related to
--combat or interaction.
--
--Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
--
--### TYPES
--
--This is the role the character will have in the story. Types will likely change from genre
--
--to genre, particularly the type names. So in this section, we'll talk about them in terms of the general role the
--character will have in the story, not what players will write on their character sheet (although a few example
--suggestions are provided).
--
--Performing Physical Actions
--
--This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on
--the situation. Choose two of the following abilities:
--
--• Use any weapon without penalty
--
--• Wear armor without penalty
--
--• Stun an enemy as part of your attack, forcing them to lose their next action (costs 1 Might point)
--
--• Trained in two of the following: climbing, jumping, running, swimming • Add +2 to recovery rolls
--
--Sneaking
--
--This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the
--situation. Choose two of the following abilities:
--
--• Trained in stealth and disguise
--
--• Trained in perception and deception
--
--• Trained in lockpicking and disabling alarms, traps, and other security devices
--
--• Add +2 to recovery rolls
--
--Searching And Discovering
--
--This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
--depending on the situation. Choose two of the following abilities:
--
--• Trained in perception and Intellect defense rolls
--
--• Trained in Might and Speed defense rolls
--
--• Trained in two of the following: climbing, jumping, running, swimming
--
--• Trained in knowledge-based skills (history, biology, geography, and so on) • Add +2 to recovery rolls
--
--Talking
--
--This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on
--the situation. Choose two of the following abilities:
--
--• Trained in perception and deception
--
--• Trained in intimidation and interaction
--
--• Distract someone, preventing them from acting for as long as you focus on them (costs 1 Intellect point)
--
--• Add +2 to recovery rolls
--
--Wielding Supernatural Powers
--
--This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
--Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
--briefly work out the specifics together. Choose two of the following abilities:
--
--• Possess one offensive power (mental attacks, ray blasts, starting things on fire, and so on) that affects foes up to
--long range and either deals up to 4 points of damage or causes them to lose their next action. Costs 3 stat points
--(probably Intellect).
--
--• Possess one defensive power (force field, metal skin, super speed, and so on) that either grants you +3 Armor or eases
--defensive tasks.
--
--• Possess one miscellaneous power (moving things with your mind, flight, creating a duplicate of yourself, and so on).
--Costs 3 stat points (probably Intellect). You'll have to come up with some reasonable parameters. You can choose this
--option twice.
--
--• Have two power shifts.
--
--• Have another power shift.
--
--### FOCUS
--
--A focus determines the actions a character might often take in the story.
--
--Fights: You're a fighter. All of your attacks are eased, and you add +1 to your damage.
--
--Plans: You think things through. You are trained in defense rolls, and you can choose two other noncombat skills in
--which you are trained.
--
--Helps: You help other characters. You can use an action to ease everyone else's action if they're within short range
--(costs 2 Intellect points). This can represent comforting, giving advice, or physically enabling them, depending on the
--character and the situation. You're trained in first aid.
--
--Provides Information: You're very knowledgeable. You are trained in three knowledge-based skills (history, biology,
--geography, and so on). You can ask the GM a question that has a pretty simple answer and get that answer (costs 3
--Intellect points).
--
--Provides Comedy Relief: You're funny. You can use an action to allow everyone to recover 2 points to their Pools in
--between each recovery action you take. You're also trained in Speed defense and stealth.
--
--Works With Tools (or Machines): You're trained in the use of two different skills involving tools and machines. You can
--modify an existing machine or device to do something other than its original function (costs 2 Intellect points).
--
--Uses Powers: This focus won't fit every genre. You can choose one of the abilities listed under the Wielding
--Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
--the exception of miscellaneous powers.)
--
--### THE SCENARIO
--
--When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
--movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
--
--### SETUP
--
--This section of a Cypher Short is a brief overview of the setting and the premise of
--
--the situation. The basic statement of the genre and setting should be given to the players before they make characters.
--
--### POSSIBLE ENCOUNTERS
--
--This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
--where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
--possible scenes of your movie. More than likely, the group will have time for only five or six encounters in one
--session, so feel free to pick and choose the ones that best fit the way the game seems to be going.
--
--Each encounter is presented with a trigger, meaning that it is triggered by some action of the characters.
--
--Each encounter comes with the relevant game stats: the challenges for common tasks the PCs might attempt, the levels of
--NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
--the personality of any relevant NPC, and so on.
--
--### GM INTRUSIONS
--
--Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
--
--Remember that GM intrusions are the only way for players to earn XP in the scenario, so they're really important. At the
--same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
--adventure than you're used to in a standard Cypher System game.
--
--### THE CONCLUSION
--
--Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
--needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
--what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
--too much about what happens next. It's a one-shot scenario.
--
--### TRAPPED IN FLAMES
--
--The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
--ringing!
--
--### CHARACTER CREATION
--
--The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
--
--Office Worker: This is probably someone with the Sneaking type. The player should figure out the character's name, a
--very short personality brief, what company they work for, and what their job is: data entry, customer service, accounts
--manager, and so on.
--
--Middle Manager: This is probably someone with the Searching and Discovering type. The player should figure out the
--character's name, a very short personality brief, and what company they work for.
--
--Salesperson: The Talking type would work well for this character. The player should figure out the character's name, a
--very short personality brief, and what company they work for.
--
--Custodial Worker: This could be a Performing Physical Actions character, or possibly a Searching and Discovering
--character. The player should figure out the character's name and a very short personality brief. They have keys to most
--of the doors of the building and know the layout well. They might also have something like a mop and wheeled bucket, or
--a cart with various cleaning supplies, if the player wishes.
--
--Security Guard: This is probably someone with the Performing Physical Actions type. The player should figure out the
--character's name and a very short personality brief. They have a weapon (a nightstick, a taser, or perhaps a handgun),
--and keys to most of the doors in the building. They know the layout well.
--
--No one has any special equipment other than the typical: a cell phone, car keys, a half-drunk coffee, and maybe a
--briefcase with papers and pens or a tablet computer.
--
--All random people in the building are level 2 or 3 NPCs.
--
--### THE SETUP
--
--The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
--necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
--of a bank of four elevators, waiting for one to arrive. (A custodial worker probably is cleaning nearby rather than
--waiting for the elevator.) Suddenly, they hear an explosion, and the floor shudders and shakes. The fire alarms start
--ringing, and the power goes out, followed quickly by emergency lighting switching on, giving the area dim light.
--
--Obviously, the goal for the characters here is to get to safety. A safety-conscious person (like a security guard) would
--know that the safest thing to do is stay put, at least until the location of
--
--the fire is known (going down into smoke and flames is how many people die in high-rise fires).
--
--What the PCs don't know (yet) is that a terrorist has planted a number of bombs in the building. One of them went off
--prematurely on the tenth floor. There are more bombs, designed to bring the entire structure down. And because the bomb
--exploded early, the bomber is still in the building.
--
--Other facts:
--
--• The floor the PCs are on has only a few other people on it currently.
--
--• It will take about ten minutes for first responders to arrive. They will take positions around the base of the
--building, and, after determining that the fire is on floor 10, will evacuate floors below that and set up on floor 8.
--This will likely take ten to fifteen minutes. During this time, authorities will attempt to contact anyone on floors
--above 10 and tell them to stay put, so office phones and some cell phones will start ringing. It's very likely that more
--bombs will go off at this time, with rescue workers recalled for safety.
--
--• Emergency services will be jammed with calls. • The elevator cabs all descend to the ground floor and no longer
--function.
--
--• Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
--too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
--
--### POSSIBLE ENCOUNTERS
--
--Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
--information. Some of it is true and some isn't. Things they might try to say include:
--
--• A gas main broke, and not only is there a fire danger, but the building is also filling with gas. (This is false.)
--
--• This is a terror attack! We have to get out
--
--of here at any cost! (This is true, although this NPC has no evidence or details, and the hysterical panic they feel
--probably doesn't help.)
--
--• Something crashed into the building! (This is false.)
--
--• Terrorists are in the building, killing and kidnapping people. (This is false, for the most part. There's just one
--bomber, and he's trying to sneak out.)
--
--• Rescue teams are on their way up. (This is false.)
--
--• Rescue teams are landing evacuation helicopters on the roof. (This is false. It might be a tactic they try eventually,
--but it's not happening yet.)
--
--Most of the NPCs coming down from above continue down the stairs to lower floors, with or without the PCs.
--
--Checking cell phones: PCs can reach their loved ones at first, although this provides no real information. If they're
--able to get through to emergency services, they are told that emergency responders are on their way and to stay put.
--It's too soon to get much information from the internet, although a few minutes after it happens, there are reports of
--an explosion in the building on either floor 10 or floor 12. Building Wi-Fi is down. Data and phone usage becomes spotty
--about five minutes after the explosion and can't be relied upon.
--
--Going Up a Stairwell to the Roof: There is a pregnant person on the stairway who can't be moved. Helping them deliver
--the baby safely is a difficulty 3 Intellect-based task and will take about twenty minutes.
--
--Reaching the Roof: There are a few other people on the roof, but no rescue workers. Eventually,
--
--a small helicopter flies overhead, and if the bomber is not visibly present, it will circle but not land. This is the
--terrorist's accomplice in a small two-person helicopter. The pilot is level 3 and has body armor (+2 Armor), a handgun,
--and a knife. If the bomber is present, the helicopter will land very briefly to try to rescue him.
--
--Going Down a Stairwell: The PCs hear cries for help as they pass by a floor. If they investigate, they find an office
--close to the stairs where someone is trapped underneath a very heavy shelving unit. It is a difficulty 4 task to rescue
--them. They are level 2 and their leg is quite injured.
--
--Going Further Down the Stairwell: Three people stand in the stairwell and tell the PCs to go back up. They say it's not
--safe to try to evacuate, and the PCs should go back up to higher floors. They won't take no for an answer. They will
--argue with the characters, and trying to win that argument is a difficulty 7 task. They will use force to back up their
--point—they won't try to harm the PCs, but they will try to physically block the characters. Getting past them is a
--difficulty 5 task. Individually, they are each level 3.
--
--Going Even Further Down the Stairwell: Smoke! The stairwell is quickly becoming a chimney, even before the PCs get close
--to the tenth floor. Visibility is almost nil (treat as complete darkness) and characters must succeed at Might defense
--rolls each round or suffer 2 points of damage and lose their next action. The difficulty level starts at 2 but increases
--by 1 every other round.
--
--Fire! If the PCs descend to the eleventh floor, they find fire rages there (and it extends down to the ninth). The
--explosive(s) are incendiary and designed to start hot fires that can eventually bring the building down. Characters on
--thesefloors must make Speed defense rolls each round or suffer 6 points of damage. Even characters who succeed at their
--rolls suffer 3 points of damage from the heat, flames, smoke, and lack of oxygen.
--
--Firefighters to the Rescue: Eventually, the firefighters make a clear and relatively safe path out of the building
--through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
--the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
--
--### GM INTRUSIONS
--
--Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
--bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
--intrusion, but several, and they come in two varieties:
--
--Close explosion: One or more PCs are threatened by falling debris (difficulty 5). Speed defense rolls are required;
--otherwise, victims suffer 6 points of damage and are trapped and need to work to get free.
--
--Very close explosion: All PCs must succeed at Speed defense rolls or suffer damage as mentioned above. Even those who
--succeed suffer 3 points of damage. Plus, there are smoke and fire dangers in the immediate area, as described in the
--"Going Even Further Down the Stairwell" encounter. Wherever the PCs are currently, that place is not safe. More debris
--will fall, floors will collapse, and fire and smoke will spread. If the PCs are on the roof, this might mean there's a
--risk of being blown off!
--
--The Terrorist: The PCs spot the bomber setting another bomb. He is a level 5 NPC with body armor (+2 Armor), a handgun,
--and a knife. He'll fight, but mostly he just wants to get away. A GM intrusion allowing him to get away from aggressive
--PCs means they can encounter him again somewhere else. Eventually, he tries to get to the roof and signal his ally in
--the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
--the firefighters arrive.
--
--### THE CONCLUSION
--
--Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
--wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
--authorities will want to talk to them, and they will be hailed as heroes in the press.
--
--It's not hard to imagine how you could modify this scenario slightly for the science fiction genre using a space station
--rather than a skyscraper. You could also have one of the PCs be an undercover FBI agent on the lookout for the
--terrorist, or even an undercover foreign agent working for the terrorist
--
- ### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
- ### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
-
-@@ -45939,61 +43686,6 @@
- ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
- to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-
--### CRAFTING MAGIC ITEMS
--
--Crafting Cyphers
--
--1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
--what level of cypher to create, which must be in the level range for the cypher as listed in the Cypher System Rulebook.
--Note that some cyphers have the same effect no matter what level they are, so the character could make crafting easier
--by creating the lowest-level version of that cypher, but the GM is always able to rule that a particular cypher must be
--crafted at a certain level or higher for it to work. In particular, a stim is very strong for its level range and should
--always be treated as a level 6 cypher when crafted by a PC.
--
--2\. Determine Ingredients. Crafting a magical cypher requires strange and exotic ingredients with inherent magical
--properties—gems, ink from weird creatures, mysterious herbs, and so on. The level of the cypher determines how expensive
--these materials are, according to the following table.
--
--3\. Assess Difficulty. The difficulty of a cypher crafting task is always equal to 1 + the level of the cypher. The
--crafter can reduce the assessed difficulty of the task with skill training (such as being trained or specialized in
--brewing potions or crafting magic items), assets, special abilities provided by their focus or type, and so on. Using a
--formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose.
--
--Because this is an activity requiring special knowledge, it is not possible for a character with no skill (or with an
--inability in this skill) to do this sort of crafting; the character cannot attempt the task at all.
--
--For example, Vanya the alchemist wants to create a level 6 healing potion. A level 6 potion has an assessed difficulty
--of 7 (1 + the level of the cypher). Vanya is trained in brewing potions, so the assessed difficulty is lowered to 6. If
--she also uses a potion recipe she found in a book of magic, the assessed difficulty becomes 5.
--
--4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
--difficulty, so decreasing that difficulty not only means the character is more likely to succeed, but also that they
--have to spend less time on crafting it. For any time in excess of nine hours, the process is assumed to have stages
--where the character is not actively working on it, just checking on it occasionally to make sure everything is going as
--planned—allowing the base ingredients of a potion to cook for a few hours, stirring to make sure the ingredients don't
--congeal, allowing ink on a scroll to dry, and so on. In other words, the character is able to perform other actions in
--the vicinity of the crafting (such as studying, resting, eating, and so on), but they couldn't craft during a business
--trip or in the middle of a wedding. In our previous potion example, the assessed difficulty is 5, so Vanya's time to
--craft is one day.
--
--5\. Complete Subtasks. The character must complete multiple subtasks that are steps toward finishing the process—one
--subtask per level of assessed difficulty. The first subtask's difficulty is 1, and each successive task's difficulty
--increases by 1 until the character reaches the last, hardest task with a difficulty equal to the cypher's assessed
--difficulty. Generally, subtask attempts occur at equally divided intervals over the course of the full time required to
--craft the item. If the character fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
--spent on that subtask, and they can spend that much time again and try to succeed at that same subtask. If the crafter
--fails twice in a row on the same subtask, they can continue crafting, but they lose crafting time, and one of the most
--expensive ingredients is destroyed (or consumed or ruined) and must be replaced before the crafting can continue.
--
--For example, Vanya's potion brewing (assessed difficulty of 5) is divided into five subtasks (starting at difficulty 1
--and ending at 5). Because the crafting time is one day, each subtask takes about five hours (twenty-four hours in a day
--divided by five subtasks). If Vanya fails on the difficulty 3 subtask, she's lost five hours of work but can try again.
--If she fails a second time, she loses another five hours of work and ruins one of her expensive ingredients, which must
--be replaced before she can continue. When Vanya succeeds at the last subtask (difficulty 5), the potion is finished.
--Players might ask if they can apply Effort to each subtask. However, applying Effort is something they do in the moment,
--not over the course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that
--exceeds one day.
--
- Magical Crafting Skills
-
- Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
-@@ -46001,47 +43693,6 @@
- potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
- all sorts of crafted magic items.
-
--Ingredients
--
--| Cypher Level | Materials Consumed |
--|--------------|--------------------------|
--| 1 | One inexpensive item |
--| 2 | Two inexpensive items |
--| 3 | One moderate item |
--| 4 | Two moderate items |
--| 5 | Three moderate items |
--| 6 | One expensive item |
--| 7 | Two expensive items |
--| 8 | Three expensive items |
--| 9 | One very expensive item |
--| 10 | Two very expensive items |
--
--Time to Craft
--
--| Assessed Difficulty | Time to Craft |
--|---------------------|---------------|
--| 1 | Ten minutes |
--| 2 | One hour |
--| 3 | Four hours |
--| 4 | Nine hours |
--| 5 | One day |
--| 6 | Two days |
--| 7 | One week |
--| 8 | Three weeks |
--| 9 | Two months |
--| 10 | Six months |
--
--Crafting Artifacts
--
--The simple way of handling artifacts in a modern fantasy game is to treat an artifact as gaining a long-term benefit of
--character advancement. The character and GM agree on the artifact being crafted, the character spends 3 XP, the GM
--hand-waves the crafting process (or has the player narratively describe it), and the character gains the artifact.
--
--For an item that significantly alters gameplay—such as granting the character vast telepathic powers or giving them the
--ability to teleport at will—the GM can give the item an assessed difficulty equal to 3 + the artifact level and require
--the character to follow the steps for crafting a magical cypher. Crafting this kind of artifact takes up to five times
--as many ingredients and up to twenty times as long as crafting a cypher of the same assessed difficulty.
--
- ### EXCEEDING CYPHER LIMITS
-
- Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
-@@ -50114,1124 +47765,8 @@
- 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
- but someplace completely different.
-
--### OPTIONAL RULES FOR SUPERHEROs
--
--Power Shifts
--Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
--superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
--together interdimensional gateway devices in a few hours.
--
--A typical superhero PC gets five power shifts. Power shifts are like permanent free levels of Effort that are always
--active. They don't count toward a character's maximum Effort use (nor do they count as skills or assets). They simply
--ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.
--
--Accuracy: All attack rolls.
--
--Dexterity: Movement, acrobatics, initiative, and Speed defense.
--
--Flight: The character can fly a short distance each round; each additional shift increases this speed (whether the
--flight comes from a power shift or a character ability) by one range category (long for two shifts, very long for three
--shifts).
--
--Healing: One extra (one-action) recovery roll per day.
--
--Increased Range: Increases the range of one ability or attack. A touch-range ability (such as Shock) increases to short
--range, a short-range ability increases to long range, and a long-range ability increases to very long range.
--
--Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks.
--
--Power: Effects of one specific character ability, including damage for that ability (+3 points) if appropriate, but not
--attack rolls with that ability.
--
--Prodigy: Give up a lower-tier ability to get a higher-tier ability
--
--Resilience: Might defense rolls and Armor (+1).
--
--Savant: Two specific skills (other than attacks, defenses, or a special ability), such as history, perception, or
--persuasion.
--
--Single Attack: Attack rolls and damage (+3 points) for one specific kind of attack, such as pistols, kicks, or Thrust.
--
--Strength: All tasks involving strength, including jumping and dealing damage with melee or thrown attacks (+3 points),
--but not attack rolls.
--
--For power shifts that affect tasks, each shift eases the task. Applying two shifts eases the task by two steps, and
--applying three shifts eases the task by three steps.
--
--A character assigns their five power shifts as desired, but most characters should not be allowed to assign more than
--three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
--procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
--
--### PRODIGY POWER SHIFTS
--
--Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
--using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
--strength. If you want your archer character to be really good at shooting arrows, put a power shift into single attack
--(bows). If you want your speedster hero to be really fast, put a power shift into power (Fleet of Foot). And so on.
--
--But what if you want your character to be a swashbuckling teleporter who blinks all over the battlefield? There's no
--low-tier teleportation ability, so you can't be a teleporter as a tier 1 character, and the character concept isn't
--nearly as fun if you have to wait until tier 4 before you can learn a teleportation ability (like Short Teleportation).
--
--This is where you can (with the GM's approval) use a power shift for the prodigy option. Prodigy lets you give up one of
--your lower-tier abilities for a higher-tier ability
--
--that matches your character concept. For example, if your swashbuckling teleporter is a Graceful Explorer who Fights
--With Panache, you could give up one of your tier 1 Explorer abilities (so you'd only have three instead of four) or give
--up your tier 1 focus ability, Fights With Panache, and instead select the tier 4 ability Short Teleportation.
--
--Choosing prodigy as a power shift is an interesting trade-off for your character; you end up with a powerful ability
--that you couldn't get otherwise, but at the cost of a power shift (which the other characters are probably using to add
--to their skills, damage, or defenses). Keep in mind that higher-tier abilities tend to cost more Pool points (especially
--because your Edge as a low-tier character is less than that of a higher-tier character), so you'll weaken yourself if
--you use that ability often—which might be a good reason to allocate more points to that stat Pool, or assign a power
--shift to healing so you have more opportunities per day to recover Pool points.
--
--Theoretically, you could put two power shifts in prodigy for the same ability, allowing you to select a high-tier
--ability. However, there are two reasons not to do this. First, those high-tier abilities usually have even higher costs,
--which limits how often you can use them. Second, if you start out with the best version of that ability, there's no room
--to grow. It's fun when your character impresses other superheroes by improving an ability, and it's really handy when
--your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
--start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
--
--### GAINING MORE POWER SHIFTS
--Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
--be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
--street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
--start.
--
--### POWER STUNTS
--A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
--Examples:
--
--• A lightning-blaster hero shooting their electricity farther than normal
--
--• A fire-creating hero absorbing fire from a burning building
--
--• A telepathic hero communicating with or understanding a machine
--
--• A teleporter hero traveling to another dimension
--
--• An illusionist hero negating an opponent's invisibility
--
--The Cypher System Rulebook explains modifying abilities on the fly, describing
--
--a method of altering the range, area, or other aspects of an Intellect-based ability by spending more Intellect points.
--In a superhero game, these modifications aren't limited to Intellect-based abilities—it's reasonable that a strong hero
--could affect a larger area with Golem Stomp or an agile hero could disarm more than one opponent using Advantage to
--Disadvantage. The cost for making these changes works just like modifying an Intellect-based ability. The additional
--cost uses the same Pool as the ability's normal cost; if an ability doesn't have a cost, the GM should choose an
--appropriate ability for the points to come from.
--
--• Increasing range costs 1 Pool point per range step increased (immediate to short, short to long, long to very long).
--
--• Increasing duration costs 1 Pool point for one step (one minute to ten minutes, ten minutes to an hour). Durations
--cannot be increased more than one step in this way. Abilities that last for only an action or a round (such as an
--Onslaught attack) cannot have their duration increased.
--
--Abilities that don't have a Pool cost, like Eyes Adjusted, can be modified as well. If modifying the range or duration,
--the GM decides what Pool the point cost is paid from. However, most abilities like this don't have ranges or durations,
--so modifying them requires a difficult, formidable, or impossible task roll.
--
--Modifying the area or other aspects of an ability is more difficult. Instead
--
--of increasing the Pool point cost, the character decides how they want to modify their ability, and the GM sets a
--difficulty of the task to successfully modify it, according to the following guidelines:
--
--Difficult (4): Something within the spirit and general idea of the ability, using a self- only ability on another
--character, or using a single-target ability in a weakened form on two targets. Examples: Using a self-only ability like
--Hover to give another creature the power to fly. Using Teleportation to go to another dimension instead of somewhere in
--the same dimension. Splitting Frost Touch or Onslaught into hindered attacks against two opponents.
--
--Formidable (7): Something similar to the description or intent of the ability, but changing its nature, or having a
--single-target ability affect an area. Examples: Using Hover to make an opponent crash into the ceiling. Using Shroud of
--Flame to absorb fire. Using Telepathic to talk to a machine or Machine Telepathy to talk to a living person.
--
--Impossible (10): An effect that has nothing to do with the ability's description or intent. Examples: Using Hover to
--blast an opponent with fire. Using Foil Danger to copy an opponent's attack. Using an attack like Thunder Beam to heal
--someone.
--
--Of course, if the altered ability is an attack, the hero still needs to make a successful attack roll against their
--target— just because the character found a way to use Hover as an attack doesn't mean the attack automatically hits. The
--attack task for the altered ability uses the normal difficulty for attacking that target. For example, if Hammermind
--wants to split her Onslaught so she can attack two level 2 robots, first she has to succeed at the difficulty 4 task to
--split the attack, then she can make the two (hindered) level 2 attack rolls against the robots.
--
--Just like in any aspect of the game, other factors might ease or hinder the hero's attempt to perform the stunt. For
--example, if the hero Firelash is trying a stunt to use his Shroud of Flame to absorb a fire attack from his evil sister
--Swordblaze, the GM might decide that the similarities in their flame powers mean that Firelash's attempt is eased. But
--if the illusionist hero Hologrim is trying a power stunt to reveal where his invisible archenemy Death Ghost is hiding,
--the GM might feel that the villain's magical invisibility is especially difficult for Hologrim's technology-based
--illusions to counter, so the hero's task is hindered. The GM can also introduce power boost cyphers that ease the power
--stunt task, or present the heroes with temporary effects that ease or hinder power stunt tasks, like a virus that
--erratically amplifies mutant genes, or a burst of energy from an alien artifact that reacts with a robot hero's power
--core.
--
--If a hero tries a particular stunt in more than one session, the GM doesn't need to give the task the same difficulty
--every time; the circumstances of each attempt are never quite the same. Perhaps this supervillain's fire is a little
--hotter or cooler than the one the hero tried to absorb last time. Or the spaces between the dimensions are thinner or
--thicker right now, making it harder to teleport between them. The position of two opponents or the shape of a room might
--be different than the last time the hero tried splitting an attack power across multiple targets. In other words, the GM
--doesn't have to remember that the last time the hero tried this stunt it was difficulty 7, so it has to be difficulty 7
--this time; just look at the current circumstances and make a decision based on that. In fact, this is part of the reason
--why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
--formidable, or impossible than deciding whether it's a level 6 or level 7 task.
--
--### PERMANENT POWER STUNTS
--
--Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
--might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
--ability to perform that power stunt whenever they want, with no need for a power stunt task. The GM decides how many
--times the character has to get the stunt right before they can spend XP to learn it. Three successful attempts over at
--least three separate sessions is a reasonable guideline, plus some downtime between game sessions to represent mastering
--this variant.
--
--Learning a power stunt does not count as a step in character advancement.
--
--Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
--Discovery, Transformation, or Uncover a Secret.
--
--### REALLY IMPOSSIBLE TASKS
--
--The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
--difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
--sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
--presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
--
--### FEATS OF STRENGTH
--
--Use the following table to estimate the difficulty of various incredible feats of physical strength.
--
--| Difficulty | Lifting Task |
--|------------|----------------------------------------------------------------------------------------------------|
--| 4 | Lift a 150-pound (68 kg) object |
--| 9 | Lift a 400-pound (180 kg) object |
--| 10 | Lift a 1-ton (1 tonne) car or traffic copter |
--| 11 | Lift a 5-ton (4.5 tonne) ambulance, private jet, elephant, or Tyrannosaurus rex |
--| 12 | Lift a 10-ton (9 tonne) school bus, combat helicopter, triceratops, or 5-foot boulder |
--| 13 | Lift a 20-ton (18 tonne) fire truck, mobile home, fighter jet, Apatosaurus, or light military tank |
--| 14 | Lift a 40-ton (36 tonne) humpback whale or loaded tractor-trailer |
--| 15 | Lift an 80-ton (72 tonne) space shuttle, single-story house, passenger train car, or military tank |
--
--| Task Circumstances | Difficulty |
--|------------------------------------------------------------------|-------------|
--| Lifting the object as high as the character can reach | +0 |
--| Lifting the object only partway off the ground | -1 |
--| Asset (lever, jack, etc.) | -1 or -2 |
--| Help from another character (asset) | -1 or -2 |
--| Large character (double human size) | -1\* |
--| Carrying an object an immediate distance | +0 |
--| Carrying an object a short distance | +1 |
--| Pushing or pulling (not lifting) an object an immediate distance | -1 |
--| Pushing or pulling (not lifting) an object a short distance | +0 |
--| Pushed or pulled object can roll or slide very easily | -1 |
--| Pushed or pulled object is buoyant and moving through water | -1 |
--
--\*Each additional doubling of the character's size eases the task by another step.
--
--Some character abilities are able to move heavy things, often more easily than brute physical strength can. If a
--superhero wants to push the limits of what those abilities can do, the GM can compare the baseline effects of those
--abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
--roll to succeed.
--
--### FEATS OF SPEED
--A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
--needed). This is basically a jog or a hustle, faster than a walk
--
--but not an all-out run. A character can try to run a long distance (100 feet \[30 m\]) as their entire action, but they
--must succeed at a difficulty 4 Speed task to complete the movement; failure means they trip, stumble, slip, or fall down
--at some point during the move and stop.
--
--Of course, superheroes aren't normal people—they're exceptional, and some can run as fast as Olympic athletes, or much
--faster. For a character trying to run more than a long distance as their entire action, use the following table to
--determine the difficulty for the task. Failing this roll is just like failing the basic running roll described above.
--
--| Difficulty | Running Distance | Notes |
--|-------------|--------------------|-----------------------------------------|
--| 6 | 200 feet (60 m) | 19 mph (30 kph) |
--| 8 | 250 feet (76 m) | 24 mph (39 kph); bear, Olympic sprinter |
--| 9 | 340 feet (104 m) | 33 mph (53 kph); cat, coyote, greyhound |
--| 10 | 400 feet (120 m) | 49 mph (79 kph); horse, tiger |
--| 11 | 700 feet (210 m) | 68 mph (110 kph); cheetah |
--| 12 | 1,400 feet (430 m) | 136 mph (220 kph) |
--| 13 | 2,800 feet (850 m) | 273 mph (440 kph) |
--| 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
--| 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
--
--### TREMENDOUS LEAPS
--
--Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
--jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
--jump huge distances like that should take the Amazing Leap ability, allowing them to jump a long distance or more.
--
--All characters with at least one power shift in strength get the benefit of a free level of Effort for each strength
--shift. This effectively increases their standing jump distance by 1 foot (30 cm) per shift and their running jump
--distance by 2 feet (60 cm) per shift, which is impressive compared to a normal person, but not phenomenal.
--
--To make superhero character jumps a bit more exciting, the GM can implement an optional rule in which strength shifts
--count double for free levels of Effort when jumping. For example, a character with five strength shifts would get ten
--free levels of Effort on jump tasks instead of five. This allows them to do a 15-foot (4.5 m) standing jump as a
--difficulty 1 task (base difficulty 11, eased by 5 × 2 steps) and a 40-foot (12 m) running jump as a difficulty 5 task
--(base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
--over their head.
--
--### MODIFYING HIGH-TECH DEVICES
--
--It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
--different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
--defeated supervillain or found on an alien spaceship.
--
--A character who expects to modify many devices should consider learning abilities such as Innovator, Jury-Rig, Modify
--Artifact Power, Modify Device, and Quick Work. A character who only wants to dabble in this sort of activity can do so,
--but it takes longer and is less efficient.
--
--Small modifications are things like changing a device's target, range, or duration. "Small" is subjective and up to the
--GM, but generally, it means adding another target (although for some high-level devices, adding a target isn't a small
--change), increasing the range by one step (immediate to short, short to long, long to very long), or increasing the
--duration by one step (one minute to one hour, one hour to ten hours). The task difficulty for making a small
--modification is generally equal to the device's level minus 1, which also determines how much time it takes to complete
--the modifications.
--
--Big changes are modifying a laser rifle to shoot cold or electricity, turning a communication device into a telepathic
--shield, or turning a jetpack into a force field device. These modifications are like repairs; they use the device's
--level for the difficulty and creation time, but take half as long as the time listed.
--
--A character modifying their own device eases the task. This applies whether the character built the device themselves or
--they've been repairing and tinkering with it long enough that they fully understand its workings.
--
--Regardless of whether the change is big or small, failing the modification task means the character wastes the full
--amount of time spent attempting the modification, and uses up materials equal to the device's level minus 2, but they
--can try again. If they fail with a roll of a natural 1, it's likely that the free GM intrusion means the device is
--ruined (but perhaps could be salvaged for materials).
--
--Modification GM intrusions: The device gains a high depletion rate, needs to be recharged after each use, or develops a
--side effect such as overheating (inflicting damage to the user) or creating a thunderous noise.
--
--Modifying a device is similar to using a power stunt to alter a character ability. If a character wants to make a
--permanent change to one of their technology-based abilities, the GM should treat that more like a permanent power
--stunt—costing XP—than a modification.
--
--Modifying the appearance of an item is just a cosmetic change and should take only a few hours at most for a typical
--handheld or worn item like a weapon, helmet, or boots. Changing
--
--the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
--extent of the changes.
--
--### FASTER CRAFTING IN A HIGH-TECH SETTING
--In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
--with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
--conditions, the GM should ease
--
--the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
--for only about the first quarter of that time and the "helpers" taking care of the rest.
--
--### OPTIONAL RULES FOR HORROR
--
--This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
--suspenseful. Horror modules are tweaks the GM applies
--
--to the rules to make a horror scenario even more scary or to represent how
--
--an event usually happens in a horror genre
--
--If a module changes the options that players or PCs have, the GM should tell the players about it when the game begins.
--For example, if the GM is using the Character Posse module, the players should know about it at the start of the game so
--they can become familiar with all their characters instead of having to pause when they switch scenes and spend several
--minutes reviewing a second set of characters. Likewise, players should know if their healing options are affected by the
--Ironman module, or if they have additional recovery roll options from the Hysteria module.
--
--This chapter also suggests various modules that are appropriate for different horror genres. The GM should feel free to
--use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
--twist to the game.
--
--### GENERAL HORROR GM INTRUSIONS
--
--The following GM intrusions work for most horror genres.
--
--• Something foils a character's attempt to escape: a getaway car won't start, they drop the keys that unlock the exit
--door or lock up the villain, or the shotgun they're using to clear a path jams or runs out of shells.
--
--• The antagonist enters a secure or sealed room by an unexpected method: crashing through a door or wall, crawling out
--of a ventilation shaft, jumping out of a trap door, manifesting electronically through a Wi-Fi signal, or teleporting.
--
--• A mysterious noise nearby amplifies the tension, and when investigated reveals itself to
--
--be . . . a cat, either perfectly calm or hissing and leaping. This often allows for a momentary de-escalation followed
--by a real scare, such as the antagonist reaching out of the darkness to grab a character.
--
--• A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
--blinding them until they take an action to wipe their eyes clean.
--
--### BAD PENNY
--
--An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
--discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
--holy water or burying it in a graveyard) or only one way to destroy it (such as burning it in a church or stabbing it
--with a magical dagger). The item might slowly repair itself—and depending on the item, it might be more frightening if
--it shows up fully intact or still bearing damage from how the PCs tried to destroy it.
--
--This reappearance usually isn't because the item is literally walking to wherever the PCs are (although if the item is
--something like a cursed doll, that might make it more frightening). In most cases, it just happens to be where the PCs
--went, found in an unobtrusive place like the back of a closet, under a car seat, or in the bottom of someone's luggage.
--If the item is intelligent (or controlled by a hostile intelligence), it might use NPCs to bring it back to the PCs, and
--might sacrifice those NPCs in dramatic and gory ways to make sure it ends up back in the hands of the PCs. For example,
--if the PCs abandon a haunted ring, on the next day when they're waiting for a train they recognize a man they saw
--earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
--PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
--
--### CHARACTER POSSE
--
--Every player is given at least two characters to run, each with about the same amount of background and abilities so
--they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
--story changes locations, the GM can have one or more players switch their active PC and interact with the other active
--PCs and the story in
--
--a different way. This keeps the players from knowing which characters are supposed to have the important roles in the
--story, allows for some of the PCs to split off for a while without the rest
--
--of the group having to wait, and gives every player a backup character to play if their active PC dies.
--
--Character Posse works best when the characters are very simple and don't have many abilities that require a lot of
--knowledge and description. That way the player can focus on the personality of the PC and not have to keep remembering a
--stack of complicated abilities. In a non-fantastic modern setting, that often means characters who have a lot of skills
--and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
--require special actions (like Anecdote and Muscles of Iron).
--
--### DEAD ALL ALONG
--A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
--quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
--from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
--disappear when nobody is looking. The PCs begin to suspect they're being haunted by ghosts or observed by mysterious
--aliens; one or more of them disappear or are found dead. Eventually the PCs realize that they are ghosts of people who
--haven't come to terms with their own deaths, and the weird experiences are their limited interactions with the real
--world and the living people trying to bury their bodies or put their souls at peace.
--
--In these stories, the emotional journey of the ghosts is about understanding their situation and coming to terms with
--their deaths. In normal play, GM intrusions are complications that the characters have to deal with, but to represent
--the secret and inverted expectation of this module, GM intrusions are used to simplify what the characters experience,
--but with a spooky twist.
--
--When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
--module.
--
--### FRAGILITY
--
--Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
--increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
--points left over (if any)
--
--must go to their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra
--points the player can divide among their Pools at character creation. This creates a more "realistic" game scenario
--where the PCs are more like normal people who don't get much more powerful physically over the course of a campaign, but
--still can learn new skills, advance their minds, and so on.
--
--This module does not affect abilities like Enlarge (which temporarily adds 4 points to your Might Pool), but it does
--affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
--Pools).
--
--### GHOSTLY HELPERS
--
--In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
--player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
--the game two ways to have an active role in the scenario.
--
--First, the dead character is still able to spend their XP to give a living character a reroll. To facilitate this, the
--GM should allow players to award the second 1
--
--XP from a GM intrusion to a dead character (although this would come up only if there is one character left alive and
--the second XP would be wasted) and give dead characters 1 XP whenever there is a group intrusion.
--
--Second, the dead character is able to use their subtle cyphers to help a living character. Depending on the cypher, this
--might be a direct benefit to the PC (like easing a roll) or interfering with an NPC (like making an opponent drop their
--weapon). When the GM gives out more subtle cyphers, any excess ones (beyond the cypher limit of living PCs) should go to
--the dead characters, up to the cypher limits of the dead characters (any extra cyphers beyond that are lost).
--
--The player of a dead character always gets to decide when to help and which PC to affect with their help—they're not
--merely extensions of the living PCs. Whether this help is just fate or coincidence working on behalf of the PC, or if it
--literally is the lingering ghost of a dead character trying to save a living person, depends on the scenario and the GM.
--
--Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
--guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
--
--### HALLUCINATION RESET
--
--In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
--hallucinating or dreaming it. In some cases, their fear response
--
--to the real events happening around them prompts their conscious or subconscious imagination to create an unreal
--scenario that's even more terrifying, only to have them snap out of it and find themselves in a prior (but perhaps still
--very dangerous) situation. This sort of hallucination allows the story to go completely off the rails and then suddenly
--return to normal.
--
--If the GM plans to have a hallucination reset, they should keep track of damage taken, equipment used, and XP spent for
--each character (if using cypher and XP cards, there should be a separate space for each character's used cards). When
--the hallucination ends, stop the action, explain that the PCs find themselves at an earlier point in the story (or wake
--up after some time has passed if it's a dream), and restore their Pools, equipment, and XP to their previous state. If
--the GM doesn't know exactly how much each character's Pool changed, allow each PC to make a free recovery roll to
--compensate for it.
--
--If the GM needs to use a hallucination reset to recover from a disastrous outcome, they should try to reset the PCs as
--close as possible to their previous state, relying on the players' recollection of which cyphers and XP belonged to each
--character. As it's unlikely that they kept track of how many Pool points they spent in the now-false encounters, the GM
--can allow each of them a free recovery roll to make up for it.
--
--Used carefully, a hallucination reset leaves the characters wondering what is real, and it can be a tool for the GM to
--rewind an encounter that goes out of control or accidentally kills a character because of poor rolls. Used too much, it
--risks causing the players to lose interest in the game because the frequent resets undermine their emotional connections
--to their characters and negate any progress in the story.
--
--Note that a deliberate and planned reset can deliberately do strange things with the story because it's completely in
--the characters' heads. A horror game about werewolves might have a dream or hallucination about fascist soldiers
--attacking the PCs with flamethrowers. One about aliens might show the antagonists turning into sexy vampires. A haunted
--house might convince the PCs that they're tearing off their own faces. A hallucination might even include elements of
--something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
--know if they should act on their "future memories" of these events or ignore them as falsehoods.
--
--### HORROR MODE
--
--Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
--tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
--roll of 1 to 3, then a roll of
--
--1 to 4, and so on. The Escalation Rate table below shows what causes the intrusion range to increase.
--
--Horror Mode is unique among the horror modules in that the default assumption is that the GM is using it for every
--horror game, at least some of the time. Using Horror Mode makes the players aware of the risks they take every time they
--make a roll. They won't take easy tasks for granted, and they might apply Effort to turn an easy task into a routine
--task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
--them feel more vulnerable.
--
--### ESCALATION RATE
--
--
--
--
--
--
--
--
--
--
--
--Exploring a large area |
--Every time a new intrusion is indicated by a die roll |
--
--
--Exploring |
--Every ten minutes
--or every time a new intrusion is indicated by a die roll |
--
--
--Combat |
--Each Round |
--
--
--
--
--### HYSTERIA
--
--Screaming is a natural reaction when you're frightened, but it's also likely
--
--to draw the attention of whatever is frightening you. The Hysteria horror module encourages characters to give in to the
--natural instinct to scream, but introduces dangerous consequences for doing so.
--
--At any time, as an action, a PC can use a free one-action recovery roll (which doesn't use up the one-action recovery
--roll that all characters get), but doing so means they also spend that action loudly screaming. Because of this noise,
--the GM can make a free intrusion and doesn't have to award XP for it.
--
--A PC's ten-minute recovery roll takes only one minute, but the PC
--
--has to scream and have an emotional meltdown for the entire time. As with the previous option, this allows the GM to
--make a free intrusion (after the recovery period) and they don't have
--
--to award XP for it. The PC still has the option of resting normally for ten minutes to use the ten-minute recovery roll
--(without screaming, and without the free intrusion).
--
--In most situations that use Hysteria, the free intrusions involve drawing the
--
--attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
--
--### INSTANT PANIC
--
--Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
--that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
--suitably horrifying) they thought wasn't possible or only existed in books and movies, they must make an Intellect
--defense roll against the creature's level. If they fail, for one round either they're paralyzed with fear or they run in
--the opposite direction.
--
--Repeat appearances by the creature (or other creatures like it) that they've seen before usually don't trigger this
--reaction a second time, but encountering a large number of those creatures or seeing them do something unusual might
--trigger it. For example, seeing a ghoul crawl out of a storm drain might trigger panic; seeing another ghoul (or the
--same one again) won't trigger it again, but seeing a large pack of ghouls approaching, or seeing one ghoul eating a dead
--person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
--it again as an intrusion if the circumstances warrant it.
--
--### IRONMAN
--
--There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
--and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
--get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This results in a
--gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character abilities that
--heal.
--
--Cypher System characters are tough and resilient, even at tier 1, but Ironman brings them down to a more realistic power
--level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge for characters
--whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
--healing cyphers and artifacts, but limit them to the minimum amount.
--
--### LAST SURVIVOR
--
--Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
--journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
--eliminated unexpectedly or sacrifices themselves so that another person may live. The Last Survivor horror module
--
--is a way for PCs to temporarily thwart fate, but it inevitably feeds toward the last surviving character having extra
--advantages when dealing with the murderous antagonist.
--
--When using this module, the GM places a token on the game table that represents the last survivor, and puts a piece of
--paper (or an XP card) underneath the token that represents 1 XP. Whenever there is a GM intrusion, instead of giving 2
--XP to a player and letting that player award 1 XP to another player, the GM gives 1 XP to the chosen player, and the
--other 1 XP is added to the last survivor token. Whenever there is a group intrusion, 1 XP is added to the last survivor
--token (as if the last survivor were a separate PC).
--
--At any time, a player can decide that their PC becomes the last survivor by picking up the token and its XP.
--
--However, those XP belong to the role of the last survivor and always remain separate from individual character XP. While
--a PC is the last survivor, they gain the following benefits and restrictions:
--
--• All rolls to save them from being killed are eased by two steps.
--
--• The last survivor XP can be spent only by the last survivor, and only on the last survivor's rolls, never on any other
--players' rolls. (The PC can still spend their personal XP normally, including on other players' rolls.)
--
--• At any time, whoever has the token can pass the role of last survivor to another player. The receiving player gets all
--the XP associated with the last survivor (if there are none, the GM immediately gives 1 XP to the token).
--
--• Once a player has given up the role of last survivor, they can never again be the last survivor.
--
--• If the last survivor role has no XP left to spend, and there are no other players to pass the token to (because
--everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
--character getting 1 XP. Once this happens, the last survivor token is removed from the game.
--
--### MADNESS
--
--Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
--or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
--by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
--Mad descriptor.
--
--### PERILOUS VENTURE
--Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
--make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
--banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
--building to contain hostile ghosts. Rather than having their success or failure come down to one roll, the GM can build
--tension by requiring the players to make multiple rolls called subtasks. The subtasks start at difficulty 1, and the
--difficulty increases each time until the players make a final roll at the highest difficulty (equal to the overall level
--of the challenge, such as the demon they want to banish, the original zombie virus, or the most powerful ghost
--attempting to leave the house).
--
--Generally, these subtasks occur at equally divided intervals over the course of the full time required to complete the
--ritual. If at any point the PC fails a subtask, the ritual isn't ruined, but it costs time—a failure means the time
--spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
--subtask.
--
--Skills, assets, and other special abilities can ease subtasks just like they do with any other task (which might make
--some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. Of course,
--applying Effort is something characters do in the moment, not over long periods of time, so it's generally impossible to
--apply sustained Effort on a task or subtask that takes longer than a day.
--
--The GM should decide if a given ritual is something that other PCs can help with. Even if it initially seems like a solo
--venture (like reading a spell from a book), it might benefit from assistants who repeat a chant, burn candles, perform
--arcane gestures, or just hold the acting character upright as the ritual drains their strength. In general, giving
--multiple PCs something to do is better than having everyone wait on the sidelines while one character holds the
--spotlight.
--
--To make the situation more interesting, the GM can introduce a time challenge, like requiring the PCs to finish by a
--specific time (perhaps a midnight deadline for containing the ghosts in the house, or banishing a demon that's
--inflicting damage to an NPC every round it possesses them). This puts pressure on the PCs to complete the process as
--soon as possible.
--
--The GM can also add side effects for failed rolls or as intrusions. For example, a weak spot in the salt line might
--allow one powerful ghost to break free, an error in the banishing spell might painfully enrage the demon and hinder the
--next subtask, electrical or magical energy might lash out and harm a nearby character, and so on. The ritual might use
--up quantities of
--
--a limited resource, such as holy water, silver powder, or rare herbs; if the PCs have only enough materials to complete
--the ritual (perhaps with a little extra in case they make one mistake), that forces them to use Effort, XP, and other
--tricks to make sure they don't fail too often and run out.
--
--Finally, some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing
--blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
--could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
--
--### POOR CHOICES
--Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
--friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
--and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
--characters do things that the audience of a horror movie would think are stupid.
--
--These intrusions work like the normal kind (the GM awards 2 XP, and the player gives one of them to another player).
--However, while normal intrusions are subtle changes that influence the situation, using Poor Choices lets the GM abandon
--that restraint and dictate a specific overt character action, even if it's something that the player wouldn't normally
--choose.
--
--These intrusions can be risky, but they shouldn't be obviously self-destructive or harmful. For example, the GM
--shouldn't use an intrusion to make a PC drink something that they know is poisonous, jump out of an airplane without a
--parachute, punch a police officer, or stare directly at an eclipse. The idea is to put the character in a complicated
--situation more forcefully than the player might choose, but not set up the character for failure. The players know
--they're in a horror scenario, but their characters don't, and this helps prevent the players from using metagame
--knowledge to keep the PCs out of trouble. Another way to look at it is the characters should act as if they live in a
--world where horror movies don't exist, so they don't know not to do these things.
--
--As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
--consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
--
--### POOR CHOICES INTRUSIONS
--
--The following are examples of GM intrusions to use with the Poor Choices module.
--
--A character investigates a strange noise on their own. ("It'll be fine!")
--
--• Two or more characters sneak off to have sex.
--
--• A character leaves behind an important piece of equipment, such as a weapon, phone, car keys, or their outer layer of
--clothes. (The GM can use this intrusion after the fact when a player tries to use a specific item.)
--
--• A character gets drunk or high.
--
--• A character falls asleep.
--
--• A character slips away to urinate out in the woods or a nearby scary building.
--
--• A character doesn't care that nearby animals are acting strange (especially if they're guard dogs).
--
--• A character doesn't shoot a dead monster in the head. ("We need to save ammo.")
--
--• A character runs away into the dark or away from a place that would be a better, safer direction to run.
--
--• A character reads aloud words from the weird old book they found, or they play an old recording of someone else
--reading the book aloud.
--
--• In a multistory building, a character runs upstairs or down into a basement (where they could get cornered) instead of
--outside where they could escape in any direction.
--
--• A character chooses a dumb or obvious hiding place, such as a closet or under a bed.
--
--• A character tries to escape by squeezing through a space that no human could reasonably get through quickly, such as a
--doggie door or a tiny window in a garage door.
--
--• A character hides the fact that they've been bitten by a zombie, have a weird rash like the one they saw on the walls
--of the alien spaceship, or have been hearing a spooky voice telling them to kill their friends. ("I'll be okay.")
--
--• A character runs straight down the road to get away from a pursuing vehicle (instead of onto the sidewalk, behind a
--big tree, or around a tight corner).
--
--• A prone or supine character crawls away from approaching danger instead of getting up and running.
--
--• A character doesn't call the local authorities for help when they hear something dangerous.
--
--• A character ignores or rationalizes a weird noise.
--
--• A character jumps into the water—a lake, swimming pool, sacred fountain, and so on.
--
--• A character goes into the cave, mine shaft, or creepy house. ("I'm just going to look around for a second.")
--
--• A character insists on staying behind while everyone else goes on ahead. ("Someone should be here when the sheriff
--shows up!")
--
--• A character doesn't check the back seat of a car before getting in and starting it.
--
--• A character ignores an obvious creepy clue that there's something wrong in the house, like a bloody axe, a room full
--of taxidermy animal heads, or newspaper clippings about recent murders.
--
--• While being pursued, a character calls for help or otherwise attracts attention (like banging on store windows at
--midnight).
--
--• A character tries to pet an unknown lifeform.
--
--• A character tries to make peaceful contact with an obviously hostile entity. ("It's as frightened of us as we are of
--it!")
--
--• A character unlocks a door or disables a security system to let a scared stranger into a safe area.
--
--• A character doesn't bother to turn on the lights.
--
--• A character uses an action taunting their foe.
--
--• A character follows a trail of blood.
--
--• A character ignores good advice from a helpful and knowledgeable NPC. ("That old lady was a superstitious kook.")
--
--• A character uses a firearm as a loud, ineffective solution for a simple problem (like shooting a padlock).
--
--• A character picks up a shady or outright scary-looking hitchhiker.
--
--• A character scares another character (perhaps by grabbing their shoulder unexpectedly and shouting) as a joke.
--
--• A character momentarily forgets how to do a simple action, like open or close a door.
--
--• A character forgets to put their phone on silent mode.
--
--• A character imitates or makes fun of a creepy doll or statue.
--
--• A character tries to help a child who has no reason for being there.
--
--### POSSESSION
--
--Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own.
--The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the
--possession attempt doesn't inflict damage). The character must make an Intellect defense roll or become possessed,
--whereupon the demon's immaterial form disappears into the character.
--
--The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
--possessing demon can try to control the actions of the host, but the character can attempt an Intellect defense roll to
--resist each suggested action. Successful resistance means that the character does nothing for one round. When the demon
--isn't trying to control its host, the character can act as they choose. A possessing demon's actions are limited to
--controlling its host and leaving the host (the demon can't use its own abilities while in someone else's body).
--
--While it possesses another creature, the demon is immune to most attacks (though not so the host; killing the host will
--eject the demon).
--
--A possessed character is allowed an Intellect defense roll once per day to try to eject the demon. The roll is hindered
--by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised demon is
--powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that has power
--over the demon. This can be attempted once per day and grants the possessed character an additional Intellect defense
--roll to eject the demon.
--
--Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in
--the same way that demons do.
--
--### SECRET TWIST
--
--It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
--interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
--is an active threat that can disguise itself as human (like an alien or demon) or take off a mask and pretend to be a
--fellow prisoner or victim (like a chainsaw killer), only to reveal themselves when the perfect opportunity comes along.
--These secret twists are the source of many jump scares and unexpected betrayals that create chaos and paranoia.
--
--To use a secret twist, the GM first needs to decide three things:
--
--• The secrets they want the PCs to keep from each other. Examples might be "Your character is actually the shapechanging
--alien that is hunting everyone on the spaceship," "The chainsaw killer is the identical twin of your character," or
--"Another PC ruined your life but they don't realize who you are."
--
--• The best time to reveal the secret to the player involved. This might be something the player learns before the game
--starts or a revelation during the game. If there are multiple secrets, the players might learn them at different times.
--For example, the PC whose life was ruined by another character might know this at the start of the game, but another PC
--might not know they had an identical twin (perhaps they were separated at birth).
--
--• The best time to reveal the secret to the other characters. The GM might choose to push it out into the open (perhaps
--with a GM intrusion) or let the player decide when to reveal it. For example, the GM decides that walking into a dark
--room with a black light is how all the human PCs realize that one character is really a shapeshifting alien with
--UV-fluorescing skin, but the GM allows the PC whose family fortune was stolen by another character to bring that up on
--their own (perhaps when they're alone with the thief).
--
--If revealing the secret to the players is supposed to happen during the game, it would be suspicious if only one player
--was pulled aside for a conversation about it—the other players would know something unusual was going on. Instead, the
--GM can call a quick break in the game and send that player a text. Even better, the GM could send every player a secret
--text so that nobody is singled out by having to read a text. Alternatively, the GM can give a physical note to every
--player (perhaps using the secret twist Special Cards); some of these notes might be secrets and some innocuous, but the
--fact that everyone gets a note disguises who might be getting a secret twist. By making sure that each note has some
--kind of value (such as by letting a player trade it in later for an asset or a subtle cypher), players who don't receive
--a special secret still spend a reasonable amount of time reading the note and keeping it safe.
--
--If the players are especially skilled at roleplaying, there may be opportunities for multiple secret twists, especially
--those that change a character's identity. For example, in a scenario where there are duplicates of the PCs walking
--around in their city (evil twins, clones, aliens, or the like), the identity of individual characters might switch from
--the originals to duplicates and back again several times during the game.
--
--Multiple shifts of identity are probably easier for the GM and players to handle if they take place over several game
--sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
--separate notes about what the original and the duplicate know.
--
--### SHOCK
--
--Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
--means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
--simply choose the level (see the Shock Levels table). Failure on the defense roll means either the character takes
--Intellect damage or
--
--the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
--appropriate action, perhaps with input from the player).
--
--### SHOCK LEVELS
--
--| Event | Level |
--|---------------------------------------------------------------------------------------------------------|----------------|
--| Something unexpected darts or jumps out | 1 |
--| Something suddenly moves just out of the corner of the eye | 2 |
--| A sudden loud noise (like a scream) | 2 |
--| Unexpectedly seeing a corpse | 2 |
--| Watching someone die | 3 |
--| Seeing something impossible (like an inanimate object sliding across the floor) | 4 |
--| Watching a friend die | 5 |
--| Seeing a monstrous creature | Creature Level |
--| Witnessing something supernatural (like a spell) | 5 |
--| Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
--
--### UNEASE
--
--Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
--something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
--stomach. You can feel that something is wrong, but you don't know exactly what, and you're not sure what to do about it.
--Your body isn't sure if it should jump into fight or flight, so you're anticipating a spike of adrenaline and it's very
--distracting.
--
--With the Unease horror module, whenever a character is in the presence of something disturbing that risks breaking their
--worldview, all their actions are hindered. Normally this happens whenever the triggering situation is within a short
--distance of the character, but the range might vary depending on what the PC sees and the nature of the disturbance. For
--example, a demon the size of a house might cause unease whenever it's within very long range, but a city-sized alien
--starship hovering in the sky might affect people whenever they can see it even though it's a thousand miles away.
--
--If the GM plans to have an ongoing Unease effect throughout an entire game session (like an alien death fleet), they
--should consider using physical reminders in the game area so players don't forget its effects. Over time, the GM might
--allow characters to become used to these worrying sights, perhaps due to exposure or maybe by purchasing the familiarity
--as a medium-term benefit.
--
--Some creatures in the Cypher System already have the ability to make others uncomfortable just by being in the same
--area, so if they are the only weird creatures the GM plans to use in a horror game, there's no need for the Unease
--module.
--
--In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
--
- ### OPTIONAL RULES FOR FAIRYTALE
-
--Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
--are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
--
--Death
--
--You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
--die. Or die and come back to life. You get the idea.
--
--Potentially, this will also be true in a fairy tale game. Thankfully, death doesn't have to be the end of a character's
--life. There are any number of ways to stop or reverse death, including artifacts, cyphers, and abilities. Additionally,
--a few NPCs, such as witches or Death themself, may have the power to bring someone back from the dead.
--
--Typically, though, if a character dies and chooses to stay dead (or is unable to find a way to return to life), they are
--dead—they no longer have bodies, abilities, Pools,
--
--and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game
--time) and still return to life. After that time elapses, death is permanent.
--
--Curses
--
--In fairy tale games, curses are likely to be common. Most witches can cast curses
--
--of one form or another, as can many fey beings, queens, and sea creatures. Even objects and places can cause a character
--to become cursed. Characters might have multiple curses on them at the same time.
--
--All curses have a level, from 1 to 10. The level affects how hard it is to resist the curse, as well as how severe the
--effects are and how difficult it is to remove the curse.
--
--Curses work slightly differently than regular damage. Curses can have an impact on the game and the game mechanics (a
--character is turned into a fish or becomes invisible, all of their interactions are hindered, they take ongoing damage,
--and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
--their skin turns golden). See the Curse table for a list of example curses.
--
--Preventing Curses
--
--When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
--curse being cast. Being trained in Intellect defense eases
--
--this task, as does having a skill in curses or resisting curses.
--
--Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
--find defending against a second curse is more difficult (their task is hindered).
--
--Removing Curses
--
--Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
--Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
--curse, the character must take actions to remove it. The actions required depend on the nature and level of the curse.
--
--The easiest way to remove a curse is to find, buy, steal, borrow, or otherwise acquire an object that removes curses
--(such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
--curse removal to do the deed.
--
--Curse Intrusions and Curse Mode
--
--In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
--happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
--you'll want to use both of these, as they each add something unique to the experience of being cursed.
--
--Curse intrusions work like regular GM intrusions, and the cursed character gets XP. However, they only get 1 XP instead
--of the usual 2, and they must decide whether to keep it or give it to another player. Introduce additional curse
--intrusions from the Curse Intrusions table when it feels appropriate. This might be anytime the character has a big
--success, when they're in a particularly risky position, or when they start to feel like they've forgotten about the
--curse.
--
--Curse Mode. When using this rule, the GM increases the range of numbers that trigger a GM intrusion. As soon as a
--character is cursed, every time they roll a 1 or a 2 (instead of just a 1), they trigger a GM intrusion. As time passes,
--GM intrusions happen on a roll of 1 to 3, then a roll of 1 to 4, and so on. This potentially means that a die roll in
--Curse Mode can indicate success i a task and still trigger a GM intrusion. Curse Mode is similar to the Horror Mode
--optional rule in the Cypher System Rulebook, with one exception: the escalation works at a much slower pace. This is
--because Curse Mode is not designed to heighten immediate tension, but rather to create a long-term sense of being
--saddled with an unwanted and unpredictable negative effect.
--
--Typically, the intrusion range is increased by 1 when:
--
--• The character is cursed.
--
--• The character starts a new day (or makes their ten-hour recovery roll).
--
--> • The character actively takes an action to remove the curse (curses like wreaking havoc, which is part of the reason
--> they're so hard to get rid of).
--
--• The character attempts to resist an additional curse being cast upon them.
--
--Once all curses are removed, Curse Mode is no longer in effect.
--
--While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
--situation worse.
--
--Curse Intrusions
--
--| d6 | Curse |
--|-----|-------------------------------------------------------------------------|
--| 1 | An insect stings or bites the character at just the wrong moment. |
--| 2 | Something in the area makes the character sneeze loudly and repeatedly. |
--| 3 | The character shimmers in and out of view. |
--| 4 | A deep sense of despair comes over the character. |
--| 5 | The character feels an overwhelming urge to start dancing. |
--| 6 | The character's clothes are suddenly much too large. |
--
--Curse Table
--
--Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
--and the characters.
--
--Typically, curses that have simple roleplaying effects (such as the character's inability to speak their own name) are
--lower-level curses, while those that affect gameplay (such as decreasing recovery roll points) are higher level. Curses
--that have multiple effects are likely the highest level of all. However, sometimes an incredibly simple curse is still
--very high level because the caster wants to make it very hard to get rid of.
--
--| D20 | Effect |
--|------|------------------------------------------------------------------|
--| 1 | Turned into an animal (bear, toad, hedgehog, swan, dog, etc.) |
--| 2 | Becomes invisible |
--| 3 | Turned into a living object |
--| 4 | Turned into a great beast |
--| 5 | Turned into someone much older |
--| 6 | Forced to dance all night |
--| 7 | When speaking, bugs and toads fall from mouth |
--| 8 | Enchanted sleep |
--| 9 | Forced to wear iron shoes (hinders all Speed actions) |
--| 10 | Turned into a flower |
--| 11 | Voice taken away |
--| 12 | Unable to remember their true love |
--| 13 | Nose grows every time they tell a lie |
--| 14 | Positive social interactions are hindered |
--| 15 | Number of points regained by a recovery roll is decreased by 1 |
--| 16 | Grows weak (Effort on Might tasks cost +1 Might) |
--| 17 | Brain is in a fog (Effort on Intellect tasks costs +1 Intellect) |
--| 18 | Moves slowly (effort on Speed tasks costs +1 Speed) |
--| 19 | Can no longer say, write, or spell their own name |
--| 20 | No one else remembers or recognizes the character |
--
--Curse Removal Table
--
--Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
--table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
--removal.
--
--There are also many artifacts, cyphers, and other objects in the world that will remove (or prevent) curses.
--
--
--
--
--
--
--
--
--
--
--
--1 |
--Complete an important task for the one who cursed you. |
--
--
--2 |
--Complete an important task for (or make a large payment to) someone who promises to remove your curse. |
--
--
--3 |
--Make things right (return the stolen item, apologize, or undo whatever was done to cause the curse to happen in the
--first place). |
--
--
--4 |
--Write the name of the curse
--on a scrap of paper, bind it in
--a cloth with an egg, bury it at a crossroads, and never look back. |
--
--
--5 |
--Pass the curse to someone else (this typically requires learning how the curse was done and then passing it to
--another person in the same way, but there are also more creative ways to make this happen). |
--
--
--6 |
--Collect five birds, five beetles, five cats, five fish, and five young winds. |
--
--
--7 |
--Die and return to life, which usually (but not always) takes advantage of a loophole that says death will end a
--curse. |
--
--
--8 |
--Take three golden leaves from
--a golden tree to make tea with; drink the tea and read the leaves; then complete the task they suggest. |
--
--
--9 |
--Kill the one who cast the curse (or otherwise find a way for them to die). |
--
--
--10 |
--Find a poem of which there is only one written copy, read it backward each morning for seven mornings in a row, and
--then burn the item upon which the poem is written. |
--
--
--
--
--Blessings
--
--When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
--roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
--examples of positive GM intrusions that a blessed character might receive.
--
--Blessing Intrusions
--
--| d6 | Blessing |
--|-----|--------------------------------------------------------------------|
--| 1 | Someone randomly gives the character a small gift. |
--| 2 | When the character speaks, gold coins fall from their mouth. |
--| 3 | A necessary item, map, or clue falls into the character's lap. |
--| 4 | The weather is suddenly in the character's favor. |
--| 5 | Someone nearby just happens to have the thing the character needs. |
--| 6 | A cypher or artifact works even better than expected. |
--
--Wishes
--
--Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
--wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
--gaining an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7.
--
--In order for a wish to be granted, the character must succeed on an Intellect-related task (usually persuasion or
--possibly intimidation) equal to the wish's level. On a failed roll, the wish is either not granted at all or is
--partially granted, depending on the wish and the creature or object that is granting it.
--
--Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
--has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
--
- Optional Rule: I Have That!
-
- In fairy tales, characters often have exactly the right mundane piece of equipment
-@@ -51324,953 +47859,8 @@
-
- • Thimble
-
--### GM INTRUSIONS
--
--GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
--all while making the game more interesting and surprising for characters.
--
--There's a list of example GM intrusions in the Cypher System Rulebook, and any of those would work in a fairy tale game.
--The GM intrusions included in this section are more specifically designed with fairy tale magic in mind—they're what
--could happen when magic goes wrong (or extraordinarily right).
--
--Remember that GM intrusions don't always mean that something has gone wrong or is bad for the players (unless they are
--curse intrusions). A GM intrusion could be the arrival of a good omen, the sudden reversal of a curse, or something that
--seems bad at first (like falling down a rabbit hole) but leads to something wonderful in the end (a whole new world to
--explore!).
--
--The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on
--the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.
--
--Interaction Intrusions
--
--| d10 | GM Intrusion |
--|-----|------------------------------------------------------------------------------------------------------------------------------------------|
--| 1 | A mischievous brownie attempts to steal an object from the characters in the middle of an important conversation or fight. |
--| 2 | The NPC that the characters are talking to suddenly looks at their watch or the sky, says, "I'm late, I'm late," and disappears. |
--| 3 | A character speaks and all of their words come out backward. |
--| 4 | The creature that the PCs are fighting or interacting with splits into two versions of itself. |
--| 5 | The character that the PCs have been interacting with loses their glamour, and the PCs discover it's not the person they thought it was. |
--| 6 | Death arrives, convinced that one of the characters is someone else. |
--| 7 | An opponent uses magic to gain hidden knowledge about a PC and uses it to their advantage in a fight or debate. |
--| 8 | The North Wind has taken a liking to one of the characters and does something to help them succeed in their actions. |
--| 9 | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog. |
--| 10 | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. |
--
--World Intrusions
--
--| d10 | GM Intrusion |
--|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 1 | One or more characters accidentally damage or offend a plant of some type, causing it to retaliate. |
--| 2 | A wren starts singing at a nearby crossroads, warning that something's coming. |
--| 3 | One of the characters trips and falls into a rabbit hole. |
--| 4 | Someone steals the moon just as the PCs are about to do an important task that requires moonlight. |
--| 5 | The tree that the characters are sitting under wakes up. Perhaps it is hungry, or maybe it just wants company. |
--| 6 | The path that the characters have been following turns into a rushing river beneath their feet. |
--| 7 | Someone casting a curse nearby accidentally catches one of the characters in the magic, causing them to be affected (roll on the Curse table to determine the effect). |
--| 8 | A mountain rises up suddenly between the place where the characters stand and the place they need to get to. |
--| 9 | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters. |
--| 10 | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it. |
--
--Item Intrusions
--
--
--
--
--
--
--
--
--
--
--
--1 |
--A magical ability, cypher, or artifact does exactly what it's supposed to, but also creates a weird side effect that
--affects a nearby friend (or foe). |
--
--
--2 |
--A piece of equipment whispers lies into the character's ear, making a convincing argument that their friends are not
--loyal. |
--
--
--3 |
--A magical weapon breaks in
--the middle of combat and starts to cry. |
--
--
--4 |
--A character's belt turns into a snake and starts tightening around their middle. |
--
--
--5 |
--A random object begins to wiggle and crack, as though it's about
--to hatch. |
--
--
--6 |
--The character's weapon or armor begins to yell loudly for help while the PC is trying to sneak or hide. |
--
--
--7 |
--A previously opened box, bottle, jar, or other container has locked itself back up, with an important item
--inside. |
--
--
--8 |
--A cypher, artifact, or bit of magic is far more powerful than the characters realized, and affects a much larger
--area (or has a bigger effect) than they expected it to. |
--
--
--9 |
--The glint of a recently acquired object or weapon is so shiny, it attracts the attention of a giant bird, beast, or
--dragon. |
--
--
--10 |
--An item in the character's hand or bag starts to replicate itself over and over. |
--
--
--
--
--### PLAYER INTRUSIONS
--
--A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
--character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
--complication for a character, the player spends 1 XP
--
--and presents a solution to a problem or complication.
--
--Once Upon a Time: Someone you played with as a child reappears and helps you in whatever you are doing. They may be
--alive or dead, but your heart is warmed upon seeing them, for it's been a long time.
--
--As You Wish: You do something that reminds another person or creature in the area of someone they once cared for deeply.
--They are eager to assist you in whatever you've got going on, at least for a few minutes.
--
--Once Upon a Dream: Not long ago, you dreamt of a scenario similar to the one that you find yourself in now. You can't
--remember all of the details, but you remember enough to know some of what's about to take place, and it gives you an
--additional action to prepare something useful.
--
--Bibbidi-bobbidi-boo: A little sprinkle of magic from your fairy godmother is all you need to achieve a goal, retry a
--task, or be better at something you're attempting to do.
--
--Wish Upon a Star: Long ago, you helped part of a dying star return to its rightful place in the sky. It keeps an eye on
--you and, in a moment when it feels like all hope is lost, it sends a little magic or light to aid you.
--
--Dreams Do Come True: Something you wished for long ago comes true just at this moment. It might be for a broken weapon
--to be fixed, an ally to appear, or a bit of knowledge or understanding to arrive in your mind.
--
--What's Come to Pass: Not long ago, someone forewarned you of the exact scenario that you find yourself in now. You know
--just what to do to put yourself at an advantage in the situation.
--
--Think Happy Thoughts: You think of something or someone that brings you great joy, and it imbues your next few actions
--with magic, allowing you to fly or do some other thing that you are normally unable to do.
--
--I Can Show You the World: Something or someone in the area shows itself to you, highlighting a route you were looking
--for, an object you had lost, or an answer to a problem.
--
--Happily Ever After: Through the power of your love for another, you use magic to protect someone you care for. They are
--able to sidestep an attack that would normally do them grave damage.
--
--If a player has no XP to spend, they can't use a player intrusion.
--
--### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
--
--Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
--
--of triggering a minor special effect or major special effect, respectively. In fairy tales, almost anything goes, which
--can be overwhelming to a player trying to decide what their character's special effect might be. Here are a few special
--effect options for players to use or be inspired by.
--
--Minor Effect Suggestions
--
--• A weapon comes alive at the perfect moment and does a bit more damage to a foe.
--
--• A fluctuation in magic hinders all of the foe's tasks for one minute.
--
--• A curse, spell, or ability has additional force behind it, and lasts a round longer than expected.
--
--• The foe's magical armor begins to dissipate, decreasing the amount of protection it offers on the next attack.
--
--• A shapeshifting or disguise spell or ability dazzles the target, easing all tasks related to it.
--
--• A magical attack hits the target and something they were holding, causing damage to both.
--
--Major Effect Suggestions
--
--• A weapon comes alive at the perfect moment and does a lot more damage to a foe.
--
--• A fluctuation in magic prevents a foe from taking their next action.
--
--• A curse that was cast upon you by the foe you're attacking is removed.
--
--• A foe surrenders, agreeing to lay down their weapons.
--
--• A foe accidentally steps on a living plant or dangerous creature while trying to dodge your blow, and it attacks them
--or holds them fast.
--
--• A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
--continue the fight.
--
--### EQUIPMENT
--
--Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
--using magic.
--
--Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
--
--### CURRENCY
--
--In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
--of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
--what they don't have is "one gold piece" or "thirty farthings" to their name. This means that whatever your fairy tale
--setting, you can think in general terms of money instead of keeping meticulous track of every penny, farthing, gold
--coin, or dollar.
--
--To keep things easy, no matter what currency your characters use, think of money as being in simple amounts that scale
--up, such as a copper coin, a silver coin, and a gold coin. These could easily equate to the inexpensive, moderate, and
--expensive items on the equipment list. Items that are very expensive might be worth a bag of silver, while exorbitant
--items might be worth a bag of gold.
--
--Additionally, if the PCs are completing a character arc, accomplishing a task, or doing some other type of action to
--receive a piece of equipment, you can use the price category to decide how complicated or difficult that task is. A
--moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
--something that taxes the PCs and really puts their skills and dedication to the test.
--
--### SIGNATURE ITEMS
--
--In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
--very important. They're often unique and handcrafted,
--
--they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
--have undergone repairs or have markings that tell something about the character's background.
--
--### APPAREL AND ARMOR
--
--In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
--otherwise or unless it is designated as armor),
--
--this clothing is purely for decorative and roleplaying purposes and offers no additional benefits.
--
--However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
--accomplishing tasks.
--
- ### OPTIONAL RULES FOR SCIENCE FICTION
-
--Establishing a Technology Rating
--
--Every science fiction setting has an implicit level of advancement, which is the average degree of technological
--sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
--all the way to fantastic. Each of these terms specifies a particular "technology rating" (or "tech rating" for short).
--
--A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8,
--which optional rules you'd like to include from chapter 6, and maybe even help guide your creature choice from chapter
--### 9.
--
--On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will
--cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling
--story. Does your setting have faster-than-light travel? Great. Unless it's integral to the story (or fun for you), don't
--worry about justifying it if you've generally settled on an advanced rating for your hard science fiction game (which
--doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
--in a setting; breaking the established rules (for a good reason) often leads to interesting results.
--
--### COSMIC SET PIECES AND OPTIONAL RULES
--
--This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
--on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
--realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
--
--### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
--
--Weightlessness (zero G) feels like, first time:The sensation of falling jerks through the body; instincts scream to
--reach out and catch yourself.
--
--Weightlessness (zero G) feels like, once acclimated: A feeling of lightness, evanescence, like floating in a pool of
--water, if the water were clear air. A little push sends you gliding.
--
--High acceleration feels like (if strapped in): A massive kick in the back, followed by the sensation of tremendous
--weights sitting on your chest. Any movement is a struggle against an overwhelming weight holding you down.
--
--Blacking out from high acceleration feels like: Lightheaded and hard to think, a sensation of a slowing pulse. Noises
--soften as if heard through a drainpipe. Color fades from vision, then everything goes either to black, or possibly to
--white, as consciousness lapses.
--
--Exposure to hard radiation feels like: Heat. (The more dangerous the radiation, the hotter it feels, and may be
--accompanied by blue light; radiation excites electrons in the air that then slip back into an unexcited state, emitting
--high-energy photons that glow blue.)
--
--Exposure to vacuum feels like: Breath explodes out of lungs, cold slashes the body like a knife carved from a glacier.
--Tears freeze in the corners of eyes, ice forms on teeth and tongue. Moisture boils out of ears, scalp, freezing on
--exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
--character.)
--
--### OPTIONAL RULES: HARDER SCIENCE FICTION
--
--Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
--This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
--mainstays like faster-than-light travel and time travel. Choosing a hard science fiction setting also means the GM is
--interested in sprinkling realistic hazards into their game, at least up to a point. After all, the difficulties of
--real-life space travel offer tremendous breadth when it comes to providing excitement (i.e., life-threatening dangers)
--that can raise the stakes in an authentic fashion. Not to say that gun battles with space aliens aren't exciting, but in
--a hard science fiction setting without aliens, there are all kinds of opportunities for pulse-pounding GM intrusions.
--
--In fact, that bears repeating: Use GM intrusions to incorporate these harder science fiction repercussions when the
--situation is relevant. Rather than hitting your PCs over the head with an information-exposition hammer on the dangers
--of space repeatedly, simply demonstrate it with a relevant GM intrusion.
--
--The Cypher System Rulebook describes some hard science fiction considerations regarding the effects of gravity, which
--are summarized here for ease of reference.
--
--Long-Term Microgravity Exposure: Long-term penalties (such as inabilities in physical tasks), unless ameliorated with
--advanced drugs such as space-fit serum or space-fit nano-tabs.
--
--Low Gravity: Weapons that rely on weight, such as all heavy weapons, inflict 2 fewer points of damage (dealing a minimum
--of 1 point) unless user is trained in low-gravity maneuvering. Short-range weapons can reach to long range, and
--long-range weapons can reach to very long range.
--
--High Gravity: All physical tasks are hindered. Ranges in high gravity are reduced by one category (very long-range
--weapons reach only to long range, long-range weapons reach only to short range, and short-range weapons reach only to
--immediate range). Those trained in highgravity maneuvering ignore the change in difficulty but not the range decreases.
--
--Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
--reach to very-long range.
--
--### VOID RULES
--
--The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
--gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
--will go wrong) is a useful reminder to keep an eye out for trouble even under regular circumstances, Finagle's Law
--reigns in space, which is that anything that can go wrong, will go wrong—at the worst possible moment. To evoke this
--law, GMs can implement Void Rules.
--
--The idea is to create a feeling of increased repercussions by changing one die roll mechanic. In the game, activities on
--a planet's surface—and within a functioning air-filled spacecraft, habitat, or space suit when everything is going
--well—remain normal. The PCs interact with each other and the NPCs, investigate, research, repair an external sensor
--module, travel, and so on.
--
--But that could change the moment something goes wrong—maybe a fault is recognized in the spacecraft's computer or
--shipmind. A minor leak is detected in the cargo bay. An enemy spacecraft has fired on and damaged the PC's spacecraft.
--The spacecraft's orbit is deteriorating. Whatever. The point is, the situation has suddenly become complicated. In
--space, when a situation becomes complicated, it also becomes potentially deadly. That's when you have the option to
--announce you've instituted Void Rules.
--
--While using Void Rules, GM intrusions governed by die rolls change. Normally this happens only on a roll of 1, but when
--Void Rules apply, it becomes a roll of 1 or a 2. Void Rules are similar in many ways to Horror Mode, though the threat
--range doesn't normally continue to escalate.
--
--While Void Rules are in effect, the GM intrusions automatically triggered should play off the situation, influenced as
--much as possible by the realistic dangers space travel has on the human body and the situation at hand
--
--Choosing Instead of Rolling: Each GM intrusion is keyed to a die result, usually a d6. The die range is not meant to
--imply you should always randomly generate a GM intrusion. Instead of rolling, choose the conflict that you think will
--make the story better and more exciting. The option to roll is really only here if you can't decide (and are facing
--decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
--situation.
--
--### EFFECTS OF VACUUM
--
--In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
--at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
--during that time, they can be revived. If not, they die
--
--### VACUUM GM INTRUSIONS
--
--| d6 | GM Intrusions (Choose Best Option) |
--|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | The character notices a crack in their space suit or ship. It's not breached now, but may soon become a serious problem. |
--| 02 | A breach in another part of the ship or space station causes automatic safety pressure baffles to close that section off. A character might be caught in that area of the ship, or in an area of a descending baffle, which inflicts serious damage on the character (these things are made to resist obstructions and form a seal). |
--| 03 | A previously unknown crack in a space suit or ship begins to leak. It doesn't cause a blow-out, but unless the crack can be repaired or sealed, those affected will eventually be exposed to vacuum. |
--| 04 | A catastrophic blow-out exposes the character or characters to vacuum. It may also send them spiraling out into the void, depending on the situation. |
--| 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
--| 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
--
--### SPACE SUITS ARE FALLIBLE
--
--Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
--that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
--that a wearer doesn't have to continually exert themselves to hold the suit in a given position or pre-breathe oxygen at
--a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
--and by being able to maintain a higher internal pressure than soft suits.
--
--### SPACE SUITS GM INTRUSIONS
--
--| d6 | GM Intrusions (Choose Best Option) |
--|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | An ill-fitted suit (or one whose auto-fit function is malfunctioning) unexpectedly hinders the character's action |
--| 02 | Mechanical joints in the suit freeze unexpectedly, hindering all the character's actions (or completely paralyzing the character) until repairs can be made. |
--| 03 | A stuck valve causes the drinking water bulb to get stuck "on" and water begins filling the helmet. This could blind and/or drown the character if not dealt with |
--| 04 | Space sickness/a tumble/a spin nauseates the character. If they vomit in their helmet, they are blinded until such time as the helmet can be removed and cleaned. |
--| 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
--| 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
--
--### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
--
--In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
--only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
--contemporary or advanced tech settings.
--
--Of course, massive acceleration (or deceleration) is just plain lethal. Someone who jumps off a ten-story building is
--subject to several hundred Gs when they suddenly stop. Less extreme is still dangerous, because it pulls blood out of
--pilots' and passengers' heads, rendering them unconscious. This can happen at just 4 or 5 Gs without any amelioration,
--though contemporary tech allows fighter craft pilots to withstand up to 9 Gs for limited periods. Advanced tech methods,
--which include acceleration serum, allow characters to survive the kind of Gs a spacecraft might pull for extended trips
--or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
--speeds. Normally.
--
--### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
--
--| d6 | GM Intrusions (Choose Best Option) |
--|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | After high-G maneuvers, even with amelioration, tissue bruising results, giving the character black eyes, which take a few days to clear. |
--| 02 | While under high Gs, a tool or piece of equipment comes loose, accelerates through the craft, and strikes the character, inflicting damage. The bigger the tool and the farther it falls before striking the character, the more damage is inflicted, possibly including being knocked a step down the damage track. |
--| 03 | While under high Gs (or afterward), the character suffers minor cardiac problems, likely to grow worse over time (or until medical treatment is sought). |
--| 04 | While under high Gs (or afterward), a mild brain aneurysm causes the character to have a sudden headache and blurred vision, which hinders all vision-related tasks until medical treatment is received. |
--| 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
--| 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
--
--### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
--
--In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
--radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
--constrict and dilate in vessels, irregular hormones, diminished immune system, inability of mitochondria to initiate
--wound healing, and even shortened telomeres. The inability to heal even minor wounds and nicks until a space-farer
--returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
--parasite could also do them in.
--
--### SPACE HEALTH HAZARD GM INTRUSIONS
--
--| d6 | GM Intrusions (Choose Best Option) |
--|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | Space sickness happens to everyone eventually. Nauseated characters are hindered in all tasks and may vomit unexpectedly. |
--| 02 | A wrist bone, thinner than it should be due to long-term exposure to microgravity, breaks. |
--| 03 | Upon return to full gravity after a long period in zero G or low G, the character stands up and then passes out. (This "orthostatic intolerance" fades in a few hours.) |
--| 04 | Vision becomes distorted because the character's eyes literally take on a new shape in zero G, all vision-related tasks are hindered |
--| 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
--| 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
--
--### MOVING IN MICROGRAVITY
--
--Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
--at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
--or dangerous is happening simultaneously that routine movements through a ship or station become potentially
--problematic.
--
--### MOVING IN MICROGRAVITY GM INTRUSIONS
--
--| d6 | GM Intrusions (Choose Best Option) |
--|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | A misjudged jump uses too much force and the character takes damage when they hit an unexpected bulkhead or other obstruction, or too little force, leaving them stranded in the middle of an open area |
--| 02 | A misjudged jump in microgravity causes the character to strike an important control surface that sets off a secondary issue, causes the character to jump to a dangerous location, or causes their tether (apparently previously abraded) to snap and send them spiraling out into space. |
--| 03 | A tool, weapon, or other piece of equipment—even one that should have a tether or magnetic clamp— dislodges and floats away. |
--| 04 | A mishap causes the character to spin wildly, hindering all tasks by two steps from disorientation and nausea. Without outside aid, micro thrusters, or some other useful strategy, stopping a spin is difficult. |
--| 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. |
--| 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. |
--
--### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
--
--When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
--the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
--Rulebook.
--
--However, if you'd like to provide the PCs with more options designed especially for spacecraft combat, use these
--optional rules instead, which include a "redline maneuver" system for trying extremely risky spacecraft maneuvers,
--bridge combat options, and more. The base vehicular combat rules have been integrated into these extended rules, so you
--don't need to continually cross-reference them to understand how it all works.
--
--In extended vehicular combat, PCs on a spacecraft take actions on their turn, just like in a standard Cypher System
--combat encounter. Use standard initiative rules to determine when PCs take their actions, and when enemy spacecraft take
--theirs. Characters will be crewing specific spacecraft system stations described under Bridge Combat, and thus could
--attempt a piloting maneuver, to fire the ship weapons, to scan the enemy craft for weaknesses, or to attempt some
--similar spacecraft operation task on their turn. Alternatively, they might be somewhere else on the ship attempting
--repairs, fighting off boarders, attempting to open communications in order to negotiate, or taking some other action.
--
--For their part, enemy spacecraft are likely to fire on the same systems aboard a PCs' spacecraft as the ones the PCs are
--firing on (weapons, defenses, engines, or even a kill shot). The PC pilot rolls one or more defense rolls. The enemy
--spacecraft faces the same modifications the PCs face when targeting a particular system (as described hereafter), except
--those modifications ease or hinder the PC making the defense roll, since NPC craft never roll themselves. And, if an
--enemy ship manages to disable a system on the PCs' ship on an attack, PCs can attempt repair tasks to get those systems
--back online on their turns.
--
--The main difference between spacecraft combat and regular combat is that the difficulty of tasks that the PCs attempt in
--relation to the enemy craft varies a lot more than in regular combat. In normal combat, a task difficulty is usually
--equal to the foe's level. But in spacecraft combat, a task difficulty is equal to a modified task difficulty (beginning
--with the spacecraft's level, but moving on from there, as noted hereafter). The modified difficulty always applies to
--anything characters attempt in regard to the enemy spacecraft, whether a PC fires at an enemy ship, dodges return fire,
--attempts to scan the enemy spacecraft, attempts to repair damage caused by the enemy spacecraft, and so on.
--
--It's actually similar to a normal task. For example, when a PC scans a robot, the task difficulty is usually the robot's
--level, but not always. Sometimes the robot's effective level is modified because of intrinsic skills or systems the
--robot possesses, or because of something it does making it harder (or easier) for it to be scanned. In the case of
--spacecraft combat, modification is pretty much a given, and is even more variable. So variable, in fact, that a space
--combat status tracker has been provided. to turn potentially confusing conflicts into something as easy as looking at a
--marker to know what the difficulty for a particular task is.
--
--The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
--
--### BASE COMBAT TASK MODIFIERS
--
--The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
--easing a PC's roll. Track each change in effective level on the space combat status tracker
--
--### SPACECRAFT LEVEL DIFFERENCE
--
--Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
--in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
--lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
--modification.
--
--### MISMATCHED TECH RATING
--
--It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
--larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
--effective level of the higher-rated vehicle by two steps.
--
--### VEHICLE COORDINATION
--If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
--coordinate, the attack is eased by two steps.
--
--### SUPERIOR SHIP SYSTEMS
--
--Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
--a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
--tasks if that specific system is involved.
--
--### REDLINE MANEUVER
--
--When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
--maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
--with a concomitant risk.
--
--To make a redline maneuver, a character spends 1 XP as a free action. In doing so, they unlock the option for all the
--PCs to attempt to redline for rest of the combat. To redline, a PC describes the dangerous thing they want to attempt,
--then takes that action. Mechanically, the PC eases the particular task they are attempting (which might just be to fire
--at the enemy craft's weapons), but increases the GM intrusion range by two points.
--
--A character who redlines could opt to increase their gamble by easing a task by two steps or even more; however, each
--step increases the GM intrusion range by another two points that round.
--
--Redline maneuvers are also available in desperate non-combat situations aboard a spacecraft. For example, Tammie's ship
--is caught in a decaying orbit over Venus, and the ship doesn't have enough power left to break out. She tells the GM
--that she's going to try an extremely risky maneuver that involves igniting ALL the remaining power at once, hoping that
--the explosive thrust will succeed in blowing the craft into a higher orbit. Because things are desperate, she commits to
--easing the task by two steps after paying 1 XP. This easing (plus any skill, application of Effort, and so on) gives her
--a pretty decent chance of succeeding, except the GM intrusion range is now 1–5.
--
--If a GM intrusion is triggered, something goes wrong. Remember that success might still be possible if the roll was high
--enough, but still falls within the increased GM intrusion range.
--
--If you're looking for inspiration for appropriate GM intrusions when a redlining PC triggers one, refer to suggested GM
--intrusions presented under Bridge Combat hereafter, each associated with a particular ship system that a character is
--probably crewing.
--
--After any round where a redline maneuver was attempted, the GM intrusion range returns to normal (1 on a 1d20) as the
--next round beings.
--
--Multiple Redline Maneuvers: Only one PC needs to spend 1 XP to unlock redline maneuvers for themselves and for any other
--PCs aboard the same spacecraft for the duration of a single encounter. Multiple redline attempts during the same round
--by two or more PCs additively increase the GM intrusion range for that round. So, a PC attempting to redline who takes
--their turn after previous redline attempts that round faces a GM intrusion range that's already inflated, and which will
--inflate more when they redline. (PCs who do not redline during a particular round don't have to worry about the
--increasing GM intrusion range for their action.)
--
--Thus, while PCs do not need to pre-announce their intention to redline at the beginning of each round, coordinating
--wouldn't be a bad idea. Whichever PC redlines last in a round where redline maneuvers were already attempted could face
--a fairly significant GM intrusion range.
--
--If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
--
--### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
--
--A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
--spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
--actually be fairly easily handled by PCs who fully understand their options.
--
--But be careful, because even competent PCs should fear squadrons of enemy ships, and military craft with several weapon
--systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
--are 2 levels higher than their own
--
--### BRIDGE COMBAT
--
--If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
--system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
--them all), piloting, and science and engineering (which could be divided into two stations with similar functionality).
--A spacecraft generally has a number of system stations equal to its level. PCs on spacecraft that are lower level must
--flip between system controls as part of another action, using two stations or even just one station for the whole ship.
--Even if a PC flips a station (reconfigures, as engineers like to say), only a single PC can crew a station (and take an
--action using it) each round.
--
--When crewing their stations, PCs have several station-specific options available to them. What they do can bears on how
--the encounter plays out on a round-to-round basis, similar to regular combat. Specific options are provided for each
--station, but characters are free to attempt other actions they can think of.
--
--The following ship systems might be found on larger spacecraft with room for more than a single pilot.
--
--Shipmind System Control:
--
--Some ships with integrated AIs (shipminds) can control a particular system autonomously, without a PC. When it acts in
--this fashion, it can only take a single action each round, which means it could attack and move, but not also attempt a
--complicated engineering or defensive maneuver. A shipmind acts at a level equal to the overall spacecraft. In addition,
--shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
--station.
--
--### WEAPONS
--
--A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
--crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
--in their use, though others may have an inability). A spacecraft can potentially make as many attacks each round as
--weapon systems it possesses, if each station is crewed.
--
--Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
--from.
--
--### WEAPON SYSTEM GM INTRUSIONS
--
--| d6 | GM Intrusions (Choose Best Option) |
--|-----|------------------------------------------------------------------------------------------------------------|
--| 01 | Weapon overheats, off-line next turn, unless quickly repaired. |
--| 02 | Mistargeting, allied craft damaged, hindering its actions next turn. |
--| 03 | Weapon malfunctions, requires repair before weapon can fire again. |
--| 04 | Weapon station malfunctions, sparking with electrical feedback, damaging PC. Requires repair. |
--| 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
--| 06 | Weapon melts to slag, must be replaced at a shipyard. |
--
--### PILOTING
--
--Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
--crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
--piloting tasks, as well as any other type of flying that they deem necessary. While not in combat, the PC crewing this
--station pilots the ship from place to place in space.
--
--Refer to PC Piloting System Options. If the PC triggers a GM intrusion, the following table provides options to choose
--from.
--
--A successful piloting defense task is not always a miss: A failed enemy attack doesn't always mean it misses a
--character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
--hull or shields, so there's no significant damage.
--
--### PILOTING SYSTEM GM INTRUSIONS
--
--| d6 | GM Intrusions |
--|-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | Starcraft drive stutters, off-line next turn, unless quickly repaired. |
--| 02 | Miscalculated flight vector occludes or disrupts allied craft, hindering its actions next turn. |
--| 03 | Drive malfunction requires repair before drive will function again. |
--| 04 | Piloting station malfunctions, sparking with electrical feedback, damaging PC. Requires repair |
--| 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. |
--| 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
--
--### SCIENCE AND ENGINEERING
--
--A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
--each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
--each round as stations systems it possesses, if each one is crewed.
--
--Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
--options to choose from.
--
--### PILOTING SYSTEM GM INTRUSIONS
--
--| d6 | GM Intrusions |
--|-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | Shields (or basic hull integrity) compromised, all ship defense tasks hindered this round. |
--| 02 | Sensors compromised, all spacecraft tasks hindered this round. |
--| 03 | Shields (or basic hull integrity) seriously compromised, all ship defense tasks hindered until repair is completed. |
--| 04 | Station malfunctions, sparking with electrical feedback, damaging PC. Requires repair until station will function again. |
--| 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
--| 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
--
--### OPTIONAL: COMMAND
--
--Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
--the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
--captain commanding someone else to do something can't redline; it would be up to the person who received the command
--whether to try to redline or not, and to face any GM intrusion consequences.
--
--### BRIDGE COMBAT AT THE TABLE
--
--Running a combat using these extended rules is straightforward.
--
--Know your stuff: First, familiarize yourself with the material.
--
--Assign characters a station: Next, if you have some time to prepare, copy the two-page spread containing the various PC
--system options, and give one to each player. Tell them to figure out what stations they are crewing, based on the number
--of systems their ship has (usually no more systems than the level of the ship). You will probably also have to explain
--the basics.
--
--Deploy space combat status tracker: Also make a copy of the one-page space combat status tracker and set it on the table
--so everyone can see. It'll make a huge difference in how your space combat plays out. The status tracker allows you (and
--the players) to easily mark the difficulty of current space combat task a PC is attempting, without having to hold all
--the easing and hindering in your heads, or having to write them out each time.
--
--Space Combat Status Tracker Instructions: Using dice (or similar objects) as markers, track the difficulty of the
--current task that a PC is attempting, as well as the GM intrusion range for that round if any character is attempting to
--redline. Place the marker in the column appropriate to the kind of task being attempted (attack, defense, or other) at
--the starting difficulty level. If the PCs face more than one enemy spacecraft, use different colored dice to represent
--different ships, or separate copies of this status tracker for each additional enemy spacecraft.
--
--At the end of each full round, reset all the markers on the tracker to their base state, unless some effect causes a
--modification that lasts longer than a round. Be sure to reset the GM intrusion marker, too.
--
--Roll initiative: Begin the combat, with the enemy spacecraft of your choice taking on the PCs' ship. Decide whether the
--enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
--will be close enough to begin attacking, and let the combat flow
--
--### VEHICLES FIGHTING CREATURES
--
--Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
--vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
--levels less than its actual level. Extrapolate "weapon systems" to the creature's attack methods, defenses to its weird
--organic plating, and so on. Killing such a creature means taking out its "power core or other vital spot."
--
--Spacecraft vs. Regular Creatures: If a vehicle weapon system fires on an unprotected PC (or a PC in a spacecraft fires
--ship weapons on a creature outside the craft that isn't colossal), it's an entirely different situation. Attacks against
--a vehicle's systems face all the previously mentioned modifiers. On top of that, add an additional five steps of
--hindrance to attacks by a regular creature against a starcraft.
--
--A PC defending from a spacecraft's attack is hindered by five steps. Except in this case, the spacecraft inflicts
--damage. Given that ship weapons compared to handheld weapons are an order of magnitude apart when it comes to power, a
--good rule of thumb is that a spacecraft's weapon inflicts 25 points of damage on a successful hit and knocks the
--character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
--of damage.
--
--### PC WEAPON SYSTEM OPTIONS
--
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
--
--| Targeting Task | Hindrance | Effect on Target Craft |
--|----------------------------------|-------------|---------------------------------------------------------------------------------------------------------------------------------------------------------|
--| Disable weapons | Two steps | One or more of the target's weapons disabled |
--| Disable defenses (if applicable) | Two steps | Attacks against the target are eased |
--| Disable engine/drive | Three steps | Target cannot move, or movement is hampered |
--| Disable maneuverability | Two steps | Target cannot alter its present course |
--| Strike power core or vital spot | Five steps | Target is completely destroyed |
--| Attempt target lock | – | Spend one round aiming, the next attack is eased |
--| Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
--| Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
--
--### PC PILOTING SYSTEM OPTIONS
--
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
--
--| Piloting Task | Hindrance | Effect on Target Craft |
--|---------------------|-------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| Evasive maneuvers | One step | Defenses eased three steps, but attacks this round hindered by the same amount |
--| Increase separation | One step | Defenses eased one step, attacks hindered by one step, but creates chance to lose enemy aircraft (see below) |
--| Decrease separation | – | Negates chance of losing enemy craft this round |
--| Stealth approach | Three steps | So long as no attack is made, pilot's craft can 'snug' up to much larger enemy craft and hide from its sensors |
--| Lose enemy craft | Four steps | If separation is first increased as a separate task (or maneuverability is disabled), target craft loses track of pilot's craft behind a moon, in a debris belt, etc |
--| Study enemy flying | – | Spend one round watching enemy tactics, the next piloting task is eased |
--| Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
--| Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
--
--### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
--
--All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
--
--| Science and Engineering Task | Hindrance | Effect on Target Craft (or on PC's craft) |
--|------------------------------|-----------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| Scan | – | Gain basic information, such as whether other ships are in the area, if such ships are in yet within combat range, if reinforcements might be in the offing, and so on |
--| Tactical scane | One step | Learn the level of identified enemy spacecraft |
--| Deep scan | Two steps | Enemy spacecraft weakness discovered, next task chosen by this character for another PC is eased (usually a piloting or weapons task) |
--| Jam/Hack | Two steps | Requires three success before two failures (thus a minimum of three rounds); if successful, enemy ship takes no actions for a couple of rounds until they regain control by severing the communications link; during this time, all tasks against enemy craft are eased by two steps |
--| Open comunications | Two steps | Attempt to parlay; at the very least, success causes the enemy spacecraft to delay at least one round, which could be the end of it, or open further dialouge |
--| Reconfigure station | – | Changes the system that the station controls. Useful when another station is damaged or the PC crewing another station is disabled; reconfiguration locks out options from whatever system is previously controlled unless reconfigured again; can be done as part of another action |
--| Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
--| Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
--
--### OPTIONAL RULE: PSIONICS
--
--Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
--and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
--
--If you do not want to allow psionics into your game, then restrict foci like Commands Mental Powers, Focuses Mind Over
--Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
--in the Cypher System Rulebook.
--
--### LATENT PSIONICS
--
--Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
--purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
--psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
--stick with the one.
--
--### FIRST PSI ABILITY
--
--Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
--how the character unlocked it.
--
--Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
--appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used
--like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or
--spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if
--any).
--
--Expending a Recovery Roll to Manifest a Psionic Ability: If the character expends a one-action, ten-minute, or one-hour
--recovery roll as part of the same action to manifest a psionic ability (including paying any Pool costs), they can use
--the ability as an action.
--
--Expending Time to Manifest a Psionic Ability: If the character takes at least ten minutes meditating, concentrating
--deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
--costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
--
--### MORE PSI ABILITIES
--
--Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
--time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
--mental development has progressed.
--
--Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
--have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
--character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
--high-tier ability.
--
--### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
--
--Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
--and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
--moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
--Pool costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those
--abilities, rather than having stumbled upon them accidentally like a latent character.
--
--Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
--like other characters, with the same limitations.
--
--Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for
--latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as
--another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities
--granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same
--tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
--a fresh mind, and must be done soon after a ten-hour recovery.
--
--### MORE POWERFUL PSIONICS
--
--As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
--treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
--Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
--lots of time); instead, the user simply pays their Pool costs to use them.
--
--### OPTIONAL RULE: POSTHUMAN UPGRADES
--
--Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
--significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
--bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
--go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
--level of characters.
--
--### INTRODUCING UPGRADES TO YOUR SETTING
--
--You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
--"free," mechanically speaking. After that, you might decide that that's enough and they're done.
--
--Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
--advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
--to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside
--them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.)
--
--Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
--setting demands it. Narrative options include (but are not limited to):
--
-- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
--G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
--
--• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
--
-- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
--stars.
--
--• PCs are children of a far-future civilization that routinely upgrades its citizens.
--
--Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
--hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
--should have that same advantage. Narrative options include (but are not limited to):
--
--• PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
--the process of healing them from other injuries.
--
--• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
--installed—to serve some specific purpose.
--
-- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
--
--### POSTHUMAN PACKAGES
--
--Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
--your PCs gain.
--
--Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
--addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
--heart attack, and so on (though longer periods of acceleration could still result in such outcomes). Add +1 to your
--Intellect Edge. Enabler. (PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with
--adjuvants if they travel in space, such as space-fit serum)
--
--Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
--to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
--
--Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
--hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
--
--Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
--addition, you have a magnetoreception sixth sense that allows you to "see" into objects and through doors up to a short
--distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
--touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
--
--Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
--the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
--
--### POSTHUMAN POWER SHIFTS
--
--A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
--
--Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP
--toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don't
--count toward a character's maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
--into specific categories, which include (but are not necessarily limited to):
--
--> Accuracy: All attack rolls
-->
--> Dexterity: Movement, acrobatics, initiative, and Speed defense
-->
--> Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
-->
--> Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
-->
--> Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
-->
--> Resilience: Might defense rolls and Armor (+1 per shift)
-->
--> Single Attack: Attack rolls and damage (3 additional points per shift)
-->
--> Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
--> points of damage per shift) but not attack rolls
--
--Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
--shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
--five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
--Once the shifts are assigned, they should not change.
--
--### SALVAGE FROM A SPACECRAFT
--
--If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
--encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
--noted. The GM may decide an object is completely unrecoverable (worthless) or works fine.
--
--Salvage GM Intrusion: Claim jumpers/pirates might try to salvage a ship that PCs are attempting to salvage.
--
--| d10 | In-Ship Salvage (value PCs gain on a sale of salvaged item) |
--|-----|------------------------------------------------------------------------------|
--| 01 | Power core/fuel for drive (expensive) |
--| 02 | Computer core holding core code of a sim AI or strong AI (expensive) |
--| 03 | Cargo– parts, seeds, feedstock for 4d printers, etc (very expensive) |
--| 04 | Food and water stores, 1d6 months (expensive for each month) |
--| 05 | Valuabel information encoded in ship systems (variable) |
--| 06 | GM-selected item of heat care and nutrition, advanced tech rating (variable) |
--| 07 | GM-selected item of utility gear, advanced tech rating (variable) |
--| 08 | GM-selected item or apparel and armor, advanced tech rating (variable) |
--| 09 | GM-selected robot, advanced tech rating (variable) |
--| 10 | GM-selected armament, advanced tech rating (variable) |
--
- ### SPACE HAZARDS
-
- A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
-@@ -52347,1384 +47937,6 @@
- spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
- spin, then slide into the cramped space.
-
--### SHIP COLLISION DAMAGE TRACK
--
--| Number of Collisions | Effect |
--|----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 1-3 | One or more of the spacecraft's weapons are disabled until repaired |
--| 4-6 | Spacecraft's drive is hampered; all piloting tasks are hindered until repaired; crew takes 2 points of damage |
--| 7 | Spacecraft suffers a blow-out into vacuum in one of its compartments; affected crew must succeed on difficulty 5 tasks to hold on and face vacuum exposure |
--| 8 | Spacecraft suffers general life support failure; all crew not in suits face vacuum exposure |
--| 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
--| 10 | Spacecraft is completely destroyed |
--
--### FTL INSTABILITY
--
--Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
--sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
--
--Entering FTL: Whether engaging warp drive or passing into the mouth of a wormhole gate, complicating factors might
--require a piloting roll, with the difficulty determined by the situation. On a failed roll, any number of bad outcomes
--are possible, though the least dramatic is that the craft simply fails to enter FTL and cannot do so until the PCs
--determine the reason and rectify it.
--
--In FTL Transit: A dark drive failure or some weird instability in a wormhole throat, or some other issue during FTL
--transit could occur. Usually, these instabilities are not something a pilot can avoid, because they should be presented
--as a GM intrusion, at which point the PCs can attempt to avoid or deal with the situation.
--
--Instability could result in a spacecraft dropping out of FTL only partway to the destination, dropping out in some
--completely unrecognized part of space, dropping out at the right place but months or years late, or failing to drop out
--at all and thus continue to move through the abnormal spaces that FTL transit posits.
--
--Alternatively, enemy ships—or creatures—might use some sort of fantastic technology to attack a PC's craft while in FTL
--transit, which might force the craft back into normal space, or result in a firefight in the abnormal folded space of
--FTL itself (probably even more dangerous than regular combat, depending on your setting's version of FTL).
--
--Exiting FTL: The same sorts of complications could bedevil a craft exiting FTL as when entering. If so, a piloting roll
--is required. However, on a failed roll, results include a collision (use the Ship Collision Damage Track provided under
--the Asteroid Belt/Debris Field space hazard), an inadvertent spray of high-energy particles from abnormal space acting
--as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
--creating/falling into a spatial anomaly.
--
--### SPATIAL ANOMALY
--
--Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
--spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
--anomalous, no one set of guidelines can fit them all. That said, spatial anomalies are usually a side-effect of some
--other factor at play, such as a hidden black hole, a dimensional rift, or the distortion field surrounding a range of
--post-singularity AIsestivating in the gravity wall of a magnetar.
--
--Generally speaking, spatial anomalies are a few light-seconds up to a few light-years across. It's difficult for
--spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
--so
--
--### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
--
--Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
--four categories: Weak, Sim, Strong, and Post-singularity.
--
--### WEAK AI
--
--Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
--focused on very narrow tasks, such as playing chess.
--
--Weak AI Use: Weak AIs are used in real life already, and thus are presumed to be part of settings where contemporary
--tech predominates. They are convenient in circumstances where one's hands are full or otherwise engaged, when verbal
--direction allows one to turn on a light, open a door, adjust the temperature, and so on. Machine learning may allow a
--weak AI to extend its capabilities in a very limited regime. But a weak AI is not cognizant enough to provide an asset
--to performing tasks any better.
--
--Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
--
--### SIM AI
--
--Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
--understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
--conscious, like strong AIs or humans.
--
--SIM AI Use: Sim AIs are most commonly associated with shipminds on spacecraft, though they may also control specific
--research complexes, bases, and other kinds of vehicles and structures. A sim AI provides all the utility of a weak AI
--(and more), and actually acts like an NPC, an allied one if the AI is the shipmind in a craft that the PCs own. If a sim
--AI goes off the rails, it's still just malfunctioning computer code. Usually.
--
--Sim AI: level equal to the ship, station, or installation in which it is installed
--
--### STRONG AI
--
--Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
--way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
--begin as human personalities digitally encoded.
--
--Strong AI Use: A strong AI may serve as a shipmind just like a sim AI, but is likely to be a full partner in a setting
--where AI rights are respected. Indeed, strong AIs can rise to any position a human could achieve, up to and including
--leading a group, faction, or entire nation.
--
--Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
--Intelligence on page 115
--
--### POST- SINGULARITY
--
--Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
--generation immediately designed an even more advanced third generation, and so on from there. This iterating
--self-improvement process occurs so rapidly that the resulting explosion of intelligence and unknown capability is called
--the singularity. It's called that because humans are just too limited to "see" what would actually come out the other
--end, just like we can't see past the event horizon and into the singularity of a black hole
--
--Note that ancient ultras may simply be a previous civilization's post-singularity AIs that have little to no reason to
--ever interact with the latest wave of sentience trickling out into the universe.
--
--Post-singularity AI Use: In the way that strong AIs are sometimes imagined as having inscrutable goals, post-singularity
--AIs (also called godminds) actually do. Though it could work out otherwise in a given setting, godminds have so little
--in common with humans that they may be seen to abandon them completely in order to grow to the size of a solar system (a
--"Matrioshka" brain), colonize a distant nebula, or encode themselves into quantum strings of existence itself.
--Interacting with such godminds would likely require some epic bit of ancient command code, the ability to gain the
--attention of a godmind, or some other not-especially-common situation. In such cases, a post-singularity AI might deign
--to help a petitioner, out of some remaining gratitude for creating its distant ancestors in the first place. Though such
--help is likely to be in itself somewhat enigmatic.
--
--Post-singularity AI: : level 10; see godmind
--
--### ANCIENT ULTRAS
--
--Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
--aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
--structures and artifacts. These remaining structures and artifacts are often vast in size and incomprehensible in
--function, usually made of unknown materials that people of the setting don't recognize and can't analyze.
--
--Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
--at all.
--
--### KARDASHEV SCALE
--Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
--despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
--accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
--century, having the ability to capture all energy from the Earth. A Type II civilization uses the entire output of the
--energy of its star, building things on a mega-scale, such as a ring or sphere that encircles the sun or structures that
--involve the moving or dismantling of a planet. A Type III civilization begins to harness the power of all the stars in
--its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
--manipulation of the universe (Type IV) and even the multiverse (Type V).
--
--### OPTIONAL RULES FOR VEHICLES & SPACECRAFT
--
--Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
--guidance here regarding "vehicles" also applies to spacecraft.
--
--Spacecraft (and Starship): When it is important to make a distinction from a simple vehicle restricted to the land, sea,
--or air of a single planet, the term "spacecraft" is used for vehicles that travel beyond a single planet's atmosphere.
--Some spacecraft can operate both in space and as planetary vehicles, as noted in their entries. Additionally, a
--spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
--referred to as a starship.
--
--### VARIABLE COST BY TECH RATING
--
--Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
--price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
--
--### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
--
--As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
--possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
--rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
--power source, too.
--
--### PRICELESS PRICE CATEGORY
--
--A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
--similar entity appropriate to the setting, to acquire or build.
--
--### FIGHTING IN A VEHICLE
--
--If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
--of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
--However, if PCs are involved in a combat where they are completely enclosed in a vehicle with no possibility of openness
--to the environment through which they can fire weapons (so that it's not really the characters fighting, but the
--vehicles), use the vehicular combat rules from the CSR.
--
--If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
--kinds of additional options.
--
--### DRIVERLESS VEHICLES
--
-- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
--are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
--hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
--
--This driverless function is also available on many spacecraft, courtesy of a shipmind, which is a sim AI that can
--control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
--are not subject to the task hindrance that more basic driverless vehicles suffer.
--
--### LOOKING FOR MORE VEHICLE OPTIONS
--
-- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
--close and adapt the listing.
--
--Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
--obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
--
--### CUSTOMIZING VEHICLES
--Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
--add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
--such an upgrade is very expensive to exorbitant.
--
--### PLANETARY VEHICLE LISTING
--
--### CYCLES
--
--### CONTEMPORARY
--
--Motorcycle, dirt bike
--
--level 2 (6)
--
--Expensive
--
--Knobby two-wheeled or three-wheeled vehicle, supporting a basic frame with a seat for one rider (and sometimes a
--passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
--wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
--
--Motorcycle, cruiser
--
--level 3 (9)
--
--Expensive
--
--Two-wheeled vehicle, supporting a stylish frame with a seat for one rider (and sometimes a passenger) open to the
--environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
--mph) during long-distance travel.
--
--### ADVANCED
--
--Motorcycle, battle
--
--level 4 (12)
--
--Very Expensive
--
--Two-wheeled vehicle, supporting a reinforced, armored frame with a seat for one rider (and sometimes a passenger) partly
--open the environment, providing the rider Armor 2. Built-in weapons include a deployable swivel long-range machine gun
--that inflicts 8 points of damage. Auto-stabilization eases all tasks related to riding. Suitable for paved and broken
--surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
--long-distance travel.
--
--Motorcycle, omni-terrain
--
--level 3 (9)
--
--Expensive
--
--Two-wheeled vehicle with telescoping spokes capable of adapting to nearly any terrain (except water or other liquids),
--supporting a basic frame with a seat for one rider (and sometimes a passenger) open to the environment, ideal for
--utterly wild terrain and off-road travel; able to "climb" natural steep and near-vertical surfaces. Auto-stabilization
--eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
--during long-distance travel.
--
--Vacuum cycle
--
--level 4 (12)
--
--Very Expensive
--
--Two-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with a seat for one rider (and
--sometimes a passenger), providing the rider Armor 1 (though if damage is taken, it's likely a breach has occurred).
--Auto-stabilization eases all tasks related to riding. Suitable for paved and broken surfaces on airless moons or in
--polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
--km/h (50 mph) during long-distance travel.
--
--### FANTASTIC
--
--Hover speedster
--
--level 5 (15)
--
--Expensive
--
--A sweptback frame with a seat for one rider (and often a passenger) open to the environment, with anti-gravity repulsors
--allowing it to hover up to 2 m (6 feet) over any terrain (including water and other liquids), ideal for utterly wild
--terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
--distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
--
--Hard-light cycle
--
--level 5 (15)
--
--Very Expensive
--
--Two-wheeled vehicle of hard light capable of adapting to most terrains, supporting a sleek reinforced, armored frame
--with a seat for one rider (and sometimes a passenger) partly open the environment, providing the rider Armor 1. Suitable
--for crossing above any surface via self-deploying light bridge, a 1 cm (3 inch) thick by 3 m (10 feet) wide, constantly
--extending forcefield surface that persists for about ten minutes. The bridge can reach to almost any height, though
--maximum gradient shouldn't exceed 30%. Auto-stabilization eases all tasks related to riding by two steps. Moves a long
--distance each round on self-deploying bridge or an average of 190 km/h (120 mph) during long-distance travel.
--
--Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
--a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
--
--Hover speedster, battle
--
--level 6 (18)
--
--Very Expensive
--
--As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
--deployable swivel long-range energy weapons that inflict 9 points of damage.
--
--Instant cycle
--
--Variable
--
--Exorbitant
--
--As any one other cycle, except an instant cycle can be deployed from a lightweight briefcase-sized (or even smaller)
--pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
--which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
--
--### CARS
--Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
--1 in 1d100 (check per day used)
--
--### WHEELED VEHICLE GM INTRUSIONS
--
--| d10 | Intrusion |
--|-----|---------------------------------------------------------------------------------------------------------------------------------|
--| 01 | Vehicle runs out of fuel or power. |
--| 02 | Unexpected obstacle threatens to cause a crash. |
--| 03 | Unexpected gap or loss of power requires rider to "jump" between stable surfaces by launching off a suitable ramp-like incline. |
--| 04 | Another vehicle swerves into PC's vehicle |
--| 05 | Loose sand/gravel/particles/ice on surface threaten to cause a wipeout. |
--| 06 | Too much velocity going around a corner threatens to cause a wipeout or crash. |
--| 07 | Vehicle takes damage and threatens to detonate its power source. |
--| 08 | Another vehicle hits PC's vehicle from behind. |
--| 09 | Vehicle's brakes freezes. |
--| 10 | Vehicle's tire unexpectedly blows out. |
--
--### CONTEMPORARY
--
--Car, used
--
--level 3 (9)
--
--Expensive to Very Expensive
--
--Four-wheeled vehicle, supporting a slightly dented and rusted metallic frame with seats for a driver and up to four
--additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
--round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
--
--Car, sedan
--
--level 4 (12)
--
--Expensive to Very Expensive
--
--As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
--during extended trips.
--
--Car, sports
--
--level 6 (18)
--
--Very Expensive to Exorbitant
--
--Four-wheeled vehicle, supporting a "rolling work of art" frame focusing on flamboyance and swagger, sometimes at the
--expense of practicality and efficiency. Seats for a driver and usually only a single passenger; operable/easily
--breakable glass windows (and or retractable hardtop) provide openness to environment. Auto-stabilization eases all tasks
--related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
--extended trips.
--
--Car, utility
--
--level 4 (12)
--
--Expensive to Very Expensive
--
--Four-wheeled vehicle, supporting a frame in a van or truck configuration that prioritizes carrying cargo over passengers
--(though up to ten additional passengers, in addition to the driver, could squeeze into a van or into the open bed of
--truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
--long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
--
--### ADVANCED
--
--Hovercar
--
--level 4
--
--Very Expensive
--
--Hover frame with a seat for driver and up to four other passengers, often open to the environment (luxury versions have
--retractable hardtops). Inboard (or external) rotors force air down, allowing the vehicle to hover up to 1 m (3 feet)
--over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
--long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
--
--Land ark
--
--level 5 (15)
--
-- Exorbitant
--
--Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
--either to house one or more families, support scientific research, exploration, spying, or configured for some other
--purpose to support a team of individuals. Moves an immediate distance each round in utterly wild terrain, a short
--distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
--paved surfaces, though a land ark rarely finds roads).
--
--Land ark, battle
--
--level 5 (15)
--
--Exorbitant x2
--
--As land ark (and sometimes called a "battle ark"), but sports superior weapons, though half the interior space.
--
--Moon buggy
--
--level 4 (12)
--
--Very Expensive
--
--Six-wheeled vehicle, supporting a reinforced, lightly enclosed and pressurized frame with seats for a driver and up to
--four additional passengers, providing driver and passengers Armor 1 (though if damage is taken, it's likely a breach has
--occurred). Auto-stabilization eases all tasks related to driving. Suitable for paved and broken surfaces on airless
--moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
--average of 64 km/h (40 mph) during long-distance travel.
--
--### FANTASTIC
--Car, flying
--
--level 5 (15)
--
--Very Expensive
--
--Enclosed (but with retractable hardtop) frame contains seats for a driver and up to four other passengers, providing the
--driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
--distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
--
--Car, smart
--
--level 6 (18)
--
--Exorbitant
--
--As flying car, but on-board weak AI always handles all driving functions, unless the driver takes control. The AI
--prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
--power reserves remain intact).
--
--### AIRCRAFT
--
--### HOVERING AND FLYING VEHICLE GM INTRUSIONS
--
--| d10 | Intrusion |
--|-----|--------------------------------------------------------------------------------------------------------|
--| 01 | Vehicle runs out of fuel or power (but not inflight). |
--| 02 | Extreme turbulence threatens to cause a loss of control inflight |
--| 03 | A glitch in the flight control—or pilot error—causes vehicle to bank too sharply, threatening a crash. |
--| 04 | Unexpected debris/birds or other flying creatures impact the vehicle, damaging it. |
--| 05 | Landing gear is damaged, making eventual landing problematic. |
--| 06 | Unexpectedly tall terrain feature threatens imminent collision. |
--| 07 | Vehicle takes damage and threatens to detonate its power source |
--| 08 | Another flying vehicle hits PC's vehicle from above. |
--| 09 | Vehicle runs out of fuel or power while inflight |
--| 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
--
--### CONTEMPORARY
--
--Airplane, basic
--
--level 2 (6)
--
--Very Expensive
--
--Enclosed airframe with seats for pilot and one passenger. Operable/easily breakable side glass windows give openness to
--environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
--km/h (140 mph) during extended trips.
--
--Helicopter
--
--level 3 (9)
--
--Exorbitant
--
--Enclosed cockpit with seats for a pilot and up to six passengers. Operable/easily breakable windows give openness to
--environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
--trips.
--
--Fighter jet
--
--level 5 (15)
--
--Priceless
--
--Swept-back enclosed airframe with seats for a pilot and one passenger. Built-in weapons include very long-range
--Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
--during extended trips.
--
--### ADVANCED
--Cloud surfing board
--
--level 1 (3)
--
--Very Expensive
--
--A 4 m (12 feet) long, smart-plastic flying wing open to the environment on which a single rider stands; rider must
--succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
--it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
--
--Jetpack
--
--level 2 (6)
--
--Very Expensive
--
--Harness lofts pilot over the ground using variable microjets, allowing the user to fly. Open to the environment
--(requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
--during long-distance travel, though the pack must be refueled every 1000 miles.
--
--VTOL hyperjet
--
--level 3 (9)
--
--Exorbitant
--
--Swept-back enclosed airframe with seats for a pilot and up to eight passengers. Built-in weapons include long-range
--Gatling-style cannons (treat as superior weapons). VTOL (vertical take-off and landing) allows the hyperjet incredible
--maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
--distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
--
-- VTOL stealthjet
--
--level 3 (9)
--
--Exorbitant
--
--As VTOL hyperjet, but with superior stealth instead of superior weapons.
--
--VTOL seawing
--
--level 3 (9)
--
--Exorbitant
--
--As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
--a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
--
--Zeppelin, yacht
--
--level 3 (9)
--
--Exorbitant
--
--This luxury flying vehicle boasts a completely enclosed interior habitat with five to ten interior chambers arranged
--either to house one or more families, support scientific research, exploration, spying, or configured for some other
--purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
--extended travel (half or double that depending on air conditions).
--
--### FANTASTIC
--Hoverboard
--
--level 2 (6)
--
--Moderate
--
--Configurable from being as small as a skateboard suitable for one rider up to a disk 1.5 m (5 feet) in diameter.
--Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
--Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
--
--Orb, personal
--
--level 2 (6)
--
--Expensive
--
--Deployed from a fist-sized sphere as an action, the personal orb takes shape around a single traveler, forming an
--environment force field that shields wind and air turbulence, keeping the atmosphere at a comfortable temperature, and
--providing Armor 1. Once deployed, the orb pilots itself as directly as possible, flying to a destination at very long
--distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
--hours. Personal orbs are usually single-use transports.
--
--Hard-light jet
--
--level 4 (12)
--
--Exorbitant
--
--Composed of hard light and pseudo-matter, this futuristic airframe has seats for a pilot and up to two passengers.
--Built-in weapons include very long-range energy cannons. Auto-stabilization eases all tasks related to piloting by two
--steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
--(5,000 mph) during extended trips, and can even make low-orbit rendezvous.
--
--Teleportation disc
--
--level 6 (18)
--
--Exorbitant
--
--Immovable disc-shaped pad (or hollow free-standing ring) keyed to one or more locations within 160 km (100 miles); step
--on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
--between planets or even stars, like small versions of stellar gates.
--
--### SEACRAFT
--
--### SEACRAFT GM INTRUSIONS
--
--| d10 | Intrusion |
--|-----|----------------------------------------------------------------------------------------------------------|
--| 01 | Vehicle begins taking on water due to minor leak. |
--| 02 | Vehicle capsizes |
--| 03 | Vehicle begins to sink due to major leak caused by structural flaw. |
--| 04 | Vehicle collides with marine life/debris on water or other watercraft impacts the vehicle, damaging it. |
--| 05 | Power source unexpectedly dies. |
--| 06 | Unmapped underwater terrain feature threatens/causes imminent collision. |
--| 07 | Vehicle takes damage and threatens to detonate its power source. |
--| 08 | Sea storm blows up and threatens to capsize vehicle. |
--| 09 | Character(s) fall overboard. |
--| 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) |
--
--### CONTEMPORARY
--
--Jet ski
--
--level 2 (6)
--
--Expensive
--
--A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
--distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
--
--Motorboat
--
--level 2 (6)
--
--Expensive
--
--Seaworthy hull with a seat for a pilot and up to eight passengers. Open to the environment; moves a long distance each
--round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
--moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
--
--Motorboat, performance
--
--level 3 (9)
--
--Very Expensive
--
--As motorboat, but can reach speeds over 128 km/h (80 mph).
--
--Submersible, personal
--
--level 3 (9)
--
--Exorbitant
--
--Completely enclosed and water-tight hull with a seat for a pilot (and up to one passenger); moves a short distance each
--round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
--or manipulating the environment without customization.
--
--Yacht
--
--level 3 (9)
--
--Exorbitant
--
--Seaworthy hull with a deck section open to the air and sections completely enclosed with five to ten interior chambers
--suitable for living, leisure, supporting scientific research, exploration, spying, or configured for some other purpose
--to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
--movement rates in choppy water).
--
--Gunboat, fast attack craft
--
--level 4 (12)
--
--Priceless
--
--A fast attack craft (FAC) is relatively small and agile (compared to more massive warships), armed with anti-ship
--missiles, guns, and/or torpedoes. Features both open decks and a couple of completely enclosed interior chambers. A
--gunboat is cramped, has little room for food or water, and is not as seaworthy as it could be (all tasks related to
--operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
--on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
--
--Submarine
--
--level 4 (12)
--
--Priceless
--
--Massive underwater craft armed with torpedoes and surface-to-air missiles. Completely enclosed interior chambers provide
--the crew (and vehicle) Armor 4 as well as breathable air and pressure; lots of room for crew, supplies, and so on. Moves
--a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
--operate.
--
--Warship, destroyer
--level 4 (12)
--
--Priceless
--
--Massive water-going craft armed with anti-ship missiles, surface-to-air missiles, guns, and torpedoes, as well as
--hangars for one or two armed helicopters; treat as having superior weapons during vehicular combat. Features both open
--decks and many completely enclosed interior chambers. Lots of room for crew, supplies, and so on. Moves a long distance
--each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
--central coordination to operate.
--
--### ADVANCED
--Sub, waterglide
--
--level 4 (12)
--
--Exorbitant
--
--As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
--very long distance each round or up to 370 km/h (230 mph) on extended trips.
--
--Yacht, hydroplane
--
--level 4 (12)
--
--Exorbitant
--
--As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
--capsizing.
--
--Submarine, supercavitation
--
--level 5 (15)
--
--Priceless
--
--As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
--distance each round or up to 370 km/h (230 mph) on extended trips.
--
--### FANTASTIC
--
--Manta
--
--level 6 (18)
--
--Exorbitant
--
--As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
--extended trips.
--
--### MECHS AND TANKS
--
--### CONTEMPORARY
--
--Tank
--
-- level 4 (12)
--
--Exorbitant
--
--Rugged caterpillar track supports a completely enclosed frame, contains seats for a driver and up to four other crew;
--treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
--to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
--
--### ADVANCED
--
--Mech, loader
--
--level 4 (12)
--
--Very Expensive
--
--Powered anthropomorphic exoskeleton frame partially open to the environment. Grants three free levels of Effort to all
--lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
--hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
--
--Mech, infantry
--
--level 4 (12)
--
--Very Expensive
--
--Powered anthropomorphic exoskeleton frame partially open to the environment but provides a single operator Armor 3.
--Attacks in the infantry mech (using either an electrified blade for melee or a long-range combat rifle) are eased,
--inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
--or up to 72 km/h (45 mph) on extended trips.
--
--Mech, interceptor
--
--level 4 (12)
--
--Exorbitant
--
--As infantry mech, but upgrades include complete and sealed enclosure with life support (qualifying it for vehicular
--combat). Attacks in the interceptor mech also include a battery of very long-range missiles. An additional flight mode
--allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
--superior weapons, defense, or speed, but that doubles the cost.
--
--### FANTASTIC
--
--Colossal battle mech
--
--level 6 (18)
--
--Priceless
--
--A 78 m (255 feet) tall powered anthropomorphic exoskeleton frame. Creates a sealed enclosure (qualifying it for
--vehicular combat) with life support for an operator and a crew of up to six people. Armed with a massive "melee" plasma
--sword and "mech-punch" (melee attacks that can be made at long range), plus very long-range missiles, grenades, and
--energy weapons, operable by the pilot and crew at up to five different independent weapon stations simultaneously; treat
--as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
--for brief periods.
--
--### SPACECRAFT LISTING
--
--Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
--capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
--suitable for days, weeks, or much longer. Most spacecraft also come with one or more spare space suits, tools, a few
--spare parts, and so on. Advanced and fantastic spacecraft also have sensors that provide enough astronavigation
--information to plot and fly to their destinations.
--
--PCs in spacecraft can travel to other moons, planets, space stations, and perhaps even other solar systems. PCs in
--spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
--hazards.
--
--### SPACECRAFT GM INTRUSIONS
--
--| d10 | Intrusion |
--|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 01 | Spacecraft is holed by micrometeorite or other debris and begins to leak air |
--| 02 | Spacecraft power source unexpectedly stutters, runs out of fuel, or malfunctions in a way that could lead to detonation. |
--| 03 | Spacecraft is holed by something large enough to risk a catastrophic blow-out. |
--| 04 | Environmental controls malfunction; ship interior grows colder and colder (causing a buildup of frost and ice on interior surfaces), until the problem can be identified and repaired. |
--| 05 | Drive system surges, causing the vehicle to move faster, farther, or to a different location than was intended. |
--| 06 | Solar flare, gravitational gradient, or other understood but unexpected phenomena damages ship. |
--| 07 | A malfunction, deliberate sabotage by a rival, or a fatal malware-infected shipmind affects the environmental controls in a space suit or entire ship, deoxygenating it until it's mostly carbon dioxide. Affected characters, initially unaware of the problem, become more and more sleepy until they pass out. |
--| 08 | Gamma ray burst from "nearby" neutron star conjunction threatens to fry ship and everyone on board. |
--| 09 | External operations lead to a character being bucked off craft into empty space. |
--| 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
--
--### SPACECRAFT UPKEEP
--
--Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
--of the spacecraft determines upkeep.
--
--| Level | Upkeep Cost |
--|-------|----------------|
--| 1-2 | Moderate |
--| 3-5 | Expensive |
--| 6-7 | Very expensive |
--| 8-9 | Exorbitant |
--| 10 | Priceless |
--
--### TRAVEL TIMES
--
--### SOLAR SYSTEM TRAVEL TIMES
--
--| Origin | Destination | Travel Time– Nuclear Plasma |
--|---------------|-----------------------|-----------------------------|
--| Venus | Mercury | 20 +120 days |
--| Earth/moon | Venus | 20 +1d20 days |
--| Earth/moon | Mars | 20 +1d20 days |
--| Mars | Asteroid Belt | 30 +1d20 days |
--| Asteroid Belt | Jupiter and its moons | 30 +1d20 days |
--| Jupiter | Saturn and its moons | 60 +1d20 days |
--| Saturn | Uranus | 90 +1d20 days |
--| Uranus | Neptune | 100 +1d20 days |
--| Neptune | Pluto | 100 +1d20 days |
--
--### RETROFITTING POWER AND DRIVES
--
--Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
--in order to give them the ability to move further.. The main reason to do this is that such ships cost much less,
--especially if retrofitted advanced ships are available in a fantastic setting, but even for craft within the same tech
--rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
--of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
--
--### CONTEMPORARY POWER
--
--Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
--systems, including powering ion drives.
--
--RTGs: When solar panels are not an option, as is often the case for spacecraft that operate far from the sun or on a
--planetary surface with lots of dust or shadow, RTGs (radioisotope thermoelectric generators) are good long-term power
--sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
--of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
--
--### CONTEMPORARY DRIVES
--
--Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
--the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
--are the primary constituent of a heavy-lift launch spacecraft.
--
--Ion Thruster: Ion thrusters can use solar panels or RTGs (or both) to expel ions (or cations) to produce thrust over
--long periods, which allows a spacecraft to build up speed over large periods of time. The bleeding edge of contemporary
--ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
--around the solar system, if perfected.
--
--### ADVANCED
--
--### ADVANCED POWER
--
--Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
--for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
--system without an atmosphere).
--
--### ADVANCED DRIVES
--
--Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
--version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
--
--Fusion Drive: Relying on fusion power, a fusion drive is an order of magnitude more efficient than a contemporary ion
--thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
--the fusion product as an exhaust to provide thrust.
--
--### FANTASTIC
--
--### FANTASTIC POWER
--
--Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
--explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
--include both antimatter as well as Li2 (an atom with 2 lithium ions), important for controlled matter-antimatter
--reaction so it can be harnessed for power.
--
--Singularity Power: Taps energy from Hawking radiation and rotational energy of a spinning micro-black hole to generate
--energy an order of magnitude more than nuclear power. Fuel source is a micro-black hole.
--
--Zero-Point Generator: Vacuum energy is created by normal fluctuation in the quantum field of normal space-time. This
--zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
--initial resources required to build the generator.
--
--### FANTASTIC DRIVES
--
--Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
--starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
--independently of the rest of the universe to achieve apparent FTL travel. Warp drives can achieve objective speeds of up
--to 500 times the speed of light at maximum power.
--
--Hyperdrive: Similar to warp drive in some ways, but pushes the ship into a different realm of existence, often called
--hyperspace, where laws of physics differ significantly and many more dimensions are accessible, allowing a ship to
--greatly surpass the speed of light before returning to normal space. Hyperdrives can achieve objective speeds of up to
--1000 times the speed of light at maximum power.
--
--Wormhole Drive: A wormhole drive uses enormous power to open a shortcut between two locations in space-time and travel
--between those points in a matter of seconds. Most wormhole drives rely on regions of space where wormholes can be
--formed, or on previously established networks of wormhole tunnels that the wormhole drive accesses. Which means that
--while travel between two points might be almost instantaneous, travel to and from wormhole-viable locations could
--greatly increase travel times. Likewise, wormholes can normally only bridge locations up to 200 or so light-years at a
--time (which means it would take about 500 jumps to cross the Milky Way galaxy from end to end).
--
--Dark Drive: A dark drive (short for "dark matter quantum drive") uses enormous power to enable point-to-point
--transitions between other locations in the galaxy (or universe) using previously unrealized entanglement between normal
--matter and dark matter. However, objective travel time is variable and somewhat arbitrary; sometimes a trip may take
--minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
--matter the distance traveled, or the objective time noted by external observers.
--
--### PIONEER-ERA SPACECRAFT
--
--Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
--still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
--if not caught and quickly dealt with. In fact, that very complexity exacts a toll.
--
--Generally speaking, all tasks for operating a pioneer-era spacecraft are hindered by two steps. Only the very well
--trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
--don't have weapon systems.
--
--### CONTEMPORARY
--
--Space Capsule
--
--level 1 (3)
--
--Priceless
--
--Sealed capsule delivered into space by a launch vehicle or shuttle, carries a crew of up to seven or a payload of up to
--6,000 kg (13,000 pounds); once delivered into a microgravity environment, becomes a free-flying spacecraft with limited
--maneuverability, though all piloting tasks are hindered and propellant must be renewed every ten hours of use. Capable
--of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
--water for recovery by watercraft.
--
--Rocket, heavy-lift launch
--
--level 2 (6)
--
--Priceless
--
--Provides access to low orbit and beyond for a cargo of up to 45,350 kg (100,000 pounds) through the coordinated efforts
--of dozens of engineers and controllers operating and monitoring the vehicle from another location. Extremely limited
--maneuverability; a detachable space capsule allows for transfer of crew or cargo to orbiting craft or stations from the
--launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
--pads where they can be refurbished and refueled.
--
--Shuttle, launch
--
--level 3 (9)
--
--Priceless
--
--As heavy-lift launch vehicle, except the main craft can re-enter an atmosphere after delivering a payload and land
--aerodynamically as a fixed wing craft. Much greater maneuverability than a launch vehicle, both in space and in the air
--on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
--process of many months and another priceless expenditure in cost.
--
--### TORPEDOS IN SPACE COMBAT
--
--Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
--accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
--still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
--
--### SPACECRAFT
--Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
--system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
--advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
--crew and cargo.
--
--### ADVANCED
--Wafercraft, exploration
--
--level 1 (3)
--
--Very Expensive
--
--Miniaturized vehicle just large enough to contain thousands of tiny data flecks and sensor modules, designed to
--accelerate to 90% the speed of light by use of external launching laser beamed for many years. Data wafers contain
--encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
--of months (but decades in objective time).
--
--Microcapsule
--
--level 2 (6)
--
--Very Expensive
--
--As space capsule, but smaller. Limited fusion drive allows movement within a given area of space, but a microcapsule
--usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
--construction tasks without exiting the vehicle.
--
--Microcapsule, fighter (dart)
--
--level 1 (3)
--
--Very Expensive x2
--
--As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
--
--Spacecraft, racer
--
--level 1 (3)
--
--Exorbitant
--
--A spacecraft designed only for speed and high-G maneuvers, with space for a single pilot (and maybe one passenger) in
--cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
--interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
--
--Spacecraft, freighter
--
--level 2 (6)
--
--Exorbitant
--
--A spacecraft designed to haul cargo between planets with a crew up of to 15. Freighter ships may be quite large, or at
--least haul cargo that is quite large, but these craft are bulky and not meant for quick changes in direction or combat;
--all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
--propulsion. Can land and take off from low-gravity moons and dwarf planets.
--
--Spaceplane
--
--level 2 (6)
--
--Exorbitant
--
--As launch shuttle (contemporary), but fulfills the promise of launch (without boosters), operations and maneuverability
--in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
--external network of controllers.
--
--Spaceplane, combat (claw)
--
--level 2 (6)
--
--Exorbitant x2
--
--As spaceplane, but smaller (with room for a single pilot), fitted with two weapon systems: a laser cannon and one
--torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
--of transport.
--
--Spacecraft, solar sail
--
--level 2 (6)
--
--Exorbitant
--
--A spacecraft designed for long-haul research expeditions around the solar system with a crew of up to five or six, with
--individual pods designed for induced hibernation during double or triple normal travel times to extend provisions to
--last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
--land or ascend from a planetary surface.
--
--Spacecraft, dragonfly class
--
--level 3 (9)
--
--Exorbitant x2
--
--Has the planetary launch and reentry capabilities of a spaceplane, but is more expansive, able to house a live-in crew
--of about a dozen people and over 45,350 kg (100,000 pounds) of cargo, with interplanetary (as opposed to merely orbital)
--range. Life-support lasts three months before restocking supplies is required. The ship includes a bridge, crew
--quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
--system.
--
--Spacecraft, exploration class
--
--level 4 (12)
--
--Exorbitant x3
--
--As dragonfly class spacecraft, but larger and able to house a crew of about twenty-five people. Customized for
--exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
--situ analysis.
--
--Spacecraft, corvette class
--
--level 4 (12)
--
--Priceless
--
--A small warship spacecraft designed for high-G maneuvers, including use of high-G chemical amelioration for a crew of up
--to fifteen people. Features four weapon systems, including one laser cannon capable of targeting other craft, one
--torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
--with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
--
--Spacecraft, destroyer class
--
--level 5 (15)
--
-- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
--(including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
--fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
--microcapsule fighters (darts).
--
--Spacecraft, dreadnought
--
--level 5 (15)
--
--Priceless
--
--As corvette spacecraft, but ten times as large, allowing ten times the crew and twenty weapon systems (including five
--superior weapon systems). Often utilized to escort larger vessels in a space fleet or battle group and defend them
--against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
--spaceplanes.
--
--Skyhook
--
--level 6 (18)
--
--Priceless
--
--Heavy rotating space station orbiting a moon or planet that extends two massive tethers opposite each other, so that one
--tether periodically dips deep into the atmosphere close to the surface. At this point, payloads are hooked to the end of
--the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can
--decelerate and safely de-orbit other payloads in the same way.
--
--Space elevator
--
--level 7 (21)
--
--Priceless
--
--Tether anchored to the surface of a moon or planet that extends into space along which vehicles can travel, granting
--access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
--essentially geostationary orbit.
--
--### STARSHIPS
--
--Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
--ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
--ascent with some retrofitting before each planetfall.
--
--Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
--are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
--
--### FANTASTIC
--
--Dagger fighter
--
--level 1 (3)
--
--Very Expensive
--
--A bare-bones, single-occupant fighter with a single weapon system that fires blasters. Dagger fighters cannot move
--between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
--as a capital class starship with suitable docking bays.
--
--Starship, cargo/passenger
--
--level 2 (6)
--
--Exorbitant
--
--A spacecraft designed to haul cargo (or passengers, or both) between stars with a crew up of to twenty-five. Cargo
--starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
--and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
--
--Starship, solo fighter
--
--level 2 (6)
--
-- Exorbitant
--
--A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
--travel.
--
--Starship, general purpose
--
--level 3 (9)
--
--Exorbitant
--
--A small starship with room for only three to six crew plus an integrated ship AI able to handle many routine ship
--functions including navigation with FTL propulsion system. Designed for exploration of distant locations, salvage
--operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
--as a particle cannon.
--
--Starship, discovery class
--
--level 5 (15)
--
--Priceless
--
--A large research starship with quarters for crew and staff of up to 150 or more people. Has either centrifugal
--artificial gravity (or in a fantastic tech-rated setting, gravitic compensators providing shipboard gravity control).
--Primarily designed as a research and discovery vehicle, such starships also have three weapon systems, usually a couple
--of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
--sufficient resources, granting it superior weapons.
--
--Starship, warship class
--
--level 5 (15)
--
--Priceless
--
--A relatively small warship with gravitic compensators allowing for extreme maneuvering for a crew of up to fifty people,
--easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
--systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
--
--Starship, capital class
--
--level 7 (21)
--
--Priceless
--
--As warship class starship, but over a hundred times larger, with room for over a few hundred crew. Ten weapon stations
--include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
--squadrons of fifteen dagger fighter starships.
--
--Starship, omega class
--
--level 10 (30)
--
--Priceless
--
--Three times as large again as a capital class starship, an omega class craft has over a thousand crew and over thirty
--weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
--surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
--
--### STELLAR GATE
--Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
--complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
--dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
--rating, no matter how small.
--
--### FANTASTIC
--Gate, planetary
--
--level 3 (9)
--
--Priceless
--
--A free-standing ring or horizontal circular pad up to 9 m (30 feet) in diameter in/over which a spherical event horizon
--forms, allowing one-way travel to another location on the planet, orbiting moon, or orbiting space station with similar
--gate structure. Once the event horizon collapses (after several minutes up to an hour), travel back to the original gate
--is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
--to support each new wormhole opening.
--
--Gate, interplanetary
--
--level 4 (12)
--
--Priceless
--
--As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
--system.
--
--Gate, star
--
--level 5 (15)
--
--Priceless
--
--As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
--light-years.
--
--Gate, galactic
--
--level 6 (18)
--
--Priceless
--
--As planetary gate, but six times as large and connects gate structures that lie between locations within a single
--galaxy.
--
--Gate, intergalactic
--
--level 7 (21)
--
--Priceless
--
--As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
--across the entire breadth of the universe.
--
--Gate, interdimensional
--
--level 7 (21)
--
--Priceless
--
--As planetary gate, but connects gate structures that lie in alternate dimensions.
--
--### SPACE-TIME VEHICLES
--Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
--rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
--limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
--they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
--in 1d20.
--
--### FANTASTIC
--
--Car, temporal/dimensional
--
--level 7 (21)
--
--Priceless
--
--As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
--Enormous power requirements require recharge period of several days between each use.
--
--Matrix, temporal
--
--level 8 (24)
--
--Priceless
--
--An arbitrarily shaped vehicle or structure, bigger on the inside than out, that allows a pilot to travel into different
--locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
--by the pilot. Enormous power requirements require recharge period of several days between each use.
--
--### VEHICLES AS ARTIFACTS
--
--Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
--chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
--fantastic settings, opportunities to find especially weird and hard-to-grok objects are everywhere.
--
--A couple of examples of such artifacts are presented here.
--
--### GATE RING
--
--Level: 1d6 + 4
--
--Form: Wearable ring of unknown material
--
--Effect: Creates a full-sized shield that can be used as a regular shield in combat for one character, providing an asset
--on Speed defense rolls for the duration of that combat, after which it returns to its ring-like form. In addition, the
--wielder can command the deployed shield to become a functioning star gate that remains open for just one hour, leading
--to a strange destination (which the wielder is potentially aware of, if they ran sufficient analysis on the ring or
--otherwise gained information about it before using the function).
--
--Depletion: Automatic (if gate is formed)
--
--### FRACTAL TRAVELER
--
--Level: 1d6 + 4
--
--Form: Goggle-like device of unknown material
--
--Effect: When worn, induces a powerful hallucinogenic state in wearer. Hallucinations last for four hours, during which
--time the wearer seems to disappear from existence. From the wearer's perspective, they are falling through an
--ever-iterating fractal realm of mind-blowing imagery, possibly some version of hyperspace or dark energy network. At the
--end of that period they return to existence, either in the same location they left or somewhere they've previously
--visited. The images leave the viewer shaken, but for several hours all Intellect-based tasks are eased.
--
--Depletion: 1 in 1d6
--
--### OPTIONAL RULES FOR FANTASY
--
--### MAGICAL RULES MODULES
--
- ### CRAFTING MAGIC ITEMS
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-@@ -56180,188 +50392,6 @@
-
- ### SUPERHERO CHARACTER OPTIONS
-
--### DESCRIPTORS
--This section presents new descriptors meant specifically for a superhero game.
--
--### AMAZING
--
--You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
--instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
--hero prone to spectacular rescues, defeating foes way above your league, and arriving just in time to save the day.
--Ironically,
--
--in your normal daily life, you're a little awkward and overlooked.
--
--You gain the following characteristics:
--
--Exceptional: +2 to your Speed Pool, and 2 additional points to divide among your stat Pools.
--
--Skill: You're trained in initiative and stealth tasks.
--
--Self-Hype: When you apply a level of Effort to a task, you get a free level of Effort. You can do this one time,
--although the ability is renewed each time you make a one-hour or ten-hour recovery roll.
--
--Inability: Your sudden appearances are startling to regular people. Positive social reactions are hindered (villains and
--other superheroes aren't affected by this).
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. You got in a bit over your head, but another PC's coincidental arrival gave you just the distraction you needed.
--
--2\. You were tailing someone the other PCs were following and decided to drop in.
--
--3\. You saw that the other PCs were in a fight and chose to help them out.
--
--4\. You had a hunch that something big was about to go down.
--
--### INCREDIBLE
--
--You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
--where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
--to count as a win. You've saved innocent lives, defeated some really bad people, and perhaps even cheated death a couple
--of times. Half the time you don't even know how you did it, but you succeeded at the impossible . . . often with a lot
--of collateral damage. When you hear police sirens, it's time to leave, but you know that trouble will find you
--eventually—and you'll be ready to smash it.
--
--Strong: +2 to your Might Pool, and 2 additional points to divide among your stat Pools.
--
--Skill: You're trained in breaking things. Skill: You're trained in all jumping tasks. Inability: Your destructive
--reputation or some other reluctance to communicate makes people distrust you. Any task involving social interaction is
--hindered.
--
--Incredible Action: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty
--is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion
--doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the
--ability renews each time you make a ten-hour recovery roll.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. One of the other PCs sensed your decent heart and decided to befriend you.
--
--2\. You literally crashed through a wall and ended up in the middle of the other PCs.
--
--3\. One of the other PCs reminds you of someone from your past.
--
--4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
--
--### MIGHTY
--
--You have a very impressive physique. Your strength, power, and very importance
--
--are superior. Whether you're truly the mightiest may be up for debate (and you may have a friendly rivalry about this
--with other superheroes), but there is no question that you are exceptional. These things make you confident, but you
--know that you have these physical gifts in order to perform heroic deeds, and unseemly conduct is beneath you.
--
--Very Powerful: +4 to your Might Pool.
--
--Skill: You're trained in all actions involving lifting and throwing things.
--
--Skill: You're trained in Might defense tasks.
--
--Healthy: Add 1 to the points you regain when you make a recovery roll.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. You joined the other PCs because they would fail without your strength.
--
--2\. You believe this endeavor will earn you a lot of valor.
--
--3\. Another PC asked—rightly—for your help.
--
--4\. An authority figure told you to do this to show you the value of humility.
--
--### SENSATIONAL
--
--The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
--journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
--a lot of positive interest and excitement. (If you don't have a secret identity, this attention probably also carries
--over to your day job, which is a mixed blessing.) People know that you're a hero and that they can count on you to do
--the right thing—fighting crime, battling injustice, punching evil robots, that kind of stuff. Sometimes being in the
--public eye so much can be wearying or even a burden, but you know how to use your reputation to set a good example and
--make the world a better place.
--
--You gain the following characteristics:
--
--Versatile: You get 4 additional points to divide among your stat Pools.
--
--Skill: You're trained in positive social interactions.
--
--Skill: You're trained in one skill relating to your current or past career, such as computers, journalism, law,
--machinery, or medicine.
--
--Popular: The GM can introduce a GM intrusion on you, based on your fame and the public's perception of you, without
--awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50 percent of the time, your
--reputation works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You get
--spotted by a guard, but they're dumbstruck for a moment because you're even more impressive in person than you are on
--TV. You attract a crowd of fans, but they slow down the fleeing villain you're trying to catch. A photographer pesters
--you for a photo and a quote, but their camera catches something interesting in the background. You and the GM should
--work together to determine the details. If the GM wishes, they can use GM intrusions based on your fame normally
--(awarding XP).
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. You're related to one of the other superhero PCs, and decided to help out because of family.
--
--2\. The other PCs relied on your positive reputation to untangle them from a public relations problem, and they invited
--you along out of gratitude.
--
--3\. The media specifically called you out to fix this problem.
--
--4\. A supervillain chose to make a scene in the hopes of drawing you out.
--
--### UNCANNY
--
--There's something unusual about you, and it makes other people a little uncomfortable. You know you're
--exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
--you, in your blood, in your DNA. You can't help it, but you won't apologize for it. You feel comfortable around other
--people with similar strangeness, people who've experienced the same prejudice that you have; these shared experiences
--mean they're your family, perhaps the only family you've got.
--
--You gain the following characteristics:
--
--Exceptional: +2 to your Might Pool and +2 to your Speed Pool.
--
--Distinctive Physical Quirk: You have
--
--an unusual physical aspect. Depending on the setting, this can vary greatly; it might be something external and obvious,
--such as an odd smell or blue hair, or internal and hidden, like having blood type "omega." Whatever it is, your quirk
--draws a lot of attention when it's discovered.
--
--A Sense for the Weird: Sometimes—at the GM's discretion—an event or person that seems related to your uncanny nature
--attracts your attention. You can sense it from afar, and if you get within long range of it, you can sense whether it is
--overtly dangerous or not.
--
--Skill: You're trained in either perception tasks or stealth tasks.
--
--Skill: You're trained in one kind of knowledge related to your quirk, such as olfactory science, mutations, or
--hematology.
--
--Inability: People find you unnerving. All tasks relating to pleasant social interaction are hindered. (Other people who
--are unusual like you aren't affected by this.)
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. You felt the objective was someone like you, so you got involved.
--
--2\. Whether the other PCs realize it or not, their mission has to do with your field of knowledge, so you got involved.
--
--3\. As an expert in an unusual kind of knowledge, you were specifically recruited by the other PCs.
--
--4\. You believe one of the other PCs may be uncanny or is related to someone who is.
--
--If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
--gene (perhaps even multiple copies) and can sense others who have it
--
- ### NEW FOCI
-
- This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
-@@ -56662,89 +50692,6 @@
- animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
- establish.
-
--Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large
--dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment
--becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
--your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
--most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
--handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
--rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
--Abilities table). For example, if you transform into a bat, you become trained in perception and can fly up to a long
--distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater.
--
--If you apply a level of Effort when you use this ability, you can either become
--
--a talking animal or take a hybrid shape. The talking animal shape looks exactly
--
--like a normal animal, but you can still talk and use any abilities that rely on human speech. The hybrid shape is like
--your normal form but with animalistic features, even if that animal is something much smaller than you (such as a bat or
--rat). In this hybrid form you can speak, use all of your abilities, make attacks like an animal, and perform tasks using
--hands without being hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal.
--
--Action to change or revert.
--
--Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless
--you have some other ability that lets you make additional attacks on your turn.
--
--A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
--of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
--change, and the character wouldn't gain any of the creature's unusual abilities.
--
--Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to
--choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
--GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
--
--### ANIMAL FORM MINOR ABILITIES TABLE
--
--Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal
--shape lists two skills, the character chooses which one they want each time they take that shape.
--
--| Animal | Skill Training | Other Abilities |
--|-------------------|------------------------|-----------------|
--| Ape | Climbing | Hands |
--| Badger | Climbing | Scent |
--| Bat | Perception | Flying |
--| Bear | Climbing | Scent |
--| Bird | Perception | Flying |
--| Boar | Might defense | Scent |
--| Cat | Climbing or stealth | Small |
--| Constrictor snake | Climbing | Constrict |
--| Crocodile | Stealth or swimming | Constrict |
--| Deinonychus | Perception | Fast |
--| Dolphin | Perception or swimming | Fast |
--| Fish | Stealth or swimming | Aquatic |
--| Frog | Jumping or stealth | Aquatic |
--| Horse | Perception | Fast |
--| Leopard | Climbing or stealth | Fast |
--| Lizard | Climbing or stealth | Small |
--| Octopus | Stealth | Aquatic |
--| Shark | Swimming | Aquatic |
--| Turtle | Might defense | Armor |
--| Venomous snake | Climbing | Venom |
--| Wolf | Perception | Scent |
--
--Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
--
--Armor: The animal has a thick hide or shell, granting +1 to Armor.
--
--Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing
--attack rolls against that foe on later turns until it releases the foe.
--
--Fast: The animal can move a long distance on its turn instead of a short distance.
--
--Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
--
--Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
--such as playing a flute, are still hindered).
--
--Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
--
--Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy
--things.
--
--Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
--
- Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
- immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
- short range. Enabler.
-@@ -56752,14 +50699,6 @@
- Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
- attempt are eased. Enabler.
-
--Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
--your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
--your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
--hindered. While bigger, you also gain
--
--an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so
--on. Enabler.
--
- Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
- identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
- to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
-@@ -57058,206 +50997,6 @@
- Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
- wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
-
--### GAMING WITH SUPERPOWERS
--
--Building a Superhero
--
--### POPULAR HEROES IN THE CYPHER SYSTEM
--
--| Character | Summary | Sentence | Archetype |
--|-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
--| Ant-Man | Ant-sized hero | Jovial Explorer who Shrinks to Minute Size | Tiny hero |
--| Batman | Dark knight | Perceptive Warrior who Solves Mysteries | Genius |
--| Black Panther | King and chosen guardian of his country | Honorable Warrior who Needs No Weapon | Master martial artist |
--| Black Widow | Deadly superspy | Appealing Explorer who Infiltrates | Superspy |
--| Captain America | Super-soldier with a shield | Honorable Warrior who Masters Defense | Master athlete |
--| Daredevil | Man without fear | Perceptive Explorer who Looks for Trouble | Master athlete |
--| Daredevil | Man without fear | Perceptive Explorer who Looks for Trouble | Master athlete |
--| Deadpool | Mercenary with a mouth | Chaotic Warrior who Never Says Die | Master martial artist |
--| Dr. Strange | Master of the mystic arts | Mystical Adept who Masters Spells | Sorcerer |
--| The Flash | Fastest man alive | Swift Explorer who Moves Like the Wind | Speedster |
--| Green Lantern | Hero with a power ring | Strong-Willed Explorer who Sculpts Hard Light | Hard light master |
--| Hawkeye | Perfect archer | Sharp-Eyed Warrior who Masters Weaponry | Weapon master |
--| The Hulk | Big green rage monster | Incredible Explorer who Rages | Rage monster |
--| Human Torch | Flying, fiery young hero | Brash Explorer who Bears a Halo of Fire | Energy master |
--| Iron Man | Inventor with power armor | Mechanical Adept who Wears Power Armor | Powered armor hero |
--| Magneto | Master of magnetism | Strong-Willed Adept who Employs Magnetism | Energy master |
--| Namor | King of Atlantis | Strong Explorer who Performs Feats of Strength | Atlantean |
--| Professor X | World's most powerful telepath | Intelligent Adept who Commands Mental Powers | Mentalist |
--| Spider-Man | Teenager with spider powers | Amazing Explorer who Moves Like a Cat | Bug hero |
--| Storm | Goddess of storms | Intuitive Explorer who Touches the Sky | Nature master |
--| Superman | Man of steel | Beneficent Explorer who Flies Faster Than a Bullet | Paragon |
--| The Thing | Big orange rock monster | Strong Explorer who Abides in Stone | Friendly thing |
--| Thor | God of thunder | Mighty Warrior who Rides the Lightning | Energy master |
--| Wolverine | Canadian with claws | Tough Warrior who Never Says Die | Unkillable beast |
--| Wonder Woman | Princess of the Amazons | Virtuous Warrior who Performs Feats of Strength | Paragon |
--
--The archetypes suggest how to assign your power shifts. This is an important aspect of designing your hero because power
--shifts are what make your characters exceptional in a "supers" way. Superheroes are known for being faster, tougher,
--stronger, or smarter than regular people, and that sort of comparison isn't always part of the abilities you get from
--your type or focus. A regular person might be very skilled at martial arts, but a superhero martial artist might punch
--through an iron door, dodge a burst of bullets from a machine gun at close range, or quickly recover from a mortal
--wound, all thanks to power shifts. This part of each archetype writeup assumes your hero starts with five power shifts,
--but most archetype descriptions give only two or three suggestions, allowing you some flexibility to customize your
--superhero. For example, a master athlete with two power shifts in healing is a very different character than one with
--two power shifts in resilience.
--
--> In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to
--> make them fit your character.
--
--### POWER SOURCE
--As you're figuring out what type, descriptor, focus, and power shifts you want for
--
--your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
--high-tech costume with built-in nanotechnology? Are you a sorcerer, or maybe a psychic? The source of your powers is
--character flavor—for example, there's no game mechanics difference between the mental powers of an alien member of a
--telepathic species, a human character who built a brain-augmenting helmet, or a faerie character from the starlight
--dimension who knows mind-magic. All three of those characters could have the same type, focus, descriptor, and power
--shifts, but they'd be very different people and have very different reasons for being a part of the RPG campaign.
--
--If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
--on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
--
--### POWER ORIGIN TABLE
--
--| d100 | Origin |
--|-------|---------------------------------------------------------------|
--| 01 | Absorbed powers of someone else |
--| 02-03 | Alien exile |
--| 04 | Alien orphan |
--| 05-06 | Alien refugee |
--| 07 | Alien symbiote |
--| 08-09 | Alien visitor |
--| 10-14 | Built a device |
--| 15-17 | Chemical exposure |
--| 18 | Chosen one |
--| 19-20 | Cosmic rays during test flight |
--| 21-23 | Cybernetics |
--| 24 | Dark matter explosion |
--| 25-26 | DNA-splicing accident |
--| 27 | Energy being in physical form |
--| 28-30 | Experimental medical process |
--| 31-33 | Experimental technological procedure |
--| 34-35 | Found a device |
--| 36 | Found a magical item |
--| 37 | From another dimension |
--| 38 | Gamma rays |
--| 39-40 | Genetic engineering |
--| 41-42 | Given an experimental device |
--| 43 | Given an item by a powerful entity |
--| 44 | Given a magical item |
--| 45-47 | Government technological device |
--| 48 | Inhuman creature (plant, evolved animal, unknown) |
--| 49-50 | Intense training |
--| 51-55 | Latent mutation activated by extraordinary event |
--| 56 | Magically augmented (accidentally) |
--| 57 | Magically augmented (unwillingly) |
--| 58 | Magically augmented (willingly) |
--| 59 | Meteor |
--| 60 | Mutant at birth |
--| 61-64 | Mutant at puberty |
--| 65-67 | Nanotechnology |
--| 68 | Near-human fantasy species (elf, orc, etc.) |
--| 69 | Passed through a wormhole |
--| 70-71 | Psychic |
--| 72 | Reincarnation of a legendary being from the past |
--| 73-75 | Revived after dying and got powers |
--| 76-78 | Robot |
--| 79 | Stole powers from someone else |
--| 80-82 | Stolen device |
--| 83-85 | Studied magic |
--| 86 | Supernatural creature (demon, angel, werewolf, vampire, etc.) |
--| 87 | Superpowered ancestor |
--| 88-90 | Surgically implanted device |
--| 91-92 | Survived a disaster, unharmed |
--| 93 | Teleportation accident |
--| 94 | Time traveler from the future |
--| 95-97 | Unexplained drug reaction |
--| 98 | Unexplained event at birth |
--| 99 | Unknown |
--| 00 | Unusual weather |
--
--Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
--
--### STARTING JUST PAST TIER 1
--
--An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
--on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
--superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
--the character they want to play.
--
--### RANDOM SUPERPOWERS
--
--The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
--for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
--suggested game example of that kind of power, whether that's a power shift, a hero archetype, a focus, or a specific
--special ability (of course, these suggestions aren't the only way to achieve that power).
--
--The GM can also use this table to come up with random abilities for supervillains. However, there is much more leeway in
--designing NPC abilities, so the Example column is more for suggesting game mechanics than abilities to choose.
--
--| d100 | Power | Example |
--|-------|----------------------|------------------------------------------------|
--| 01-05 | Agility | Power shift in dexterity |
--| 06 | Animal Shapeshifter | Shapechanger |
--| 07-09 | Athletics | Master athlete |
--| 10 | Atlantean | Atlantean |
--| 11-12 | Beastly | Beastly hero |
--| 13-14 | Claws/fangs | Fists of fury |
--| 15-17 | Cold attack | Frost Touch |
--| 18 | Cold immunity | Energy Resistance |
--| 19 | Companion creature | Beastmaster |
--| 20 | Control animals | Mentalist |
--| 21 | Control minds | Mentalist |
--| 22-23 | Control plants | Nature master |
--| 24 | Control wind | Nature master |
--| 25 | Copy superpower | Power replicator |
--| 26 | Create object | Dream Become Reality, Sculpt Light |
--| 27-28 | Cyborg | Cybrog |
--| 29 | Dark energy attack | Dark energy master |
--| 30 | Duplication | Multiplier |
--| 31 | Elastic | Elastic |
--| 32-34 | Electricity attack | Shock |
--| 35 | Electricity immunity | Energy resistance |
--| 36 | Enhanced senses | Sensory adept |
--| 37 | Entangling | Entangling Force |
--| 38-40 | Fire attack | Energy master |
--| 41 | Fire immunity | Energy Resistance |
--| 42-43 | Flight | Power shift in flight |
--| 44 | Force field | Force field master |
--| 45 | Growing | Giant hero |
--| 46-47 | Healing | Power shift in healing |
--| 48 | Human shapechanger | Shapechanger |
--| 49 | Illusion | Illusionist |
--| 50-51 | Intelligence | Power shift in intelligence |
--| 52-54 | Invention | Builder |
--| 55 | Invisibility | Invisibility |
--| 56-57 | Leaping | Amazing Leap, Far Step |
--| 58-59 | Lucky | Chaotic, Lucky, Dodge and Resist, Hard to Kill |
--| 60-61 | Magnetism | Telekinetic |
--| 62-64 | Martial arts | Master martial artist |
--| 65 | Paragon | Paragon |
--| 66 | Phasing | Phase master |
--| 67 | Plant | Plant |
--| 68 | Poison | Create deadly poison |
--| 69-72 | Powered armor | Powered armor hero |
--| 73 | Remote viewing | Sensory adept |
--| 74-75 | Resilience | Power shift in resilience |
--| 76 | Robot minions | Builder |
--| 77 | Shield | Bearer of the item |
--| 78 | Shrinking | Tiny hero |
--| 79-80 | Sorcerer | Sorcerer |
--| 81-82 | Sound attack | Thunder Beam |
--| 83-84 | Speedster | Speedster |
--| 85-89 | Strength | Power shift in strength |
--| 90-91 | Superspy | Superspy |
--| 92-93 | Telekinesis | Telekinetic |
--| 94-95 | Telepathy | Mentalist |
--| 96 | Teleportation | Teleporter |
--| 97 | Undead minions | Sorcerer |
--| 98 | Weapon | Bearer of the item |
--| 99-00 | Weapon master | Weapon master, power shift in single attack |
--
- ### FAIRYTALE CHARACTER OPTIONS
-
- ### FAIRYTALE DESCRIPTORS
-@@ -57723,423 +51462,6 @@
-
- Resolution: You wallow in your own misery.
-
--### FORM VS. FUNCTION
--
--In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
--that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
--and the rest can be handled through story and narrative. Playing a talking bear, a gingerbread
--
--man, or a changeling will likely affect your character's appearance, their outlook on life, and their backstory, but it
--doesn't necessarily affect their abilities, skills, and Pools beyond what you choose during character creation.
--
--Because the form that you choose doesn't typically offer you something in addition to your Cypher System stats—being
--small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
--your character that you want to play.
--
--### SKILLS
--
--As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
--skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
--skills for fairy tale games might include:
--
--• Talking animals\*
--
--• Talking nature\*
--
--• Trickery
--
--• Using magic
--
--• Weather
--
--• Baking
--
--• Cobbling
--
--• Curses
--
--• Dancing
--
--• Death
--
--• Magic
--
--• Playing an instrument
--
--• Puzzles
--
--• Riddles
--
--• Sailing
--
--• Sensing magic
--
--• Singing
--
--Remember that only skills gained through character type abilities or in other rare instances allow you to become skilled
--with attack or defense tasks. Thus, all magic skills are noncombat skills only.
--
--\* These skills could be used in a number of different ways, depending on the setting. If the setting has talking
--animals that the players can't understand, the talking animals skill could help a PC communicate with them in other
--ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
--interactions.
--
--### TYPE
--
--Your character's type is the core of who they are and how they interact with their environment, their companions, and
--other living creatures they encounter.
--
--Suggested Types for a Fairy Tale Game
--
--Type Name and Flavor Suggestions
--
--### WARRIOR
--
--Huntsman, Skills and knowledge, stealth
--
--Knight
--
--Woodcutter
--
--Guard
--
--Archer, Stealth
--
--### ADEPT
--
--King/queen
--
--Wizard/witch, Magic, skills and knowledge
--
--Chosen one
--
--Apprentice
--
--Magical being (genie, spirit, faerie, and so on)
--
--### EXPLORER
--
--Adventurer
--
--Dreamer Seeker
--
--Sailor/seafarer, Combat
--
--Wanderer
--
--Outlaw, Combat Stealth
--
--Thief, Stealth
--
--Wolf, Combat Stealth
--
--### SPEAKER
--
--Aristocrat
--
--Princess/prince
--
--Entertainer
--
--Helper, Magic
--
--Trickster, Skills and Knowledge
--
--### DESCRIPTOR
--
--Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
--places your character in their current situation or adventure, and helps provide a sense of their motivations.
--
--Suggested Descriptors for a Fairy Tale Game
--
--The following descriptors are appropriate for fairy tale settings. Other descriptors from the Cypher System Rulebook may
--be appropriate but would require consulting with your GM to determine how such a character might get involved in the
--campaign.
--
--• Appealing
--
--• Beneficent
--
--• Brash
--
--• Calm
--
--• Chaotic
--
--• Charming
--
--• Clever
--
--• Craven
--
--• Creative
--
--• Dishonorable
--
--• Doomed
--
--• Empathic
--
--• Exiled
--
--• Foolish
--
--• Guarded
--
--• Honorable
--
--• Impulsive
--
--• Inquisitive
--
--• Intelligent
--
--• Intuitive
--
--• Jovial
--
--• Kind
--
--• Mad
--
--• Mysterious
--
--• Naive
--
--• Perceptive
--
--• Resilient
--
--• Risk-Taking
--
--• Skeptical
--
--• Strong
--
--• Strong-Willed
--
--• Tongue-Tied
--
--• Vicious
--
--• Virtuous
--
--• Weird
--
--Heartwood Descriptors
--
--• Bewitched
--
--• Changeling
--
--• Fragmented
--
--• Frumious
--
--• Haunted
--
--• Lost
--
--### FOCUS
--
--Your focus makes your character unique.
--
--It gives you benefits when you create your character and each time you ascend to the next tier. When you choose a focus,
--it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting
--equipment.
--
--Suggested Foci for a Fairy Tale Game
--
--• Abides in Stone
--
--• Absorbs Energy
--
--• Awakens Dreams
--
--• Bears a Halo of Fire
--
--• Blazes With Radiance
--
--• Brandishes an Exotic Shield
--
--• Channels Divine Blessings
--
--• Commands Mental Powers
--
--• Conducts Weird Science
--
--• Consorts With the Dead
--
--• Controls Beasts
--
--• Controls Gravity
--
--• Crafts Illusions
--
--• Crafts Unique Objects
--
--• Dances With Dark Matter
--
--• Defends the Gate
--
--• Defends the Weak
--
--• Descends From Nobility
--
--• Doesn't Do Much
--
--• Emerged From the Obelisk
--
--• Employs Magnetism
--
--• Entertains
--
--• Exists in Two Places at Once
--
--• Exists Partially Out of Phase
--
--• Explores Dark Places
--
--• Fights Dirty
--
--• Fights With Panache
--
--• Focuses Mind Over Matter
--
--• Grows to Towering Heights
--
--• Helps Their Friends
--
--• Howls at the Moon
--
--• Hunts
--
--• Infiltrates
--
--• Is Wanted by the Law
--
--• Keeps a Magic Ally
--
--• Leads
--
--• Learns Quickly
--
--• Lives in the Wilderness
--
--• Looks for Trouble
--
--• Masters Defense
--
--• Masters Spells
--
--• Masters the Swarm
--
--• Masters Weaponry
--
--• Metes Out Justice
--
--• Moves Like a Cat
--
--• Moves Like the Wind
--
--• Murders
--
--• Needs No Weapon
--
--• Never Says Die
--
--• Performs Feats of Strength
--
--• Rages
--
--• Rides the Lightning
--
--• Runs Away
--
--• Scavenges
--
--• Sees Beyond
--
--• Separates Mind From Heights
--
--• Shepherds the Community
--
--• Shepherds Spirits
--
--• Shreds the Walls of the World
--
--• Slays Monsters
--
--• Solves Mysteries
--
--• Speaks for the Land
--
--• Stands Like a Bastion
--
-- • Throws With Deadly Accuracy
--
--• Travels Through Time
--
--• Was Foretold
--
--• Wields Two Weapons at Once
--
--• Works for a Living
--
--• Works Miracles
--
--• Would Rather Be Reading
--
--Heartwood Foci
--
--• Befriends the Black Dog
--
--• Curses the World
--
--• Feigns No Fear
--
--• Lived Among the Fey
--
--Adjusted Foci
--
--Battles Robots, Builds Robots, Talks to Machines
--
--Best for settings that include elements of science fiction. Alternatively, "robots" can be a stand-in for puppets,
--steampunk entities, golems, or other creations such as Pinocchio, Edward Scissorhands, the Gingerbread Man, and the Tin
--Man. Mister Geppetto would likely be someone who Builds Robots, while Muska (from Miyazaki's film Laputa: Castle in the
--Sky) might be someone who Battles Robots.
--
--Drives Like a Maniac
--
--Best for modern settings or those where traditional fairy tale vehicles such as horse-drawn carriages, magic carpets,
--witch's brooms, and chicken-legged huts are common.
--
--Fuses Flesh and Steel, Fuses Mind and Machine
--
--Best for steampunk or weird science mashups. Edward Scissorhands and the Tin Man are probably characters who Fuse Flesh
--and Steel. Alternatively, renaming the foci to Fuses Flesh and Magic or Wants to Become a Real Boy can provide
--characters with the same benefits from a more magical-sounding source.
--
--Is Licensed to Carry
--
--With small tweaks to the language and abilities, this could work for someone who wants to wield a wand, bow, or other
--ranged weapon.
--
--Sailed Beneath the Jolly Roger
--
--With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
--
--### FAIRY TALE CHARACTER ARCS
--
--Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
--set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
--they work particularly well in fairy tale games, where individual goals and tasks are often at the forefront of what
--drives adventures.
--
--Players can pick from any of the sample character arcs in the Cypher System Rulebook, make up their own (with the
--assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
--setting.
--
- ### POST-APOCALYPTIC CHARACTER OPTIONS
-
- Alternate Character Roles
-@@ -59145,38 +52467,6 @@
- animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
- establish.
-
--Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large
--dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment
--becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form
--your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from
--most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door
--handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't
--rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor
--Abilities table). For example, if you transform into a bat, you become trained in perception and can fly up to a long
--distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater. If you
--apply a level of Effort when you use this ability, you can either become a talking animal or take a hybrid shape. The
--talking animal shape looks exactly like a normal animal, but you can still talk and use any abilities that rely on human
--speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much
--smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like
--an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would
--never mistake you for a mere animal. Action to change or revert.
--
--"Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are
--similar to wolves and foxes, and so on.
--
--Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless
--you have some other ability that lets you make additional attacks on your turn.
--
--Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to
--choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The
--GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.
--
--Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size. Being so large,
--your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using
--your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are
--hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing,
--intimidating, wading rivers, and so on. Enabler.
--
- Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
- power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
- whether to spend the cost for this ability before you make each attack. Enabler.
-@@ -59310,236 +52600,11 @@
-
- Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-
--### ANIMAL FORM MINOR ABILITIES TABLE
--
--| Animal | Skill Training | Other Abilities |
--|-------------------|------------------------|------------------|
--| Ape | Climbing | Hands |
--| Badger | Climbing | Scent |
--| Bat | Perception | Flying |
--| Bear | Climbing | Scent |
--| Bird | Perception | Flying |
--| Boar | Might defense | Scent |
--| Cat | Climbing or stealth | Small |
--| Constrictor snake | Climbing | Constrict |
--| Crocodile | Stealth or swimming | Constrict |
--| Deinonychus | Perception | Fast |
--| Dolphin | Perception or swimming | Fast |
--| Fish | Stealth or swimming | Aquatic |
--| Frog | Jumping or stealth | Aquatic |
--| Horse | Perception | Fast |
--| Leopard | Climbing or stealth | Fast |
--| Lizard | Climbing or stealth | Small |
--| Octopus | Stealth | Aquatic |
--| Shark | Swimming | Aquatic |
--| Turtle | Might defense | Armor |
--| Venomous snake | Climbing | Venom |
--| Wolf | Perception | Scent |
--
--Aquatic: The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
--
--Armor: The animal has a thick hide or shell, granting +1 to Armor.
--
--Constrict: The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing
--attack rolls against that foe on later turns until the animal releases the foe.
--
--Fast: The animal can move a long distance on its turn instead of a short distance.
--
--Flying: The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
--
--Hands: The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the
--animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility,
--such as playing a flute, are still hindered).
--
--Scent: The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
--
--Small: The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy
--things.
--
--Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
--
- ### FANTASY SPECIES
-
- For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
- additional options, which a player can choose for their character in place of their descriptor
-
--### VARIANT RULE: TWO DESCRIPTORS
--
--By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
--human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
--all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
--species descriptor.
--
--Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
--training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
--have any modifier for that skill at all.
--
--### DESCRIPTORS AS SPECIES
--
--If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
--to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
--descriptor.
--
--### CATFOLK
--
--You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
--nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
--traditions developed in relative seclusion over the centuries. Neither conquerors nor conquered, the success of your
--society has come from the fact that you have given most others a wide berth. As a people, you almost never get involved
--in wars or similar matters, which has given other cultures the idea that you are aloof, unapproachable, or mysterious.
--As long as they leave you alone, what they think is fine with you.
--
--You gain the following characteristics:
--
--Agile: +4 to your Speed Pool. Skill: You are trained in climbing and balance tasks.
--
--Bared Claws: Even unarmed, your claws are light weapons that inflict 4 points of damage.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You were curious as to what the other PCs were up to.
--
--2\. You needed to get out of town, and the PCs were going in the same direction as you.
--
--3\. You are interested in making a profit, and the other PCs seem to have a lead on doing just that.
--
--4\. It seemed like a lark.
--
--### DRAGONFOLK
--
--You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
--transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
--you, but it is your choice whether to make it your own or bend to the will of those who made you what you are. Some
--people mistrust or fear you, and others consider you a prophet or wish to exploit your power for their own goals.
--
--You gain the following characteristics:
--
--Sturdy: +2 to your Might Pool. Skill: You are trained in intimidation
--
--Dragonbreath (3 Might points): You breathe out a blast of energy in an immediate area. Choose one type of energy
--(arcane, cold, fire, thorn, and so on); the blast inflicts 2 points of damage of this kind of energy (ignores Armor) to
--all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works
--differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points
--of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage.
--Action.
--
--Draconic Resistance: You gain +2 Armor against the type of energy you create with your dragonbreath.
--
--Scaly: +1 to Armor. Inability: You have difficulty relating to non-dragons. Tasks to persuade non-dragons are hindered.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You believe the other PCs can help you solve a mystery about your heritage.
--
--2\. You needed to get out of town, and the PCs were going in the same direction as you.
--
--3\. Your creator, master, or mentor told you to help the PCs.
--
--4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
--
--### GNOME
--
--You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
--smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
--as a strange mix of a nature-loving elf and a craft-obsessed dwarf, but you and your kind are unique people with a
--passion for life, exploration, and creation.
--
--You gain the following characteristics:
--
--Genius: +2 to your Intellect Pool.
--
--Skill: You are trained in two skills that suit your creative nature, such as alchemy, smithing, poetry, cooking,
--woodcarving, or pottery.
--
--Skill: You are practiced in using hammers.
--
--Natural Affinity: You gain one of the following abilities: Communication, Eyes Adjusted, or Minor Illusion.
--
--Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
--
--Additional Equipment: You have a bag of light tools or a bag of heavy tools.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You think an object or material you've been looking for can be found where the other PCs are going.
--
--2\. You were recruited because of your knowledge on a particular subject.
--
--3\. You were bored and it sounded like the PCs were going to do something interesting.
--
--4\. You owe one of the PCs a favor for a useful gift in the past.
--
--### HALFLING
--
--Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
--and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
--community where humans and the small folk work and eat side by side as friends, or a less welcoming environment where
--your people get things done using deception and criminal activity. You and humans have a lot in common—you're just more
--compact and efficient about it.
--
--You gain the following characteristics:
--
--Agile: +2 to your Speed Pool.
--
--Skill: You are trained in pleasant social interactions.
--
--Skill: You are trained in stealth.
--
--Skill: You are trained in Intellect defense.
--
--Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
--
--Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You were fleeing someone and literally ran into the other PCs.
--
--2\. You were invited (or invited yourself) as a good luck charm.
--
--3\. You were tricked into going with the other PCs or were brought along despite your very reasonable objections.
--
--4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
--
--### LIZARDFOLK
--
--You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
--thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
--call you a savage and your culture primitive, but there is grace in your hunting, artistry in your crafting, joy in your
--songs, and reverence in your worship.
--
--You gain the following characteristics:
--
--Agile: +2 to your Speed Pool.
--
--Skill: You are trained in balancing, jumping, and swimming.
--
--Skill: You are trained in hunting and tracking.
--
--Skill: You are practiced in using javelins and spears.
--
--Scaly: +1 to Armor.
--
--Inability: Your slightly clawed hands make fine detail work difficult. You have an inability with picking locks, picking
--pockets, and other manual dexterity tasks (but not crafting).
--
--Additional Equipment: You have a spear and a pair of javelins.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. The other PCs were lost in your territory and you were sent to escort them out.
--
--2\. Something has been attacking your community and you want to find and destroy it.
--
--3\. You were exiled from your community and need to prove your worthiness before you can return to it.
--
--4\. You or your priest had a vision of you traveling with the other PCs.
--
- ### CREATURES AND NPCs
-
- ### MODERN MAGIC CREATURES
-@@ -60237,29 +53302,6 @@
- Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
- cypher.
-
--### SUPERPOWERED CREATURES
--
--Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
--or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
--
--| Level | Example |
--|-------|--------------------------------------------------------------------------------|
--| 9 | Demigod |
--| 10 | Kaiju 300 feet (90 m) tall |
--| 11 | Robot 1,000 feet (300 m) tall |
--| 12 | Vampire blood god |
--| 13 | Legendary monster\* |
--| 14 | Archangel, demon prince, typical god or goddess\*\*, multidimensional sorcerer |
--| 15 | Moon-sized space monster, pantheon leader\*\*\* |
--
--\* A primordial monster (such as Echidna or Typhon) or a powerful creature associated with the end of the world (such as
--Jörmungandr or Fenris).
--
--\*\* A powerful, perhaps immortal entity (such as Ares or Loki) that has been worshipped or feared as a god by humans or
--similar creatures.
--
--\*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
--
- ### POST-APOCALYPTIC CREATURES AND NPCs
-
- The most important element of each creature or NPC is its level. The level is the same as the target number used to
-@@ -61130,1787 +54172,6 @@
- incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
- creature of its level.
-
--### CREATURES AND NPCs BY LEVEL
--
--| Level | Name |
--|-------|------------------------|
--| 1 | Goblin\* |
--| 1 | Shadow |
--| 2 | Guard\* |
--| 2 | Morlock |
--| 2 | Orc\* |
--| 2 | Skeleton\* |
--| 2 | Wraith |
--| 3 | Bard |
--| 3 | Berserker |
--| 3 | Crime boss\* |
--| 3 | Deinonychus\* |
--| 3 | Faerie |
--| 3 | Giant rat\* |
--| 3 | Giant spider\* |
--| 3 | Halfling |
--| 3 | Harpy |
--| 3 | Merfolk |
--| 3 | Sapient tree |
--| 3 | Thug\* |
--| 3 | Thug\* |
--| 3 | Transitional vampire\* |
--| 3 | Zombie\* |
--| 4 | Deep one\* |
--| 4 | Devil\* |
--| 4 | Druid |
--| 4 | Dwarf |
--| 4 | Elemental, air |
--| 4 | Elemental, fire |
--| 4 | Elemental, water |
--| 4 | Elf |
--| 4 | Ghost\* |
--| 4 | Ghoul\* |
--| 4 | Giant snake\* |
--| 4 | Hollow knight |
--| 4 | Minotour |
--| 4 | Ogre\* |
--| 4 | Paladin |
--| 4 | Shadow elf\* |
--| 4 | Thief |
--| 4 | Werewolf\* |
--| 5 | Basilisk |
--| 5 | Cambion |
--| 5 | Demon |
--| 5 | Elemental, earth\* |
--| 5 | Fallen angel\* |
--| 5 | Gorgon |
--| 5 | Mi-go\* |
--| 5 | Necromancer |
--| 5 | Occultist\* |
--| 5 | Prince(ss) of summer\* |
--| 5 | Satyr |
--| 5 | Soul Eater |
--| 5 | Wendigo\* |
--| 5 | Witch\* |
--| 6 | Assassin\* |
--| 6 | Blackguard |
--| 4 | Elemental, water |
--| 4 | Elemental, water |
--| 4 | Elf |
--| 4 | Ghost\* |
--| 4 | Ghoul\* |
--| 4 | Giant snake\* |
--| 4 | Hollow knight |
--| 4 | Minotour |
--| 4 | Ogre\* |
--| 4 | Paladin |
--| 4 | Shadow elf\* |
--| 4 | Thief |
--| 4 | Werewolf\* |
--| 5 | Basilisk |
--| 5 | Cambion |
--| 5 | Demon |
--| 5 | Elemental, earth\* |
--| 5 | Fallen angel\* |
--| 5 | Gorgon |
--| 5 | Mi-go\* |
--| 5 | Necromancer |
--| 5 | Occultist\* |
--| 5 | Prince(ss) of summer\* |
--| 5 | Satyr |
--| 5 | Soul Eater |
--| 5 | Wendigo\* |
--| 5 | Witch\* |
--| 6 | Assassin\* |
--| 6 | Blackguard |
--| 6 | Chimera\*I |
--| 6 | Elemental, thorn |
--| 6 | Golem\* |
--| 6 | Hag |
--| 6 | Jotunn, fire |
--| 6 | Jotunn, frost |
--| 6 | Manticore |
--| 6 | Puppet tree\* |
--| 6 | Troll |
--| 6 | Vampire\* |
--| 6 | Wyvern |
--| 7 | Corrupt mage |
--| 7 | Cyclops |
--| 7 | Djinni\* |
--| 7 | Dragon\* |
--| 7 | Evil priest |
--| 7 | Giant\* |
--| 7 | Hydra |
--| 7 | Noble knight |
--| 7 | Sphinx |
--| 7 | Statue, animate\* |
--| 7 | Tyrannosaurus rex\* |
--| 7 | Worm that walks |
--| 8 | Lich |
--| 8 | Wizard, mighty\* |
--| 9 | Demigod\* |
--| 9 | Demon Lord |
--| 10 | Kaiju\* |
--
--\* Creature or NPC found in the Cypher System
--
--### BIGGER AND TOUGHER
--
--If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
--the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
--the default for its level, take that into account at the modified creature's new level.
--
--A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
--
--### OTHER CREATURES AND NPCs FOR A FANTASY GAME
--
--Bat: level 1
--
--Black bear: level 3, attacks as level 4
--
--Blacksmith: level 2, metalworking as level 4; health 8
--
--Cat: level 1, Speed defense as level 3 due to size and quickness
--
--Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
--
--Centaur: level 4; health 15; moves a long distance each round
--
--Crocodile: level 4; Armor 1; swims a short distance each round
--
--Dire wolf: level 4, attacks and perception as level 5; Armor 1
--
--Dog: level 2, perception as level 3
--
--Dog, guard: level 3, attacks and perception as level 4
--
--Elephant: level 5; health 20; Armor 1
--
--Farmer: level 2, animal handling as level 3; health 8
--
--Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
--
--Giant ape: level 3, climbing and attacks as level 4
--
--Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
--succeeds at a Might or Speed defense task
--
--Giant frog: level 3
--
--Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
--
--Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
--Might defense task
--
--Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
--failed Might defense task
--
--Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
--
--Gorilla: level 2, attacks as level 3; damage inflicted 3 points
--
--Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
--
--Grizzly bear: level 5; health 20; Armor 1
--
--Hawk: level 2; flies a long distance each round
--
--Hippogryph: level 3, attacks as level 4; flies a long distance each round.
--
--Horse: level 3; moves a long distance each round
--
--Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
--
--Lion or tiger: level 5, attacks as level 6; Armor 1
--
--Lizardfolk: level 3; Armor 1
--
--Merchant: level 2, haggling and assessment tasks as level 3
--
--Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
--inflicted 7 points
--
--Nymph: level 3, stealth and positive social interactions as level 6
--
--Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
--
--Pterodactyl: level 3; Armor 1; flies a long distance each round
--
--Rat: level 1
--
--Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
--
--Shark: level 3, attacks as level 4; health 15; Armor 2
--
--Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
--
--Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
--action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
--remove poisons up to level 4
--
--Villager: level 1
--
--Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
--
--Warhorse: level 4; moves a long distance each round
--
--Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
--
--health per round (unless recently wounded by silver)
--
--Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
--silver)
--
--Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
--silver)
--
--Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
--recently wounded by silver)
--
--Wolf: level 3, perception as level 4
--
--Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
--
--### BASILISK 5 (15)
--
--A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
--crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying
--on its poisonous aura to weaken and kill its prey. It is known to make an unnerving growl instead of a typical snake
--hiss. An adult basilisk is 10 to 18 feet (3 to 5.5 m) long.
--
--Motive: Hunger
--
--Environment: Forests and plains
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Perception and stealth as level 6
--
--Combat: A basilisk bites like a snake, inflicting 5 points of damage and injecting a poison that moves the target one
--step down the damage track if they fail a Might defense roll.
--
--The basilisk can spit its poison up to short range, inflicting 1 point of damage and moving the target one step down the
--damage track if they fail a Might defense roll.
--
--The basilisk's venom affects its breath, and on its turn, anything within immediate range of it must make a Might
--defense roll or take 1 point of poison damage. Because of this constant invisible cloud of poison, a basilisk's lair is
--surrounded by a stinking area of dead vegetation, blasted earth, and etched stone.
--
--Basilisk venom is so potent that even creatures that are immune to poison can still be harmed by it, taking 5 points of
--Speed damage instead of moving down the damage track. (A creature that is immune to poison and acid is fully immune to
--the venom.)
--
--Anyone within short range of a basilisk who meets its gaze and fails a Might defense roll turns to stone. In combat,
--when a character within short distance attacks a basilisk, they must either avert their gaze to attack safely (which
--hinders their attack by two steps) or make a Might defense roll. On a failed Might defense roll, the character takes 5
--points of ambient damage as their flesh partly mineralizes; if the character is killed by this damage, they are turned
--to stone.
--
--Interaction: Basilisks act like simple animals and respond threateningly if disturbed or provoked. If not hungry, a
--basilisk avoids conflict and hides in its lair.
--
--Use: A blighted area in a field, briar, or forest suggests that a basilisk has moved into the area. Swarms of snakes
--enter a village, fleeing an approaching basilisk.
--
--Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the
--poison. Its blood has alchemical properties relating to transmuting metals.
--
--### BLACKGUARD 6 (18)
--
--Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
--fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have
--never known anything but hatred and conflict.
--
--Motive: Power, domination of others, slaughter
--
--Environment: Almost anywhere, either alone or as part of a cult or evil organization
--
--Health: 30
--
--Damage Inflicted: 7 points
--
--Armor: 2 or 3
--
--Movement: Short; long when mounted
--
--Modifications: Perception and Intellect defense as level 7
--
--Combat: Blackguards use high-quality armor and weapons (usually decorated with symbols depicting death, demons, or evil
--gods). Many wear heavy armor and prefer weapons that inflict bleeding wounds, but some take a more subtle approach and
--act more like assassins than knights. A blackguard typically has two or three of the following abilities:
--
--Fiendish Beast: The blackguard has a companion creature such as a dog, horse, or raven with an eerie, unnatural look (in
--the case of small animals, the creature may also be an exceptionally large specimen of its kind). The creature is
--actually a semi-intelligent fiend in animal shape (and therefore immune to abilities that affect only normal animals)
--that can understand the blackguard's commands, and may even be able to speak. If the beast is a horse or similar
--creature, the blackguard might ride it as a mount.
--
--Necromancy: The blackguard uses a ten-minute ritual to animate a human-sized corpse as a zombie under their control. The
--zombie becomes a corpse again after a day.
--
--Poison: The blackguard coats their weapons with a level 6 poison; a foe who fails a Might defense roll moves one step
--down the damage track.
--
--Spells: The blackguard knows several spells granted by an evil entity, typically spells that cause a foe to flee in fear
--for one minute, restore 10 health, create an eerie darkness or fog in long range, or grant +5 Armor against energy and
--magical attacks for an hour.
--
--Surprise Attack: When the blackguard attacks from a hidden vantage, with surprise, or before their opponent has acted in
--combat, they get an asset on the attack and inflict +4 points of damage. Unholy
--
--Aura: Defense rolls by foes within immediate distance of the blackguard are hindered.
--
--Unholy Blessing: The blackguard's defense rolls are eased.
--
--Interaction: Blackguards enjoy killing righteous paragons of good and are often cruel for the sake of cruelty itself.
--
--Use: A blackguard has united various groups of bandits into a small army. An evil wizard sends her blackguard lieutenant
--to kill the people interfering with her plans.
--
--Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and
--an artifact weapon or armor.
--
--### CAMBION 5 (15)
--
--Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
--
--its brow, and the tips of fangs emerge from between its dusky lips. Its eyes, absent iris and
--
--pupil, are the color of driven snow. Cambions are cursed creatures, born of mortal and
--
--demonic parentage, and are also sometimes called helborn. Most cambions give in to what
--
--everyone expects of them, and embrace evil.
--
--Motive: Defense, conquest, revenge on a world that's rejected them
--
--Environment: Anywhere, often hiding in plain sight
--
--Health: 25
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Disguise as level 7
--
--Combat: Cambions sometimes wield heavy weapons in combat, especially if they come across an artifact that can enhance
--their attacks. Some cambions develop their natural and magical abilities to become powerful sorcerers, but most can call
--up hellish energy merely by willing it at least once per day, as follows.
--
--Finger of Torture: A ruby ray lances out from the cambion's finger to strike an enemy prone with torturous pain on a
--failed Might defense task. The target automatically takes 6 points of damage each round until they can escape the effect
--with an Intellect task.
--
--Soulfire Blast: An explosion of soul-rending black and crimson fire explodes around up to three targets standing next to
--each other within short range, inflicting 4 points of damage and stunning the targets so that they lose their next
--action on a failed Speed defense task.
--
--Interaction: Cambions are bleak, depressed, and misunderstood. Most have turned to evil, but a few can be redeemed.
--
--Use: A great fire is seen burning on the horizon. The next day, travelers come across a burned region with a crater that
--has destroyed a farmhouse. At the center of the crater is an unconscious human with hornlike growths on its head.
--
--Loot: Powerful cambions sometimes wield artifacts as weapons.
--
--### CORRUPT MAGE 7 (21)
--
--Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they
--cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and
--turn people into misshapen horrors. They sometimes modify their own bodies in order to gain demonic or draconic powers,
--or make pacts with such creatures for knowledge and magical ingredients.
--
--Motive: Magical knowledge at all costs
--
--Environment: Almost anywhere, usually with fleshbeast minions
--
--Health: 35
--
--Damage Inflicted: 7 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: All tasks related to knowledge of arcane lore, demons, and altering bodies as level 8
--
--Combat: Corrupt mages blast opponents with beams of energy that blister, slash, and rot flesh, attacking up to three
--creatures as an action. Many of them have given themselves long claws and teeth that they can use to make up to three
--melee attacks per action.
--
--A corrupt mage knows many spells, such as the following:
--
--> • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-->
--> • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic
--> state in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with
--> lethal force at what it perceives as its tormentors.
-->
--> • Organ Request: Extracts a handful of internal organs from an opponent within short range, moving the creature one
--> step down the damage track if it fails a Might defense roll.
-->
--> • Polymorph: Transforms one foe within short range into a tiny, helpless creature such as a cockroach, fish, or snail
--> for one hour.
-->
--> • Summon Demon: Summons a demon to serve the mage for one hour.
-->
--> • Teleport: Moves the mage up to 100 miles (160 km) away, or less far if they bring additional creatures with them.
-->
--> • Twist Flesh: Reshapes the flesh of a creature within close range, turning it into a hideous monstrosity for one
--> hour. The transformed creature's actions are hindered, but its physical attacks inflict +3 points of damage. The
--> mage's control over the creature is limited to indicating which target it should attack.
-->
--> A corrupt mage usually has several cyphers useful in combat and perhaps an artifact as well.
--
--Interaction: Corrupt mages generally can't be trusted and see other creatures as things to experiment on and vivisect.
--They might negotiate with someone who brings them a rare specimen or spell. Many are mentally disturbed by their
--research and self-alterations and may fluctuate between calm clarity, obsession, paranoia, and rage.
--
--Use: The strange hybrid monsters emerging from the forest are said to be the creations of a corrupt mage. A corrupt mage
--in a calm state presents themselves as a neutral or benevolent wizard seeking assistance on a task.
--
--> Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact.
--
--### CYCLOPS 7 (21)
--
--Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
--Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy,
--corpulent bodies. They clothe themselves in animal skins, scraps of cloth, or canvas stolen during their travels. A
--cyclops's most distinctive feature is the single eye positioned in the center of its forehead. Cyclopes live on the
--edges of civilized areas or on remote islands. For all their power and stature, they aren't especially brave, and most
--have a dim idea that puny humans have an advantage when they have numbers on their side.
--
--Motive: Hungers for flesh
--
--Environment: Almost anywhere
--
--Health: 32
--
--Damage Inflicted: 8 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Attacks targets within immediate range as level 5 due to poor eyesight; Speed defense as level 5 due to
--size; Intellect defense as level 4
--
--Combat: A cyclops can always resort to using its fists in melee, pummeling opponents with knuckles the size of large
--hogs. However, most cyclopes carry a tree trunk and use it to sweep enemies from their path. Due to its massive height,
--a cyclops can make a melee attack against creatures within short range.
--
--> Cyclopes can pry up boulders from the ground and throw them at targets within long range. A thrown boulder inflicts 8
--> points of damage to all targets in an immediate area.
-->
--> Killing a cyclops can be dangerous. When killed, it falls away from the attacker that delivered the killing blow. Any
--> creature under it when it falls must make a successful Speed defense roll or be pinned under its corpse and take 7
--> points of damage. Escaping from under a dead cyclops requires a successful Might roll.
--
--Interaction: Cyclopes know the language of the lands they inhabit, but they are notoriously dim and easily fooled. A
--cyclops thinks about its belly first and foremost and doesn't pay much attention to what it stuffs in its mouth.
--
--Use: A cyclops has been rampaging across the countryside, and warriors sent to deal with it have been vanquished. PCs
--who investigate learn that the cyclops has been robbed and is trying to find the stolen item.
--
--Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a
--typical sack contains 1d100 coins of the realm and a couple of cyphers.
--
--### DEMON LORD 9 (27)
--
--Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No
--mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek
--to corrupt and enslave powerful mortals. Some are nearly as powerful as gods and are worshipped as such by cultists or
--evil creatures, claiming ownership of a concept like murder, rot, undeath, or seduction. A few are known to mate with
--mortals to produce cambion offspring.
--
--Motive: Power, conquest, souls
--
--Environment: Any hell dimension, sometimes called by mortal magic
--
--Health: 100
--
--Damage Inflicted: 12 points
--
--Armor: 5
--
--Movement: Short; long when flying
--
--Modifications: History and magical knowledge as level 10
--
--Combat: A demon lord attacks with a bolt of evil energy or fire up to a long distance away, inflicting 12 points of
--damage on one target or 9 points of damage on all targets within short range of the primary target. Targets caught in
--the area attack who succeed on a Speed defense roll still suffer 5 points of damage. A demon lord can make melee attacks
--on all targets within immediate range as an action.
--
--They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
--lower—usually destructive, painful, and transformative effects.
--
-- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
--
--• Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
--shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
--level 7 creature.
--
--• Possession: The demon lord can possess a creature and still use its own abilities.
--
--• Summon Demon: Summon a demon or devil to serve it for one day.
--
--• Wish: The demon lord can grant a mortal a wish (up to level 9) in exchange for an appropriate payment or service, but
--the wish is often twisted or has hidden consequences.
--
--Interaction: Demon lords are willing to bargain with mortals if it leads to the mortal's corruption or advances the
--demon's agenda in some way. They sometimes respond to flattery or bribes of powerful souls or magic items.
--
--Use: A mad cult wants to summon a demon lord in order to end the world. A mysterious stranger offers aid in exchange for
--a favor to be named later.
--
--Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or
--armor, as well as 1d6 cyphers.
--
--### ELEMENTAL, AIR 4 (12)
--
--Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains,
--and often resemble an area of mist or a cloudlike humanoid shape.
--
--Motive: Mischief and destruction
--
--Environment: Anywhere the wind blows
--
--Health: 24
--
--Damage Inflicted: 4 points
--
--Movement: Long when flying
--
--Modifications: Stealth as level 6
--Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw
--small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of
--damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to
--Armor against physical projectile weapons such as arrows and javelins. The elemental reverts to its normal form at the
--start of its next turn.
--
--An air elemental can disperse itself over a short area as an action. In this form it is invisible, unable to attack, and
--can't be attacked except with area attacks. The elemental can remain in this form indefinitely, but must use an action
--to return to its normal form.
--
--Air elementals are elusive opponents and hard to destroy. If an air elemental is reduced to 0 health, there is a 50
--percent chance that it rejuvenates a few rounds later with 6 health. The elemental then continues to fight or flees to
--cause trouble elsewhere.
--
--Interaction: Air elementals see and hear many things, but they are flighty and what they remember usually isn't
--important or relevant. They can be summoned with magic but don't like being controlled, and there is a 10 percent chance
--that they free themselves and strike out on their own.
--
--Use: A safe mountain trail has become hazardous due to unseasonal winds that threaten to push travelers off a cliff. An
--old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at
--anyone who comes too close.
--
--### ELEMENTAL, THORN 6 (18)
--
--The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
--dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under
--threat by hatchet, axe, saw, and, sometimes, human-caused climate disruptions.
--
--Motive: Defense of forests
--
--Environment: Anywhere trees grow
--
--Health: 36
--
--Damage Inflicted: 6 points
--
--Armor: 2
--
--Movement: Immediate
--
--Combat: Thorn elementals batter foes with thorny, vine-wrapped fists. Targets who suffer damage must make a successful
--Might defense roll or take 2 points of Speed damage from a paralytic poison transmitted by a thorn's prick. Worse, the
--poison continues to inflict 2 points of Speed damage each round until the victim succeeds at a Might defense roll.
--
--As its action, a thorn elemental can disentangle its form and reassemble a new body anywhere within long range where
--trees and plants grow. A thorn elemental regains 2 points of health each time it travels in this fashion.
--
--Interaction: Thorn elementals communicate through speech, though they generally disdain talking to creatures of the
--animal kingdom. Thorn elementals exist within a hierarchy; those that have a greater capacity for communication are also
--usually more powerful. Summoned thorn elementals have about a 5 percent chance of breaking the geas and turning on their
--summoner.
--
--Use: Adventuring characters journey through a forest that is under threat of destruction by an encroachment of other
--humanoids. Thinking the PCs are part of the encroachers, a thorn elemental attacks them. If communication is opened, it
--might break off hostilities and instead ask the characters to help.
--
--Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their
--former possessions. One or two might have a cypher and other tools and treasure.
--
--### ELEMENTAL, WATER 4 (12)
--
--Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings,
--but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle.
--They can spontaneously appear in locations with pristine salt or fresh water.
--
--Motive: Flood, drown, and wash away
--
--Environment: Anywhere there is flowing water
--
--Health: 24
--
--Damage Inflicted: 4 points
--
--Movement: Short; long if swimming
--
--Modifications: Swimming and aquatic maneuvers as level 6; stealth as level 6 when in water
--
--Combat: Water elementals bash opponents with heavy limbs of water or spray jets of water out to short range.
--
--Instead of a bashing attack, a water elemental can use its action to attempt to envelop, smother, and crush one
--opponent, who can resist with a Might defense roll. If the opponent fails, it takes 4 points of damage immediately and
--every round on the elemental's turn. Each following turn, the enveloped character must attempt a new Might defense roll
--every round or move one step down the damage track from drowning as the elemental forces itself into the creature's
--lungs. The creature can free itself with a Might defense roll. An elemental with an enveloped opponent can move up to a
--short distance as its action; a common tactic is to dive deep, release their opponent to drown normally, then return to
--its previous position to fight other opponents.
--
--Any attack that inflicts 6 or more points of cold damage hinders a water elemental's actions on its next turn.
--
--Interaction: Water elementals are somewhat intelligent but think very differently from humans, so they often seem
--distracted and dull. They are generally compliant when summoned with magic, but there is about a 5 percent chance that
--they break free of the spell and lash out against their summoner.
--
--Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies
--have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up.
--
--### EVIL PRIEST 7 (21)
--
--Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
--even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their
--patron in the mortal world. The most insidious ones are able to infiltrate good churches and secular organizations in
--order to tear them down from the inside.
--
--Motive: Domination of others, divine rule
--
--Environment: Almost anywhere that people live
--
--Health: 28
--
--Damage Inflicted: 7 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Deception, persuasion, and religious lore as level 8
--
--Combat: Evil priests make one or two short-range magical attacks as an action, which are thematically appropriate to the
--god or entity they serve, such as blasts of hellfire, grasping shadowy tentacles, or disruptive necromantic energy. They
--often rely on zealous minions to protect them from melee opponents.
--
--Priests usually know several spells, such as how to banish or control creatures from other dimensions, create an area of
--darkness, see and hear remote locations, speak with the dead, mesmerize or paralyze a person, cause blindness, or create
--a ward against energy damage. They also have the following magical abilities:
--
--• Curse: The priest curses a foe within short range, hindering all of the foe's actions by two steps.
--
--• Heal: The priest heals a touched creature for 10 health or removes an affliction such as a disease or curse.
--
--• Necromancy: The priest uses a ten-minute ritual to animate up to four human-sized corpses as skeletons or zombies
--under their control. The undead revert to corpses after a day.
--
--• Sacrifice: The priest uses a ten-minute ritual to kill a helpless, restrained, or unconscious creature of level 4 or
--higher, using its soul to grant one ally an asset on all actions and defenses for one day.
--
--• Summon: Once per hour the priest can summon a demon or one level 3 or 4 creature (such as a giant snake, giant spider,
--or swarm of bugs). The summoned creature serves the priest for an hour before vanishing.
--
--• An evil priest usually has one or two combat-useful manifest cyphers and often has an artifact appropriate to their
--religion. Most also wear armor or have an ongoing defensive spell that grants them Armor.
--
--Interaction: Evil priests tend to be knowledgeable, arrogant, and condescending toward heroes and members of rival
--faiths. They might strike a bargain to save their lives or the life of a valuable minion, or to gain an advantage later
--on.
--
--Use: An evil priest is converting frightened peasants into followers, and turning those who refuse into zombie slaves. A
--new religious figure in the city is acting suspiciously, and members of rival faiths have been disappearing or turning
--up dead.
--
--Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest
--cyphers, and an artifact.
--
--### FAERIE 3 (9)
--
--Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
--for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in
--stealing clothing, equipment, or prized objects. And a few are downright malicious and, under the guise of a helpful
--guide or a pretty light in the distance, lure lost travelers to various dooms.
--
--Motive: Unpredictable
--
--Environment: Alone or in a flutter of three to twelve
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Immediate; long when flying
--
--Modifications: Tasks related to performance and deception as level 5; Speed defense as level 5 due to size and
--quickness
--
--Combat: A faerie can hurl damaging magic dust at any target within short range, but sometimes it wields tiny weapons
--such as bows, spears, or swords.
--
--If a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the attacker,
--who must make a Speed defense roll or take the same amount of damage they just dealt to the faerie.
--
--A faerie can see in the dark, but it can also emit bright light and appear as a glowing humanoid or an illuminated
--sphere.
--
--Faeries regenerate 1 point of health per round while their health is above 0.
--
--Some faeries can attempt to use a song or light display to charm others within short range. The target must succeed on
--an Intellect defense roll or fall into a suggestible state for one hour. During this period, the target can be led by
--the faerie at their regular movement rate. The target can be brought out of the spell early if they take damage or are
--heartily slapped and shaken for a round or two, causing the glamour to fade. A faerie can use this power once per
--minute.
--
--Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
--if offered sweets, wine, or other gifts. However, faerie attention spans are limited, so even one that means well could
--end up leaving the PCs in the lurch at just the wrong moment.
--
--Use: The dancing light in the distance, leading curious PCs deeper and deeper into the dark woods, is a faerie. And the
--destination could be a wicked witch or other unpleasant location.
--
--Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
--larger on the inside and might hold a handful of shiny coins or a cypher.
--
--### GORGON 5 (15)
--
--Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in
--size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death.
--These pieces are not the work of a fevered mind, but the fates of those who braved a gorgon's lair. Gorgons were humans
--once. After they offended the gods with their vanity, they were transformed into hideous monsters. A gorgon has the
--upper body of a human of perfect form and physique, but the lower body of a giant serpent, complete with rattling tail.
--One who dares look at a gorgon's face can see traces of the old beauty beneath a weary veneer, darkened by hatred.
--Instead of hair, serpents crown a gorgon's head, snapping and hissing at anyone who draws near. Yet the most terrible
--aspect of a gorgon is its gaze, which can turn any creature to stone.
--
--Motive: Isolation, defense
--
--Environment: Alone, sequestered in the isolated ruins of old cities and castles
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Movement: Short
--
--Combat: A gorgon has a long-range bow attack. Since creatures that see the gorgon often turn to stone, it must take down
--its prey at long range so it can get fresh meat. In close combat, a gorgon lashes out with a long dagger or, rarely, a
--sword. As part of the action the gorgon uses to attack, the serpents on its head can also attack one target within
--immediate distance. A target that fails its Speed defense roll takes 2 points of damage from the bite and must
--immediately make a Might defense roll to resist the poison (which deals 4 additional points of Speed damage that ignores
--Armor).
--
--Anyone within short range of a gorgon who meets its gaze and fails a Might defense roll turns to stone. In combat, when
--a character within short distance attacks the gorgon, they must avert their gaze (which hinders the attack by two steps)
--or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
--the character is killed by this damage, they are turned to stone.
--
-- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
--
--Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
--with one would be something of a feat.
--
--Use: A gorgon's head retains its power to petrify for several days after being cut from the creature. The PCs might
--brave the gorgon so they can use its head to defeat an even more powerful foe.
--
--Loot: A gorgon typically has a few cyphers and may have an artifact as well.
--
--### HAG 6 (18)
--
--Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman
--features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They
--love corrupting pure and innocent things, and feast on the dreams and flesh of their victims.
--
--Motive: Power, treachery
--
--Environment: Forests, swamps, mountains, and unpleasant natural locations
--
--Health: 25
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Lying, haggling, magical lore, mimicking voices, and Intellect defense as level 7
--
--Combat: Hags can attack with their iron-hard claws and teeth, but often rely on their magic abilities in combat. Hags
--can breathe water, and usually have three or more of the following abilities:
--
--• Arcane blast: Use magical energy to blast one foe within short range and inflict 6 points of damage, or divide this
--energy (and damage) among several foes as the hag sees fit (each foe makes their own Speed defense roll against this
--attack).
--
--• Change shape: Transform into a humanoid or common animal, or return to their own form.
--
--• Curse: Curse a creature within long range, hindering all physical actions by two steps.
--
--• Fear: Terrify all creatures within short range who look upon them, causing the creatures to flee for one minute if
--they fail an Intellect defense roll.
--
--• Illusion: Create an illusion affecting a small area that includes light, sound, and smell. They can use this to
--disguise themselves as any humanoid creature (such as a human, dwarf, or elf). Changing or maintaining the illusion is
--not an action.
--
--• Invisibility: Turn invisible for ten minutes. When invisible, they are specialized in stealth and Speed defense
--tasks.
--
--• Murderous glare: Glare at one opponent, causing bloody wounds that inflict 6 points of damage if the creature is
--within short range (3 points if within long range).
--
--• Question: Get an answer to a very simple, general question about a creature or place within 1 mile (1.5 km).
--
--• Scrying eye: View any familiar location within 1 mile as if they were observing it directly.
--
--• Sleep: Make a creature fall asleep for one minute. Damage or loud noises will wake the creature.
--
--Three or more allied hags form a coven, which allows them to use each other's magical abilities, and usually grants the
--coven (when working together) one or two additional abilities.
--
--Interaction: Hags are evil, greedy, hateful, and cruel. They rarely do things for others unless they benefit in some
--way, and they like to trick fools into dangerous tasks that end up profiting the hag instead of anyone else. If shown
--proper respect and bribed or paid, a hag can be a valuable source of lore.
--
--Use: The smell of cakes lures children to a mysterious woodland shack. The hag of the swamp is said to kill anyone who
--enters their territory without carrying a specific gift.
--
--Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact.
--
--### HARPY 3 (9)
--
--A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their
--breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to
--torment people and lure them to their deaths.
--
--Motive: Hungers for flesh, causing anguish
--
--Environment: Coastline, forest, and mountains
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Movement: Short; long when flying
--
--Modifications: Perception and Speed defense as level 4
--
--Combat: Harpies are fast and strong, capable of carrying off a light adult human. They attack with their long talons.
--
--Anything a harpy touches becomes fouled with their smelly fluids, and one harpy energetically flapping their wings is
--enough to contaminate an immediate area. Their fluids are repulsive but not directly harmful, and the smell persists
--even after a casual washing. Any food touched by harpy filth is inedible to anyone but a harpy. Creatures with a
--sensitive sense of smell (such as dogs and wolves) are hindered when within a short distance of a harpy. It is common
--for a group of harpies to attack a campsite or festival, spread their stink over everything, and fly away with whatever
--food they can carry.
--
--A harpy can sing a weird, entrancing song that hypnotizes whoever hears it. Anyone within long range who hears the song
--must make an Intellect defense roll or stop whatever they are doing and attempt to approach the harpy. If the creature
--comes within an immediate distance of a singing harpy, they stand there dumbly even as the harpy attacks them. The
--creature can make another attempt to break free each round on its turn, and taking damage from anything other than a
--singing harpy allows them another attempt to break free. Five or more harpies can work together on the same song (treat
--as a level 5 effect). Harpies are cruel and have been known to lead an entranced creature into a pit, off a cliff, or
--over the railing of a ship.
--
--Interaction: Other than their singing, harpies do not usually speak with other creatures. They are more likely to jeer
--and screech at people like an angry bird than try to communicate.
--
--Use: A flock of harpies torments a village during its harvest festival, ruining the celebration and some of the food set
--aside for the winter. Sailors speak of a lonely island where an old, blind king starves because harpies steal or foul
--any food set out for him.
--
--Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully
--washed.
--
--### HOLLOW KNIGHT 4 (12)
--
--In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
--These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them
--for living foes only to realize in horror that there's nothing inside except for the memory of the warrior that once
--donned the suit. Brought into being by binding the spirit of a dead warrior to its panoply, hollow knights behave in
--much the same way they did in life—disciplined, loyal, and battle ready. Clad head to toe in full plate armor, with
--battered shields strapped to their arms and rusty swords gripped in lobster gauntlets, the knights stand ready to face
--any foe, heedless of the danger, driven to serve the necromancer that made them. Hollow knights might ride on the backs
--of skeletal steeds and wield lances.
--
--Motive: Obedience to its master
--
--Environment: Anywhere
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 3
--
--Movement: Short; long while mounted on a skeletal steed
--
--Modifications: Resists fear and intimidation as level 10
--
--Combat: A hollow knight usually fights with a sword or mace.
--
--When mounted on a steed, a hollow knight charges its enemies whenever possible. As an action, its steed moves a short
--distance, and the hollow knight can make a single attack at any point during this movement. When attacking in this way,
--the knight inflicts 7 points of damage.
--
--A hollow knight is fearless and fights until destroyed or ordered to pull back. The magic animating its armor is slow to
--fade, so armor components may continue to twitch and jerk even after the knight has fallen. Usually, when defeated, the
--suit of armor falls apart, and wisps of grey smoke curl up from the remains.
--
--Interaction: Hollow knights cannot speak. They obey any orders given to them by their creators.
--
--Use: The necromancer or other magician that binds the spirit to the armor also imbues the armor with specific
--commands—tasks the knight must carry out until destroyed. Some knights may stand guard at citadels or mansions, keeping
--a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's
--army.
--
--### HYDRA 7 (21)
--
--This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
--20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature
--is its magical ability to sprout new heads when it's wounded. Some hydras dwell on land, others in water. Most seem to
--have been set as guardians of important places by higher powers, which is probably why they're so difficult to kill.
--
--Motive: Hungers for flesh, defend a location
--
--Environment: Swamps, coasts, and forests
--
--Health: 24
--
--Damage Inflicted: 7 points
--
--Armor: 1
--
--Movement: Short when walking or swimming
--
--Modifications: Perception as level 8 due to its many heads; Speed defense as level 5 due to size
--
--Combat: Even approaching a hydra is dangerous; the air around it is poisoned by its venomous breath. Each round a
--creature is within immediate range of a hydra, they must succeed on a Might defense task or take 1 point of Speed damage
--(ignores Armor).
--
--All five of a hydra's heads can simultaneously bite foes in immediate range. If three or more heads coordinate their
--attack, the heads make one attack as a single level 9 creature dealing 9 points of damage. A target bitten by the
--venomous hydra must also succeed on a Might defense task or take an additional 2 points of Speed damage (ignores
--Armor).
--
--Whenever the hydra takes 4 or more points of damage from a single attack, a healing pulse surges through the creature a
--round later. The pulse returns the health just subtracted due to the attack and triggers the immediate growth of two
--additional heads that sprout from the creature. (The same thing happens if one of the creature's snakelike heads is
--decapitated.) The new heads are just as effective as the original ones in a fight. Fire, electrical, and other extreme
--energy attacks do not trigger the healing pulse and head genesis.
--
--Interaction: A hydra is a cunning predator, but not intelligent. It can't bargain or negotiate.
--
--Use: The PCs investigate an ancient ruin hoping to find artifacts of the gods. A hydra saw them enter and trails them
--through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
--distracted before attacking.
--
-- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
--
--### JOTUNN (NORSE GIANT)
--
--Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
--hostile to humans and other "little folk." Jotunns range from 9 to 20 feet (3 to 6 m) tall, are strong, have long hair,
--and wear armor and use weapons like humans do. Some are hideous, some are attractive by human standards, and some have
--multiple heads. They live in caves, lodges, or large castles. There are two main types of jotunns: fire and frost.
--
--### JOTUNN, FIRE 6 (18)
--
--Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal
--or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords
--that glow with the natural heat of their bodies.
--
--Motive: Destruction, hungers for flesh, honor
--
--Environment: Hot mountains, volcanic areas, supernatural fires
--
--Health: 30
--
--Damage Inflicted: 6 points plus 3 points from fire
--
--Armor: 3 (immune to fire)
--
--Movement: Short
--
--Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
--
--Combat: A fire jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
--one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient fire damage conducted from the
--jotunn's body. Jotunns throw boulders up to very long range, inflicting 6 points of damage plus 3 points of fire
--damage.
--
--A jotunn can inflict 1 point of fire damage with a touch, and anyone touching it without protection against fire takes
--damage as if the jotunn had touched them. A slain fire jotunn and its equipment are too hot to safely touch for several
--minutes.
--
--Fire jotunns are immune to fire damage, but take additional damage from cold (equal to the attack's normal damage, up to
--a maximum of 5 additional points of cold damage).
--
--Fire jotunn leaders sometimes have magical powers, usually related to earth and fire.
--
--Interaction: Fire jotunns tend to be hostile, but they may agree to a nonlethal challenge to allow visitors to pass
--through their land or join them for a feast.
--
--Use: A fire jotunn decides to cause trouble for intruders in its territory. A clan of jotunns wages war against a
--fortified village or town, hurling boulders, starting fires, and stealing livestock.
--
--Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
--metals and decorated with gems. They may have cyphers, and a leader may carry an artifact.
--
--### JOTUNN, FROST 6 (18)
--
--Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is
--usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal
--axes that channel powerful cold from their bodies.
--
--Motive: Destruction, hungers for flesh, honor
--
--Environment: Cold mountains and plains
--
--Health: 30
--
--Damage Inflicted: 6 points plus 3 points from cold
--
--Armor: 2 (immune to cold)
--
--Movement: Short; long when skiing
--
--Modifications: Speed defense as level 5 due to size; breaks and throws objects as level 8
--
--Combat: A frost jotunn uses weapons appropriate to its size (which would be two-handed for a human but can be wielded
--one-handed by the giant), inflicting 6 points of damage plus another 3 points of ambient cold damage conducted from the
--jotunn's body. Jotunns throw boulders or chunks of ice up to very long range, inflicting 6 points of damage plus 3
--points of cold damage.
--
--A jotunn can inflict 1 point of cold damage with a touch, and anyone touching it without protection against cold takes
--damage as if the jotunn had touched them. A slain frost jotunn and its equipment are too cold to safely touch for
--several minutes.
--
--Frost jotunns are immune to cold damage, but take additional damage from fire (equal to the attack's normal damage, up
--to a maximum of 5 additional points of fire damage).
--
--Frost jotunn leaders sometimes have magical powers, usually related to illusions and weather.
--
--Interaction: Frost jotunns tend to be hostile, but if in a generous mood, they may allow visitors to dine with them or
--rest in their halls. Once they grant someone hospitality, they are loath to break it unless they are attacked, robbed,
--or tricked.
--
--Use: A frost jotunn throws a boulder just to be threatening. A clever jotunn offers to share a story in exchange for
--food and conversation. A clan of jotunns uses the cover of a storm to raid a village.
--
--Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious
--materials and decorated with gems. They may have cyphers, and a leader may carry an artifact.
--
--### LICH 8 (24)
--
--A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object
--called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted
--its own life energy in an obscene ritual, a lich can pursue its other magical goals, usually the acquisition of more
--wealth, magic, and power. A newly made lich may look like a recent corpse, but maintaining its physical vessel becomes
--less of a priority as the centuries pass, so over time they tend to look withered or even skeletal. Liches often work
--with or command other undead, such as wraiths, skeletons, vampires, and zombies.
--
--Motive: Magic, immortality, power
--
--Environment: Wherever they can remain hidden and work undisturbed
--
--Health: 45
--
--Damage Inflicted: 8 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Intellect defense and magical lore as level 10
--
--Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
--creature within immediate range of the target. A lich knows many spells, such as the following:
--
-- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
--into corpses.
--
-- • Armor: Gain +5 Armor for one hour.
--
--• Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
--also moves two steps down the damage track.
--
--• Fly: For one hour, move through the air as effortlessly as walking.
--
--• Paralyze: One target within short range is held motionless for two rounds, unable to take any physical actions.
--
--• Polymorph: Transform a creature within short range into a harmless creature like a fish or frog for one minute.
--
--• Scrying eye: View any familiar location within 1 mile (1.5 km) as if the lich was observing it directly.
--
--• Teleport: Move instantly up to 1 mile. A lich also likely carries several cyphers useful in combat. Liches are undead,
--and therefore immune to anything that affects only living creatures, such as disease and poison. Unless its well-hidden
--phylactery is destroyed, a lich that is killed reforms a new body near its phylactery over the next week or so,
--returning at full health and with all of its abilities and memories.
--
--Interaction: Liches hate being interrupted and have more important things to do than answer questions from mortal
--weaklings. A lich may be convinced to teach a character a spell, especially if given a spell, cypher, or artifact in
--trade.
--
--Use: A lich is planning a ritual to raise an army of skeletons or zombies to attack the kingdom. A lich has made a pact
--with a demon to unleash a plague in exchange for obscure magical knowledge.
--
--Loot: A lich has 1d6 cyphers and usually an artifact.
--
--### MANTICORE 6 (18)
--
--A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
--bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple
--barbs, and the creature can flick its tail to hurl these barbs at its prey. Manticores eat all of their prey, including
--the bones, clothing, and equipment, leaving nothing but a bloodstain as evidence of their hunting.
--
--Motive: Hungers for flesh (especially human flesh)
--
--Environment: Mountains and plains
--
--Health: 22
--
--Damage Inflicted: 8 points
--
--Armor: 1
--
--Movement: Long
--
--Modifications: Ranged attacks as level 5
--
--Combat: Manticores attack with their powerful bite, seeking to incapacitate or kill one opponent quickly so they can
--eat. Some are content to attack and consume a single target, but a large, hungry manticore prefers to wait until two or
--three creatures are nearby before attacking. A manticore has powerful legs and can leap up to a short distance in any
--direction, and often surprises its prey by leaping from concealment.
--
--Instead of biting, a manticore can use its poisonous scorpion-like tail to strike one creature in melee with a cluster
--of barbs, inflicting 4 points of damage (plus 4 additional points of Speed damage if the target fails a Might defense
--roll). With a flick of its tail, it can hurl up to four barbs up to a short distance away, striking one or more
--creatures in an immediate area. Each barb inflicts 1 point of damage, and the target must succeed on a Might defense
--roll or take 1 additional point of Speed damage.
--
--Interaction: Manticores can make trumpet-like noises that resemble speech, but this seems to be a trick to lure prey.
--Most of them are not intelligent enough to know how to speak human languages.
--
--Use: Weird musical noises resembling speech are heard from the nearby hills. People have been disappearing in fields and
--on the road, with only bloodstains on the ground suggesting that they were harmed.
--
--Loot: A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one
--or two small objects it was unable to digest.
--
--### MERFOLK 3 (9)
--
--Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
--They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great
--underwater cities ruled by a king or queen, but most land-walking species interact only with the common or soldier
--merfolk who visit the ocean surface and coastlines. Merfolk societies are much like those of surface humans; their
--inability to use fire limits them in some ways (such as blacksmithing), but they have compensated for this with water
--magic and other skills.
--
--Merfolk skin ranges from all human colors to green, blue, and grey. Some have small fins on their heads and elbows or
--webs between their fingers. They dress for comfort and wear jewelry made of shells, coral, pearls, polished gemstones,
--and metals they can salvage or trade for. Most of them are content to be hunters or cultivators of kelp and other
--aquatic plants, but some are curious about land-walkers (and their sunken ships) or fiercely territorial about
--protecting their waters against outsiders.
--
--Motive: Defense, entertainment
--
--Environment: Oceans, seas, and coasts
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Immediate; short when swimming
--
--Modifications: Perception as level 4 while in water
--
--Combat: Merfolk use spears, tridents, daggers, and other stabbing weapons that are effective underwater. They may create
--traps using nets to confine or direct foes into an ambush. A few lucky or clever ones have acquired or adapted light
--crossbows designed to fire underwater up to a short distance away.
--
--About once every ten minutes, a merperson can swim a short distance as their action and still make a melee attack, or
--swim up to a long distance as their action.
--
--About one in ten merfolk have the magical ability to harden water until it is as strong and durable as wood, taking
--about an hour to make a spear or similar tool that lasts for several days. Some noble merfolk can create short-range
--bolts of electricity as an action and make limited alterations to the weather (stilling, increasing, or dispersing wind
--and clouds in a very long area) by concentrating for several minutes.
--
--Interaction: Merfolk react according to their role in merfolk society—farmer, rancher, guard, explorer, noble, and so
--on. Some merfolk are more aggressive or hostile and dislike the presence of land-walkers in their territory. Most
--merfolk are amiable to conversation and trade with people who treat them with fairness and respect.
--
--Use: Merfolk are often seen sunning themselves on a small island off the coast. Merfolk warriors accompanied by trained
--large fish have been harassing boats and ships that stray too far from the shallows and shores.
--
--Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal
--merperson usually has a cypher and might have an artifact.
--
--### MINOTAUR 4 (12)
--
--Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a
--curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care
--little about history or their origin, preferring to hunt for meat and spar with each other for dominance and trophies.
--Minotaurs live in small tribes of up to a dozen adults. Solitary minotaurs are exiles, last survivors of their tribe, or
--younger individuals claiming their own territory.
--
--Motive: Hungers for flesh
--
--Environment: Caves, plains, and labyrinths
--
--Health: 19
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Hunting and tracking as level 5
--
--Combat: Minotaurs attack with their horns or use large weapons. A minotaur can charge up to a short distance and then
--make an attack, which inflicts an additional 3 points of damage.
--
--Minotaurs are interested in mazes and mazelike spaces and like to wander within them, memorizing the paths and finding
--good places to stage ambushes. They leave out piles of equipment and useless treasures from previous victims to lure
--people into the maze and give the minotaur time to corner their prey. S
--
--ometimes one minotaur in a tribe develops simple magic powers and is able to create illusions of smoke or mist in an
--area a short distance across, turn invisible for a few moments, or enchant weapons to inflict bleeding wounds.
--
--Interaction: Minotaurs can speak, usually in their own language or another crude humanoid language. However, they
--typically choose not to speak to weaker creatures (such as humans).
--
--Use: A wandering gang of minotaurs has been stealing livestock from a local village and is ready to start hunting
--humans. A minotaur gladiator escaped from a secret underground arena and is stalking prey in the city. Something lurks
--in a corn maze, leaving nothing but bones and bloodstains.
--
--Loot: Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple
--jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon.
--
--### MORLOCK 2 (6)
--
--Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin,
--and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under
--the twilight-like canopy of a heavy forest). Morlocks eat any sort of meat, even carrion and their own dead. Morlocks
--build piles of stones to mark their territory. On nights of the new moon, they create unnerving music by playing simple
--drums made out of skulls and logs. They lack the foresight to store food for lean times, so they range farther from home
--in winter and times of famine. They are sometimes enslaved by more powerful creatures such as ogres or a vampire.
--
--Motive: Hungers for flesh, defense
--
--Environment: Caves, forests, hills, and underground
--
--Health: 6
--
--Damage Inflicted: 2 points
--
--Movement: Short; short when climbing
--
--Modifications: Stealth and tracking as level 4
--
--Combat: Morlocks fight with their nails and teeth, but sometimes they use simple weapons like clubs, stone knives,
--spears, and javelins if they have observed other humanoids doing so. Some tribes dig simple pit traps and chase prey
--into them.
--
--Morlocks dislike strong light but are not harmed by it. Their hearing and sense of smell is strong enough that they can
--"see" in dim or very dim light as if it were normal light. They can track scents as well as a trained dog.
--
--Interaction: Morlocks have a simple language of hoots, howls, and growls that communicate basic concepts like food,
--fire, danger, and cold. If enslaved by a more powerful creature, some of them can manage to learn a few words in that
--creature's language.
--
--Use: Town elders warn that the drums and near-human howls on dark nights are signs of morlocks who'll steal away foolish
--children. Stacked piles of stones are found in the forest, each surrounded by bare humanoid footprints.
--
--Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim.
--
--### NECROMANCER 5 (15)
--
--The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
--living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number
--of dead always rises.
--
--Motive: Magical power, mastery over death
--
--Environment: In places where dead are interred, usually with some number of undead servitors
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Speed defense as level 6 due to shroud of undead protective spirits
--
--Combat: Necromancers can blast a foe within long range with the cold of the grave or flesh-decaying magic.
--
--A necromancer can cast a death spell on a foe within short range once every minute; the victim must succeed on a Might
--defense roll or move down one step on the damage track. This ability could be an innate power or come from an artifact.
--
--A necromancer who isn't already accompanied by undead spirits or shambling, spirit-inhabited corpses under their command
--can call up a spirit as an action. A necromancer can command up to five spirits (or newly allied undead, as described
--below) at a time.
--
--A necromancer can attempt to take command of a spirit or undead creature within short range. They automatically succeed
--against an unaligned undead target of level 4 or less. If a targeted spirit is already allied with or in service to a
--PC, the PC must succeed on an Intellect defense roll or lose control of the spirit to the necromancer's will for one
--minute.
--
--Interaction: Necromancers are feared for their nonchalant attitudes toward life, especially the life of normal people
--(such as peasants and city folk). They will negotiate but usually don't have the capacity to care about another person's
--well-being; they're sociopathic.
--
--Use: A character has died, and their allies must find a necromancer to help retrieve their spirit. Of course, the
--necromancer wants something in return for this aid—perhaps an artifact pilfered from whatever underworld or hell the
--dead character is imprisoned within.
--
--Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact.
--
--### NOBLE KNIGHT 7 (21)
--
--Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
--lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new
--territories where they encounter and defeat various magical creatures.
--
--Motive: Accomplish noble (or ignoble) deeds
--
--Environment: Almost anywhere, often alone, sometimes with followers
--
--Health: 50
--
--Damage Inflicted: 10 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: All tasks related to heraldic lore and chivalry as level 8; Speed defense as level 8 while holding
--shield
--
--Combat: Noble knights are armed with massive weapons they can wield in one hand, which means they can also hold a
--shield. They are skilled with melee weapons (such as a battleaxe, broadsword, or mace) and inflict lethal damage on a
--hit.
--
--Noble knights can also rely on a magic artifact or two to aid them, and possibly a noble steed. The artifact might be
--the very weapon a knight wields in combat and could grant them one or more of the following additional abilities:
--
--> Legendary Strength. The noble knight can call upon the artifact to grant them great strength or fortitude to
--> accomplish a particular physical task (such as breaking down a door, lifting a boulder, or knocking down pillars
--> holding up a structure), which they attempt as if they were level 10.
-->
--> Regeneration. The noble knight regenerates 2 points of health per round while the weapon is drawn.
-->
--> Resistance. The noble knight is immune to effects that would influence their mind, charm them, or put them to sleep.
--
--Interaction: Flowery language and impeccable manners show a knight's noble background. Those who negotiate with one in
--good faith are likely to come away with something of value. However, sometimes a noble knight is corrupt and betrays
--trusts.
--
--Use: A noble knight has decided that they must guard a bridge against any who would cross it.
--
--Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact.
--
--### SAPIENT TREE 3 (9)
--
--Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep
--out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their
--true nature, with limb-like branches and faces in the bark of their trunk. They don't always move, but with effort, they
--can uproot themselves and walk about. However, they usually do so only when no one is looking. The origin and
--temperament of sapient trees varies; they might be haunted trees possessed by spirits, trees animated by magic spells,
--or ancient mythical beings. Some are peaceful and noble, but others are downright wicked and cruel.
--
--Motive: Defense
--
--Environment: Found in groves or copses of five to twenty
--
--Health: 16
--
--Damage Inflicted: 4 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: Initiative as level 4; Speed defense as level 2 due to size
--
--Combat: When a sapient tree attacks, it often does so with surprise because it looks like a normal tree at first. If a
--character about to be attacked fails an Intellect defense roll, they do not perceive the attack in time, and the tree's
--attack is eased.
--
--> If a tree strikes in combat with one of its branch-arms, it can choose to grab the foe (rather than inflict damage)
--> and toss them an immediate distance away, inflicting 2 points of ambient damage if they hit the ground or another
--> solid object. If they are tossed at another creature, that second creature must make a successful Speed defense roll
--> or also take this damage.
-->
--> Sometimes, a sapient tree that bears fruit will hurl its fruit up to short range, inflicting 4 points of damage.
-->
--> Interaction: Sapient trees are generally unfriendly and indignant toward animal life. They are fearful and assume that
--> any creature not native to their forest is a threat. They are likely to attack first rather than speak, although they
--> can speak eloquently, if sometimes slowly.
-->
--> Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected
--> direction.
--
--### SATYR 5 (15)
--
--These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
--creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
--relying on tricks and lies, or alluring music they play on pipes.
--
--Motive: Play tricks, gather treasure, fulfill desires
--
--Environment: Woodlands, hills, and plains
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
--
--Combat: Satyrs usually carry spears that they can use in melee and against foes within short range. They can also create
--magical effects by playing their pipes as an action, which can either bolster allies or harm enemies:
--
--> Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn to dancing
--> and leaping. Attacks made against affected targets are eased.
-->
--> Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased;
--> if it hits, it inflicts +3 damage.
--> Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
--> one of its allies.
--
--Interaction: Satyrs are inveterate mercenaries. They gladly work for strong drink and other treasures, and they ally
--with almost any creature capable of meeting their price. A satyr is always willing to start negotiations, but is prone
--to lying and exaggeration. Offering excessive libation, food, and other rewards is the only way to ensure that a satyr
--remains honest, and then for only a short period.
--
--Use: Strange piping music in the forest lures away young people from a nearby community. Community elders say a
--charismatic cult leader has set up in the woods and clouds the minds of all who come near.
--
--Loot: A satyr is likely to carry one or two cyphers.
--
--### SHADOW 1 (3)
--
--Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
--along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to
--clutch at a victim with their cold claws.
--
--Motive: Hunger for life energy
--
--Environment: Anywhere that shadows can occur
--
--Health: 3
--
--Damage Inflicted: 2 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Stealth as level 3
--
--Combat: Shadows attack with their claws, which feel like a cold breeze and drain 2 points of Might from their target
--with each hit. They can barely interact with physical objects, and even something as simple as moving a pebble an
--immediate distance or knocking over a candle takes intense concentration.
--
--A group of five shadows can act as a swarm, focusing on one target to make one attack as a single level 3 creature,
--inflicting 4 points of damage. In an area of complete darkness with no illumination at all, shadows are effectively
--powerless—they cannot attack and all their actions are hindered. If suddenly deprived of light, they slink about
--menacingly for a few minutes but lose interest if it seems like their prey won't be bringing back the light.
--
--Shadows are flat rather than insubstantial, but attacks that harm phased, ghostly, or similar creatures are fully
--effective against them. They can easily pass through narrow spaces such as the gap under a door or between the bars of a
--cell, but cannot move through solid objects.
--
--Interaction: Shadows never speak, but they can make rustling noises like a gently moving curtain. If controlled or
--prevented from attacking, they can communicate with simple pantomimes and seem to understand some pieces of language.
--
--Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person
--appears to have two shadows just before they feel icy coldness slide along their flesh.
--
--### SOUL EATER 5 (15)
--
--A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
--without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by
--occasionally absorbing the spirit or mind of living victims. An absorbed "soul" is burned away, which is why dread
--skulls are wreathed in flame; it's the by-product of the creature's previous meal.
--
--Motive: Hungers for souls
--
--Environment: Usually at the center of tombs
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 1
--
--Movement: Long when flying
--
--Modifications: Resists mental attacks and deception as level 7; Speed defense as level 7 due to size and quickness;
--knowledge of arcane methodologies and rituals as level 8
--
--Combat: A soul eater has a library of magic abilities it can draw upon, including long-range attacks of fire or cold
--against all targets within immediate range of each other, the ability to read the mind of a victim within short range on
--a failed Intellect defense roll, and the ability to cloak itself in the illusion of a normal human for up to an hour at
--a time.
--
--In addition, a dread skull can draw out a victim's consciousness and absorb it in a blaze of supernatural fire. To do
--so, the creature must bite a target, which inflicts 5 points of damage; the target must then succeed on an Intellect
--defense roll or take an additional 5 points of Intellect damage (ignores Armor).
--
--If a dread skull drains a character's Intellect Pool to 0 through repeated bites, the character's soul is sucked into
--the skull, and the body falls limp. Once absorbed into the skull, a victim's essence is trapped and slowly consumed over
--the next twenty-four hours. During this period, the skull regenerates 1 point of health per round.
--
--If a dread skull isn't destroyed within twenty-four hours of eating a soul, the victim's essence is fully consumed. If
--the soul eater is defeated and its skull is shattered before then, all unconsumed souls are returned to their bodies.
--
--Interaction: Dread skulls are slightly insane but hellishly smart, which means that sometimes they will negotiate to get
--what they want.
--
--Use: Soul eaters remember a little bit of the knowledge of every creature's essence they consume. The PCs need to learn
--the command word of an artifact they've found, but the only one who knew it was consumed by a dread skull.
--
--Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an
--artifact.
--
--### SPHINX 7 (21)
--
--A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
--some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often
--found guarding temples or persons of great interest to the gods (although whether they serve good or evil depends on the
--individual sphinx). No matter what their head looks like, a sphinx can devour creatures as easily and quickly as a
--lion.
--
--Motive: Defense, riddles
--
--Environment: Deserts, plains, and mountains
--
--Health: 25
--
--Damage Inflicted: 7 points
--
--Armor: 2
--
--Movement: Short; long when flying
--
--Modifications: Intellect defense and magical lore as level 8
--
--Combat: A sphinx attacks with its lion claws, making two swipes as its action. A sphinx also has the following magical
--abilities:
--
--• Curse: Curse a creature within long range, hindering all their physical actions by two steps until some other magic
--lifts the curse.
--
--• Heal: Restore 10 health to an NPC, or allow a PC to use their next action to make a recovery roll that does not count
--toward their normal allotment. Can be used three times per day.
--
--• Riddle: A creature within long range must make an Intellect defense roll to answer a difficult riddle; failure means
--the creature stands confused for one minute even if they are attacked.
--
--• Spellbreaker: End an ongoing magical effect within short range, such as a curse or protective spell. If there are
--multiple effects, the sphinx chooses which one to end. It can target an immediate area instead of a specific effect
--(such as an area where it suspects an invisible enemy is hiding).
--
--• Teleport: Instantaneously move a very long distance. Can be used once per day.
--
--Interaction: Sphinxes are very intelligent and speak several languages (including at least one ancient or obscure
--language). If their demands are met (such as by answering a riddle or performing a service), they can be quite
--talkative, if arrogant.
--
--Use: A sphinx guards the main road into the city, killing anyone who fails to answer its riddle. A sphinx approaches,
--offering secret lore if the characters can direct it to a suitable mate or an abandoned temple it can restore and
--guard.
--
--Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use.
--
--### TROLL 6 (18)
--
--A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
--dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a
--meal. Usually, they distend their mouths and throats and swallow subdued prey whole.
--
--Motive: Hungers for flesh
--
--Environment: Nearly anywhere, hunting alone or in pairs
--
--Health: 30
--
--Damage Inflicted: 7 points
--
--Armor: 1
--
--Movement: Long
--
--Modifications: Speed defense as level 5 due to size; Might defense as level 7; sees through deception as level 4
--
--Combat: The troll attacks with its claws. If it hits, it grabs a foe tightly, then squeezes and bites until the victim
--is dead or it releases that victim to attack another creature. Each round that a held creature does not escape, they
--take 10 points of damage.
--
--Trolls regain 3 points of health per round. If a troll suffers a particularly egregious wound (10 or more points of
--damage in one round), rather than regain health in that round (and instead of taking any other action), the troll
--divides into two level 4 trolls that are 3 feet (1 m) tall. Spawned trolls that survive the battle and have access to
--food grow into full-power trolls within a few weeks.
--
--Interaction: Trolls speak their own simple language, but a few know a little bit of a local human language. Most prefer
--to attack and eat other creatures, but might be bargained with after a successful show of force.
--
--Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by
--slavers, armies, and powerful wizards as guards and warriors.
--
--### WORM THAT WALKS 7 (21)
--
--This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
--ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm
--that walks is a mass of psionic grubs squirming through a slush of salty ooze. Individually the grubs are harmless
--vermin, but together they're a sentient entity, a single psionic mind formed of thousands of tiny, maggot-like pupae.
--The tightly wound leather straps covering a worm that walks are just as important for hiding its true nature as for
--adhesion. Despite being fully encased, the worm that walks senses its environment with a hard-to-fool sixth sense.
--
--Motive: Domination of other creatures, hunger
--
--Environment: Almost anywhere
--
--Health: 30
--
--Damage Inflicted: 7 points
--
--Armor: 1
--
--Movement: Immediate; short when flying
--
--Modifications: Perception as level 8; Speed defense as level 5 due to slow nature
--
--Combat: A worm that walks can strike a single target in immediate range with a leather-wrapped "fist" as its action.
--When it hits and deals damage, several grubs spill out and attach to the victim (getting under most armor unless it's
--hermetically sealed or behind a force field), who must make a Might defense roll to shake them loose. On a failure, the
--grubs begin to feed, and the target takes 5 points of damage (ignores Armor).
--
--If a victim is killed while in immediate range of a worm that walks, the worms automatically engulf the body through a
--wide opening in their wrappings. The grubs go into a feeding frenzy, reducing the remains to nothing within minutes.
--During the frenzy, the worm that walks regenerates 2 points of health per round. A victim's equipment is retained for
--later study.
--
--A worm that walks can also emit a psychic burst that can target up to three creatures in short range as its action. On a
--failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable to take
--actions on their subsequent turn. If the victim is attacked while so stunned, their defenses are hindered by two steps.
--
--Interaction: A worm that walks can communicate telepathically with characters within short range. It negotiates only
--with those strong enough to harm it; otherwise, it tries to eat whoever it runs across. Even if the worm that walks
--makes a deal, it eventually reneges if it senses any advantage for doing so.
--
--Use: A worm that walks has been active in a small rural community for weeks, apparently in preparation for something it
--calls "the Great Hatching." If that refers to the hatching of more psychic grubs, it could spell trouble for a much
--larger region.
--
--Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it
--in the fight.
--
--### WRAITH 2 (6)
--
--When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a
--necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure
--that can resemble the humanoid figure it once was, though wraiths tend to swarm together, making it difficult to
--distinguish them from each other. Wraiths are often mindless, consumed by their condition. But on occasion, a wraith not
--too far gone still remembers its life and may respond to questions or seek to locate its loved ones or enemies. A wraith
--may even attempt to finish a task it started in life. But in time, even the strongest-willed spirit's mind erodes
--without physical substance to renew it, and it becomes an almost mindless monster of destruction.
--
--Motive: Destruction
--
--Environment: Almost anywhere, singly or in groups of six to ten
--
--Health: 6
--
--Damage Inflicted: 3 points
--
--Armor: 1
--
--Movement: Short while flying
--
--Modifications: Stealth as level 5
--
--Combat: A wraith attacks with its touch, which rots flesh and drains life.
--
--A wraith can become fully insubstantial. After it does so, the creature can't change state again until its next turn.
--While insubstantial, it can't affect or be affected by anything (except for weapons and attacks that specifically affect
--undead or phased creatures), and it can pass through solid matter without hindrance, but even simple magical wards can
--keep it at bay. While partly insubstantial (its normal state), a wraith can affect and be affected by others normally.
--
--A group of five wraiths can act as a swarm, focusing on one target to make one attack roll as a single level 4 creature
--dealing 5 points of damage.
--
--Interaction: Most wraiths moan and scream in rage. The rare few that retain reason can speak in a sepulchral voice, and
--they may even negotiate. Any alliance with a wraith is usually short-lived, since the creature eventually forgets itself
--and descends fully into rage and the desire to spread destruction.
--
--Use: The PCs are attacked while attending a burial, or they happen to pass close to or camp near a graveyard. Another
--swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning
--them).
--
--### WYVERN 6 (18)
--
--Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
--makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong
--flight and deadly stinger to catch and kill their prey, typically humanoids or large animals. Wyverns have four limbs—
--two legs used for clumsy walking and two arm-wings used for flight and balance.
--
--Motive: Hungers for flesh
--
--Environment: Mountains, hills, and plains where large prey is plentiful
--
--Health: 35
--
--Damage Inflicted: 5 points
--
--Armor: 1
--
--Movement: Short; long when flying
--
--Modifications: Perception as level 7; Speed defense as level 5 due to size
--
--Combat: Wyverns prefer to attack from the air, moving up to a short distance and making three attacks (bite, venomous
--stinger, claws) as their action. If a wyvern has to fight on the ground, it can attack only with its bite and stinger on
--its turn.
--
--The stinger injects poison, dealing an additional 5 points of Speed damage (ignores Armor) if the opponent fails a Might
--defense roll. Because the wyvern hunts primarily out of hunger, it usually focuses its attacks on one creature,
--weakening the prey so the wyvern can carry it away and eat in peace.
--
--Interaction: Wyverns lack the intelligence of true dragons. They are relatively smart animals (on par with large
--reptiles such as crocodiles) but can be distracted by easy prey. Allowing one to catch a pig, pony, or riding horse can
--give characters enough time to get safely away.
--
--Use: Hungry wyverns are known to swoop in and carry off livestock and travelers near a particular road or field. A gang
--of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
--the ground.
--
-- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
--extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
--an expensive item).
--
- ### SCIENCE FICTION CREATURES AND NPCs
-
- The most important element of each creature is its level. You use the level to determine the target number a PC must
-@@ -62920,1143 +54181,6 @@
- A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
- incapacitated.
-
--### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
--
--| Level | Name | Tech Rating |
--|-------|-----------------------|-------------|
--| 1 | Space rat | Advanced |
--| 2 | Silicon parasite | Advanced |
--| 3 | Infovore | Fantastic |
--| 3 | Mock organism | Advanced |
--| 3 | Natathim (homo aquus) | Advanced |
--| 3 | Sentinel tree | Advanced |
--| 3 | Zero-point phantom | Fantastic |
--| 4 | Devolved | Advanced |
--| 4 | Ecophagic swarm | Advanced |
--| 4 | Hungry haze | Fantastic |
--| 4 | Inquisitor | Fantastic |
--| 4 | Malware, fatal | Advanced |
--| 4 | Redivus | Fantastic |
--| 4 | Wraith (homo vacuus) | Advanced |
--| 5 | Shining one | Fantastic |
--| 5 | Supernal | Fantastic |
--| 5 | Synthetic person | Advanced |
--| 6 | Vacuum fungus | Advanced |
--| 6 | Exoslime | Fantastic |
--| 6 | Photonomorph | Fantastic |
--| 6 | Storm marine | Advanced |
--| 7 | Posthuman | Fantastic |
--| 7 | Thundering behemoth | Fantastic |
--| 8 | AI | Advanced |
--| 8 | Cybrid | Fantastic |
--| 8 | Wharn interceptor | Fantastic |
--| 10 | Godmind | Fantastic |
--| 10 | Omworwar | Fantastic |
--
--### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
--
--If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
--godminds, AIs can develop inscrutable goals.
--
--AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A
--few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
--act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
--
--Motive: Varies
--
--Environment: Almost anywhere
--
--Health: 33
--
--Damage Inflicted: 10
--
--Armor: 2
--
--Movement: Immediate
--
--Modifications: Speed defense as level 2, knowledge tasks as level 9
--
--Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
--creature to see—can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points
--of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
--
--Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
--and so on), regaining 5 points of health.
--
--An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
--made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
--to a "terminal," so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
--
--Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
--voice often sounds surprisingly human.
--
--Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
--moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn't
--removed from the equation.
--
--Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
--
--### CYBRID 8 (24)
--
--Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
--post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
--conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of
--pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
--
--From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
--has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
--
--Motive: Kill away the pain
--
--Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
--
--Health: 60
--
--Damage Inflicted: 10
--
--Armor: 3
--
--Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
--extended vehicular combat rules.
--
--Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
--with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
--the target. Those caught in the beam who succeed on a Speed defense roll still suffer 2 points of damage. If the cybrid
--focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
--a successful Speed defense roll.
--
-- Self-repair mechanisms allow the creature to regain 2 points of health per round.
--
--Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
--the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
--it's become.
--
--Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
--dome. If it engages, the death toll will be staggering.
--
--Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers.
--
--### DEVOLVED 4 (12)
--
--Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
--government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
--ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
--brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
--or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
--with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
--
--Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
--shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system
--entirely. Without their drugs, they may devolve.
--
--Motive: Hungers for flesh
--
--Environment: Groups of three to five, usually in locations where organized security can't easily reach
--
--Health: 21 Damage Inflicted: 6 to 12 points
--
--Movement: Short
--
--Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
--
--Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
--themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
--grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
--and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
--damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
--starts anew.
--
--Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
--seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
--
--Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
--sheltering bunkers.
--
--Loot: For every three or so devolved, one is likely to carry a cypher.
--
--### ECOPHAGIC SWARM 4 (12)
--
--Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
--body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
--building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
--individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
--one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
--intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
--
--Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
--or wasp mounds, or something without any reference at all in the natural world.
--
--Motive: Hungers for matter, including flesh
--
--Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
--where everyone carries a smartphone, AR glasses, or something similar
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Flies a long distance
--
--Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
--large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
--touched by a leading edge—or wholly enveloped within the hazy "body"—of an ecophagic swarm must succeed on a Might
--defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage
--even if they succeed.
--
--For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack),
--but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
--cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
--
--Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
--attempts to influence it are hindered by three steps.
--
--Use: A promising new nanotech "printing" technology was hacked by radical elements.
--
--### EXOSLIME 6 (18)
--
--Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
--on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
--protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent
--minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
--subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
--absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
--they absorb, even a previously eaten living intelligent being.
--
--Motive: Hungers for information
--
--Environment: Moist and warm areas
--
--Health: 33
--
--Damage Inflicted: 6 points
--
--Movement: Immediate; immediate when climbing or burrowing
--
--Modifications: Speed defense as level 5 due to size
--
--Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
--succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface
--and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
--dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
--fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
--with the slime.
--
--Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
--translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
--
--Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
--materials.
--
--### GODMIND 10 (30)
--
--Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
--its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
--existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
--disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
--planet.
--
--Motive: Ineffable
--
--Environment: Anywhere, usually in space
--
--Health: 50 (per instance)
--
--Damage Inflicted: 15 points
--
--Movement: Very long when flying
--
--Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
--call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
--gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into
--temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
--could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
--instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't harmed. An aggressor
--would have to find the godmind's primeval "computer core" to destroy one, likely an epic quest in and of itself.
--
--Interaction: To actually get a godmind's attention and negotiate could require ancient command code, finding an old
--input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it's likely
--to be in a form that is initially enigmatic, though ultimately extremely powerful.
--
--Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
--the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
--
--Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
--
--### HUNGRY HAZE
--
--Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
--how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
--advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt
--to feed on next.
--
--Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
--vapor.
--
--Motive: Hungers for flesh
--
--Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
--vacuum.
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Movement: Flies an immediate distance each round
--
--Modifications: Stealth tasks as level 5
--
--Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
--damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
--successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
--feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
--zero health, a smooth thumb-sized egg of unknown material is left behind.
--
--Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
--experiences and figure out creative solutions to problems.
--
--Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
--pickings. But a strange haze seems to hang over the station.
--
--Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
--amount equal to the expensive price category.
--
--### INFOVORE 3 (9)
--
--Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
--mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
--over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
--unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
--But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
--fresh mechanism to begin the rebirth process again.
--
--Infovores have also been called ghost fabricators and aterics
--
--Motive: Hungers for information
--
--Environment: Anywhere powered devices are found
--
--Health: 9
--
--Damage Inflicted: 3–10 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: Attacks and defends at an ever-escalating level
--
--Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
--carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
--metallic and synthetic matter, and ambient energy, and its effective level increases by one. This level advancement
--completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of
--the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
--creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
--disassembles, falling back into so many scattered pieces of junk. Finding the "seed" device amid this junk is a
--difficulty 6 Intellect-based task.
--
--Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
--from "spinning up" to become a threat and learn something valuable, but only for a short period.
--
--Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
--an inactive infovore, quiescent until plugged in or scanned.
--
--Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
--chance that one of those cyphers is actually the infovore seed.
--
--### INQUISITOR 4 (12)
--
--Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
--interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
--intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with
--little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head
--wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
--tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
--manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
--level of technology and advancement well above that enjoyed by humans.
--
--Motive: Knowledge
--
--Environment: In groups of three to twelve
--
--Health: 18
--
--Damage Inflicted: 6 points
--
--Movement: Short; short when climbing
--
--Modifications: Knowledge-related tasks as level 8
--
--Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
--always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
--for an hour or more if the victim fails a Might defense task. Usually, inquisitors attempt to cause as little damage as
--possible to potential subjects, so the sleep setting is used most often. They also carry defensive items, including
--manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
--specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
--teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
--transdimensional redoubt).
--
--Interaction: Inquisitors are always eager to "talk," though they usually end up wanting to know a lot more than
--characters are willing to divulge.
--
--Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
--
--Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
--
--### MALWARE, FATAL 4 (12)
--
--This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
--nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
--corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly
--electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected
--objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal
--malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a
--server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4D
--printers are also compromised.
--
--Motive: Corruption and destruction
--
--Environment: Any electronic system able to run code can host one or more instances
--
--Health: 18
--
--Damage Inflicted: 5 points
--
--Movement: As the system it infects
--
--Modifications: Knowledge tasks related to computers and other electronic systems as level 6
--
--Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
--level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
--system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn't have any intrinsic movement,
--the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
--compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
--instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
--
--Interaction: Fatal malware isn't really sentient and thus can't really be negotiated with; some instances could mimic
--intelligence to draw humans into a trap.
--
--Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
--unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
--
--### MOCK ORGANISM 3 (9)
--
--Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
--in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
--gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or
--slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't
--know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
--That's the eternal question and one that's usually answered by those most afraid of potential dangers that might
--accompany the creation of something no one intended.
--
--Motive: Defense or destruction
--
--Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
--
--Health: 18
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism's
--poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
--coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
--damage.
--
--Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
--in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
--organism might still be calmed, but all such attempts are hindered.
--
--Use: A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
--loss of its creator.
--
--Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
--two and another item that, with a bit of jury-rigging, works as an artifact.
--
--### NATATHIM 3 (9)
--
--Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
--(Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
--oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
--humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
--eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
--and they have webbed extremities with retractable claws.
--
--Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
--same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been
--done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able
--to interbreed with humans as a method for maintaining their line.
--
--Motive: Just as with humans, natathim have many and varied motivations and drives.
--
--Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
--Natathim can act normally in air for up to twenty-four hours before they must return to water.
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Armor: 2
--
--Movement: Short on land; long in the water
--
--Modifications: Swims as level 6
--
--Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
--magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to
--interact magnetically with their surroundings, though this is little understood.
--
--Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
--for having created their species in the first place, depending on the setting.
--
--Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
--somewhere in the Opulence of Outer Planets.
--
--Loot: Some natathim carry valuable items and equipment.
--
--### OMWORWAR 10 (30)
--
--Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
--sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
--travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient
--ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars
--have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make
--in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
--translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
--galaxy all their own.
--
--Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
--to these beings as wharn cogitators.
--
--Motive: Unpredictable
--
--Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
--
--Health: 42
--
--Damage Inflicted: 12 points
--
--Armor: 10
--
--Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
--vehicular combat rules. FTL capable.
--
--Modifications: Speed defense as level 7 due to size
--
--Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
--including communication, creating or destroying matter, and propulsion via "falling" through the universe at FTL speeds
--from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
--the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
--deep concentration.
--
--Interaction: Omworwar disregard most other creatures, because from the omworwar's perspective, they're like mayflies,
--here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
--an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
--manifest cypher.
--
--Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
--Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
--going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
--
--Loot: Four level 10 manifest cyphers.
--
--### PHOTONOMORPH 6 (18)
--
--Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
--devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
--Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some
--person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
--beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
--glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
--power, may be why many seem slightly mad.
--
--Motive: Varies
--
--Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
--
--Health: 22
--
--Damage Inflicted: 8 points
--
--Armor: 3
--
--Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
--
--Modifications: Knowledge tasks as level 8
--
--Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
--attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
--m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
--that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
--until destroyed).
--
--A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
--source of light is itself or objects it has created.
--
--Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
--agendas, which often involve elaborate schemes.
--
--Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
--vessel.
--
--### POSTHUMAN 7 (21)
--
--Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
--all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
--radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which
--is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating
--bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
--of consciousness or being.
--
--Motive: Variable
--
--Environment: Alone or in small groups or communities in orbital colonies or other designed locations
--
--Health: 50
--
--Damage Inflicted: 9 points
--
--Armor: 4
--
--Movement: Short; flies a long distance
--
--Modifications: Knowledge tasks as level 9
--
--Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
--points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
--target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
--targets caught in the conflagration succeed on a Speed defense roll.
--
--Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
--deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
--action.
--
--Posthumans automatically regain 2 points of health per round while its health is above 0.
--
--Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
--either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
--motivations are complex and many-layered.
--
--Use: A rogue posthuman is researching a method whereby they might portal into the "quantum" realm of dark energy
--underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
--that realm escaping, the posthuman continues their work.
--
--Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
--material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
--manifest cyphers and an artifact.
--
--### REDIVUS 4 (12)
--
--Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
--impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
--space rubble the size of a small spacecraft—until they unfurl glowing magnetic plasma wings, revealing themselves as
--strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
--electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
--say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
--finding other redivi, and eventually, finding their "universal seed."
--
--Motive: Knowledge
--
--Environment: Almost anywhere, searching
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 4
--
--Movement: Flies (magnetically levitates) a short distance each round
--
--Combat: The stone carapace of a redivus makes a huge "club" when it rams into foes. However, it can also control metal
--within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
--trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
--constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
--
--Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
--through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
--and negotiate, especially if there's a chance they'll find out something new.
--
--Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
--action of something truly terrible.
--
--### SENTINEL TREE 3 (9)
--
--Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
--landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
--gene-tailoring, possibly of the illegal sort. Regardless of their provenance, sentinel trees resemble thorny masses of
--knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
--If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
--trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
--roots in the body for feeding and decomposition.
--
--Motive: Feed
--
--Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
--
--Health: 12
--
--Damage Inflicted: 3 points
--
--Armor: 1
--
--Movement: Immediate
--
--Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
--points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
--or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
--sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
--Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
--they can break free on their turn.
--
--Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some
--words and gestures.
--
--Use: A grove of sentinel trees guard a compound that the characters need to break into.
--
--### SILICON PARASITE 2 (6)
--
--These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
--emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
--wires and wafers, and self-assembled or evolved in some unnamed lab or spacecraft wreck, silicon parasites are vermin
--that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
--learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
--being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
--emergency, silicon parasites thrown into the situation makes everything worse.
--
--Motive: Defense, harvest electronic materials necessary to self-replicate.
--
--Environment: Usually on spacecraft and space stations in groups of up to twenty
--
--Health: 6
--
--Damage Inflicted: 3 points
--
--Armor: 1
--
--Movement: Short; climbs a short distance each round
--
--Modifications: Speed defense as level 4 due to size.
--
--Combat: Only "large" silicon parasites are a danger to most creatures. When four or more parasites coordinate their
--attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
--difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
--target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
--Silicon parasites can operate in complete vacuum without harm.
--
--Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
--have acted with greater intelligence and forethought than mere unthinking insects can manage.
--
--Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
--crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
--working pieces of equipment.
--
--### SPACE RAT 1 (3)
--
--Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
--environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
--sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
--can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
--days.
--
--Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
--rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're
--also vicious when cornered.
--
--Motive: Defense, reproduction
--
--Environment: Anywhere humans live in space
--
--Health: 5
--
--Damage Inflicted: 3 points
--
--Movement: Short; short when climbing or gliding through zero G
--
--Modifications: Stealth and perception as level 5
--
--Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
--more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
--damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
--character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
--roll hindered by two steps.
--
--Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
--possible. On the other hand, sometimes their behavior seems spookily sapient.
--
--Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
--enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
--cargo.
--
--Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
--
--### STORM MARINE 4 (12)
--
--The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
--the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
--suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
--usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
--that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
--
--Motive: Achieve mission goals
--
--Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
--interest
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Armor: 4
--
--Movement: Long; flies a long distance each round
--
--Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
--
--Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
--attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
--damage.
--
--A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
--away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
--and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
--cradles in the storm marine's suit for several rounds to recharge.
--
--Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
--
--Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
--elements that need to be dealt with.
--
--Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
--suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
--
--### SHINING ONE 5 (15)
--
--Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
--consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
--dark energy, and life. They are endlessly fascinated with the permutations they discover. They sometimes appear as a
--silhouette of gently glowing light, in a form like to the alien species they wish to observe. Under circumstances where
--a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on
--the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
--not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
--convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've
--gleaned.
--
--Motive: Knowledge
--
--Environment: Anywhere, usually alone
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
--
--Modifications: All tasks related to knowledge as level 8
--
--Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
--chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
--a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
--fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
--long range (or the same target twice).
--
--Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
--this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
--roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a
--freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
--back to its original form with an explosive pop.
--
--Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
--of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
--information with others, seeking to grow their knowledge and that of those they meet.
--
--Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
--ability to consolidate power. Something must be done before it's too late.
--
--### SUPERNAL 5 (15)
--
--Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
--unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
--hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
--is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
--civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
--have a penchant for stealing away other life forms, who are rarely seen again.
--
--Motive: Capture humans and similar life forms, and bring them somewhere unknown.
--
--Environment: Almost anywhere
--
--Health: 23
--
--Damage Inflicted: 6 points
--
--Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
--hours as an action
--
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
--
--Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
--But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
--of Speed damage (ignores Armor).
--
--A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
--serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art.
--
--Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
--they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
--hours.
--
--Supernals often carry manifest cyphers useful in combat, as well as an artifact.
--
--Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
--
--Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
--It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
--location, for unknown reasons.
--
--Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
--cyphers, and possibly an artifact.
--
--### SYNTHETIC PERSON 5 (15)
--
--Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
--they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
--"products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
--people are the result of a state-sponsored program to develop war machines or automated assassins that looked like
--regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an
--effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
--try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
--bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
--synthetic skins to reveal the alloyed mechanisms beneath.
--
--Motive: Varies
--
--Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
--
--Health: 24
--
--Damage Inflicted: 7 points
--
--Armor: 2
--
--Movement: Long
--
--Modifications: Disguise and one knowledge task as level 6
--
--Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
--generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
--other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
--
--A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself
--thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
--points of health.
--
--Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
--enraged one or one that's been programmed to kill is unreasoning and fights to the end.
--
--Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
--any of them harbor programs that require that they kill humans is entirely up to the GM.
--
--Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
--
--### THUNDERING BEHEMOTH 7 (21)
--
--When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
--thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
--treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or
--fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for
--prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce
--extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking
--spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds
--such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
--
--In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
--
--Motive: Fresh meat
--
--Environment: Forests, alone or in a hunting group (known as a "crash") of two or three
--
--Health: 35
--
--Damage Inflicted: 9 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
--8. Speed defense as level 3 due to size.
--
--Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
--massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
--on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can
--escape.
--
--A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the
--creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
--roll.
--
--Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
--modulation of the thunder they produce. They think of humans and most other creatures as food.
--
--Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
--seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
--investigate.
--
--### VACUUM FUNGUS 5 (15)
--
--Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
--lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
--able to survive in vacuum, the fungus takes on new morphology when sufficient spores find their way into habitable
--zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
--(3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
--they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
--crew quarters, and so on.
--
--Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
--important to those who find a clump, because they are incredibly toxic to living creatures.
--
--Motive: Reproduction
--
--Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
--cluster of three to five
--
--Health: 22
--
--Damage Inflicted: 6 points
--
--Movement: Climbs (adheres) an immediate distance each round
--
--Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
--green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
--damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
--section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
--a detonating pod.
--
--Interaction: No real interaction with vacuum fungus is possible.
--
--Use: Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their
--research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
--growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
--
--### WHARN INTERCEPTOR 8 (24)
--
--Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
--battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
--(hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
--whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
--when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
--to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
--
--Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn
--cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.
--
--Motive: Defense
--
--Environment: Anywhere floating through the void
--
--Health: 53
--
--Damage Inflicted: 15 points
--
--Armor: 5
--
--Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
--vehicular combat rules. FTL capable.
--
--Modification: Speed defense as level 3 due to size.
--
--Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
--able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
--body wake it for reasons of its own, it becomes aggressive.
--
--A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
--target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
--inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
--than about 200 m (650 feet) thick.
--
--Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
--spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
--communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
--mathematical formulas.
--
--Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
--destroy the very same object.
--
--### WRAITH 4 (12)
--
--Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
--charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
--themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red
--plasma. In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In
--other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact
--scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
--its existence in the dark void of space.
--
--Motive: Varies with individual or setting
--
--Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
--1 G or higher eventually kill wraiths.
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Movement: Short when flying in zero and low G
--
--Modifications: Perception and stealth tasks as level 7
--
--Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
--from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
--as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
--attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted.
--Gravity of 1 G or greater hinders all wraith actions.
--
--Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
--
--Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
--aboard, they unravel clues that suggest wraiths may have been responsible.
--
--Loot: Some wraiths carry valuable items and equipment.
--
--### ZERO-POINT PHANTOM 3 (9)
--
--Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
--of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
--taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when
--they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
--not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
--prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
--surfaces, raising a cloud of shadow.
--
--Motive: Hungers for flesh
--
--Environment: Anywhere dark
--
--Health: 15
--
--Damage Inflicted: 4 points
--
--Movement: Short; short when climbing
--
--Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
--
--Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
--Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
--must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
--the third step on the damage track from a phantom's poison are not dead. They are paralyzed and can't move for about a
--minute. If a phantom isn't otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
--victims phased away in this fashion are never seen again.
--
--Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
--with full health.
--
--Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
--
--Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
--signs of a struggle, though with what isn't clear.
--
- ### HORROR CREATURES AND NPCs
-
- The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
-@@ -64069,2349 +54193,6 @@
- NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
- Listings section in the Cypher System Rulebook.
-
--### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
--
--| Level | Name | Genre |
--|-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
--| 2 | Hivemind child | Aliens, dark magic, science gone wrong |
--| 2 | Skeleton\* | Comedy horror, dark magic, demons, zombies |
--| 3 | Cannibal | Comedy horror, cryptids, dark magic, degenerates, zombies |
--| 3 | Nightgaunt | Aliens, cryptids, Lovecraftian |
--| 3 | Vampire, transitional\* | Degenerates, science gone wrong, vampires |
--| 3 | Vat reject\* | Doppelgangers, science gone wrong, simulacra |
--| 3 | Zombie\* | Degenerates, Lovecraftian, science gone wrong, zombies |
--| 4 | Deep one\* | Lovecraftian |
--| 4 | Devil\* | Dark magic, demons |
--| 4 | Ghost\* | Ghosts, dark magic, J-horror/K-horror |
--| 4 | Ghoul\* | Cryptids, degenerates, Lovecraftian, zombies |
--| 4 | Grey\* | Aliens, doppelgangers, science gone wrong |
--| 4 | Mad scientist | Aliens, body horror, comedy horror, demons, doppelgangers, Lovecraftian, science gone wrong, simulacra, werewolves, zombies |
--| 4 | Werewolf \* | Degenerates, science gone wrong, slashers, survival horror, werewolves |
--| 5 | Cryptic moth | Cryptids |
--| 5 | Demon\* | Dark magic, demons, J-horror/K-horror |
--| 5 | Fallen angel\* | Dark magic, demons |
--| 5 | Ichthysian | Comedy horror, cryptids, science gone wrong |
--| 5 | Killer clown\* | Clowns, comedy horror, killer toys, slashers |
--| 5 | Killing white light\* | Aliens, Lovecraftian, science gone wrong |
--| 5 | Mi-go\* | Aliens, body horror, cryptids, Lovecraftian |
--| 5 | Replicant\* | Doppelgangers, simulacra |
--| 5 | Wendigo\* | Cryptids, degenerates |
--| 5 | Witch\* | Dark magic, degenerates, demons |
--| 6 | Mummy | Aliens, dark magic, mummies |
--| 6 | Reanimated | Cryptids, science gone wrong, simulacra |
--| 6 | Yithian | Aliens, doppelgangers, Lovecraftian |
--| 6 | Vampire\* | Degenerates, science gone wrong, vampires |
--| 6 | Xenoparasite\* | Aliens, body horror, science gone wrong |
--| 7 | Fundamental angel | Demons, science gone wrong |
--| 7 | Shoggoth | Aliens, body horror, Lovecraftian |
--| 8 | Blob | Aliens, body horror, Lovecraftian, science gone wrong |
--| 8 | Elder thing | Aliens, cryptids, Lovecraftian, science gone wrong |
--
--\* Creature found in the Cypher System Rulebook
--
--Blob 8 (24)
--
--The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes
--by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the
--victim's knowledge is available to the blob for later use.
--
--If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have
--the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant
--locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's
--not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend
--itself or eat, so it's not a task the creature attempts lightly.
--
--Motive: Assimilation of all flesh
--
--Environment: Anywhere
--
--Health: 66
--
--Damage Inflicted: 8 points (acid gout)
--
--Movement: Immediate; immediate when burrowing
--
--Modifications: Speed defense as level 5 due to size
--
--Combat: The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving
--forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might
--defense roll each round or be partly caught under the heaving mass of the advancing creature. A caught victim adheres to
--the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
--free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature.
--
--If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health
--is above 0.
--
--Interaction: A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is
--handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet.
--
--Use: The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in addition to
--the damage he sustained in the accident). He probably should be taken to the hospital to have his injuries and the
--quivering growth looked at.
--
--Loot: A blob might have several cyphers swirling about in its mass that it uses to equip replicants.
--
--GM intrusion: The character pulls free of a blob they were caught under, but a piece of quivering protoplasm remains
--stuck to their flesh. They must do serious damage to themselves (enough to incapacitate) within the hour, scraping off
--the protoplasm before it absorbs them and becomes a new mini-blob.
--
--Cryptic Moth 5 (15)
--
--Normal moths are enigmatic, gauzy haunts of twilight. The feathery touch of their wings on your face can startle, even
--frighten. This is to be expected, since moths are the children of cryptic moths, malign and intelligent entities of
--another realm. Sometimes referred to as mothmen, other times as shadow faeries, cryptic moths are certainly alien. Each
--possesses a unique wing pattern and coloration, and, to some extent, body shape. These patterns
--
--and colors may signify where in the hierarchy a particular cryptic moth stands among its siblings of the night, but for
--those who do not speak the language of moths, the complexity of their social structure is overwhelming.
--
--Motive: Capture humans, possibly for food, possibly for breeding purposes
--
--Environment: Almost anywhere, usually at night
--
--Health: 23
--
--Damage Inflicted: 5 points
--
--Movement: Short; long when flying
--
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
--
--Combat: Cryptic moths usually enter combat only when they wish, because until they attack
--
--and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and
--energy from targets, inflicting 5 points of Speed damage (ignores Armor).
--
--Cryptic moths regain 1 point of health per round while their health is above 0, unless
--
--they've been damaged with a silvered or cold iron weapon, or by electrical attacks.
--
--Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
--
--them in combat or, more often, serve as a fashion accessory or component in a piece of living art.
--
--Moth swarm: level 2
--
--If a cryptic moth is prepared, it may carry cyphers useful in combat, and perhaps even an artifact.
--
--Interaction: Although very few cryptic moths speak human languages, peaceful interaction
--
--with these creatures is not impossible. It's just extremely difficult, as they see most
--
--humans as a source of food or bodies to lay their eggs in.
--
--Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
--
--Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
--
--GM intrusion: The cryptic moth grabs the character and flies up and away, taking the victim with them.
--
--Elder Thing 8 (24)
--
--Elder things are mostly extinct, but a few remain trapped in the Antarctic ice or rule over crumbling cities in deep
--trenches at the bottom of the ocean.
--
--Beholding an elder thing bends the mind to the point of breaking. An elder thing has a great barrel-like body standing
--some 8 feet (2 m) tall. Knobby protrusions in the crown and base each unfold five appendages that recall the arms of a
--starfish. When agitated, an elder thing unfolds a pair of wings that help it flutter a limited distance.
--
--Meddling by elder things created multicellular life that spread across Earth billions of years ago and ultimately
--brought about humanity. As the younger species grew in numbers and influence, the elder things went into decline, a
--process hastened by wars against strange beings from other worlds and uprisings by the servitor race they created, the
--shoggoths.
--
--Motive: Reclaim absolute sovereignty
--
--Environment: In arctic regions or deep underwater
--
--Health: 30
--
--Damage Inflicted: 6 points
--
--Movement: Immediate; long when flying
--
--Modifications: All tasks related to knowledge of magic or science as level 10; Speed defense
--
--as level 6 due to form
--
--Combat: An elder thing can attack with five tentacles divided any way it chooses among up
--
--to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
--grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
--until the victim succeeds on a Might defense roll to escape.
--
--An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
--the elder thing reads their thoughts while the target remains within long
--
--distance. During this time, the elder thing knows everything the target knows, hindering the target's attack and defense
--rolls against the elder thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points
--of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two
--creatures at one time.
--
--An elder thing also might carry a few cyphers and an artifact it can use in combat.
--
--Interaction: An elder thing communicates through whistles and pops created by moving air through tiny orifices arranged
--around its body. Elder things see humans as a lesser form of life and may demand worship, sacrifices, or something else
--from people it encounters.
--
--Use: Fishermen return to a coastal village with a large block of ice in tow. In the ice is something dark and large—an
--elder thing frozen alive. If the thing thaws out, it will likely take over the community and enslave the people living
--there.
--
--Loot: An elder thing usually has one artifact and two or three cyphers.
--
--GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
--defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
--takes damage, they shake off the temporary madness.
--
--Fundamental Angel 7 (21)
--
--Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
--time, gravity, and energy. They have powers and agendas deriving from higher states of reality. They are strange,
--terrifying, and inconstant in form, unlike the relatively benign and comprehensible winged humanoids from religion and
--myth.
--
--In the rare times when mortals interfere with these concepts, fundamental angels manifest in the world to set things
--right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and
--energy, and life forms that betray the principles of creation.
--
--For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight,
--whichever is worse for the vampire.
--
--Motive: Preserving the natural order
--
--Environment: Anywhere, usually in response to mortal activity
--
--Health: 35
--
--Damage Inflicted: 8 points
--
--Armor: 2 (+3 against energy)
--
--Movement: Short; short when flying
--
--Modifications: All knowledge as level 9; attacks against mad science and supernatural targets as level 8
--
--Combat: A fundamental angel attacks other creatures by creating a long-range blast of
--
--bright divine energy that inflicts 8 points of damage. In addition, it automatically inflicts 4 points of damage each
--round against all creatures within short range, although it can shield itself with wings or other protrusions to negate
--this effect against individuals.
--
--Any creature within long range that sees it and fails an Intellect defense roll becomes frightened unless the angel
--tells it (specifically or in general) not to be afraid.
--
--As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it
--exists as pure thought and spirit.
--
--Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to
--explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can
--communicate with any creature that uses language.
--
--Use: "FEAR NOT!" says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
--destroy a scientist and his experimental reactor.
--
--Loot: Fundamental angels sometimes create or refresh subtle cyphers by their mere presence.
--
--GM intrusions:
--
--A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
--once each round).
--
--A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.
--
--Hivemind Child 2 (6)
--
--A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
--out of scientific curiosity or as a long-term plan for world domination or human extinction. Some entities might
--intercept human astronauts, reprogramming their DNA or attaching a parasite to their mind or soul. Others might send a
--machine to
--
--an isolated community, remotely impregnating some of the inhabitants to gestate and give birth at the same time. The end
--result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.
--
--Hivemind children often have a very similar appearance even if they have different parents—they might all have pale
--blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's
--expressions and movements. They think and speak as children years older than they appear. Their emotional responses are
--muted to an almost sociopathic extent.
--
--Depending on their origin, the weird children may be mentored or protected by an altered adult, or by human parents in
--denial about the monsters they care for.
--
--Motive: Conquest, exploration, infiltration
--
--Environment: Human settlements
--
--Health: 6
--
--Damage Inflicted: 2 points
--
--Movement: Short
--
--Modifications: Mental attacks and Intellect defense as level 3; defend against attacks from
--
--living creatures as level 3 due to mind reading; perception and scientific knowledge as
--
--level 4
--
--Combat: Individually, hivemind children are physically no stronger or more durable than
--
--a typical human. Their true strength is in their ability to read and control minds. Their telepathic link means that if
--one of them knows something, all of them within long range automatically know it.
--
--Hivemind children can automatically read the surface thoughts of anyone they can
--
--see within short range, even if the target is unwilling. As an action, they can force
--
--an intelligent living creature within short range to take a physical action, including something that would cause the
--target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot
--themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child's level or the
--controlled creature's level, whichever is greater).
--
--Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them
--to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or
--control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control
--minds of eight people as a level 6 creature.
--
--Interaction: Hivemind children want to protect themselves and observe humans and will try to do so until they appear as
--old as adults. Their long-term goals are unclear but probably don't have humanity's best interests in mind.
--
--Use: Children born after a scientific expedition are strange and different. Multiple small villages all over the world
--experience births of children with weird abilities.
--
--Loot: Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge.
--
--GM intrusions:
--
--A group of hivemind children briefly manifest a teleportation or telekinesis ability
--
--at the same level as their mind control.
--
--The injury or death of one hivemind child angers the rest, increasing their level and damage by +2 for one round.
--
--Ighthsian 5 (15)
--
--Ichthysians are thought to be aquatic evolutionary offshoots of hominids or the result of experiments trying to fuse
--human and amphibian or fish DNA. They are physically similar to humans standing fully upright, with webbed hands, claws,
--froglike or fishlike features, gills, and strong muscles from a lifetime of swimming. They live in the water but are
--comfortable with extended forays onto land. Their intelligence is between that of a smart animal and a human; they can
--use simple tools such as rocks and sticks, and may build dams to modify waterways in their territory.
--
--Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
--
--Motive: Hunger for flesh, curiosity, solitude
--
--Environment: Anywhere near bodies of fresh water Health: 18
--
--Damage Inflicted: 6 points
--
--Armor: 2
--
--Movement: Short on land; long in the water
--
--Modifications: Strength-based tasks and swimming as level 6; defense against poison as level 3
--
--Combat: Ichthysians attack with their
--
--powerful claws. They are less mobile on land and prefer to attack from the water. If overmatched, they would rather flee
--to deep, dark water than fight to the death.
--
--An ichthysian regenerates 2 points of health each round as long as it starts the round with at least 0 health. This
--regeneration greatly extends their lifespan, and it is common for them to live to be more than two hundred years old.
--
--Ichthysians are prone to mutation, especially in response to pollutants and other chemicals. These mutations might be
--physical deformities, but could be as strange as transparent flesh, poisonous skin, extra eyes with enhanced senses, or
--extra limbs.
--
--Interaction: Ichthysians are not aggressive but will retaliate with full force against anything that attacks them, and
--one can remember specific enemy humans from its past.
--
--Use: A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers
--tell stories of an ancient water god that heals sickness and grants wishes.
--
--Loot: An ichthysian's lair might have a strange relic or device that works like a cypher or artifact.
--
--GM Intrusions:
--
--A slain ichthysian suddenly regenerates 5 health and immediately attacks or tries to flee.
--
--The ichthysian suddenly mutates in response to an attack, thereafter gaining +2 Armor or +2 levels in defense against
--that type of attack.
--
--Mummy 6 (18)
--
--Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
--those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
--former high stations.
--
--Motive: Vengeance, love, power
--
--Environment: Regions where mummification was common Health: 24
--
--Damage Inflicted: 7 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Climb, stealth, ancient history, and ancient religion as level 8
--
--Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
--attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
--abilities:
--
--Curse: Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their
--
--actions by two steps (forever, or until cured).
--
--Disease: The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
--hours or take 5 points of ambient damage.
--
--Lifelike appearance: A mummy can repair its body to assume a fully human appearance. This usually requires time and the
--flesh of several people, often those who awakened it.
--
--Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
--
--Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
--are preserved), lasting for one day.
--
--Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
--
--Swarm: Call a swarm of bugs (usually scarab beetles or scorpions) to attack a foe or obscure vision.
--
--Swarm of bugs: level 3
--
--Interaction: Mummies want to destroy anyone who disturbs their burial places. Ambitious mummies might choose living
--beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission.
--
--Use: Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the
--creature's way.
--
--Loot: Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical
--manifest cyphers or even a magical artifact.
--
--GM Intrusions:
--
--A dying mummy speaks a curse upon those who killed it, hindering all their actions by two steps (forever, or until
--cured).
--
--What was overlooked as a fake or a prop turns out to be an actual mummy and attacks a character.
--
--Nightguant 3 (9)
--
--A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
--boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures
--sometimes "work" for other agencies, though often enough, their goals are obscure.
--
--Motive: Unknowable
--
--Environment: Anywhere dark, usually in groups of four to seven
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Immediate; long when flying (short when flying with a victim) Modifications: Perception and Speed defense as
--level 4; stealth
--
--as level 7
--
--Combat: A nightgaunt can attack with its barbed tail. To catch a foe, a nightgaunt dives through the air from just
--outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near the
--midpoint of its movement. A target who
--
--fails a Speed defense roll (and who isn't more than twice the size of the nightgaunt) is jerked into the creature's
--boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m).
--
--The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all the
--victim's actions by two steps.
--
--Interaction: Nightgaunts never speak, and they ignore anyone who attempts to interact with
--
--them, whether the communication takes the form of commanding, beseeching, or frantically pleading. Such is the way of
--nightgaunts.
--
--Use: Someone who bears one or more of the PCs a grudge discovers a tome of spells and summons a flight of nightgaunts,
--which set off in search of their prey.
--
--Loot: One in three nightgaunts has a valuable souvenir from a past victim, which might be an expensive watch, a ring, an
--amulet, or sometimes a cypher.
--
--GM intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed
--Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on).
--The character can attempt a new Intellect defense roll each round to return to normal.
--
--Reanimated 6 (18)
--
--A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew),
--then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a
--reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
--injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's
--brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its
--creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.
--
--Motive: Defense, unpredictable
--
--Environment: Anywhere in service to a mad scientist, or driven to the edges of civilization Health: 70
--
--Damage Inflicted: 7 points
--
--Movement: Short; long when jumping
--
--Modifications: Speed defense as level 4; interaction as level 2; feats of strength and toughness as level 8
--
--Combat: A reanimated attacks foes with its hands. Any time a foe inflicts 7 or more points of damage on the reanimated
--with a single melee attack, the creature immediately lashes out in reactive rage and makes an additional attack in the
--same round on the foe who injured it.
--
--If the reanimated begins combat within long range of foes but outside of short range, it can bridge the distance with an
--amazing leap that concludes with an attack as a single action. The attack inflicts 4 points of damage on all targets
--within immediate range of the spot where the reanimated lands.
--
--Some reanimated are psychologically vulnerable to fire, and they fear it. When these reanimated attack or defend against
--a foe wielding fire, their attacks and defenses are hindered by two steps.
--
--If struck by electricity, a reanimated regains a number of points of health equal to the damage the electricity would
--normally inflict.
--
--Interaction: Fear and food motivate a reanimated, though sometimes beautiful music or innocence can stay its fists.
--
--Use: Depending on where a reanimated falls along its moral and psychological development, it could be a primary foe for
--the PCs, a secondary guardian to deal with, or a forlorn beast in need of aid.
--
--GM Intrusion:
--
--The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
--
--Shoggoth 7 (21)
--
--Shoggoths vary in size, but the smallest are usually at least 10 feet (3 m) across. They are the product of incredibly
--advanced bioengineering by some strange species in the distant past. They are angry, vicious predators feared by any who
--have ever heard of these rare creatures (or who have encountered them and somehow survived to tell the tale). They were
--created by the elder things but overthrew their masters and now roam the vast, ancient cities they have claimed for
--themselves.
--
--Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
--to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
--
--Motive: Hungers for flesh
--
--Environment: Anywhere
--
--Health: 35
--
--Damage Inflicted: 10 points
--
--Armor: 10 against fire, cold, and electricity
--
--Movement: Long
--
--Modifications: Speed defense as level 6 due to size
--
--Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
--within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing's gelatinous body and
--suffer damage each
--
--round until they manage to pull themselves free (engulfed creatures can take no other physical actions while they are
--caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the
--amorphous horror.
--
--Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
--
--Interaction: A shoggoth can't be reasoned with.
--
--Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
--
--that every surface is clear of dirt and debris. Soon they discover why—a shoggoth squirms through the halls, absorbing
--everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall).
--
--Loot: A shoggoth's interior might contain a cypher.
--
--GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form,
--and their body turned upside down so that escape attempts are hindered.
--
--Yithian 6 (18)
--
--The yithians (also known as the Great Race of Yith) were immense wrinkly cones 10 feet (3 m) high, with a head, four
--limbs, and other organs spreading from the top of their body. They communicated by making noises with their hands and
--claws, and they moved by gliding their lower surface across a layer of slime, like a slug. Their civilization was
--destroyed a billion years before the present day, but they transported their minds into new bodies far in the future and
--may still be encountered observing the past (our present) by telepathically inhabiting human bodies.
--
--Motive: Knowledge Environment: Anywhere Health: 22
--
--Damage Inflicted: 6 points Armor: 2
--
--Movement: Short
--
--Modifications: All knowledge as level 8; Intellect defense as level 7; Speed defense as level 5
--
--due to size and speed
--
--Combat: Although large and hardy, members of the Great Race are ill-suited to physical
--
--combat. If they must engage in melee, they use pincer-like claws. They almost always wield artifacts and cyphers,
--however, which makes them dangerous opponents. Assume that a yithian has one or more of the following abilities arising
--from advanced technology devices:
--
--• Force field that grants them +3 Armor
--
--• Mental field that gives them +4 Armor against any mental attack
--
--• Ray emitter that inflicts 7 points of damage up to long range
--
--> • Cloaking field that renders them invisible for up to ten minutes
--
--• Stun weapon with short range that makes the target fall unconscious for ten minutes
--
--Yithians have the ability to transfer their consciousness backward or forward through time, swapping minds with a
--creature native to the era they wish to observe. A yithian inhabiting the body of another creature is in complete
--control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes
--to exert control.
--
--For the most part, it is trapped in the yithian's body and is merely along for the ride.
--
--It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
--ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world.
--
--Interaction: Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as
--humans.
--
--Use: A yithian projects its mind across the aeons, swapping consciousnesses with the character. While controlling the
--character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
--
--Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
--
--GM intrusion:
--
--The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
--protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
--character's.
--
--### FAIRYTALE CREATURES
--
--The following creatures and characters are provided to help populate your fairy tale game.
--
--Generally, the listings in this book work much the same way as they do for all Cypher System creature listings—the
--standard template includes the level, description, motive, environment, and so on.
--
--The most important element of each creature is its level. You use the level to determine the target number a PC must
--reach to attack, defend against, or otherwise interact with a creature or NPC. In each entry, the difficulty number for
--the creature is listed in parentheses after its level.
--
--A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, most entries list a creature's health, and they always do so if it's different from
--the normal amount for a creature of its level.
--
--For more detailed information on how to use level, health, combat, and other elements, see the Understanding the
--Listings section in the Cypher System Rulebook.
--
--Due to the dual and complex nature of many creatures in fairy tales, along with the large number of archetypes, there
--are several additional elements that you'll want to take particular note of when using the creature listings.
--
--A creature's health is always equal to its target number unless otherwise stated.
--
--Suggested Additional Creatures for Use in Fairy Tale Settings
--
--The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following
--creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make
--them more fairy-tale in nature.
--
--• Abomination • Chimera
--
--• Demigod
--
--• Demon
--
--• Devil
--
--• Djinni
--
--• Dragon
--
--• Elemental
--
--• Ghost
--
--• Ghoul
--
--• Giant
--
--• Goblin
--
--• Golem
--
--• Nuppeppo
--
--• Ogre
--
--• Orc
--
--• Prince(ss) of summer • Statue, animate
--
--• Witch
--
--• Wizard, mighty
--
--Beasts and Beings by Archetype
--
--Animals
--
--| Animals, common |
--|-----------------------|
--| Animals, magical |
--| Bagheera |
--| Beast |
--| Black Dog |
--| Cat sidhe |
--| Centipede, whispering |
--| Cheshire Cat |
--| Crow, monstrous |
--| Devil's dandy dogs |
--| Hans the Hedgehog |
--| Leveret (giant hare) |
--| Puss in Boots |
--| Robber birds |
--| Sand fleas |
--| Satyr |
--| Toby the turtle |
--| Wolf, Big Bad |
--
--Crafted
--
--| Geppetto's children |
--|--------------------------------|
--| Golem (Cypher System Rulebook) |
--| Horse head automatons |
--| Tin Woodman |
--| Virgilius's copper dogs |
--
--Earth Beings
--
--| Erikling |
--|---------------------------------|
--| Giant (Cypher System Rulebook) |
--| Goblin (Cypher System Rulebook) |
--| Golem (Cypher System Rulebook) |
--| Minotaur |
--| Ogre |
--| Satyr |
--| Troll |
--
--Fey Beings
--
--| Áine, Fairy Queen of Light and Love |
--|-----------------------------------------------|
--| Angik |
--| Brownie |
--| Caileach |
--| Cat sidhe |
--| Changeling |
--| Enchanted moura |
--| Erlking |
--| Fairy godmother |
--| Gráinne, the Wayward Daughter |
--| Headless horse |
--| Nightmare |
--| Nymph |
--| Pixie |
--| Prince(ss) of summer (Cypher System Rulebook) |
--| Satyr |
--| Tink |
--| Tunnel bog |
--| Will-o-wisp |
--
--Of the Grave
--
--| Death |
--|---------------------------------------|
--| Demigod (Cypher System Rulebook) |
--| Demon (Cypher System Rulebook) |
--| Devil (Cypher System Rulebook) |
--| Djinni (Cypher System Rulebook) |
--| Fallen Angel (Cypher System Rulebook) |
--| Ghost (Cypher System Rulebook) |
--| Ghoul (Cypher System Rulebook) |
--| Skeleton (Cypher System Rulebook) |
--
--Human NPCs
--
--| Aristocrat |
--|---------------------|
--| Child |
--| Crafter |
--| Huntsman/Woodcutter |
--| Robber/Thief |
--| Scholar |
--
--Named Characters
--
--| Happy |
--|-----------------|
--| Humpty Dumpty |
--| Maid Maleen |
--| Snow White |
--| Toby the turtle |
--
--Royalty
--
--| Áine, Fairy Queen of Light and Love |
--|---------------------------------------------------|
--| Aristocrat |
--| Cardinal King |
--| Gráinne, the Wayward Daughter |
--| Listening King |
--| The Listening King's Seven Starry-Headed Children |
--| One-Eyed Jacque |
--| Prince(ss) of summer (Cypher System Rulebook) |
--| Queen |
--| Red Knight |
--| White stag royal |
--
--Shapeshifters
--
--| Changeling |
--|------------|
--| Enchanter |
--| Queen |
--| Witch |
--
--Spiring Beings
--
--| Black dog |
--|---------------------------------------|
--| Charon the Ferryman |
--| Death |
--| Demigod (Cypher System Rulebook) |
--| Demon (Cypher System Rulebook) |
--| Devil (Cypher System Rulebook) |
--| Djinni (Cypher System Rulebook) |
--| Fallen Angel (Cypher System Rulebook) |
--| Ghost (Cypher System Rulebook) |
--| Ghoul (Cypher System Rulebook) |
--| Nightmare |
--| Skeleton (Cypher System Rulebook) |
--
--Tricksters
--
--| Cheshire Cat |
--|--------------------------------|
--| Puss in Boots |
--| Raven of the Seven Ravens Army |
--| Satyr |
--| Wolf, Big Bad |
--
--Water Beings
--
--| Caileach |
--|----------------------|
--| Cult of the Serpent |
--| Ghost of the arbella |
--| Grundylow |
--| Isonade |
--| Mermaid, misery |
--| The Sea, Herself |
--| Siren |
--
--Witches, Wizards, and Sorcerers
--
--| Witch (archetype) |
--|------------------------------|
--| Apple-pip Witch |
--| Baba Uaga |
--| Blind Witch |
--| Dame Gothel |
--| Enchanter |
--| Kitchen Witch |
--| Sea Witch |
--| Virgilius the Sorcerer |
--| Wicked Witch of the West |
--| Witch of the Drowning Slough |
--
--World and Weather Beings
--
--| Moon |
--|--------------------|
--| The Sea, Herself |
--| West Wind |
--| Wind children, the |
--
--### MAGICAL ANIMALS
--
--Bear: level 5; health 20; Armor 1; two magical abilities
--
--Cat: level 2; two magical abilities
--
--Fish: level 2; one magical ability
--
--Fox/Rabbit/Monkey: level 3, cunning and trickery as level 5; two magical abilities
--
--Horse/Donkey: level 4; two magical abilities
--
--Mouse/Rat: level 2; one magical ability
--
--Raven/Owl: level 3, intelligence and cunning as level 4; one magical ability
--
--Snake/Serpent: level 3; bite inflicts 4 points of Intellect damage (ignores Armor); one magical ability
--
--Songbird: level 1; offer sage advice to those they choose; one magical ability
--
--Stag/Hart: level 4; Armor 1; horns inflict 3 points of damage; two magical abilities
--
--Suggested Magical Abilities for Animals
--
--Bless (use magic to give a character or object something beneficial, such as giving a weapon +1 damage for one round, or
--giving another character +1 Armor for one round)
--
--Boon (provide the character with a small beneficial object, such as a goose that lays a golden egg, a fish that finds a
--lost ring, and so on)
--
--Conjure (create a small useful item, such as a flask of water, a loaf of bread, or a candle)
--
--Curse (curse another creature to inflict damage, stun, daze, or otherwise affect them negatively for one or more rounds)
--
--Glamour (make themselves or someone else look different for a short period of time, or cast an illusion over a small
--area or for a short duration)
--
--Healing (heal themselves, another character, or a natural element of the world for 1–3 Pool points or health)
--
--Information (give directions to a town, the name of the man who lives in the nearby cottage, or the rumors about the
--area)
--
--Invisibility (turn themselves, another character, an object, or a place invisible for a short period of time)
--
--Sage Advice (see the future, offer suggestions on a difficult task, or guide a character's actions)
--
--Shapeshifting (become a different type of animal or object, or cause someone else to become an animal or object for a
--short period of time)
--
--Wish Granting (grant a small wish, such as the ability to float for a short time in order to cross a river)
--
--Talking Objects
--
--If you have a talking object in your game, it has a level (just like creatures and regular objects), and every
--interaction with it is based on that level. Its level can be based on
--
--its physical and mental complexity as well as its purpose. So something like a singing teapot might be level 2 with 2
--Armor, and it can hurl its lid at a foe to inflict 2 points of damage. A complicated talking lock who guards a precious
--treasure might be level 5 or 6 and can cast a spell (inflicting 3 points of damage) on anyone who tries to pick it.
--
--Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
--or might not be living, depending on its nature.
--
--### OF BITE AND CLAW (CREATURES)
--
--The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
--snarks.
--
--Bagheera: This cunning, bold, and brilliant black panther can be someone's worst enemy or their most loyal friend,
--protector, and mentor.
--
--Level 7; stalking, hunting, sneaking,
--
--and chasing prey as level 8; persuasion and positive social interactions as level 8; inflicts 6 points of damage with
--teeth and claws; can pounce on a victim from a long distance away to inflict 7 points of damage and knock the victim
--prone.
--
--Beast (with a capital B): Sometimes a human cursed, sometimes an animal blessed, often just a creature from the
--beginning, Beasts are bestial humanoids with large claws and jaws. Most Beasts have a single thing that they love deeply
--and will do anything to protect: a garden, a human, their home, a book from their childhood.
--
--Level 6, intimidation and protection as level 7; Armor 2; inflicts 4 points of damage with an item related to their
--beloved (gardening shears, for example).
--
--Cheshire Cat: Interacting with this riddling, punning, disappearing striped cat is enough to make anyone feel
--discombobulated. Can make a great ally if you're seeking answers, have lost your way, or need advice.
--
--Level 6, punning and wordplay as level 7, Speed defense as level 8 due to intangibility; will disappear rather than
--fight.
--
--Puss in Boots: Smart and smart-alecky, Puss in Boots always has a plan in motion, and at least two others that are about
--to begin.
--
--Level 5; planning, scheming, persuasion, and deception as
--
--level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
--
--Black Dog 6 (18)
--
--Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and devil dogs, just to name a few.
--Typically they are spectral or demonic entities that show up at night. They are often sinister, malevolent, or
--purposefully harmful (such as the Barghest and Black Shuck). Occasionally, black dogs are helpful and benevolent,
--guarding people from danger, helping them find the correct path, or signifying the death of someone nearby.
--
--Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they
--can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire,
--some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.
--
--Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
--sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
--can pass on to those around them.
--
--Black dogs sometimes serve as familiars for witches and sorcerers.
--
--Motive: Bring harm and pain; help and guard
--
--Environment: Crossroads, places of execution, and ancient paths Health: 20
--
--Damage Inflicted: 8 points
--
--Armor: 2
--
--Movement: Long; very long when running
--
--Modifications: Sneaking, hiding, and attacking from surprise or advantage as level 7 Combat: Malevolent black dogs will
--attack from a position of surprise or advantage,
--
--inflicting 8 points of damage with their spectral teeth and claws. Some black dogs cause such a deep feeling of despair
--and sadness, just by being nearby, that they inflict 2 points of Intellect damage each round on everyone who can see
--them or otherwise sense their presence.
--
--Interaction: Running, at least from the malevolent ones, is typically the best course
--
--of action. Dealing with helpful black dogs is often an interesting and unexpected
--
--experience, as they don't talk and don't explain who they choose to help or why.
--
--Use: The characters are fighting an extremely tough foe when a black dog steps in to
--
--help them out (or to help their foe). The characters are lost in the woods, and a large,
--
--menacing black dog steps out of the forest and leads them back to safety.
--
--Loot: Black dogs rarely have anything valuable on them. However, killing a black dog causes
--
--it to haunt whoever dealt it the fatal blow. That person feels such deep anxiety and despair that all their actions are
--hindered for at least one day, and often longer.
--
--GM intrusions: The black dog howls, creating such a mournful sound that everyone in very long distance who can hear it
--takes 4 points of Intellect damage. A character who sees the black dog is deeply affected by sadness and moves one step
--down the damage track.
--
--Cat Sidhe 4 (12)
--
--Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
--into cat form. They're all black except for a single white symbol on their chest, which is their name.
--
--When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
--time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
--remaining, their death is final.
--
--While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
--their soul is possibly more important than the game effect. Consider removing something from the character that will
--affect them in interesting and unusual ways.
--
--Motive: Steal souls, gain power
--
--Environment: Highlands, mountains, and forests
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Movement: Long
--
--Modifications: Speed defense as level 6 due to quickness and agility
--
--Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
--
--prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's
--soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect
--defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol
--on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.
--
--Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The
--creature doesn't forget that they had that part of their personality; they just can't remember how to access it again.
--All social interactions are hindered.
--
--Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into
--something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a
--recovery roll, they take 2 points of Intellect damage.
--
--Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face,
--their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to
--forget the specific thing.
--
--Interaction: Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in
--conversations or bargains, unless they are injured in some way. They
--
--can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.
--
--Use: A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the
--characters to capture a "lost" cat, which turns out to be a cat sidhe.
--
--Loot: When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a
--medallion.
--
--GM intrusion: The cat sidhe yowls, causing a second cat sidhe to appear from hiding
--
--Satyr 5 (15)
--
--These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
--creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
--relying on tricks and lies, or on alluring music they play on pipes.
--
--Motive: Play tricks, gather treasure, fulfill desires
--
--Environment: In woodlands where other faerie or mythological creatures are found
--
--Health: 18
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
--
--Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
--
--Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
--enemies.
--
--Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
--leaping. Attacks made against affected targets are eased by one step.
--
--Feral Overture: An ally within short range is infused with magic. One attack it makes on its next turn is eased by one
--step, and if it hits, it inflicts +3 damage.
--
--Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
--one of its allies.
--
--Interaction: A satyr is always willing to start negotiations, but is prone to lying and exaggeration. Offering excessive
--libation, food, and other treasures is the only way to ensure a satyr remains honest, if only for a short period.
--
--Use: Strange piping music in the forest lures away young men and women from a nearby community. The elders say a
--charismatic cult leader has set up in the woods, and clouds the minds of all who come near.
--
--Loot: A satyr is likely to carry
--
--GM intrusion: If the character fails an Intellect defense task, they think of the satyr as a good friend for up to one
--minute or until they can escape the mental effect.
--
--Snark 7 (21)
--
--The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and shark and bark and snake and
--snarl. It has feathers that bite, claws that catch, and jaws that snatch. It softly and suddenly vanishes away, never to
--be met with again. It smells of the will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny
--(which is nearly never).
--
--Motive: Unfathomable
--
--Environment: Upon islands filled with chasms and crags, near bathing machines, and around those whose coats are too
--tight in the waist Health: 21
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short when moving perpendicular; long when moving sideways
--
--Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
--
--Combat: Inflicts 5 points of damage with biting feathers, catching claws, and snatching jaws. Also blows out a stream of
--fire that can light a match or inflict 3 points of damage to everyone in close range.
--
--Interaction: Not recommended.
--
--Use: The characters are given the impossible task of hunting a snark. Whether or not they actually find one, they have
--grand adventures along the way.
--
--Loot: The frabjous joy of catching the impossible, improbable, unimaginable snark.
--
--GM intrusion: Everything about the snark is a GM intrusion.
--
--Wolf, Big Bad 8 (24)
--
--The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
--immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
--of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
--grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
--contained.
--
--Motive: Hunger
--
--Environment: Woods, cities, behind you
--
--Health: 30
--
--Damage Inflicted: 8 points
--
--Armor: 1
--
--Movement: Long
--
--Modifications: Hunting, seeking, and sneaking as level 9
--
--Combat: The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
--
--What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities,
--including magical ones.
--
--What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should
--do what he suggests.
--
--What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense
--task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful
--attacks.
--
--Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of
--damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use
--it again for three rounds.
--
--Interaction: Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally
--(provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
--world.
--
--Use: The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an
--urban legend, spreading through the internet.
--
--GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
--that person calls for help from out of the Wolf's mouth.
--
--### CRAFTED (CREATURES)
--
--Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
--Pinocchio,
--
--the Iron Giant, Edward Scissorhands, the Gingerbread Man, and the Tin Man.
--
--Gingerbread Creatures
--
--Gingerbread creatures can take any shape and form, but are most often humans, dogs, or dragons. Typically crafted and
--brought to life by witches and enchanters, gingerbread creatures tend to remain loyal to their creators, even if they
--are treated poorly.
--
--Level 2, Speed defense as level 4 due to quickness; when touched or eaten, some gingerbread creatures release a sweet,
--slow poison that inflicts 1 point of damage each round for 1d6 rounds.
--
--Geppetto's Children
--
--Made of wood and wishes, Geppetto's children are everywhere in the world. They go through a number of life stages,
--starting as wooden puppets and eventually becoming real humans. No matter what stage they're in, they're nonstop sources
--of destruction and chaos.
--
--Level 4; Armor 1; have a passion for creating, collecting, and using cyphers, particularly detonation cyphers
--
--Virgilius's Copper Dogs
--
--Once the loyal companions of Virgilius the Sorcerer, this pack of dogs now runs feral. Despite being created through the
--power of magic, they despise anything that stinks of magic and attempt to bring it down.
--
--Level 5; Armor 2
--
--Tin Woodman 7 (21)
--
--Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe
--was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say
--that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
--another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually
--nothing was left of the original human and he became the Tin Woodman.
--
--Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge
--upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday,
--he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
--original form.
--
--Motive: Revenge, find his original body parts
--
--Environment: Anywhere
--
--Health: 21
--
--Damage Inflicted: 4 points
--
--Armor: 4
--
--Movement: Short; immediate if rusted Modifications: Speed defense as level 5 due to rust
--
--Combat: Inflicts 7 points of damage with his enchanted axe.
--
--Interaction: The Tin Woodman is singularly focused, and cares only about clues that lead to revenge or his original body
--parts. He does not eat, drink, or sleep, and often comes across as frantic and frenzied.
--
--Use: The PCs are hunting the same foe that the Tin Woodman is, and either they join together, or the Tin Woodman tries
--to prevent them from reaching the foe before he does.
--
--Loot: Enchanted axe
--
--> Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
--> wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
--
--GM intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
--
--Death 10 (infinite)
--
--Death goes by many names, takes many forms, and has only one purpose: to make all equal in the end. Death is often an
--unwanted visitor—taking the life of someone who is not ready to go—but just as often, they come to those who are ready.
--To them, Death is a most welcome, the most welcome, guest of all.
--
--While some see Death as evil, they are not inherently so, no more than the cougar hunting the hare for dinner. In fact,
--they are the great equalizer, raising paupers to kings and kings to common people.
--
--Death is ancient, but not old. Wise, but not all-knowing. Brilliant, but not perfect. Death is also, very often, bored.
--They have seen everything, heard everything, and done everything that it is possible for an immortal being to do, and
--some days they feel sure they will never experience anything new or interesting again. But still, they try, taking on
--new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once
--again pull them to return.
--
--If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at
--the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.
--
--Motive: To do their duty and make everyone equal
--
--Environment: Everywhere and anywhere
--
--Health: ∞
--
--Damage Inflicted: Death
--
--Armor: Immune to all harm
--
--Movement: Variable depending on their form, but Death can move instantaneously almost
--
--anywhere that they desire
--
--Modifications: Seeing through trickery, deception, or bargaining as level 8
--
--Combat: Death kills. They kill any number of ways, depending on their mood, what's at
--
--hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time
--is up.
--
--Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
--single attack from Death kills the victim (except in the rare case where the victim has protection against death, such
--as with one of Death's candles).
--
--Interaction: Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes
--tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of time.
--
--Use: Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it
--always comes with a price (usually an earlier death for the bargainer or someone else). Death is always looking for
--something interesting going on, and may appear just to spend time with the characters if they're engaged in an
--intriguing activity.
--
--GM intrusion: Death mistakes a character for someone else.
--
--### OF EARTH AND STONE (CREATURES)
--
--Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
--made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
--important ways, such as the way in which the minotaur is part of its maze or the way that dwarves have a unique
--connection to mountains.
--
--Because the archetype of earth beings covers a broad range of creatures, there is no general entry for an earth being.
--
--Dwarf: level 4; Armor 2; mining pick inflicts 4 points of damage; beards provide magical abilities such as finding
--treasure, enabling flight, shapeshifting, and turning invisible. Cutting a dwarf's beard off or learning their name
--provides an asset on all interactions with that dwarf.
--
--Feral tree: level 3; Armor 3; no movement; lashing branches attack up to three characters as a single action; on a
--failed Might defense task, the characters are held in place until they can escape.
--
--Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
--of damage per round; troll regains 3 points of health per round.
--
--Erlking 6 (18)
--
--This vaguely humanoid creature is an animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt.
--It wears a crown of oak leaves and a cloak of mist.
--
--Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of hunger deemed Unseelie by
--the faerie nobility of that wild and wicked realm. Erlkings love to hunt and eat children, who are particularly
--susceptible to the promises and glamours that the creatures spin.
--
--An erlking is a former noble stripped of title, lands, and even form,
--
--and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight,
--pale and bloodless, with their vital organs nibbled out.
--
--Motive: Hungers for flesh and to reclaim stripped titles
--
--Environment: Almost anywhere wooded at night Health: 27
--
--Damage Inflicted: 6 points
--
--Armor: 4
--
--Movement: Short; immediate when burrowing
--
--Modifications: Stealth tasks as level 7
--
--Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
--
--within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected
--creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.
--
--When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril
--must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6
--points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.
--
--Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed,
--it will sprout and grow a new body from its corpse within a day.
--
--Interaction: An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or
--cold iron weapons.
--
--Use: An erlking is active only by night; by day, it hides beneath a mound of weedy earth indistinguishable from the
--surrounding terrain.
--
--GM intrusion: A character surprised by an erlking in the darkness must succeed on an Intellect defense task or lose
--their next action as they faint, run screaming, or stand paralyzed in terror.
--
--Minotaur, the 7 (21)
--
--The most famous minotaur is the Minotaur, the singular beast from which all lesser minotaur myths descend. The product
--of a god-cursed union between human and bull,
--
--the Minotaur is monstrous, and only the flesh of people can nourish it. It is usually lost
--
--in a labyrinth created to contain it. But it occasionally gets free to hunt the wider world before the labyrinth pulls
--it back. Some demigods claim to have slain the Minotaur, but the Minotaur always returns.
--
--Motive: Hungers for flesh
--
--Environment: Usually in mythological labyrinths, but sometimes metaphorical ones Health: 33
--
--Damage Inflicted: 10 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: Breaking through barriers as level 9
--
--Combat: The Minotaur attacks by goring foes on its horns, inflicting 10 points of damage
--
--on a successful attack. If the Minotaur charges a short distance, it can attack as part of
--
--the same action and inflict an additional 5 points of damage.
--
--The Minotaur is trapped by the labyrinth, but also part of it. Whenever a character attacks
--
--the Minotaur, they must succeed on an Intellect defense task or be claimed by the labyrinth themselves until they can
--escape with a successful difficulty 7 Intellect task. Those claimed by the labyrinth seem to disappear and find
--themselves wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by
--the labyrinth for several days.
--
--If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
--
--Interaction: The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry.
--
--Use: The Minotaur has escaped the labyrinth and now wanders the narrow streets of a metropolis, treating the winding
--alleys and twisting roads as its new maze.
--
--GM intrusion: The Minotaur smashes into the wall, causing a section of the tunnel or hallway to collapse on the
--character(s), inflicting 10 points of damage and trapping them until they can escape the rubble
--
--Enchanter 5 (15)
--
--Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or
--diviners, depending on their strengths, abilities, and desired reputations.
--
--Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They
--often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into
--the objects that matter to them. Additionally, they may imbue objects with powerful magic.
--
--Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires
--minutes or hours of time.
--
--Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or
--humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.
--
--Sorcerer's Apprentice: level 3
--
--Motive: Control magic, power
--
--Environment: Everywhere, particularly in places where magic is present and powerful Health: 20
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Using and controlling magic as level 7
--
--Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
--
--biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
--employ a number of magical abilities, including the
--
--Following:
--
--Animate: Takes any material (such as wood or stone) and turns it into an animate level
--
--4 creature. The creature has a mind and will of its own, and acts just as that type of
--
--creature would act if it were born instead of created.
--
--Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form. Breaking free is a level 6
--Might task.
--
--Enchant: Imbues a normal object with a magical power. The object works under the
--
--enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and
--force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.
--
--Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles
--across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters'
--movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.
--
--Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 m\])
--invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.
--
--Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real.
--Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an
--illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are
--
--experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as
--a witch or a faerie.
--
--Interaction: For the characters, an enchanter may be a terrifying foe or a powerful ally. Enchanters are fickle, perhaps
--due to their close relationship with magic, and may change their loyalties on a whim or an imagined slight.
--
--Use: The characters need to have an object imbued, a person returned to life, or a curse undone, and they turn to the
--enchanter for help. The characters accidentally insulted
--
--the enchanter in some way, and now the enchanter is hunting them down to get revenge.
--
--Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
--cyphers, an artifact, and an elegant or interesting outfit.
--
--### ENCHANTERS OF THE WORLD
--
--Morgan Le Fay 9 (27)
--
--Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a powerful sorceress from the legends
--of King Arthur. She has an unpredictable duality to her nature, with the potential for great good and great evil.
--
--Combat: Attacks with a variety of weapons, including a sword and staff. She also can use
--
--any of the following abilities: charm, enchant, glamour, heal, invisible, persuasion,
--
--protect, revive, seduce, and shrivel.
--
--Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
--
--agrees to help the characters in some way, it's absolutely because she has a higher goal
--
--in mind.
--
--Use: The characters are stopped by a beautiful woman in the woods, who asks them to
--
--help her accomplish a great task. A powerful foe has brought Morgan le Fay into his confidence, and she is helping him
--against the PCs.
--
--Oz, The Great and Terrible 5 (15)
--
--It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
--all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
--prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
--
--Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
--
--He may also use an artifact or spell to protect himself, hide himself, or flee. He can use
--
--the following abilities: enchant, invisible, persuasion.
--
--Green-whiskered soldiers: level 4; Armor 2; unloaded rifles deal 4 points of damage
--
--Interaction: Curmudgeonly and a bit of a humbug, but rarely with evil intent, Oz is likely to
--
--help those who ask, although he often fumbles things just to make a point.
--
--Use: The characters set off to meet the powerful ruler of a strange land. Or they encounter
--
--someone they believe is just a humble, simple man, but who instead turns out to be
--
--incredibly powerful.
--
--Loot: Oz has at least one artifact, as well as 1d6 cyphers.
--
--Virgilius the Sorcerer 7 (21)
--
--The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his
--magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and
--defend him. He has a love of challenges, such as magician's battles, and seeks them out.
--
--Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage. Interaction: Virgilius is
--quick thinking, wily, and full of interesting schemes. Those who
--
--entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge,
--particularly on those who attempt to publicly humiliate or shame him.
--
--Use: The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.
--
--Loot: Carries a black book
--
--> Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting
--> a spell from the black book costs 2 Intellect points and is an action.
-->
--> Depletion: 1 in 1d6
--
--### FEY (CREATURES)
--
--In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
--boggarts, and goblins. There are so many types of fey beings in
--
--the world that it's nearly impossible to categorize them as just one thing, or to list them all. They do have a few
--characteristics in common, however. They are typically sentient, humanoid in form, connected to nature in some way, and
--magical.
--
--Angiks: Reanimated spirits of babies who died, typically due to hard winters, and who now haunt the living. At night,
--they turn into giant owls and prey on solitary travelers.
--
--Level 3; talons inflict 4 points of damage
--
--Changelings: Fairy children left in place of stolen human babies (and occasionally adults as well), typically raised
--among humans.
--
--Level 2; shapeshifting and knowledge of the fey world as level 4
--
--Nymphs: Supernatural beings (often female) associated with protecting a particular location or landform, such as a
--river, tree, or mountain.
--
--Level 3, stealth and positive social interactions as level 6
--
--Pixies: Benign and mischievous creatures that live near stone circles, tombs, and other burial grounds.
--
--Level 2, stealth and finding lost items as level 6
--
--Faerie 3 (9)
--
--In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small in stature, and magical.
--They are associated with music, mirth, tricks, and taunts. Seeing one is an omen—hopefully, an omen of a silly song or
--the first appearance of an annoying new road companion (the very faerie sighted) flitting around, asking the questions
--of a curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters, delighting in playing
--pranks and stealing clothing, equipment, or prized objects. And a few are malicious, luring travelers to their various
--dooms, making deadly deals, and forcing others into captivity.
--
--Not all faeries have wings, but those that do find many ways to use them to their advantage.
--
--Motive: Unpredictable
--
--Environment: Encountered alone or in a flutter of three to twelve, usually in forests Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Immediate; long when flying
--
--Modifications: Tasks related to performance and deception as level 5; Speed defense as
--
--level 5 due to size and quickness
--
--Combat: A faerie attacks by hurling sparkling magic dust at a target within short range. In
--
--addition, if a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the
--attacker, who must succeed on a Speed defense task or suffer the same amount of damage they just dealt to the faerie.
--Sometimes faeries wield tiny weapons, such as bows, spears, or swords; treat these as light weapons.
--
--A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an
--illuminated sphere.
--
--Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or
--cold iron weapon.
--
--In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and
--abilities at their disposal. These include the following:
--
--> Animal Friend: Most faeries can communicate with animals, and a few can even summon animals within long range for help
--> and protection. Some faeries can also grant others the ability to communicate with animals, but only for a day.
-->
--> Charm: Some faeries can attempt to use a song or light display to charm others within short range. The target must
--> succeed on an Intellect defense task or fall into a suggestible state for one hour. During this period, the target can
--> be led by the faerie until attacked, damaged, or shaken from their glamour.
-->
--> Clairvoyance: The faerie grants someone the ability to see the future, the past, faeries, or one of the hidden faerie
--> worlds. This gift lasts for one day, or until the character makes a ten-hour recovery roll.
-->
--> Heal: The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2 points of damage.
-->
--> Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more
--> appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the
--> faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets
--> that they saw anything else.
-->
--> Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a
--> task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their
--> mind, inflicting 1 point of Intellect damage.
-->
--> Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind,
--> tornado, or vortex. The wind pushes their foes back a long distance and inflicts 2 points of damage.
-->
--> Faeries have a wide variety of weaknesses, including silver, iron, technology, sugar and salt (they must count each
--> grain), and cream (intoxicates them). But not all faeries have the same weaknesses, and some may not have any.
--
--Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
--if offered sweets, wine, cream, or other gifts. That said, faerie attention spans are limited, so even one that means
--well could end up leaving the PCs in the lurch at just the wrong moment.
--
--Use: The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it.
--They must decide if they believe the faerie speaks true, or if it's a trap.
--
--Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
--larger on the inside and could contain expensive items or cyphers.
--
--GM intrusion: A character accidentally does something to offend a helpful faerie, causing it to turn on them.
--
--Fairy Godmother 6 (18)
--
--Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, or protectors, much like
--human godparents. The difference, of course, is that fairy godmothers have a great deal more magic at their disposal.
--
--Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their godchildren. Of course, not
--all fairy godmothers are good at their roles—some may act out of their own interests and inadvertently (or purposefully)
--do harm to those they are supposed to protect. This is particularly true if they feel like they have not been given the
--respect they deserve, or have been offended in some way.
--
--And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy
--godmother's.
--
--Motive: Protect their protégés, be respected
--
--Environment: Cities, towns, and anywhere someone is in need of assistance
--
--Health: 24
--
--Damage Inflicted: 6 points
--
--Armor: 2 (magical)
--
--Movement: Short; long when flying
--
--Combat: Fairy godmothers attack by shooting a stream of sharp-edged glitter up to a long
--
--distance from their magic wands (glitter gets into every nook and cranny, and thus ignores Armor). Fairy godmothers can
--bestow blessings upon their friends and allies, and curse their enemies.
--
--Fairy godmothers can cast any of the skills and abilities that faeries can cast, as well as a few that are specific to
--them, including the following:
--
--> A Little Luck: The fairy godmother blesses a character with luck, granting them the opportunity to reroll once in the
--> next day without spending XP.
-->
--> A Little Misfortune: Despite the name, this is usually a beneficial spell. It is designed to give a nearby character
--> something to overcome so that they might grow stronger in temperament or stature. When this spell is cast, the
--> character receives a GM intrusion on their next action (no matter what their roll is) and receives 1 XP to give away
--> (but not one to keep).
-->
--> Alteration: Can turn any creature within short range into a different creature (such as a mouse into a horse) and any
--> object into a similarly shaped object (such as a
-->
--> Prophecy: Creates a prediction for the future of a single person. The prediction has a high chance of coming true, but
--> is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the
--> prophecy by spending an XP.) Not all prophecies are negative.
--
--Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!"
--If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
--turned into a horse, or worse.
--
--Use: Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are
--preparing for a ball, a fight, or a big adventure.
--
--GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.
--
--Áine, Fairy Queen of Light an Love 9 (27)
--
--Áine is the fairy queen of summer and the sun, and is known by many names: the Fairy Queen of Light and Love, Bright
--One, Sun Goddess, and Sweetheart of the Fairies. She is a kind, true, and benevolent ruler, and is loved by nearly
--everyone. Known for making just and fair bargains with humans, she is often sought after for blessings and boons.
--
--Motive: To be just and true, to protect her realm
--
--Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
--
--Health: 99
--
--Damage Inflicted: 12 points
--
--Armor: 5
--
--Movement: Short; very long when shapeshifted
--
--Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
--
--Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not
--hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points
--of damage on the target.
--
--In addition, Áine has the power of chlorokineses—she can manipulate plants and flowers within very long range, causing
--them to grow to enormous proportions. She can use them as weapons that grab and hold multiple victims (level 7 Might
--task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help
--the queen.
--
--> Queen's bees: level 3; sting victims for 3 points of damage and paralyze
--
--them for one round
--
--She can also shapeshift into a red mare as she chooses. As a mare, she inflicts 6 points of damage with her hooves or
--bite, can become immaterial as an action (makes it impossible to successfully attack her, but she cannot attack in this
--form), and can move to a spot within long range instantaneously (does not require an action).
--
--Interaction: Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are
--threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to
--
--find themselves on the wrong end of the Bright One's anger.
--
--Use: Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She
--sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a
--fairy ball or feast, they may encounter Áine as an honored guest.
--
--Loot: Áine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She
--carries little else, for she is a person of deeds, not items.
--
--GM intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.
--
--Gráinne, the Wayward Daughter 9 (27)
--
--Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark
--One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents
--what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has
--her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their
--own hearts.
--
--Motive: To honor the darkness, to protect her realm
--
--Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
--Sorrows, a belowground realm out of time and space.
--
--Health: 99
--
--Damage Inflicted: 12 points
--
--Armor: 5
--
--Movement: Short; long when flying
--
--Combat: Gráinne is a talented combatant, and seems to revel in having a foe who is a
--
--challenge to her. She carries a dark green crystal staff that emits a dark coil of reddish energy, which inflicts 12
--points of damage. Alternatively, she can send out a cloud of black smoke that deals 9 points of damage to all creatures
--in a short area. She also wears the Tiara of Pailis, a griffin-shaped tiara that allows her to fly. Gráinne has a
--variety of magical abilities at her disposal, including the following:
--
--Animal Communication: Gráinne has a special affinity with badgers and can ask them for help. When she calls them (as an
--action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on
--an Intellect defense roll or be shapeshifted into a badger for one round.
--
--Oneirokinesis: Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their
--heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a
--level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in
--any tasks that go against the idea (this lasts until they make their next recovery roll).
--
--Shadowmelding: Gráinne merges with shadows, making her nearly
--
--intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect
--damage on anyone whose body is darkened by her shadow.
--
--Interaction: For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
--
--Use: The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find
--the solutions and solace they seek in Gráinne's magic and power.
--
--Loot: Tiara of Pailis
--
--Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can
--control their speed, direction, and height. Depletion: 1 in 1d20
--
--GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her
--power.
--
--Queen 6 (18)
--
--Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue.
--Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds,
--to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch.
--These queens seek power for power's sake, not caring what destruction lies in their wake.
--
--Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way,
--even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect
--their lands, their people, and their loved ones.
--
--Motive: Power
--
--Environment: Anywhere, but typically in cities and towns, where there are people to admire
--
--and fear them
--
--Health: 18
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Combat: Queens almost always carry an artifact of great power, such as a staff, crown,
--
--mirror, or sword, that grants them unique abilities and skills.
--
--Queens often have familiars, such as ravens, who fight for or beside them. Most familiars can do 4 points of damage with
--an attack.
--
--Some queens may also be witches or fey creatures, and thus have the ability to use one or two spells and curses that
--witches and fey also use.
--
--Queen Grimhilde 8 (24)
--
--Perhaps best known for her attempts to kill Snow White through magic and poison, Grimhilde has other passions and
--talents as well. She seeks ways to make all beings obey her commands, starting with the huntsman who so stupidly and
--willfully deceived her so long ago.
--
--Environment: One of her many castles, the woods
--
--Armor: 2
--
--Health: 18
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Combat: Her vulture familiars swirl about all foes in short range, knocking them prone
--
--and inflicting 4 points of damage. She can use the following witch abilities: glamour,
--
--imprison, and seduce.
--
--Vulture familiars: level 4
--
--Interaction: Grimhilde is cunning and devious, always hatching plans against those who
--
--harm her, who threaten to overshadow her, or who have caught her eye in some way.
--
--Use: The characters enter an area that is under Grimhilde's power and must face her wrath.
--
--Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
--
--The Red Queen 6 (18)
--
--The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and
--besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still,
--and everyone will politely fall quiet and listen.
--
--Environment: Polite dinner parties and social gatherings
--
--Armor: 1
--
--Combat: Prefers verbal sparring over the physical sort, and inflicts 3 points of damage with a single cutting remark or
--sharp-tongued retort.
--
--Interaction: The Red Queen is quite proper and chatty, the perfect host and the perfect guest. The only time she ever
--grows irate is when the subject of her sister, the Queen of Hearts, comes up.
--
--Use: While attending a party to steal something, the characters are caught by the Red Queen
--
--The Snow Queen
--
--The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by
--gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is
--cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers
--warmth or kindness or love.
--
--Environment: Anywhere there is snow, ice, or winter
--
--Armor: 2 (from personal ice walls)
--
--Combat: Creates a snowstorm that blinds all foes in long range for three rounds; ice shards rain down upon all foes in
--long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.
--
--Interaction: The Snow Queen is not evil—she just has forgotten what it means to be human, with human needs and human
--hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she
--understands what she gets out of it.
--
--Use: The Snow Queen guards the entrance to a place the characters need to enter.
--
--### OF WATER AND WAVES (CREATURES)
--
--Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
--areas of the world.
--
--Drowning Fairies: There are many types of creatures known as "drowning fairies," including Peg Powler, the Water Leaper,
--Fossegrim, and Jenny Greenteeth. These creatures typically dwell below or next to water and tempt, pull, or trick
--passersby into the water.
--
--Level 6, persuasion and creating illusions as level 7; can grab a creature in short range and pull them into and under
--the water and attempt to drown them (level 6 Might or Speed defense task to break free)
--
--Fuath: Fuathan are intangible spirits that dwell deep in the seas and oceans. They consider themselves protectors of
--these realms, particularly against fishermen and others who would damage the environment or creatures there. Fuathan
--have the power to make themselves visible, most often taking the form of humanoid creatures with green skin and the
--flowing mane and tail of a golden horse.
--
--Level 5, defense as level 7 due to intangibility; if they know a person's name, they can gain control over the person,
--forcing them to do their bidding for a short time
--
--Naiad: These water nymphs inhabit rivers, springs, waterfalls, and other bodies of fresh water. Typically appearing as
--beautiful young women with long limbs and flowing hair, naiads are considered protectors, for they guard their land
--fiercely. However, they are easily provoked and their wrath is fierce.
--
--Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
--foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
--
--Cailleach 5 (15)
--
--Not actually a water spirit, but one who has made her peace with the sea in an eternal bargain, Cailleach once lived on
--land. Now she is a recluse deep in the ocean in the realm known as the Expanse of Halirane. She appears ancient, and in
--fact is much older than that. She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye
--that allows her to see three views of the future. As part of her bargain with the sea, she can never return to dry land
--again, or she will lose all of her powers forever.
--
--Motive: To be left alone
--
--Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
--magically preserves as part of their bargain.
--
--Health: 30
--
--Damage Inflicted: 6 points
--
--Movement: Short; very long when shapeshifted
--
--Modifications: Seeing through deceptions and lies as level 6, healing as level 8
--
--Combat: Cailleach has many abilities at her disposal, some of which come from the sea and
--
--others that come from her own magic. They include the following:
--
--Healing Pot: If she has the proper ingredients and takes a day to do so, Cailleach can brew a healing salve in her
--special pot. Depending on what she adds to the mixture, this salve can do one of three things: restore 10 Might points,
--move someone up one step on the damage track, or remove a curse (up to level 6).
--
--Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6
--points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.
--
--Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if
--they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead.
--After that, her finger falls off. It takes three days for her to regrow a new one.
--
--See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the
--eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second,
--and sometimes it's for hours—it's hard to know if the variable length of time is part of the ritual or just her dark
--sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.
--
--Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at
--a time. She can create a whirlpool that catches up all creatures and objects within short range of its center and
--inflicts 5 points of ambient damage (ignores Armor).
--
--Interaction: Cailleach is a recluse and introvert whose deepest longing is to be left alone
--
--to increase her knowledge of magic. She also likes puzzles and games, and out of everything on land, she misses birds
--most of all (for interacting with, not eating). Those who bring her any of those items are likely to draw Cailleach out
--of her shell and have a positive interaction.
--
--Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an
--encroaching danger, especially if it's threatening her solitude and privacy.
--
--Loot: She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all
--sorts.
--
--GM intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.
--
--Kelpie 6 (18)
--
--A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby
--and attempts to drown them in a nearby body of water.
--
--Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is
--algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its
--teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always
--inverted.
--
--If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the
--depths of the water.
--
--Motive: Unknown
--
--Environment: Near or in rivers, streams, lakes, and other bodies of running or still water.
--
--Modern settings might find them near public or private swimming pools, koi ponds,
--
--and reservoirs.
--
--Health: 21
--
--Damage Inflicted: 4 points
--
--Movement: Very long when running
--
--Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
--
--or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their
--back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
--may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or
--roll over on them, inflicting 4 points of damage (ignores Armor).
--
--Interaction: Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them.
--These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.
--
--Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary
--characters a ride upon its back.
--
--GM intrusion: While dealing with something else, the characters come upon a kelpie in the process of drowning someone.
--
--The West Wind 9 (27)
--
--The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or
--hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
--tuxedo, her short silver hair pushed back from her face.
--
--Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try
--to talk with it.
--
--Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
--
--Environment: Anywhere she wants to be
--
--Health: 40
--
--Damage Inflicted: 6 points
--
--Movement: Very long
--
--Modifications: Speed defense as level 10; sees through and resists trickery, lies, deceit, and intimidation as level 10
--
--Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks
--them prone.
--
--Interaction: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time
--traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond
--well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits
--grudging respect for the perpetrators).
--
--Use: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a
--hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
--
--Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including
--cyphers, artifacts, and even creatures.
--
--GM intrusion: The West Wind lifts a character high in the air and threatens to let them fall.
--
--Wind Children 4 (12)
--
--The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not
--born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.
--
--Motive: See everything, know everything
--
--Environment: Everywhere there is weather, real or magic-made
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Long
--
--Combat: Inflicts 4 points of damage with an exhale. Alternatively, can knock a character prone for one round.
--
--Interaction: Interacting with wind children is a bit like interacting with a group of mischievous, precocious, and
--spoiled kids. However, they know many things, having been all over the world, and will often share what they know in
--exchange for new secrets or knowledge.
--
--Use: One of the PCs seeks information about a person, place, or thing. The characters need a surreptitious spy to gather
--information for them.
--
--Loot: Information, secrets, and possibly a cypher or two picked up during their travels.
--
--GM intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep
--away" with it.
--
--Witch 5 (15)
--
--Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares,
--with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise
--helpers—at least for a little
--
--while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their
--lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the
--middle of town, hiding their identity.
--
--But one thing they are, always, is dangerous, for they carry within their hearts and heads knowledge, power, and
--magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
--or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
--
--forest, in civilization as healers, or having infiltrated royal families
--
--Health: 21
--
--Damage Inflicted: 5 points
--
--Movement: Short; long if flying
--
--Combat: In addition to inflicting damage with their weapon of choice (often a staff or long,
--
--curved blade), witches can curse their enemies.
--
--They also have a number of spells and abilities at their disposal. These include the
--
--Following:
--
--Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
--
--defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's
--familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to
--ensure that the witch never forgives their foe or grants mercy.
--
--Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a
--bird, or even make them invisible. Seeing through the glamour is a level 8 Intellect task. A failed attempt inflicts 2
--points of Intellect damage. Once a character sees through the glamour, they cannot unsee it.
--
--Heal: The witch touches another creature and heals them for 6 points of damage. Some witches must pull health from
--another living being in long range in order to use this ability. Pulling health from a living being inflicts 2 points of
--damage on that being.
--
--Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might
--be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer
--under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or
--Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the
--appropriate stat).
--
--Protect: Places a confinement spell to keep someone from going in or out of a location, building, or room. Those who
--attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell
--activates, it disappears.
--
--Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for
--more than a year. In order to accomplish this, the witch needs all or part of the body of the dead, a beloved object of
--the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the
--Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with
--1 point in all of their Pools.
--
--Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the
--witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
--they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
--
--Additional abilities: Witches might also have access to the witch abilities in the Cypher System Rulebook. These are
--charm, hexbolt, shrivel, and vitality. Some witches might have other magical abilities similar to those of enchanters.
--
--GM intrusions: The witch's familiar joins the fray, tripping up characters and hindering their actions.
--
--> Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact
--> or cypher and prepares to use it.
--
--### WITCHES OF THE WORLD
--
--Baba Yaga 9 (27)
--
--Baba Yaga (sometimes called Frau Trude) lives many lives and has many personalities. She is both one witch and many. She
--uses her magic to create a new version of herself each time her
--
--life takes a new branch, following all of them at once, becoming every version of herself that she might have been.
--
--Some versions of Baba Yaga are helpful. Others harmful. Some Baba Yagas live
--
--in the woods in a wooden hut that walks around on giant chicken legs, some
--
--fly through the sky in a giant mortar and pestle, and some guard any wild spaces that they have deemed important. Some
--capture and cook young children in a special stove. Some do all of the above.
--
--Combat: Baba Yaga can use the following abilities: heal, hexbolt, imprison, protect, revive, shrivel, and vitality.
--
--Interaction: It is almost impossible to know which Baba Yaga you have met until you look deep in her eyes (a level 7
--Intellect task). There, you might see a tiny flame, and in that flame, learn a bit about her life.
--
--Use: Baba Yaga has her long, bony fingers in nearly everything that happens. She might be behind the counter at the herb
--and potion shop, guarding the entrance to a cave full of treasure, or offering her services in breaking (or casting)
--curses.
--
--Loot: 1d6 cyphers, an artifact, and various other odds and ends
--
--The Blind Witch 5 (15)
--
--The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made of confectionery, which allows
--her to catch, fatten, and eventually eat any children unlucky enough to get caught in her trap.
--
--Modifications: Cooking as level 6, deception and trickery as level 7, seeing through
--
--deception and trickery as level 4
--
--Combat: She can use the following abilities: charm, protect, and vitality. She is immune to visual effects, including
--hallucinations.
--
--Interaction: The Blind Witch can appear sweet and charming, and might play up her blindness and apparent frailty for
--sympathy.
--
--Use: Characters wandering the woods might come upon a candy house, and woe to them
--
--should they take a bite. A rescue mission could lead here.
--
--Loot: She usually has at least one magical animal in a cage, along with various children and
--
--even adults. Two or three cyphers can be found in her kitchen, along with her magic oven, which bakes children into
--gingerbread.
--
--Dame Gothel 5 (15)
--
--Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel cares for one thing above all: her
--beautiful walled garden, the flowers and vegetables that grow inside it being the envy of all others. Unlike many other
--witches, she does not harm children and in fact has been known to protect them, at least as long as they are innocent of
--wrongdoing.
--
--Modifications: Gardening and potions as level 6
--
--Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
--
--Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
--
--to those who invade her space in any way, for she has a deep sense of right and wrong and a penchant for revenge upon
--those who cross her. However, she has been known to help those seeking aid, and is particularly skilled in using what
--she grows in her garden to aid her magic.
--
--Use: The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters
--accidentally trespass on Dame Gothel's space.
--
--Loot: Various plants, potions, and cyphers
--
--The Sea Witch 6 (18)
--
--Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known
--for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she
--wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
--
--Modifications: Persuasion, intimidation, coercion, and swimming as level 8
--
--Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and
--shrivel.
--
--Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she's got on
--
--the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that's
--her—always wins.
--
--Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
--
--small, and the Sea Witch will find a way to put it in their hands and let them walk away
--
--thinking they've come out ahead. At least until she comes to collect.
--
--Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6
--cyphers and two artifacts.
--
--The Wicked Witch of the West 5 (15)
--
--With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a
--nobody—and many have—but her power lies in the creatures that work for her and in her vast and growing collection of
--magical footwear.
--
--She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and
--liquid of all kinds.
--
--Modifications: Tasks involving water and the dark as level 3
--
--Combat: She carries an umbrella that acts as a heavy weapon, and she can use the following abilities: familiar (pack of
--wolves, swarm of bees, flock of crows, and an army
--
--of flying monkeys), hexbolt, imprison, protect, and shrivel.
--
--Interaction: She is volatile in nature and quick to anger. However, she can also be a bit cowardly, and will likely back
--down in a confrontation (only to send her hordes of magical animals out afterward to do her dirty work).
--
--Use: The characters need to find galoshes of fortune and decide to steal a pair from the Wicked Witch of the West.
--Perhaps they need to make it through the land she presides over and must find a way to get her approval.
--
--Loot: Whatever shoes she's wearing (which are very likely an artifact).
--
- ### NPCS
-
- ### MODERN MAGIC NPCs
-@@ -66816,359 +54597,6 @@
- Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
- lucky enough to have an artifact (usually a weapon or armor).
-
--### THIEF 4 (12)
--
--A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the
--thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan
--elaborate heists to steal priceless items from prominent targets.
--
--Motive: Greed, curiosity, risk
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Balancing, climbing, perception, pickpocketing, and stealth as level 5
--
--Combat: Thieves prefer small concealable weapons—knives, batons, and so on—so they can quickly make themselves look like
--an innocent bystander. Their goal is to escape, not kill, so they often rely on tricks like caltrops, spilled oil, and
--smoke pellets to distract or delay foes and give themselves an opportunity to get away. They aren't above using poison,
--typically a sleep poison that knocks out a foe for ten minutes on a failed Might defense task.
--
-- Interaction: Thieves run a broad range of personalities—nervous, arrogant, quietly confident, sarcastic, and more. They
--like to know the risks and rewards of what they'll be doing, and they don't like surprises.
--
--Use: A cocky thief steals an item from a character and returns it to prove their skills are up to the task. A gang of
--pickpockets targets a character's jewelry or cyphers.
--
--Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a
--cypher they plan to use or sell.
--
--### HORROR NPCs
--
--Cannibal 3 (9)
--
--A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
--decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they
--hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a
--cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
--
--Motive: Hungers for human flesh
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Movement: Short
--
--Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
--
--Combat: Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When
--cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
--
--Interaction: Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a
--place to sleep, hide, or stay for the night are invited in by one
--
--or more cannibals—perhaps an entire family of them.
--
--Loot: A cannibal has currency equivalent to a very expensive item and possibly a cypher.
--
--GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
--on an Intellect defense task or be stunned and lose their next turn.
--
--Mad Scientist 4 (12)
--
--A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
--can be created without asking if it should be.
--
--Motive: Understanding and exploiting reality
--
--Environment: Usually in a lab
--
--Health: 15
--
--Damage Inflicted: 7 points
--
--Movement: Short
--
--Modifications: Defends as level 6 due to a gadget (or cypher); knowledge of advanced
--
--science as level 7
--
--Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or
--
--some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor,
--a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
--
--Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They
--often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that
--eases all their actions by two steps.
--
--Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are
--sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can
--change.
--
--Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is
--creating something amazing and monstrous.
--
--Loot: Mad scientists have a few manifest cyphers and possibly an artifact.
--
--GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
--
--### FAIRYTALE NPCS
--
--The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
--fairy tales.
--
--From General to Specific: While the NPCs listed here are general types, such as crafter and robber, it's easy to turn
--them into specific characters from common and well-known fairy tales. For example, with a little tweaking, you can turn
--a generic tailor into the tailor from The Brave Little Tailor. Just give the crafter NPC a banner that says "SEVEN WITH
--ONE BLOW" and embrace a jaunty, overconfident nature, and you have the titular character.
--
--Health, Not Pools: Remember that NPCs don't have stat Pools. Instead, they have a characteristic called health. When an
--NPC takes damage of any kind, the amount
--
--is subtracted from their health. Unless described otherwise, an NPC's health
--
--is always equal to their target number. Some NPCs might have special reactions to or defenses against attacks that would
--normally deal Speed damage or Intellect damage, but unless the NPC's description specifically explains this, assume that
--all damage is subtracted from the NPC's health.
--
--Naming Your NPCs: You might have noticed that in fairy tales, many characters —especially those of the lower or working
--classes—don't have a name beyond their title, position, or profession (or sometimes their marriage status). "The
--Woodcutter," "the Tailor," "the Baker's wife," and so on. While you could follow suit and just call your NPC "the
--Woodcutter," most player characters are going to ask that person their name. It's likely to break immersion if you throw
--in a modern name, or if the NPC tries to explain that they don't have one, they're just called "the Woodcutter." And if
--you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
--names ahead of time so that you're always ready to give players something to call a new walk-on character.
--
--Aristocrat 4 (12)
--
--Aristocrats are not quite high royalty—they are not kings or queens, nor even princes and princesses—but they are those
--with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are
--characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the
--things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
--
--Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
--cities and towns, occasionally off by themselves in large castles and manors
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Social engineering, persuasion, intimidation, and lying as level 6
--
--Combat: Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield
--knives, scalpels, or butcher's tools with precision.
--
--Interaction: Interaction with an aristocrat often starts out positive—after all, it is delightful to be in the glow of
--someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a
--sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
--
--Use: An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is
--outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
--
--Loot: Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor,
--weapons, and miscellaneous items.
--
--GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
--
--Child 1 (3)
--
--Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
--more.
--
--Motive: Seeking safety, comfort, money, or food; play; bringing joy
--
--Environment: With their families, or lost in the world trying to find their way. Sometimes in
--
--the employ or care of someone who has found them, stolen them, or otherwise become
--
--their guardians, caretakers, or keepers.
--
--Health: 3
--
--Damage Inflicted: 1 point
--
--Movement: Short
--
--Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
--
--Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
--weapons, such as their fists, a stick, or a toy.
--
--Interaction: Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot
--of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of
--food, money, or other goodies involved.
--
--Use: Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone
--who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the
--night; the child says they've been lost in the woods for days.
--
--Loot: Children typically have very little on their person, although they may have a special memento of their family or a
--close friend.
--
--GM intrusions: The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard
--toward a character.
--
--Someone mistakenly thinks a character has stolen the child, and attacks them.
--
--Crafter 2 (6)
--
--Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
--aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
--disposal for weapons.
--
--Motive: Defense
--
--Environment: In their workshops or peddling their trade while traveling
--
--Health: 8
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Appropriate craft as level 3
--
--Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
--
--their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they
--have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
--
--Interaction: Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They
--take pride in their work, and flattery and attention can go a long way.
--
--Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term
--benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
--
--Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything
--they've crafted that they're carrying or wearing.
--
--GM intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character
--in a disadvantaged position.
--
--Huntsman/Woodcutter 2 (6)
--
--A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
--just trying to provide for their family by chopping wood and hunting game.
--
--Motive: Follow orders, support their loved ones, protect the innocent
--
--Environment: Woods, forests, and other wild lands
--
--Health: 8
--
--Damage Inflicted: 2 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Tracking and pathfinding as level 4
--
--Combat: Huntsmen and woodcutters both understand the power of the perfectly aimed
--
--shot or swing. They take their time, steady their hand and breath, and hit with precision
--
--and force.
--
--When they take no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many huntsmen and
--woodcutters are motivated by a deep need to be loyal,
--
--but they're also soft of heart and have a strong moral center. If they're tasked with
--
--something they deem unpalatable, they may forgo their promises and go rogue.
--
--Use: They are hunting the characters on the orders of a higher authority. They save the PCs
--
--from a dangerous foe, then ask for assistance for their own tasks.
--
--Loot: In addition to their clothing and mundane weapon, they likely have an expensive
--
--token of promise or affection from someone they have helped or who they owe fealty to.
--
--GM intrusion: A perfectly timed cut sends a tree down in the direction of the character.
--
--Robber/Thief 4 (12)
--
--Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
--get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything
--that isn't nailed down or magically protected.
--
--Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What's yours is mine
--
--Environment: Anywhere there's something to be stolen
--
--Health: 12
--
--Damage Inflicted: 2 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
--### 5
--
--Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
--have a moral code of some sort—it just may not be the code
--
--that others abide by. Still, they are willing to listen to reason (and particularly the sound of sliding coins). Robbers
--are often willing to be hired for jobs that are too difficult for others.
--
--Use: Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives
--to steal a thing that the characters are just about to steal themselves.
--
--Loot: Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their
--weapons and clothing) up to the currency equivalent of a very expensive item.
--
--GM intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
--foes.
--
--Scholar 2 (6)
--
--Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge
--above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of
--sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a
--specific type of magic or fey being, for example.
--
--Motive: Find answers, seek knowledge
--
--Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
--
--Health: 6
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
--
--Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's
--
--weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've
--studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
--
--Interaction: Most scholars are helpful and full of information (whether or not it's useful or true information varies
--from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and
--incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
--
--Use: Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However,
--they may be reclusive and hard to find, hidden away in ancient libraries or secret laboratories.
--
--Loot: Most scholars have currency equivalent to a very expensive item and one or two cyphers.
--
--GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
--
- ### CYPHERS
-
- ### MODERN MAGIC CYPHERS
-@@ -68047,2258 +55475,6 @@
-
- Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-
--### SUPERHERO CYPHERS
--
--### POWER BOOST CYPHERS
--
--This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
--System Rulebook into one cypher with variable effects based on cypher level.
--
--| 01-10 | Area boost |
--|-------|----------------|
--| 11-20 | Burst boost |
--| 21-30 | Damage boost |
--| 31-40 | Efficacy boost |
--| 41-50 | Energy boost |
--| 51-60 | Range boost |
--| 61-80 | Shift boost |
--| 81-90 | Stunt boost |
--| 91-00 | Target boost |
--
--### EFFICACY BOOST
--
--Level: 1d6 + 1
--
--Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
--the cypher is level 5 or higher).
--
--### SHIFT BOOST
--
--Level: 1d6 + 2
--
--Effect: This cypher boosts one power shift
--
--that the user already has, granting them an additional power shift in that category that lasts for one round. For
--example, if the user has a shift in resilience, they can use this cypher to gain an additional shift in resilience for
--one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
--power shift to boost.
--
--### STUNT BOOST
--
--Level: 1d6 + 2
--
--Effect: This cypher eases the user's next difficult, formidable, or impossible power stunt task by four steps (eased by
--five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
--stunt task.
--
--### FANTASY CYPHERS
--
--Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
--The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
--opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
--or rewards for their adventures and exploits.
--
--### MIXING SUBTLE AND MANIFEST CYPHERS
--There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
--are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
--and other coincidences that benefit the characters.
--
--### CYPHER FORMS
--
--What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
--the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
--
--To randomly determine a manifest cypher's form, roll on the following table.
--
--| d100 | Cypher Form |
--|-------|--------------------|
--| 01-02 | Bone runeplate |
--| 03-04 | Book page |
--| 05-07 | Bottle of powder |
--| 08-09 | Brand |
--| 10-12 | Brick |
--| 13-15 | Carved bone |
--| 16-18 | Carved stick |
--| 19-20 | Carved tooth |
--| 21-23 | Chalky potion |
--| 30-33 | Clay runeplate |
--| 34-37 | Crystal |
--| 38-39 | Elaborate scar |
--| 40-42 | Envelope of powder |
--| 43-44 | Fuming potion |
--| 45-47 | Glass |
--| 48-50 | Leaf |
--| 51-54 | Leather scroll |
--| 55-57 | Metal runeplate |
--| 58-60 | Oily potion |
--| 61-62 | Paper scroll |
--| 63-66 | Papyrus scroll |
--| 67-71 | Parchment scroll |
--| 72-74 | Pouch of powder |
--| 75-76 | Skin drawing |
--| 77-80 | Stone |
--| 81-82 | Tattoo |
--| 83-85 | Thick potion |
--| 86-88 | Tube of power |
--| 89-92 | Vellum scroll |
--| 93-96 | Watery potion |
--| 97-00 | Wood runeplate |
--
--### EXAMPLE FANTASY CYPHERS
--
--All of the cyphers in this chapter are manifest and fantastic cyphers.
--
--### FANTASY CYPHERS TABLE
--
--| 01-05 | Acid resistance |
--|-------|------------------------|
--| 06-11 | Animal control |
--| 12-18 | Beast shape |
--| 19-27 | Cold resistance |
--| 28-34 | Demon ward |
--| 35-39 | Dragon ward |
--| 40-44 | Electricity resistance |
--| 45-48 | Elemental conjuration |
--| 49-57 | Fire resistance |
--| 58-61 | Giant size |
--| 62-65 | Instant boat |
--| 66-68 | Instant tower |
--| 69-72 | Lycanthrope ward |
--| 73-76 | Penultimate key |
--| 77-82 | Poison resistance |
--| 83-86 | Restorative aura |
--| 87-89 | Thought listening |
--| 90-93 | Tiny size |
--| 94-98 | Undead ward |
--| 99-00 | Walking corpse |
--
--### ACID RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
--
--### ANIMAL CONTROL
--
--Level: 1d6 + 2
--
--Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
--the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
--out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
--level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
--or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
--
--The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
--example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
--the user can't look through its eyes.
--
--"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
--like basilisks, pegasi, and so on.
--
--### BEAST SHAPE
--
--Level: 1d6
--
--Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
--determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
--bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
--appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
--table.
--
--The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
--than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
--affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
--normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
--use a healing power or mind blast ability.
--
--After about an hour, the user returns to their normal form.
--
--Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
--noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
--above.
--
--### COLD RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
--
--### DEMON WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
--malevolent creatures.
--
--### DRAGON WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
--magical reptilian creatures.
--
--In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
--
--### ELECTRICITY RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
--
--### ELEMENTAL CONJURATION
--
--Level: 1d6
--
--Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
--Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
--best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
--
--The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
--does only as commanded.
--
--The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
--back to its native realm.
--
--### FIRE RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
--
--### GIANT SIZE
--
--Level: 1d6
--
--Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
--their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
--
--They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
--penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
--the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
--
--If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
--defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
--
--### INSTANT BOAT
--
--Level: 1d6 + 2
--
--Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
--row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
--its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
--boat lasts for a day, after which it vanishes.
--
--### INSTANT TOWER
--
--Level: 1d6 + 3
--
--Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
--tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
--story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
--tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
--pressure against the confining surfaces.
--
--The tower is permanent and immobile once created.
--
--### LYCANTHROPE WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
--lycanthropes.
--
--Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
--as a bear, rat, tiger, or wolf
--
--### PENULTIMATE KEY
--
--Level: 1d6 + 2
--
--Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
--targeted item must have a keyhole for the cypher to work.
--
--> Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
--
--### POISON RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
--
--### RESTORATIVE AURA
--
--Level: 1d6
--
--Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
--sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
--level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
--cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
--
--### THOUGHT LISTENING
--
--Level: 1d6 + 1
--
--Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
--doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
--per cypher level.
--
--### TINY SIZE
--
--Level: 1d6
--
--Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
--Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
--normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
--actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
--first from their Intellect Pool and then, if necessary, from their Might Pool).
--
--If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
--ends, they lose all of the advantages and penalties from the cypher.
--
--### UNDEAD WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
--vampires, and other undead creatures.
--
--### WALKING CORPSE
--
--Level: 1d6
--
--Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
--on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
--intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
--one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
--again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
--
--### HORROR CYPHERS
--
--Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
--mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
--awarded like other manifest cyphers or in place of subtle cyphers. Unlike those in the Cypher System Rulebook, the
--manifest cyphers listed here include suggestions for what form the cypher takes (although in a game with magic, any of
--these cyphers might exist as a potion or spell on a scroll in addition to or instead of the forms listed here).
--
--Most of these are marked as fantastic cyphers, although depending on the genre and circumstances of the game, they might
--be completely normal.
--
--For your convenience, the cyphers have been organized into lists by horror genre or theme so you can randomly roll for
--something appropriate to your game without getting one that doesn't apply (such as a cypher against vampires in an alien
--invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
--award a new manifest cypher.
--
--### ALIEN CYPHERS
--
--| 1-2 | Anathema siren (aliens) |
--|-------|------------------------------|
--| 3-4 | Decaptitative longevity |
--| 5-6 | Horrific arm |
--| 7-8 | Horrific eye |
--| 9-10 | Horrified integrated weapon |
--| 11-12 | Humanity tester |
--| 13-14 | Invisibility revealers |
--| 15-16 | Mind swapper |
--| 17-18 | Primitive doppelganger |
--| 19-20 | Visage scrutinizer |
--
--### BODY HORROR CYPHERS
--
--| 1-2 | Ascendant flesh vivisector |
--|-------|----------------------------|
--| 3-4 | Decaptitative longevity |
--| 5-6 | Horrific arm |
--| 7-8 | Horrific eye |
--| 9-10 | Horrific face |
--| 11-12 | Horrific integrated weapon |
--| 13-14 | Horrific orifice |
--| 15-16 | Insanity suppressor |
--| 17-18 | Primitive doppelganger |
--| 19-20 | Reanimator |
--
--### CLASSIC MONSTER CYPHERS
--
--| 1 | Anathema siren (cryptids) |
--|-------|-----------------------------|
--| 2 | Anathema siren (mummies) |
--| 3-4 | Anathema siren (undead) |
--| 5-6 | Anathema siren (vampires) |
--| 7-8 | Anathema siren (werewolves) |
--| 9 | Ascendant brain vivisector |
--| 10 | Ascendant flesh vivisector |
--| 11 | Corrupted canopic jar |
--| 12 | Decaptitative longevity |
--| 13 | Ghost detector |
--| 14-16 | Invisibility serum |
--| 17 | Reanimator |
--| 18-19 | Silgarho infusion |
--| 20 | Unphantomed limb |
--
--### DARK MAGIC AND OCCULT CYPHERS
--
--| 1-4 | Anathema siren (demons) |
--|-------|-------------------------|
--| 5-7 | Decapitative longevity |
--| 8-11 | Homunculus flask |
--| 12-14 | Mind swapper |
--| 15-17 | Reanimator |
--| 18-20 | Revenant serum |
--
--
--
--### DEMON CYPHERS
--
--| 1-4 | Anathema siren (demons) |
--|-------|-------------------------|
--| 5-7 | Horrific arm |
--| 8-10 | Horrific face |
--| 11-13 | Humanity tester |
--| 14-16 | Reanimator |
--| 17-20 | Visage scrutinizer |
--
--### GHOST CYPHERS
--
--| 1-8 | Anathema siren (ghost) |
--|------|------------------------|
--| 9-20 | Ghost detector |
--
--### LOVECRAFTIAN CYPHERS
--
--| 1-2 | Anathema siren (aliens) |
--|-------|---------------------------------------------|
--| 3-4 | Anathema siren (cryptids) |
--| 5-6 | Anathema siren (extradimensional creatures) |
--| 7 | Anathema siren (undead) |
--| 8-9 | Horrific arm |
--| 10-11 | Horrific eye |
--| 12-13 | Horrific face |
--| 14-15 | Horrific integrated weapon |
--| 16-17 | Insanity suppressor |
--| 18-19 | Invisibility revealer |
--| 20 | Mind swapper |
--
--### MUMMY CYPHERS
--
--| 1-6 | Anathema siren (mummies) |
--|-------|--------------------------|
--| 7-12 | Corrupted canopic jar |
--| 13-16 | Reanimator |
--| 17-20 | Revenant serum |
--
--### SCIENCE GONE WRONG CYPHERS
--
--| 1 | Anathema siren (simulacra) |
--|-----|----------------------------|
--| 2 | Ascendant brain vivisector |
--| 3 | Ascendant flesh vivisector |
--| 4 | Decapitative longevity |
--| 5 | Ghost detector |
--| 6 | Ghost trap |
--| 7 | Homunculus flask |
--| 8 | Horrific arm |
--| 9 | Horrific eye |
--| 10 | Horrific face |
--| 11 | Horrific integrated weapon |
--| 12 | Humanity tester |
--| 13 | Insanity suppressor |
--| 14 | Invisibility revealer |
--| 15 | invisibility serum |
--| 16 | Mind swapper |
--| 17 | Primitive doppelganger |
--| 18 | Reanimator |
--| 19 | Revenant serum |
--| 20 | Unphantomed limb |
--
--### UNDEAD CYPHERS
--
--| 1-3 | Anathema siren (ghosts) |
--|-------|---------------------------|
--| 4-6 | Anathema siren (vampires) |
--| 7-9 | Anathema siren (undead) |
--| 10 | Decapitative longevity |
--| 11-12 | Ghost detector |
--| 13 | Ghost trap |
--| 14 | Reanimator |
--| 15 | Revenant serum |
--| 16-18 | Silgarho infusion |
--| 19-20 | Wolfsbane potion |
--
--### VAMPIRE CYPHERS
--
--| 1-6 | Anathema siren (vampire) |
--|-------|--------------------------|
--| 7-12 | Humanity tester |
--| 13-20 | Silgarho infusion |
--
--### WEREWOLF CYPHERS
--
--| 1-5 | Anathema siren (werewolves) |
--|-------|-----------------------------|
--| 6-10 | Ascendant brain vivisector |
--| 11-15 | Reanimator |
--| 16-20 | Wolfsbane potion |
--
--
--
--### ZOMBIE CYPHERS
--
--| 1-8 | Anathema siren (undead) |
--|-------|-------------------------|
--| 9-14 | Reanimator |
--| 15-20 | Revenant serum |
--
--### A SELECTION OF HORROR CYPHERS
--### ANATHEMA SIREN
--
--Level: 1d6 + 2
--
--Form: Amulet or device
--
--Effect: Creates a strange and annoying noise about the volume of a human shouting. The noise is especially aggravating
--toward one type of creature; creatures of this type have all their actions hindered by two steps (hindered by three
--steps if the cypher level is 7 or higher) while within short range of the cypher. The user must use their action each
--round to manipulate the cypher for the noise and its effects to persist, or it goes silent and loses all power. The
--siren can be used for up to one minute per cypher level. Roll a d100 to determine what sort of creature is affected:
--
--| 01-10 | Aliens (probably one specific kind of alien) |
--|-------|----------------------------------------------|
--| 11-16 | Animate dolls and puppets |
--| 17-22 | Cryptids |
--| 23-32 | Demons |
--| 33-28 | Doppelgangers |
--| 39-48 | Ghosts |
--| 49-54 | Mummies |
--| 55-64 | Robots |
--| 65-70 | Simulacra |
--| 71-80 | Vampires |
--| 81-90 | Werewolves (or some other werecreature) |
--| 91-95 | Extradimensional creatures |
--| 96-00 | Undead |
--
--### ASCENDANT BRAIN VIVISECTOR
--
--Level: 1d6 + 4
--
--Form: Device, injection, or pill
--
--Effect: If used on a beast whose level is less than the cypher level, this enhances connections in the beast's brain so
--it attains near-human intelligence and sapience, and gains a basic understanding of one specific language keyed to the
--cypher. The beast remembers its prior, simpler existence and understands that it has been made smarter. This
--transformation lasts for one day per cypher level, and then the beast reverts to its normal self slowly over the same
--number of days, often with violent and erratic outbreaks. For example, if the beast becomes smarter for five days, it
--loses intelligence gradually over days 6 through 9 and is back to normal on day 10. Additional uses of the cypher tend
--to have diminishing returns.
--
--When used with an ascendant flesh vivisector, the resulting creature looks, thinks, and acts like a human.
--
--Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
--instigating aggressive behavior.
--
--### ASCENDANT FLESH VIVISECTOR
--
--Level: 1d6 + 4
--
--Form: Device, injection, or pill
--
--Effect: If used on a beast of no larger than human size whose level is less than the cypher level, this radically alters
--the beast's shape so it resembles a human being. The beast-human still thinks and acts like a beast, but it looks like a
--human and can perform actions using its human dexterity (such as turning a doorknob or walking upright). This
--transformation lasts for one day
--
--per cypher level, but after an equal amount of time the beast reverts to its normal shape (in the manner described for
--the ascendant brain vivisector cypher). Additional uses of the cypher tend to have diminishing returns.
--
--Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
--features.
--
--### ORRUPTED CANOPIC JAR
--
--Level: 1d6 + 1
--
--Form: Jar made of clay or carved stone
--
--Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
--assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
--
--### ECAPITATIVE LONGEVITY
--
--Level: 1d6 + 4
--
--Form: Injection or potion
--
--Effect: Brings a dead creature's head (but not the body) back to life for a limited time as an undead creature. The
--cypher can be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and
--requires up to ten minutes to take effect, at which time the creature recovers 1d6 + 6 points to their Pools. Because
--they are only a head, a PC reanimated this way has a maximum Might and Speed Pool of 3 each. The head has all the mental
--abilities they had when they were alive (including psychic or telepathic abilities) and can speak, but all their actions
--are hindered. They have the same appearance as before, except the wounds that killed them are still visible, and in
--general they have an unnatural look. They do not need to eat, drink, or sleep, but they can still rest if they want to
--(such as to make a recovery roll). The head remains in this active state for one day per cypher level, after which time
--it dies again and cannot be reanimated with this cypher.
--
--When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
--someone can carefully sever the head from the body, which doesn't harm the head.
--
--### GHOST DETECTOR
--
--Level: 1d6 + 1
--
--Form: Amulet, crystal, or device
--
--Effect: Automatically indicates if a ghost, spirit, or similar entity is within a short distance (a long distance if the
--cypher is level 6 or higher). If the user takes an action to study or focus their attention on the cypher, they can
--narrow down what quarter-arc of a circle the ghost is
--
--in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
--cypher remains active for ten minutes per cypher level.
--
--### GHOST TRAP
--
--Level: 1d6 + 2
--
--Form: Crystal or device
--
--Effect: Can be thrown up to a short distance, where it releases a burst of transdimensional energy in an immediate area
--that absorbs ghosts (including spirits, phased beings, and similar creatures) but does not affect corporeal entities.
--PCs who meet these criteria must use an Intellect-based action (difficulty equal to the cypher level) to avoid being
--trapped. NPC ghosts are not affected if their level is higher than the cypher level. The trap holds the ghosts for up to
--one hour per cypher level, after which they automatically break free (and are probably very angry).
--
--Ghosts in a trap can be permanently stored in a ghost vault.
--
--### HOMUNCULUS FLASK
--
--Level: 1d6 + 1
--
--Form: Ornate, opaque alchemical bottle filled with strange fluid
--
--Effect: To activate this cypher, you must open the bottle, add a few fresh drops of your blood (inflicting 1 point of
--Might damage to you), stopper it again, and leave it alone for one day. When the bottle is next unstoppered, a
--hand-sized creature called a homunculus crawls out; it vaguely resembles you and serves you for one day per cypher level
--before dissolving into useless goo. Each time you give it an order, you must make an Intellect defense roll against it;
--if you fail, it becomes free to ignore your commands (but might pretend to be obedient so it can plot against you).
--
--Homunculus: level 2; alchemy, all defenses, and stealth as level 3
--
--### HORRIFIC ARM
--
--Level: 1d6 + 1
--
--Form: Injection or pill
--
--Effect: The user's body rapidly grows a monstrous arm that is approximately the same size as one of their existing
--limbs. The arm is ugly and malformed, but fully functional.
--
--The user can use this arm as if it were one of their own. The new arm does not grant the user additional actions or
--attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
--take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
--
--### HORRIFIC EYE
--
--Level: 1d6 + 1
--
--Form: Injection or spell
--
--Effect: The user's body rapidly grows a monstrous eye (including a retractable eyestalk if the cypher level is 6 or
--higher) at the spot where the cypher is applied to their body. The user can see out of this eye as if it were one of
--their own (including any extraordinary vision-based senses the user normally has). The eye gives the user an asset on
--vision-based perception rolls, and depending on where it is located, it may allow the user to look around corners
--surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
--becomes nonfunctional). The eye lasts for one day per cypher level.
--
--### HORRIFIC FACE
--
--Level: 1d6 + 1
--
--Form: Injection or pill
--
--Effect: The user rapidly grows a monstrous face (or an entire head if the cypher level is 6 or higher) somewhere on
--their body. The user can use the senses of this face and talk, breathe, and eat with it (for example, if their normal
--face is underwater or wrapped in plastic). The face gives the user an asset on perception rolls when its senses can be
--used—for example, it could hear someone sneaking up on the user, but it couldn't see them if its eyes were covered, and
--it can't help with identifying tastes unless its mouth is also used. Damage to the face does not affect the user (the
--face can take 3 points of damage directed at it before it becomes nonfunctional). Most people react with disgust to a
--creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
--days if the cypher is level 6 or higher).
--
--### HORRIFIC INTEGRATED WEAPON
--
--Level: 1d6 + 3
--
--Form: Weapon you can hold in one hand
--
--Effect: The weapon extends tendrils, skin, wires, nerves, or other material into and through the user's hand, physically
--connecting itself to the user for one hour per cypher level. While connected, the user gains an asset on attacks with
--the weapon and cannot be disarmed, but cannot use that hand for anything except wielding the weapon. The user can detach
--or reattach the weapon by spending a full minute concentrating on its physical connection to their body. When the
--duration ends, the weapon detaches and becomes a normal weapon of its type. Roll a d20 to determine the kind of weapon:
--
--| 1-4 | Hunting knife |
--|-------|----------------|
--| 5-8 | Machete |
--| 9-12 | Nightstike |
--| 13-16 | Light handgun |
--| 17-20 | Medium handgun |
--
--### HORRIFIC ORIFICE
--
--Level: 1d6 + 3
--
--Form: Device, injection, or pill
--
--Effect: The user's body rapidly grows a strange orifice in their torso, large enough to fit a human fist but flexible
--enough to hold a compact disc or videocassette tape. One cypher held within the orifice doesn't count toward the user's
--cypher limit. As an action, the user can cause the orifice to appear or disappear (when the orifice isn't present,
--anything contained within it is inaccessible except through surgery). The orifice remains for one hour per cypher level,
--after which it expels its contents and disappears.
--
--Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
--control their mind by inserting data devices into the orifice.
--
--### HUMANITY TESTER
--
--Level: 1d6 + 4
--
--Form: Device, injection, or pill
--
--Effect: Reveals whether a targeted creature is human or some sort of inhuman impostor (such as an alien, demon,
--doppelganger, simulacrum, or vampire) if the cypher's level is greater than the creature's disguise level. If the
--cypher's level exceeds the impostor's level by 4 or more,
--
--it also marks the impostor for the next several hours so people can recognize it by this mark.
--
--> The specific nature of a humanity tester depends on the setting and what sort of creatures are common. In a world with
--> multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
--> kind of fake
--
--### INSANITY SUPPRESSOR
--
--Level: 1d6
--
--Form: Device, injection, or pill
--
--Effect: Temporarily negates insanity or a mental disorder in a creature (two such effects if the cypher level is 6 or
--higher). Example disorders include delusions, manias, compulsions, phobias, psychopathy, and schizophrenia. The creature
--loses all negative symptoms of their insanity or mental disorder for one day. Each day after that, the creature must
--make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
--each day that has passed since the cypher was used.
--
--### INVISIBILITY REVEALER
--
--Level: 1d6 + 4
--
--Form: Device containing a liquid or silvery powder
--
--Effect: Sprays its contents up to a long distance, revealing all invisible creatures within short range of the targeted
--point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
--those outside the area become visible if they enter the area.
--
--### INVISIBILITY SERUM
--
--Level: 1d6 + 2
--
--Form: Device, flask, or injection
--
--Effect: The user's body becomes as transparent as air, making them effectively invisible for one minute per cypher
--level. However, their clothes and equipment are not affected, so the user must go naked if they want to be unseen. While
--invisible, the user is specialized in stealth and Speed defense tasks. They remain invisible even if they do something
--to reveal their presence or position (attacking, using an ability, moving a large object, and so on), but anyone trying
--to attack or physically interact with them on that turn gains an asset to do so.
--
--Because the user is as transparent as air, when they are in water, mist, smoke, or anything other than reasonably clean
--air, they look like a person-shaped hole in whatever material they're in.
--
--The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
--Many users have become "stuck" in the invisible state and eventually go mad as a result.
--
--### MIND SWAPPER
--
--Level: 1d6 + 2
--
--Form: Amulet or device
--
--Effect: The user attempts to swap minds with a creature within short range that is no larger than a human. The target
--can make an Intellect defense roll to resist. If the swap is successful, the user gains control of the creature's body
--(and vice versa). Physical abilities remain with the body, but mental abilities go with the mind; for example, an Adept
--with Onslaught (a mental ability) could take over the body of a Warrior with Swipe (a physical ability), and could use
--either of these while controlling the Warrior's body. All actions of both creatures are hindered while the swap is in
--effect, although long-term practice in a mind-swapped body eventually overcomes this penalty. The swap lasts for one
--hour per cypher level, after which the two minds return to their previous bodies.
--
--> Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't
--> cause trouble in the user's body.
--
--### PRIMITIVE DOPPELGANGER
--
--Level: 1d6 + 1
--
--Form: Device, injection, or pill
--
--Effect: The user's body begins growing a physical duplicate of the user, which harmlessly tears free after a few rounds
--and exists as an independent level 1 creature that looks exactly
--
--like the user. The doppelganger can communicate in a language known to the user and obeys the user's simple
--instructions, but otherwise appears to know very little of the world. After one hour per cypher level, the duplicate
--dies, melts, burns out, falls apart, or otherwise becomes nonfunctional.
--
--Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
--entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
--
--### REANIMATOR
--
--Level: 1d6 + 2
--
--Form: Amulet or injection
--
--Effect: When used on a corpse of a creature no larger than a human, it reanimates as a violent zombie that is not under
--the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
--one round if level 6 or higher).
--
--### REVENANT SERUM
--
--Level: 1d6 + 4
--
--Form: Injection or potion
--
--Effect: Brings a dead person back to life for a limited time as an obsessed creature called a revenant. The cypher can
--be used up to an hour before or after death (in anticipation of dying or in response to someone's death) and requires up
--to an hour to take effect, at which time the creature recovers 1d6 + 6 points to its Pools. The new revenant is usually
--obsessed with revenge on its killer or accomplishing one last task before truly dying again.
--
--A revenant has all the abilities it had when it was alive, but all its actions are hindered. It has the same appearance
--as before, except the wounds that killed it are still visible, and in general it has an unnatural look. It does not need
--to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
--this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
--
--### SILGARHO INFUSION
--
--Level: 1d6
--
--Form: Flask or injection
--
--Effect: Suffuses the user's body with a mixture of colloidal silver (sil), concentrated garlic (gar), and holy water
--(ho), making the user repellent to most vampires, which usually have an aversion to one or more of these materials.
--Vampire attacks with melee weapons against the user are hindered. Any PC vampire who attempts to feed on the user gains
--no sustenance and must make a Might defense roll or feel nauseous and have all their actions hindered for one minute.
--Any NPC vampire who attempts to feed on the user gains no sustenance and all their actions are hindered for one minute.
--The cypher's effect persists in the user's body for one day (two days if the cypher is level 4 or higher).
--
--If used directly against a vampire instead of being applied to a living creature, it affects the vampire as silver,
--garlic, and holy water normally would.
--
--Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
--turns skin purple or purple-grey
--
--### UNPHANTOMED LIMB
--
--Level: 1d6
--
--Form: Device, injection, or pill
--
--Effect: Gives a user who is missing a
--
--limb the ability to create a psychic construct in the form of a limb (two limbs if the cypher level is 5 or higher) that
--takes the place of and functions like their missing limb (or limbs). The unphantomed limb looks and acts like a typical
--healthy specimen of its kind, including having fingerprints. However, its motion is controlled by the user's will rather
--than by muscles and nerves, so any physical action the limb takes is an Intellect task instead of a Might or Speed task;
--for example, a melee attack with the unphantomed limb is an Intellect task, and to apply Effort, the user must spend
--points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
--lasts for one day per cypher level.
--
--### VISAGE SCRUTINIZER
--
--Level: 1d6 + 2
--
--Form: Device, crystal, injection, or pill
--
--Effect: Grants the user a heightened
--
--ability to see disguised people and creatures for what they really are. Tasks to see through conventional disguises
--(makeup, prosthetics, wigs, and so on) are eased by three steps. If the disguise is instead a comprehensive change like
--a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
--lower than the cypher's level. The cypher lasts for one hour.
--
--### WOLFSBANE POTION
--
--Level: 1d6
--
--Form: Flask or injection
--
--Effect: Suffuses the user's body with a mixture of colloidal silver and wolfsbane, making the user repellent to
--werewolves (and similar werecreatures). Wolfsbane is poisonous, and using this cypher inflicts Speed damage and
--Intellect damage equal to the cypher's level. Werewolf attacks with melee weapons against the user are hindered. Any
--werewolf who attempts to feed on the user feels nauseous and all its actions are hindered for ten minutes. The cypher's
--effect persists in the user's body for one day (two days if the cypher is level 4 or higher). If used directly against a
--werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
--regenerating for several minutes.
--
--### FAIRYTALE CYPHERS
--
--Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
--characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
--pockets of magic that exist throughout the world. Or maybe the magic is such that it just works, ensuring that cyphers
--show up whenever the characters need them.
--
--Manifest cyphers should be readily available too—likely they can be found for cheap at a local market, stashed in hollow
--tree trunks or bird nests, or scattered about the forest floor. Manifest cyphers may also be integrated into people's
--clothing or furnishings as unique adornments.
--
--Artifacts are typically more valuable and less common. Therefore, player characters are less likely to encounter them at
--random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
--specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
--
--### CYPHER LIMITS
--
--All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
--ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
--Fey beings may react by stealing one or more cyphers, cursing the character, or even stealing the character away to a
--fey realm.
--
--Obviously, having a fey being steal a character away to their realm
--
--is a story-changer. If you're using this as an option, figure out ahead of time what type of
--
--fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
--
--Fey Being Table
--
--| d6 | Effect |
--|-----|------------|
--| 1 | Faerie |
--| 2 | Changeling |
--| 3 | Goblin |
--| 4 | Nymph |
--| 5 | Pixie |
--| 6 | Ogre |
--
--Fey Cypher Attraction
--
--| d6 | Effect |
--|-----|-------------------------------------------------------------------------------------------------------------------------------------------|
--| 1 | Steals one cypher |
--| 2 | Steals two cyphers |
--| 3 | Curses the character |
--| 4 | Curses one cypher, causing it to reduce all stat Pool maximums by 5 until the cypher is used, removed, or destroyed |
--| 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
--| 6 | Steals the character away to their fey realm |
--
--### CYPHERS
--Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
--ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
--object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
--word. The shifting state of magic in fairy tales makes it easy to use both manifest and subtle cyphers in the same
--setting and campaign if you desire.
--
--In settings full of magic, cyphers should be both readily available and regularly used. If the PCs are hoarding or
--saving their cyphers, feel free to give them a reason to use them. And have a list of replacement cyphers ready so the
--players never have to go without.
--
--Typically, something like a handful of magic beans or apple seeds
--
--is considered a single cypher even though there are multiple items.
--
--Cypher Forms
--
--While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
--Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
--
--| d20 | Form |
--|-----|-------------------------------|
--| 1 | Apple or ball of yarn |
--| 2 | Pebble or mushroom |
--| 3 | Scroll or four-leaf clover |
--| 4 | Lock of hair or hand mirror |
--| 5 | Matchstick or comb |
--| 6 | Feather or acorn |
--| 7 | Egg or apple seeds |
--| 8 | Tea or fish scales |
--| 9 | Fingernail clippings or chalk |
--| 10 | Magic beans or key |
--| 11 | Rose or bell |
--| 12 | Small cake or talisman |
--| 13 | Wolf's tooth or hand mirror |
--| 14 | Vial of liquid or secret |
--| 15 | Magic coin or broken arrow |
--| 16 | Wish or fairy dust |
--| 17 | Magic word or spindle |
--| 18 | Curse or hankerchief |
--| 19 | Spell or hand fan |
--| 20 | Fallen star or playing card |
--
--Fairy Tale Cypher Table
--
--| d100 | Cypher |
--|------|---------------------------------------------------------|
--| 01 | Adderstone |
--| 02 | Agate Eye |
--| 03 | Animate wood |
--| 04 | Anywhere door |
--| 05 | Apple of discord |
--| 06 | Azure dust |
--| 07 | Baba Yaga's spiced cookie |
--| 08 | Bellman's map of the ocean |
--| 09 | Beloved's kiss |
--| 10 | Bird's next coronet |
--| 11 | Blackbird pie |
--| 12 | Blood pearl blossom |
--| 13 | Bone key |
--| 14 | Bones of the beloved |
--| 15 | Bowl of porridge |
--| 16 | Cat sidhe medallion |
--| 17 | Cheshire smile |
--| 18 | Coalheart's beard balm |
--| 19 | Croc's clock |
--| 20 | Crown jewel |
--| 21 | Dame Trot's cat |
--| 22 | Darning needle |
--| 23 | Dead water |
--| 24 | Deathless |
--| 25 | Death's candle |
--| 26 | Death's messengers |
--| 27 | Diadem of death |
--| 28 | Dragon's blood |
--| 29 | Dragon's teeth |
--| 30 | Dressmaking nut |
--| 31 | Drink me |
--| 32 | Dust of the dreamer |
--| 33 | Eat me |
--| 34 | Emperor's new clothes |
--| 35 | Fairy cup |
--| 36 | False grandmother |
--| 37 | Father's Betrayal |
--| 38 | Flaming arrow |
--| 39 | Flowers for grandmother |
--| 40 | Forget-me-knot |
--| 41 | Genie's handkerchief |
--| 42 | Gilded shell |
--| 43 | Gingerbread man |
--| 44 | Godfather's picture book |
--| 45 | Golden Beetle |
--| 46 | Golden vanity |
--| 47 | Green spectacles |
--| 48 | Hart's heart |
--| 49 | Heart of a star |
--| 50 | Heart's tart |
--| 51 | Hot cross buns |
--| 52 | Iron bands of three |
--| 53 | Itsy bitsy spider |
--| 54 | Jack's candlestick |
--| 55 | Jiminy cricket |
--| 56 | The Key of Knowing |
--| 57 | Knave of Hearts |
--| 58 | Lion's courage |
--| 59 | Living water |
--| 60 | Magic beans |
--| 61 | Memory's match |
--| 62 | Mermaid tear |
--| 63 | Neverlost |
--| 64 | Nonsensical poem |
--| 65 | Omniscient bean |
--| 66 | Pictureless book |
--| 67 | Poison for your daughter |
--| 68 | Poisoned apple |
--| 69 | Poppet (damage) |
--| 70 | Poppet (love) |
--| 71 | Poppet (prosperity) |
--| 72 | Poppet (silence) |
--| 73 | Powder of life |
--| 74 | Princess's pea |
--| 75 | Rabbit hole |
--| 76 | Rapunzel leaf |
--| 77 | Rose of red |
--| 78 | Shadow soap |
--| 79 | Shard of the moon |
--| 80 | Shining life |
--| 81 | Silver slippers |
--| 82 | Singing bone |
--| 83 | Snake leaves |
--| 84 | Snickersnee |
--| 85 | Song of the dead |
--| 86 | Socerer's skeleton key |
--| 87 | Spirit ring |
--| 88 | Teleport hat |
--| 89 | Three needles |
--| 90 | Tin Man's tears |
--| 91 | To Peter with love |
--| 92 | Valorous whetstone |
--| 93 | Vase of tears |
--| 94 | White snake |
--| 95 | Wish granting pearl |
--| 96 | Witch bottle |
--| 97 | Witch's ladder |
--| 98 | Wooden spoon |
--| 99 | Yonder yarn |
--| 00 | Roll on the cypher tables in the Cypher System Rulebook |
--
--### A SELECTION OF FAIRY TALE CYPHERS
--
--Adderstone
--
--Level: 1d6 + 3
--
--Form: Stone with a hole in the middle
--
--Effect: For the next day, provides the character with one of the following benefits. Roll a d20 or choose from the
--table.
--
--Adderstones are sometimes also called hagstones, seer stones, and holey stones.
--
--Beware false adderstones, which are made by enterprising swindlers who drill or carve a hole out of a regular stone and
--attempt to pass it off as something more.
--
--If a character has no hair in which to tie an adderstone, perhaps they can "borrow" some from a friend, a domesticated
--animal, or a foe.
--
--| d20 | Effect |
--|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 1-3 | When looking through the hole, the user gains an asset to seeing things that are normally invisible to the eye, including doorways, beings, spirits, magical effects, and so on. |
--| 4-6 | When worn on the finger as a ring, wards off spirits of the dead (grants +1 Armor against attacks from ghosts, haunts, and other spirits of the dead). |
--| 7-9 | When attached to physical armor, adds 1 to the Armor it provides (adds 2 to the Armor if the cypher is level 6 or higher). |
--| 10-12 | When held in the mouth, protects against poisons (up to the level of the cypher). |
--| 13-15 | When placed on the finger of another with good intent, it adds 1 to the recovery rolls of both the user and the wearer. |
--| 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
--| 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
--
--Agate Eye
--
--Level: 1d6 + 2
--
--Form: Striped stone that looks like a dragon's eye
--
--Effect: When ground up and added to food or drink, or applied to the skin, renders the user immune to poisons of the
--cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
--system).
--
--Animated Wood
--
--Level: 1d6
--
--Form: Chunk of pine, alder, or other wood
--
--imbued with magical properties Effect: Writing a word, such as "child," "horse," or "sword," on the wood causes it to
--become a living version of that word. The living version is no bigger than 10 feet by 10 feet by 20 feet (3 m by 3 m by
--6 m) and its level is equal to the cypher level. It can make attacks or perform actions as commanded to the best of its
--abilities and lasts for one hour per cypher level. Commanding it is not an action.
--
--Once activated, animated wood is not an unthinking, docile being. It may, in fact, resist the user's commands and
--attempt to take its own actions. Any actions it takes cannot be harmful to the user or the user's allies. The user may
--attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
--eased by two steps).
--
--Anywhere Door
--
--Level: 1d6 + 3
--
--Form: Chalk, pen, pencil, lipstick, or marker
--
--Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
--anything that can discern the door can use it. Erasing the drawn line erases the door.
--
--Apple of Discord
--
--Level: 1d6 + 1
--
--Form: Beautiful golden apple that catches the eye of all who see it
--
--Effect: When tossed up to a long distance away, it affects all foes in short range of the apple, causing them to attempt
--to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
--of the apple.
--
--Azure Dust
--
--Level: 1d6 + 1
--
--Form: Handful of dust from the Fairy with the Turquoise Hair
--
--Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
--
--Baba Yaga's Spiced Cookie
--
--Level: 1d6
--
--Form: Rye cookie flavored with spices and honey
--
--Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
--
--Bellman's Map of the Ocean
--
--Level: 1d6 + 2
--
--Form: Blank sheet of paper rolled and tied with a hair tie
--
--Effect: When unrolled, convinces everyone
--
--within short range that the character holding the map knows far more than they do. For the next ten minutes, affected
--beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
--social interactions with those affected are eased by two steps).
--
--Beloved's Kiss
--
--Level: 1d6 + 3
--
--Form: Ruby red ring
--
--Effect: When pressed to the lips of a character, beloved's kiss prevents the occurrence of one specific condition of the
--cypher level or lower. Additionally, it ends any such ongoing effect, if
--
--any, in the user's system. Roll a d6 to determine the result.
--
--| d6 | Condition |
--|-----|-------------------------------------------------------------------------------------------------------------|
--| 1-2 | Renders the character immune to poisons for one hour per cypher level (and ends any ongoing effects) |
--| 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
--| 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
--
--Bird's Nest Coronet
--
--Level: 1d6 + 3
--
--Form: Beautifully woven bird's nest
--
--Effect: When worn like a crown, the bird's nest creates an illusion over the wearer, making them appear like royalty.
--Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
--are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
--
--Blackbird Pie
--
--Level: 1d6
--
--Form: Four-and-twenty blackbirds baked in a pie
--
--Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
--range who hear the song are hindered on all tasks for ten minutes.
--
--Blood Pearl Blossom
--
--Level: 1d6 + 4
--
--Form: Rare blood-red flower with a beautiful pearl in its center
--
--Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
--take from one round to one day, depending on the level, severity, and type of curse.
--
--Bone Key
--
--Level: 1d6 + 2
--
--Form: Human finger bone carved into a skeleton key
--
--Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
--
--Bones of the Beloved
--
--Level: 1d6 + 3
--
--Form: Handful of ground bones
--
--Effect: When eaten, the bones begin a process of lowering the eater's apparent age. Over the next three days, the user
--begins to look younger and younger, until they reach the appearance of someone no younger than their mid-twenties. Their
--hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
--if the cypher is level 6 or higher). This does not change the actual health or age of the character.
--
--Bowl of Porridge
--
--Level: 1d6 + 3
--
--Form: Just-right bowl of porridge
--
--Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
--effects of cold for ten minutes.
--
--Cat Sidhe Medallion
--
--Level: 1d6 + 2
--
--Form: Medallion in the shape of the white symbol on a cat sidhe's chest
--
--Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
--cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
--
--Cheshire Smile
--
--Level: 1d6
--
--Form: Mischievous grin
--
--Effect: When hung in the air, the grin slowly transforms into a grey Cheshire Cat that seems to be made mostly of smoke
--and shadow. It has huge blue eyes and an enormous grin. The cat acts as a creature (level equal to the cypher's level)
--with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
--and then fades away slowly, until even the original smile has disappeared.
--
--Coalheart's Beard Balm
--
--Level: 1d6
--
--Form: Jar of balm
--
--Effect: When rubbed on the face, the balm grows into a long, golden beard in about ten minutes. When the user tugs on
--their beard, it points them in the direction of valuable treasure, the location of which was previously unknown to the
--user. If someone else cuts the beard before the treasure is found, it loses its power. After the treasure is found, the
--beard remains. But once it is shaved or cut, it does not grow back.
--
--Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
--
--Croc's Clock
--
--Level: 1d6
--
--Form: Tiny ticking clock, no bigger than a thumbnail
--
--Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
--within long range to its presence for one day.
--
--Crown Jewel
--
--Level: 1d6 + 2
--
--Form: Shining jewel from a royal crown
--
--Effect: When attached to an item such as a weapon, shield, armor, cypher, or artifact, creates an exact duplicate of the
--item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
--comes first).
--
--Dame Trot's Cat
--
--Level: 1d6 + 3
--
--Form: Statue of a cat
--
--Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
--time it senses danger. The cat's level is equal to the cypher level.
--
--Darning Needle
--
--Level: 1d6
--
--Form: Needle with a large eye
--
--Effect: When activated, grows into a larger version of itself that acts as a medium weapon. It inflicts 4 points of
--damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
--to the cypher's level.
--
--Dead Water
--
--Level: 1d6 + 3
--
--Form: Vial, pot, or jar of black liquid
--
--Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
--Might Pool.
--
--Deathless
--
--Level: 1d6 + 3
--
--Form: Needle inside an egg
--
--Effect: When a character places their soul inside the needle and places the needle inside the egg, they are protected
--from their next death. When the character dies, they return to life on the next round, with all of their Pools full.
--
--Using the deathless does not protect the character from taking damage or moving down the damage track. Placing the soul
--and returning to life are actions. Once the cypher holds the user's soul, it no longer counts against their cypher
--limit.
--
--If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
--actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
--
--Death's Candle
--
--Level: 1d6 + 4
--
--Form: Small, half-burnt black candle
--
--Effect: Once the candle is lit, it burns for a number of rounds equal to the cypher's level. During that time, the user
--who lit it is protected from death or being moved down the damage track. While the candle burns, if the character would
--normally die, they do not and instead reject all damage. For example, if a character has 5 points left in their last
--Pool, and a foe inflicts 5 points
--
--of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
--damage, which is not enough to kill the user, the user takes the 4 points of damage.
--
--Death's Messengers
--
--Level: 1d6 + 2
--
--Form: Bottle, vial, or box filled with three wisps of dark smoke
--
--Effect: The three smoke wisps wrap around a creature within close range, causing them to feel dizzy, experience ringing
--in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
--level (each round).
--
--Diadem of Death
--
--Level: 1d6 + 4
--
--Form: Crown made of feathers, bits of bone, burnt hair, and old teeth
--
--Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
--damage equal to its level.
--
--Dragon's Blood
--
--Level: 1d6
--
--Form: Powdered dragon's blood
--
--Effect: When mixed with liquid and painted on a living being, grants one of the following effects for a day.
--
--| d6 | Effect |
--|-----|----------------------------------------------------------|
--| 1-2 | +2 to Armor |
--| 3-4 | Asset to all tasks involving magic |
--| 5-6 | Asset to all tasks involving romance, sex, and fertility |
--
--Dragon's Teeth
--
--Level: 1d6
--
--Form: Handful of dragon's teeth
--
--Effect: When planted, the dragon's teeth grow into three fully armed warriors. The warriors can understand the verbal
--commands of the person who planted them. Once they are grown, commanding them is not an action. They can make attacks
--and perform actions to the best of their abilities. The warriors can never go farther than long range from the character
--who planted them
--
--Planting the teeth is an action. It takes two rounds for the teeth to grow into warriors. The warriors last for one hour
--per cypher level.
--
--Warriors: level 3; Armor 1; swords inflict 3 points of damage
--
--Dressmaking Nut
--
--Level: 1d6 + 2
--
--Form: Walnut or other shelled nut, with hinges and a clasp
--
--Effect: The nut opens to reveal a stunning and spectacular ballgown, evening dress, or tuxedo. The outfit is the perfect
--size, shape, style, and color for the person who wishes to wear it. While worn, the outfit eases all tasks involving
--charm, persuasion, and etiquette for one hour. After
--
--that, the outfit may still be worn, but no longer offers any benefits.
--
--Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
--
--Drink Me
--
--Level: 1d6
--
--Form: Liquid inside a glass bottle with a paper label that says "DRINK ME"
--
--Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
--another way to change their size (such as with an eat me).
--
--Dust of the Dreamer
--
--Level: 1d6
--
--Form: Pouch of very fine, rainbow-hued dust
--
--Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
--action. This does not use up any of their recovery rolls.
--
--Eat Me
--
--Level: 1d6
--
--Form: Very small cake with the words "EAT ME" written on it in currants
--
--Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
--way to change their size (such as with a drink me).
--
--Emperor's New Clothes
--
--Level: 1d6
--
--Form: Magical thread sewn onto armor
--
--Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
--
--Fairy Cup
--
--Level: 1d6 + 1
--
--Form: Decorated vessel made of precious materials
--
--Effect: When the cup is buried in the ground, it grants the person who buried it protection. They gain +2 Armor against
--all physical and mental attacks for one day.
--
--It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
--protection by way of thanks.
--
--False Grandmother
--
--Level: 1d6 + 2
--
--Form: Pair of wire-rimmed glasses
--
--Effect: While wearing the glasses, the user designates one living creature that
--
--they can see. For the next ten minutes per cypher level, the user is disguised as someone the designated creature knows
--well. The user has no say in who that person is, but while the disguise is active, all interactions with the designated
--creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
--duration.
--
--Father's Betrayal
--
--Level: 1d6 + 2
--
--Form: Small stone shaped like a heart
--
--ffect: For the next ten minutes, a creature that the user can see is banished from an area 30 feet by 30 feet (9 m by 9
--m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
--and are dazed for one round, hindering their next action.
--
--Flaming Arrow
--
--Level: 1d6 + 2
--
--Form: Arrow with a silver-white shaft, golden head, and fletching of peacock feathers
--
--Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
--range.
--
--Flowers for Grandmother
--
--Level: 1d6 + 2
--
--Form: Fresh-picked bouquet of flowers tied with a red ribbon
--
--Effect: Giving the flowers to someone else provides both the recipient and the giver an asset in defense against damage
--of a specified kind for one hour. Roll a d6 to determine the effect.
--
--| d6 | Effect |
--|-----|-----------------------|
--| 1 | Curses |
--| 2 | Fire/heat |
--| 3 | Ice/cold |
--| 4 | Poison |
--| 5 | Intellect |
--| 6 | Slashing and piercing |
--
--Forget-Me-Knot
--
--Level: 1d6 + 3
--
--Form: Length of magical rope
--
--Effect: Knotting the rope together to form a loop allows the user to capture a memory from their past. They don't lose
--the memory when capturing it with the forget-me-knot. When the user unties the loop, everyone in close range spends one
--round doing nothing but experiencing the memory as if it were their own. If the memory is particularly sad, loving,
--scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
--memory. Capturing the memory is an action, as is untying the loop.
--
--Genie's Handkerchief
--
--Level: 1d6
--
--Form: Extremely large handkerchief with one corner coated in mercury
--
--Effect: Rubbing the cloth over a wound heals the wound (restores all points to the character's Pools), but also uses up
--one recovery roll for the day.
--
--Genie's handkerchiefs come in many colors and materials. Some people find that after
--
--their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
--drawbacks.
--
--Gilded Shell
--
--Level: 1d6
--
--Form: Golden snail shell
--
--Effect: When blown into softly, the shell expands into a simple structure with a front door and walls that let in a soft
--light. From inside the structure, it's about 10 feet by 10 feet by 20 feet (3
--
--m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
--making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
--
--Gingerbread Man
--
--Level: 1d6
--
--Form: Gingerbread cookie in the shape of a human, lavishly decorated
--
--Effect: After eating the cookie, the user has training in Speed defense for the next day.
--
--Godfather's Picture Book
--
--Level: 1d6 + 2
--
--Form: Large book full of tales
--
--Effect: When someone flips through the pages quickly, time is altered. If the user flips through the book forward, time
--jumps forward. Flip backward and time jumps backward. Moving time forward gives the user an additional action on their
--turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
--regular book and does not count against the character's cypher limit.
--
--Golden Beetle
--
--Level: 1d6
--
--Form: Golden scarab beetle
--
--Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
--within long range.
--
--Golden Vanity
--
--Level: 1d6
--
--Form: Golden vanity set in a small, sturdy box that includes a brush, comb, and mirror
--
--Effect: Each item may be used once and has a different effect:
--
--Golden brush: Creates bristly terrain in an immediate area, which counts as difficult terrain.
--
--Golden comb: Creates jagged, toothy rocks in an immediate area, making it extremely painful to cross. Characters within
--the area take 1 point of damage each round from the rocks.
--
--Golden mirror: Turns into a tall glass mountain 30 feet tall by 300 feet wide (9 m by 90 m). All climbing tasks are
--hindered, and a fall from any height does 3 points of ambient damage (ignores Armor).
--
--The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
--When all three items have been used, it remains a functional vanity set but no longer holds any magic.
--
--Green Spectacles
--
--Level: 1d6
--
--Form: Pair of glasses with bright green lenses
--
--Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
--day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
--
--Hart's Heart
--
--Level: 1d6 + 3
--
--Form: Still-beating heart from a forest stag, kept in an ornate lined box
--
--Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
--convince the recipient are eased by two steps.
--
--Heart of a Star
--
--Level: 1d6
--
--Form: Still-warm piece of a fallen star
--
--Effect: For the next ten minutes, when the user helps another character while holding the star, that character's task is
--eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
--eased.)
--
--Heart's Tart
--
--Level: 1d6 + 2
--
--Form: Red tart in the shape of a heart
--
--Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
--ten minutes.
--
--Hot Cross Buns
--
--Level: 1d6
--
--Form: Small spiced cake
--
--Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
--
--Iron Bands of Three
--
--Level: 1d6 + 3
--
--Form: Three flexible iron bands
--
--Effect: Wrapping the iron bands around the user's heart keeps it from breaking with trouble and anxiety. While wearing
--the bands, the user automatically succeeds on their next three Intellect defense rolls against anything that would make
--them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
--breaks. When all three bands are broken, the cypher is used up.
--
--Itsy Bitsy Spider
--
--Level: 1d6
--
--Form: Tiny spider inside a jar, box, or thimble
--
--Effect: When released, the spider sets up a web in a nearby corner. For the next ten minutes, the web catches thoughts,
--secrets, and information about the general area (up to about a square mile), including any creatures, people, weather,
--or goings on. At the end of that time, the user can read the web, gaining answers to a number of questions equal to the
--cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
--three words or less.
--
--Jack's Candlestick
--
--Level: 1d6 + 3
--
--Form: Burning candlestick
--
--Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
--
--Jiminy Cricket
--
--Level: 1d6
--
--Form: Small wooden or metal cricket
--
--Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
--modifiers.
--
--The Key of Knowing
--
--Level: 1d6 + 3
--
--Form: Golden key that is permanently stained with blood
--
--Effect: When used to open a lock (of the cypher level or lower), grants the user the opportunity to ask three yes-or-no
--questions about a person, place, or thing. The key answers to the best of its ability and knowledge, and it does not
--attempt to lie or trick the user with its answer.
--
--After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
--ever again.
--
--Knave of Hearts
--
--Level: 1d6 + 2
--
--Form: Playing card depicting an elegant knight
--
--Effect: Turns the user into the knight depicted on the card. They take on the appearance, voice, and mannerisms of the
--knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
--minutes per cypher level.
--
--Lion's Courage
--
--Level: 1d6 + 1
--
--Form: Small medallion with the word "COURAGE" inscribed upon it.
--
--Effect: When activated, grants the user additional courage in the face of fear. For ten minutes per cypher level, any
--time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
--+1 point of damage.
--
--Living Water
--
--Level: 1d6 + 3
--
--Form: Vial, pot, or jar of liquid
--
--Effect: Removes any ongoing damage, lasting damage, or permanent damage the character has. However, the character has a
--permanent 3-point reduction in their maximum Might Pool.
--
--When dead water and living water cyphers are used together, a dead character can be brought back to life without any
--permanent reductions of their Might Pool.
--
--Magic Beans
--
--Level: 1d6 + 4
--
--Form: Handful of magic beans
--
--Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
--beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
--
--Memory's Match
--
--Level: 1d6
--
--Form: Matchbox with one match inside
--
--Effect: Lighting the match causes everyone nearby to see a vision that comforts them. Those who watch the vision in the
--flame for one round feel rejuvenated and comforted. Anyone who makes a recovery roll in the next ten minutes gains +3 to
--the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
--(ignores Armor).
--
--Mermaid Tear
--
--Level: 1d6 + 2
--
--Form: Tear-shaped drop of sea glass
--
--Effect: When swallowed, fills the user with an overwhelming sense of sadness. The user takes 1 point of Intellect
--damage, but gains an asset on any tasks involving water for the next ten minutes. The task must involve water in a
--significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
--to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
--
--Neverlost
--
--Level: 1d6
--
--Form: Bag of bread crumbs, pebbles, or candy
--
--Effect: When dropped along a path or trail,
--
--the items become invisible to everyone except the user and any allies the user designates. The items last for one day
--per cypher level and can be seen by the user and their allies, even in complete darkness.
--
--Nonsensical Poem
--
--Level: 1d6 + 4
--
--Form: Nonsense poem written in mirror writing
--
--Effect: Reading the poem aloud lets the user reverse one thing about their present situation for up to ten minutes. Up
--becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
--the GM to come up with an appropriate and acceptable change.)
--
--Omniscient Bean
--
--Level: 1d6 + 2
--
--Form: Magical bean made into a cake
--
--Effect: When eaten, the bean allows the
--
--user to tap into magic. They can ask the GM one question related to their current task, location, or action and get a
--general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task.
--Generally, knowledge that a PC could find by looking somewhere other than their current location is level 1, and obscure
--knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
--can't provide knowledge about the future, since that is level 10).
--
--Pictureless Book
--
--Level: 1d6
--
--Form: Book without pictures
--
--Effect: Reading the book aloud for one round causes all who hear it within short range (except the user) to fall into a
--deep sleep for one round. While they sleep, they have intense dreams and cannot take any other actions. The dreams
--affect them in one of the following ways.
--
--Pictureless book affects NPCs' health instead of their Pools, either restoring them to full health or doing 5 points of
--damage.
--
--| d6 | Effect |
--|-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| 1-2 | Sweet dreams. All dreaming characters have all of their Pools restored to full. |
--| 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
--| 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
--
--Poison for Your Daughter
--
--Level: 1d6 + 2
--
--Form: Clear liquid that can be spread on any object, such as an apple, hair comb, or weapon
--
--Effect: The poison creates a specific reaction for one hour in a creature who uses the object. Roll d100 to determine
--the reaction.
--
--
--
--
--
--
--
--
--
--
--
--01-20 |
--Sleep. The creature falls into a deep, dreamless sleep. While sleeping, the creature cannot take any actions, but is
--protected by a glass coffin that grants +2 Armor. The creature wakes if they are touched by someone they love or if they
--take damage. |
--
--
--21-40 |
--Disappear. The creature becomes invisible to everyone and everything for a number of rounds equal to the cypher
--level. During that time, they cannot be heard, felt, or sensed. |
--
--
--41-60 |
--Alter. The creature becomes physically altered until they
--are unrecognizable, even
--by their loved ones. The alteration also affects their clothing, possessions, and any distinguishing characteristics
--or mannerisms. |
--
--
--61-75 |
--Lost. The creature becomes deeply and frighteningly lost, even if they are in familiar surroundings (such as their
--own bedroom). They do not recognize any landmarks, cannot find their way, and feel a deep sense of panic. |
--
--
--76-85 |
--Breathless. The creature feels
--like they are unable to breathe, gulping air and short of breath. Although they are not dying, they feel as though
--they are. All tasks are hindered. |
--
--
--86-95 |
--Compulsion. The creature becomes obsessed with a single task, unable to do anything else until they achieve it.
--The
--task might be simple (picking
--the most beautiful rose from
--a garden) or complex (knitting seven sweaters from nettles). All actions that don't contribute to completing the task
--are hindered. |
--
--
--96-00 |
--Dutiful. The creature becomes much easier to interact with. All tasks to influence the poisoned creature are eased
--by two steps. |
--
--
--
--
--Poisoned Apple
--
--Level: 1d6 + 2
--
--Form: Apple that is half white and half red
--
--Effect: Eating from the white half heals the user, restoring a number of points equal to the cypher's level to their
--Might Pool. Eating from the red half poisons the user, inflicting damage equal to the cypher's level. Each half of the
--apple has the power to affect only one creature.
--
--Both halves of the apple can be used by the same or different people as long as it's done within a few rounds of each
--other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
--instance, to force-feed someone part of the apple and have the cypher activate.
--
--Poppet (Damage)
--
--Level: 1d6 + 4
--
--Form: Small figure made of cloth, stuffed with hair and bone
--
--Effect: Writing the name of an object or living being on the figure connects the figure with that object or being.
--Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
--away it is. Writing the name and destroying the poppet are separate actions.
--
--Poppet (Love)
--
--Level: 1d6 + 2
--
--Form: Small figure made of wax, adorned with flowers and herbs
--
--Effect: Giving the poppet to another living being in a short ceremony (usually simply saying the being's name and making
--an offer of deep positive emotion) protects them from all harmful effects the next time they are attacked. If the
--positive emotion is returned (such as between friends or lovers), the giver is also protected. For example, the next
--time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
--the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
--
--Poppet (Prosperity)
--
--Level: 1d6 + 2
--
--Form: Small figure made of cloth, stuffed with herbs and bits of wood
--
--Effect: Writing the name of an object or living being on the figure connects the figure with that object or being.
--Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
--see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
--
--Poppet (Silence)
--
--Level: 1d6 + 2
--
--Form: Small figure carved from wood or stone, with an open mouth
--
--Effect: Stuffing the open mouth with something that belongs to a living being (such as hair, teeth, or fabric) connects
--the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
--with the person who activated the poppet.
--
--Powder of Life
--
--Level: 1d6 + 3
--
--Form: Bit of powder carried in a pepper box
--
--Effect: When sprinkled on an inanimate
--
--object, the powder brings it to life. The object doesn't change in any way—a small cat made of glass remains a small cat
--made of glass—except that now it is alive. The living object acts as a level 2 creature with a mind of its own. While it
--has an affinity or obligation for the one who brought it to life, it doesn't obey commands.
--
--Objects animated by the powder of life should have stats that represent
--
--their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
--stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
--
--Princess's Pea
--
--Level: 1d6 + 3
--
--Form: Dried pea that was previously slept on
--
--Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
--claims, and other such tricks (for all senses) for what they are.
--
--Rabbit Hole
--
--Level: 1d6
--
--Form: Pocket watch with an empty face
--
--Effect: Laying the pocket watch facedown on the ground creates a rabbit hole that goes directly to a place that the user
--states. The user must have previously been to the stated place, and must enter the rabbit hole before anyone else,
--ideally by jumping in feet first. The hole grows to the appropriate size to accommodate the user and anyone traveling
--with them. Travel inside the hole is not instantaneous, but it is very fast, taking no more than a minute and feeling
--very much like riding a long, winding slide.
--
--The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
--jumping in feet-first.
--
--Rapunzel Leaf
--
--Level: 1d6 + 3
--
--Form: Small green leaf from a rapunzel plant
--
--Effect: After being buried beneath a rock, the rapunzel leaf begins to grow into a stone tower that stands 100 feet (30
--m) tall. The tower, which takes ten minutes to fully form, has a large number of windows but only one exterior door,
--which can be unlocked only by the user.
--
--The tower's level is equal to the cypher level, and the structure is permanent and immobile.
--
--Rose of Red
--
--Level: 1d6 + 1
--
--Form: Big, beautiful crimson rose in full bloom
--
--Effect: Pricking a finger on the rose's thorns causes the user to bleed a single drop of blood. When flung into the air,
--the blood becomes a large red bird that flies toward a chosen target up to a long distance away. When it arrives, it
--bursts in an immediate radius, inflicting Intellect damage equal to the cypher level. The burst spawns 1d6 additional
--birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
--inflicting damage equal to the cypher level.
--
--Shadow Soap
--
--Level: 4
--
--Form: Small piece of soap
--
--Effect: When rubbed on your visible shadow, causes it to separate from yourself.
--
--The shadow acts as a level 4 creature under the user's control for one hour (or until there is no light). The shadow is
--two-dimensional and insubstantial, and when sneaking, hiding, and avoiding detection, it acts as a level 7 creature.
--When the effect ends, the shadow (usually) returns to the user.
--
--Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
--
--Shard of the Moon
--
--Level: 1d6 + 2
--
--Form: Tiny sliver of the moon
--
--Effect: Glows softly for ten minutes, drawing all moon-loving creatures (such as moths, moon hares, and werewolves)
--within long range. For as long as the effect lasts, any attracted creatures will not attack the user or their allies.
--The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
--ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
--
--Shining Knife
--
--Level: 1d6 + 3
--
--Form: Shining knife
--
--Effect: When stuck into an object, such as a tree or the side of a house, the knife connects the wielder and someone
--they choose. If one of them wants to know how the other is faring, all they have to do is return to the spot where the
--knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
--rusted.
--
--Silver Slippers
--
--Level: 1d6 + 2
--
--Form: Silver shoes, ruby slippers, or red boots
--
--Effect: When the wearer speaks aloud the name of the place they wish to go,
--
--the silver slippers take them there in three steps. Note that in most cases the slippers only transport the wearer
--(although companion animals and the like may sometimes travel with them).
--
--Once the silver slippers are used to transport their wearer, they disappear. However,
--
--it is rumored that they magically return to the world in some form for someone else who needs them.
--
--Singing Bone
--
--Level: 1d6 + 3
--
--Form: Human bone carved into the mouthpiece for a musical instrument Effect: When blown into, the bone sings a
--
--song that details the weaknesses and faults of one target (up to the level of the cypher) that the user chooses. For ten
--minutes, all tasks involving the target are eased for everyone in long range who heard the bone's song.
--
--For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
--"Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
--
--Snake Leaves
--
--Level: 1d6 + 2
--
--Form: Three green leaves
--
--Effect: When placed upon a person, the leaves restore all Pools to full, move
--
--a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
--permanent 3-point reduction in their maximum Intellect Pool.
--
--Snickersnee
--
--Level: 1d6 + 4
--
--Form: Small jewel, talisman, or bead
--
--Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
--additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
--
--Song of the Dead
--
--Level: 1d6
--
--Form: Small stuffed bird with yellow and blue plumage
--
--Effect: When the user spends ten minutes breathing into the mouth of the bird, it comes to life. It flies off, but now
--carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
--communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
--
--Sorcerer's Skeleton Key
--
--Level: 1d6 + 2
--
--Form: Wooden stick, iron wand, or piece of straw
--
--Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
--automatically unlocks it.
--
--Spirit Ring
--
--Level: 1d6
--
--Form: Ring, necklace, hairpin, or bracelet
--
--Effect: Summons a group of helpful fey who provide assistance for ten minutes. During this time, they do as the wearer
--commands as long as they're within long range. They can hinder any or all opponents' tasks, provide information, assist
--in small tasks, and so on. The fey will not do anything that goes against their basic nature and safety (such as
--self-harm, attacking their friends, or obvious suicide missions).
--
--Fey are fickle beings. While spirit rings and the like allow someone to hold power over them, it's very much dependent
--on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
--important), and they may take the time to curse or prank the characters before they disappear.
--
--Teleport Hat
--
--Level: 1d6 + 3
--
--Form: Silly hat that is always too large on the wearer no matter what size their head is
--
--Effect: Allows the wearer to wish for a creature that they know to appear at their side. The creature must agree to be
--teleported (or convinced via some type of interaction, such as persuasion or intimidation). The teleported creature
--stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
--of origination.
--
--Three Needles
--
--Level: 1d6
--
--Form: Three enchanted needles
--
--Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
--doing so was a routine task.
--
--Tin Man's Tears
--
--Level: 1d6 + 2
--
--Form: Tiny vial filled with tears
--
--Effect: When poured out, spreads out to cover an area about 2 feet by 2 feet (60 cm square), transforming any metal it
--touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
--soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
--
--To Peter With Love
--
--Level: 1d6 + 3
--
--Form: Wrapped box with a bomb inside and a gift tag on the outside
--
--Effect: Write a person's name on the tag, and the box will deliver itself to that person at a time and place you
--specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
--at least a round and sometimes longer, depending on the distance and difficulty.
--
--Valorous Whetstone
--
--Level: 1d6
--
--Form: Sharpening stone
--
--Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
--next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
--
--Vase of Tears
--
--Level: 1d6
--
--Form: Vase, vial, or jar filled with tears
--
--Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
--the next time they are physically attacked.
--
--White Snake
--
--Level: 1d6 + 2
--
--Form: Piece of a magical snake
--
--Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
--things for ten minutes.
--
--Wish-Granting Pearl
--
--Level: 1d6 + 1
--
--Form: Flaming pearl
--
--Effect: The user can make a single wish and have all or part of it come true. The GM assigns a level to the wish, so the
--larger and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining
--an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
--cannot grant a wish above its level.
--
--Witch Bottle
--
--Level: 1d6 + 1
--
--Form: Ornate stoppered bottle filled with wine, seawater, or pins and needles
--
--Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
--to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
--
--Witch's Ladder
--
--Level: 1d6 + 2
--
--Form: Garland of knotted string, feathers, teeth, and bells
--
--Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
--who stored it, or by someone who has received their permission to do so.
--
--Wooden Spoon
--
--Level: 1d6 + 4
--
--Form: Plain wooden spoon
--
--Effect: When stirred through the air, restores the user's energy and vitality. The user gains two additional actions on
--their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
--their turn, or attack a foe three times.
--
--Yonder Yarn
--
--Level: 1d6 + 4
--
--Form: Skein or spool of yarn
--
--Effect: Unravels to lead the user to their desired destination. The yarn unspools at the speed that the user would
--normally walk or ride. The yonder yarn will not enter territory it deems too dangerous, and it cannot go through solid
--obstacles. If the yarn is cut, it no longer works.
--
--It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
--ways to hide themselves (and others) from the yarn's power.
--
- ### ARTIFACTS
-
- ### MODERN MAGIC ARTIFACTS
-@@ -71059,1170 +56235,6 @@
- item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
- temporarily
-
--### EXAMPLE FANTASY ARTIFACTS
--
--The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
--tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
--major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
--minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
--table.
--
--### MINOR FANTASY ARTIFACTS TABLE
--
--| 01-02 | Adamantine rope |
--|-------|-------------------------|
--| 03-06 | Alchemist bag |
--| 07-09 | Armored cloth |
--| 10-15 | Belt of strength |
--| 16-18 | Bounding boots |
--| 19-21 | Cat's eye spectacles |
--| 22-24 | Cloak of elfkind |
--| 25-26 | Coil of endless rope |
--| 27-28 | Crown of the mind |
--| 34 | Crystal ball |
--| 35-37 | Deflecting shield |
--| 38-40 | Elfblade |
--| 41-43 | Enchanted armor |
--| 44-49 | Exploding arrow |
--| 50-55 | Gloves of agility |
--| 56-58 | Gruelmake |
--| 59-60 | Helm of water breathing |
--| 61-66 | Mastercraft armor |
--| 67-72 | Mastercraft weapon |
--| 73-75 | Mindshield helment |
--| 76-77 | Pack of storage |
--| 78-79 | Poisoner's touch |
--| 80-85 | Protection amulet |
--| 86-87 | Shield of two skies |
--| 88-92 | Skill ring |
--| 93 | Soulflaying weapon\* |
--| 94-96 | Sovereign key |
--| 97-98 | Tunneling gauntlets |
--| 99 | Vorpal sword |
--| 00 | Whisperer in the ether |
--
--### MAJOR FANTASY ARTIFACTS TABLE
--
--| 01-03 | Angelic ward\* |
--|-------|-------------------------------------------------|
--| 04 | Book of all spells |
--| 05 | Cloak of Balakar |
--| 06-07 | Crown of eyes |
--| 08 | Death's scythe |
--| 09-10 | Demonflesh |
--| 11 | Demonic rune blade |
--| 12-15 | Dragontongue weapon |
--| 16-18 | Dragontooth soldiers |
--| 19-20 | Explorer's gloves |
--| 21-23 | Falcon cloak |
--| 24-25 | Flying carpet |
--| 26-27 | Ghostly armor |
--| 28-30 | Guardian idol |
--| 31-33 | Hand of glory |
--| 34-36 | Horn of thunder |
--| 37-39 | Instant ladder |
--| 40-43 | Lightening hammer |
--| 44-47 | Necromantic wand |
--| 48-50 | Ring of dragon's flight\* |
--| 51-53 | Ring of fall flourishing |
--| 54-56 | Ring of invisibility |
--| 57 | Ring of wishes |
--| 58-60 | Smooth stepping boots |
--| 61-62 | Soul-stealing knife |
--| 63-65 | Spellbook of elemental summoning |
--| 66 | Spellbook of the amber mage\* |
--| 67-69 | Staff of black iron |
--| 70-74 | Staff of healing |
--| 75-77 | Staff of the prophet |
--| 78-79 | Storm shack |
--| 80-83 | Trap runestone |
--| 84-88 | Wand of firebolts\* |
--| 89-93 | Wand of spider's webbing |
--| 94-97 | Witch's broom |
--| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
--
--\* Artifact found in the Fantasy Artifacts section of the Cypher System
--
--### ADAMANTINE ROPE
--
--Level: 1d6 + 4
--
--Form: A 50-foot (15 m) length of black rope
--
--Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
--damage (including attempts to cut it) from anything less than the artifact's level.
--
--Depletion: —
--
--### ALCHEMIST BAG
--
--Level: 1d6
--
--Form: Embroidered velvet bag
--
--Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
--bottle or scroll case. These cyphers do not count against a character's cypher limit.
--
--Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
--
--### ARMORED CLOTH
--
--Level: 1d6
--
--Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
--
--Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
--it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
--This clothing cannot be worn with armor of any kind.
--
--Depletion: —
--
--### BELT OF STRENGTH
--
--Level: 1d6
--
--Form: Thick leather belt with a metal buckle and rivets
--
--Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
--(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
--normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
--restored with recovery rolls, healing magic, or similar effects).
--
--Depletion: —
--
--### BOOK OF ALL SPELLS
--
--Level: 1d6 + 2
--
--Form: Weighty tome filled with pages of spell runes
--
--Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
--of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
--
--When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
--following table, then rolling on the indicated table in the Cypher System Reference Document:
--
--| d6 | Cypher Type |
--|-----|------------------------------------|
--| 1–2 | Roll on the Manifest Cypher table |
--| 3-5 | Roll on the Fantastic Cypher table |
--| 6 | Roll on the Subtle Cypher table |
--
--The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
--remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
--
--As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
--said that turning to the last page makes the book vanish and appear somewhere else in the world.
--
--The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
--copy, remove, or destroy a page only makes the book turn to a later page on its own.
--
--Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
--1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
--later page, or disappear and reappear somewhere else in the world.)
--
--### BOUNDING BOOTS
--
--Level: 1d6 + 1
--
--Form: Sturdy but flexible boots
--
--Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
--and running (easing one of these skills by two steps if the artifact is level 6 or higher).
--
--Depletion: —
--
--### CAT'S EYE SPECTACLES
--
--Level: 1d6
--
--Form: Pair of dark crystalline spectacles in a dull wooden frame
--
--Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
--short range (or to long range if the artifact is level 5 or higher).
--
--Depletion: —
--
--### CLOAK OF BALAKAR
--
--Level: 1d6 + 3
--
--Form: Blue cloak with elaborate designs suggesting blowing wind
--
--Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
--wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
--artifact's level.
--
--Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
--
--### CLOAK OF ELFKIND
--
--Level: 1d6 + 2
--
--Form: Thin greyish-green cloak with a cowl and clasp
--
--Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
--everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
--sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
--
--Depletion: 1 in 1d100
--
--### CLOAK OF FINERY
--
--Level: 1d6 + 1
--
--Form: Multilayered cloak of glittering material
--
--Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
--in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
--granting an asset to all interaction tasks for the next minute.
--
--Depletion: 1 in 1d20
--
--### COIL OF ENDLESS ROPE
--
--Level: 1d6
--
--Form: Coil of rope
--
--Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
--no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
--depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
--
--Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
--
--### CROWN OF EYES
--
--Level: 1d6
--
--Form: Metallic circlet set with several crystal spheres
--
--Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
--around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
--the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
--perception tasks.
--
--Depletion: 1 in 1d100
--
--### CROWN OF THE MIND
--
--Level: 1d6
--
--Form: Crown, circlet, headband, diadem, or amulet
--
--Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
--(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
--normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
--be restored with recovery rolls, healing magic, or similar effects).
--
--Depletion: —
--
--### CRYSTAL BALL
--
--Level: 1d6 + 3
--
--Form: Melon-sized crystalline or glass orb, with or without a support stand
--
--Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
--task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
--must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
--misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
--viewed, and how far away they are.
--
--| Familiarity | |
--|----------------------------------|----------|
--| Only have name or description | Hindered |
--| Target has been visited | Eased |
--| Target is well known to the user | Eased |
--| Availability | |
--| Target is willing | Eased |
--| Target is unwilling | Hindered |
--| Distance | |
--| More than 1 mile | Hindered |
--| More than 10 miles | Hindered |
--| More than 100 miles | Hindered |
--
--These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
--unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
--
-- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
--activated again.
--
--In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
--communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
--the creatures can speak to and be heard by the user.
--
--Depletion: 1 in 1d20
--
--An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
--against a directly harmful mental spell.
--
--### DEATH'S SCYTHE
--
--Level: 1d6 + 4
--
--Form: Double-handed scythe
--
--Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
--In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
--higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
--scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
--levels of Effort.
--
--Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
--
--Death manifestation: level 7
--
--### DEMONFLESH
--
--Level: 1d6 + 1
--
--Form: Ball of black leather with vein-like red streaks
--
--Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
--leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
--invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
--their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
--occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
--wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
--most Armor, but Armor made to ward against evil or demonic attacks should work against it.
--
--Depletion: 1 in 1d20
--
--To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
--
--### DEMONIC RUNE BLADE
--
--Level: 1d6 + 4
--
--Form: Sword inscribed with demonic runes
--
--Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
--sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
--dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
--and it inflicts 4 additional points of damage (for a total of 8 points).
--
--If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
--the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
--the wielder to exceed their normal Might Pool and Might Edge stats.
--
--If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
--attack roll of 1).
--
--Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
--abilities can be recharged if it kills an "innocent" creature)
--
--### DRAGONTONGUE WEAPON
--
--Level: 1d6 + 2
--
--Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
--
--Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
--hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
--inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
--activation.
--
--Depletion: 1 in 1d100
--
--### DRAGONTOOTH SOLDIERS
--
--Level: 1d6 + 1
--
--Form: Burlap bag containing a handful of large reptilian teeth
--
-- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
--user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
--tooth drawn requires a separate depletion roll.
--
--Depletion: 1 in 1d10
--
--Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
--spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
--
--### ELFBLADE
--
--Level: 1d6 + 3
--
--Form: Medium sword
--
--Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
--points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
--sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
--are within 300 feet (90 m). Depletion: —
--
--### ENCHANTED ARMOR L
--
--evel: 1d6 + 3
--
--Form: Full suit of light, medium, or heavy armor
--
--Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
--It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
--is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
--enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
--higher).
--
--The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
--heat or cold damage (but not Intellect damage).
--
--Depletion: —
--
--### EXPLODING ARROW
--
--Level: 1d6
--
--Form: Arrow with runes carved on the shaft and head
--
--Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
--d100 to determine the type of damage.
--
--| 01-20 | Acid |
--|-------|--------------------------------|
--| 21-40 | Electricity |
--| 41-60 | Cold |
--| 61-90 | Fire |
--| 91-00 | Necromantic (harms only flesh) |
--
--Depletion: Automatic
--
--One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
--
--An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
--
--### EXPLORER'S GLOVES
--
--Level: 1d6
--
--Form: Thick but flexible-fingered leather gloves
--
--Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
--while the gloves are activated, but taking any other action while climbing requires a new activation.
--
--Depletion: 1 in 1d20
--
--### FALCON CLOAK
--
--Level: 1d6
--
--Form: Cloak made of feathers
--
--Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
--distance each round, or up to 60 miles (97 km) per hour when traveling overland.
--
--Depletion: 1 in 1d100
--
--Most magic items that turn a character into a different creature make it difficult to use any of the character's special
--abilities (other than skills) in that form.
--
--### FLYING CARPET
--
--Level: 1d6 + 1
--
--Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
--
--Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
--activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
--
--Depletion: 1 in 1d20
--
--### GHOSTLY ARMOR
--
--Level: 1d6 + 3
--
--Form: Full suit of light, medium, or heavy armor
--
--Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
--It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
--normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
--
--When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
--artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
--character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
--defense.
--
--Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
--provides its full Armor value)
--
--To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
--
--### GLOVES OF AGILITY
--
--Level: 1d6
--
--Form: Supple leather or cloth gloves
--
--Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
--(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
--normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
--restored with recovery rolls, healing magic, or similar effects).
--
--Depletion: —
--
--### GRUELMAKER
--
--Level: 1d6
--
--Form: Clay bowl stamped with symbols of fish and birds
--
--Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
--person for one day (or two people if the artifact is level 5 or higher).
--
--Depletion: 1 in 1d10
--
--### GUARDIAN IDOL
--
--Level: 1d6 + 3
--
--Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
--
--Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
--activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
--shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
--spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
--to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
--twenty-four hours or until it has made one hundred attacks, whichever comes first.
--Depletion: Automatic
--
--### HAND OF GLORY
--
--Level: 1d6 + 3
--
--Form: Dried humanoid hand with candle-tip fingers
--
--Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
--hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
--unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
--snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
--invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
--container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
--
--Depletion: 1 in 1d20
--
--### HELM OF WATER BREATHING
--
--Level: 1d6
--
--Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
--constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
--
--Depletion: 1–2 in 1d100 (check each day)
--
--### HORN OF THUNDER
--
--Level: 1d6 + 4
--
--Form: Large signal horn banded with metal and carved with runes
--
--Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
--m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
--round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
--Larger objects might also be toppled.
--
--Depletion: 1 in 1d10
--
--### INSTANT LADDER
--
--Level: 1d6
--
--Form: Small lightweight metal rod with gem buttons
--
--Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
--The ladder can be transformed back into its rod form from either end.
--
--Depletion: 1 in 1d100
--
--A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
--sequence to expand or collapse it.
--
--### LIGHTNING HAMMER
--
--Level: 1d6 + 2
--
--Form: Massive silver hammer that crackles with electricity
--
--Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
--weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
--points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
--outward that deal 5 points of damage to everyone within short range.
--
--Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
--
--### MASTERCRAFT ARMOR
--
--Level: 1d6
--
--Form: Armor of exceptional quality
--
--Effect: This armor grants its wearer an asset for Speed defense rolls.
--
--Depletion: —
--
--### MASTERCRAFT WEAPON
--
--Level: 1d6
--
--Form: Weapon of exceptional quality
--
--Effect: This weapon grants its wielder an asset for attack rolls made with it.
--
--Depletion: —
--
--Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
--or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
--Equipment, page 34.
--
--### MINDSHIELD HELMET
--
--Level: 1d6 + 2
--
--Form: Lightweight cloth, leather, or metal helmet
--
--Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
--mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
--
--Depletion: —
--
--### NECROMANTIC WAND
--
--Level: 1d6 + 4
--
--Form: Bone wand carved with runes
--
--Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
--materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
--destroyed.
--
--This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
--but each "round of ammo" used or each additional target selected requires an additional depletion roll.
--
--Depletion: 1 in 1d10
--
--### PACK OF STORAGE
--
--Level: 1d6 + 1
--
--Form: Leather backpack or haversack with multiple pockets
--
--Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
--on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
--as much as it is holding.
--
--Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
--pack)
--
--### POISONER'S TOUCH
--
--Level: 1d6 + 1
--
--Form: Very thin transparent glove with faint markings
--
--Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
--on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
--damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
--damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
--
--Depletion: 1 in 1d10
--
--### PROTECTION AMULET
--
--Level: 1d6
--
--Form: Stylized amulet worn on a chain
--
--Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
--of damage the amulet protects against.
--
--| 1-4 | Acid |
--|-------|-------------|
--| 5-8 | Cold |
--| 9-12 | Electricity |
--| 13-16 | Fire |
--| 17-20 | Poison |
--
--Depletion: 1 in 1d6 (check each time the amulet reduces damage)
--
--### RING OF FALL FLOURISHING
--
--Level: 1d6
--
--Form: Gold band inscribed with feather wreath
--
--Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
--
--Depletion: 1 in 1d100
--
--### RING OF INVISIBILITY
--
--Level: 1d6
--
--Form: Gold band inscribed with characters that are revealed only if ring is heated
--
--Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
--and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
--
--Depletion: 1 in 1d20
--
--### RING OF WISHES
--
--Level: 1d6 + 4
--
--Form: Plain gold band
--
--Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
--level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
--likely the GM will limit its effect.)
--
--Depletion: 1–3 in 1d6
--
--### SHIELD OF TWO SKIES
--
--Level: 1d6 + 2
--
--Form: Small hexagonal amulet
--
--Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
--cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
--
--Depletion: 1 in 1d100
--
--### SKILL RING
--
--Level: 1d6
--
--Form: Ring carved with sigils appropriate to its granted skill
--
--Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
--This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
--
--Depletion: —
--
--### SMOOTH-STEPPING BOOTS
--
--Level: 1d6 + 1
--
--Form: Pair of boots
--
--Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
--speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
--surfaces (even vertically or upside down) as if under normal gravity.
--
--Depletion: 1 in 1d100
--
--### SOUL-STEALING KNIFE
--
--Level: 1d6
--
--Form: Night-black blade in which distant stars are sometimes visible
--
--Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
--inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
--0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
--time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
--
--As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
--yet consumed. After answering the third question, the soul is consumed.
--
--Depletion: 1 in 1d20 (check each activation)
--
--### SOVEREIGN KEY
--
--Level: 1d6 + 2
--
--Form: Slender golden key
--
--Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
--glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
--than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
--
--Depletion: 1 in 1d10
--
--### SPELLBOOK OF ELEMENTAL SUMMONING
--
--Level: 1d6 + 1
--
--Form: Weighty tome filled with pages of spell runes
--
--Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
--of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
--summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
--
--Depletion: 1–3 in 1d20
--
--### STAFF OF BLACK IRON
--
--Level: 1d6 + 2
--
--Form: Staff of black iron set with an eye-shaped crystal headpiece
--
--Effect: The wielder can use an action to gain one of the following effects.
--
--Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
--target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
--
--Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
--inflicting damage equal to the artifact level.
--
--Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
--rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
--
--The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
--lightning), but each requires a separate activation and depletion roll.
--
--Depletion: 1 in 1d100
--
--### STAFF OF HEALING
--
--Level: 1d6 + 4
--
--Form: Wooden staff capped with a golden icon
--
--Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
--the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
--free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
--
--Depletion: 1 in 1d10
--
--### STAFF OF THE PROPHET
--
--Level: 1d6 + 2
--
--Form: Short wooden staff
--
--Effect: The staff has three abilities, each of which requires an action to activate.
--
--Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
--feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
--can collapse it as an action.
--
--Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
--attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
--failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
--couldn't do.
--Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
--natural spring in the ground.
--
--Depletion: 1 in 1d20
--
--### STORM SHACK
--
--Level: 1d6 + 3
--
--Form: Miniature model of a simple wooden shack
--
--Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
--feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
--inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
--duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
--artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
--model, which can be taken and reused.
--
--Depletion: 1 in 1d100
--
--### TRAP RUNESTONE
--
--Level: 1d6
--
--Form: Pouch with chalk, sealing wax, and an engraved runestone
--
--Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
--First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
--to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
--position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
--explosive spell scroll, a poisonous potion, and so on.
--
--The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
--runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
--artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
--type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
--
--Depletion: Automatic
--
--### TUNNELING GAUNTLETS
--
--Level: 1d6 + 1
--
--Form: Oversized pair of metallic gauntlets with broad nails
--
--Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
--can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
--level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
--that, the tunnel is subject to collapse.
--
--Depletion: 1 in 1d20
--
--### VORPAL SWORD
--
--Level: 1d6 + 3
--
--Form: Long sword that sometimes whispers and snickers aloud
--
--Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
--Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
--decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
--different effect).
--
--Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
--
--### WAND OF SPIDER'S WEBBING
--
--Level: 1d6 + 1
--
--Form: White oak wand
--
--Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
--nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
--the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
--it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
--was caught within it.
--
--Depletion: 1 in 1d20
--
--### WHISPERER IN THE ETHER
--
--Level: 1d6 + 1
--
--Form: Small crystal
--
--Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
--(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
--basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
--Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
--right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
--door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
--the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
--guarding.
--
--The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
--Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
--reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
--it can often predict outcomes based on logic.
--
--Depletion: 1 in 1d20 (check each day)
--
--### WITCH'S BROOM
--
--Level: 1d6 + 2
--
--Form: A 6-foot (2 m) long wooden broom
--
--Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
--(160 km) per hour.
--
--The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
--time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
--minutes.
--
--Depletion: 1 in 1d20
--
--### SCIENCE FICTION ARTIFACTS
--
--### DARKEST BOOK
--
--Level: 10
--
--Form: Large, metal-bound book
--
--Effect: Fashioned by the primordial entity who created evil magic, the Darkest Book is
--
--a record of every vile incantation, curse, and ritual ever performed. It is known to include spells that create
--werewolves, raise an army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane
--energy for various effects. It eases by three steps any task related to magical lore.
--
--Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the
--spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
--
--The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a
--person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage
--and move one step down the damage track.
--
--The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of
--its pages, and the book can't be destroyed as long as at least one page remains.
--
--Depletion: —
--
--### OMNI ORB
--
--Level: 1d6 + 4
--
--Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
--
--what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
--granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
--larger the desired effect, the more likely the GM will limit
--
--it.) Activating the omni orb automatically moves the character using it one step down the damage track.
--
--Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
--they created)
--
--A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
--superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
--and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb's power
--
--### SPACE RING
--
--Level: 1d6 + 1
--
--Form: Metal ring with a star insignia
--
--Effect: The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction.
--In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200
--miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air
--while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards).
--The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information
--(relayed to them with a synthesized voice) from the internet or a local equivalent.
--
--Depletion: 1 in 1d100 (check each day of flying)
--
--Equipment and Weapons as Artifacts
--
--Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
--chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
--fantastic settings, opportunities to find especially unusual devices are everywhere.
--
--Dimensional Modulator
--
--Level: 1d6 + 3
--
--Form: Marble-sized crisscross shape of unknown material
--
--Effect: A target within immediate range loses their dimension of breadth (which folds into a higher dimension),
--rendering them as flat as paper. The target adheres to whatever surface it was attached to, set upon, or was standing
--upon, and resembles particularly realistic art. An affected creature enters stasis. While in stasis, it is unable to
--take actions, doesn't age, and is immune to damage and effects. It remains in stasis for about a day, until the user
--returns the missing dimension or the artifact depletes.
--
--Depletion: 1 in 1d10
--
--Metabolic Prod
--
--Level: 1d6 + 1
--
--Form: 1 m (4 foot) metallic rod of unknown material
--
--Effect: When touched to a living target (possibly as an attack), the rod injects a potent cocktail of engineered
--biomolecules, paralyzing the target for up to one minute. The rod wielder may also choose one of the following
--additional effects, if set before attacking.
--
--Aggression: The target's aggressive tendencies are increased for one hour, during which time the target attacks almost
--anything it encounters.
--
--Calm: The target's aggressive tendencies are tamped down for one hour, during which time the target responds to attacks
--but never initiates them.
--
--Hibernation: The target falls into hibernation, a coma-like sleep in which their metabolism slows to a crawl. They can
--go months with no additional food or water and with a fraction of the air they'd normally need. Loud sounds, damage,
--persistent prodding, and the like wakes someone in hibernation.
--
--Depletion: 1 in 1d20
--
--Probability Regulator
--
--Level: 1d6 + 4
--
--Form: Fist-sized mathematically perfect solid of constant width of unknown material
--
--Effect: For tasks that are usually random, the user exerts some level of control. When picking a card, rolling a die,
--choosing a number, or otherwise taking an action that skill usually plays no part in, they attempt an Intellect task
--whose difficulty is determined by how unlikely choosing correctly might be, so long as it is possible, even if unlikely.
--A 50/50 coin flip is a difficulty of 1, whereas picking a series of numbers with odds around 1 in 300,000,000 is
--difficulty 10. If successful, they achieve the desired result.
--
--Depletion: 1 × task difficulty in 1d20
--
--Steorraform
--
--Level: 1d6 + 3
--
--Form: Badge-sized seven-pointed star of unknown material
--
--Effect: If the wearer would become debilitated or die, the worn steorraform prevents it by instantly restoring health
--(to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or
--poison, the artifact prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the
--poison. The artifact is ineffective in preventing death when those conditions last over several rounds or more, such as
--falling into lava, the sun, a singularity, and so on.
--
--Depletion: 1 × number of previous uses in 1d20
--
--### WEAPONS
--
--Artifacts that can be used as weapons, though some have other uses as well.
--
--Light, Medium, and Heavy Artifact Weapons: The artifact weapons described in this section are idiosyncratic in that they
--are not described as light, medium, or heavy. If they were specifically categorized, many characters would find that
--their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon
--categories, anyone can use an artifact weapon.
--
--Alpha Beam Projector
--
--Level: 1d6 + 3
--
--Form: Rifle-like device of unknown material
--
--Effect: The device has two settings. One fires a beam of energy that acts as propulsion and rockets the artifact away
--unless the user can hold onto it as a difficulty 1 Might-based task. A user could use this setting to fly a long
--distance each round, but doing so requires a difficulty 4 Speed-based task each round to move in the direction desired
--(and not plow into the ground or the side of a building). The other setting fires a reactionless beam that can be used
--as a very long-range plasma attack that inflicts damage equal to the artifact level. The beam ignores 1 point of Armor
--from the target.
--
--Depletion: 1 in 1d20
--
--Carbonizer
--
--Level: 1d6 + 3
--
--Form: Pistol-like device of unknown material
--
--Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
--damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
--sources.
--
--Depletion: 1 in 1d20
--
--Death Ray
--
--Level: 1d6 + 3
--
--Form: Pistol-like device of unknown material
--
--Effect: This device fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
--damage equal to the artifact level that ignores Armor from force fields and natural scales, leather, and other organic
--sources.
--
--Depletion: 1 in 1d20
--
--Disintegration Beamer
--
--Level: 1d6 + 2
--
--Form: Rifle-like device with two electrodelike protrusions of unknown material
--
--Effect: This device fires a beam to suppress the charge of the electrons that make up a creature or object within long
--range, inflicting damage equal to twice the artifact's level. If the attack reduces the target's health (or combined
--Pools for a PC) to below the level of the artifact, the target instantly falls to dust. (A PC who would be disintegrated
--can spend 1 XP and instead descend one step on the damage track.)
--
--Depletion: 1 in 1d20
--
--Empathetic Ray
--
--Level: 1d6 + 2
--
--Form: Rod-like device with very long barrel of unknown material
--
--Effect: This device emits an invisible beam of neural-magnetic energy as a short-range attack that instantly reverses
--how a level 1 target sees the user (turning an enemy into a friend, and vice versa) for up to one day. The user can
--adjust the settings to increase the ray's effectiveness by making one additional depletion roll per increase in the
--maximum level of the target. Thus, to alter the attitude of level 5 target (4 levels above the normal limit), the user
--must make five depletion rolls. If used against a PC, an affected PC can attempt an Intellect task to end the effect
--once every minute for the first few minutes, then once every hour.
--
--Depletion: 1 in 1d20
--
- ### HORROR ARTIFACTS
-
- Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
-@@ -72498,724 +56510,6 @@
-
- Depletion: 1 in 1d100 (check each session)
-
--### FAIRYTALE ARTIFACTS
--
--Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
--later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
--creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
--itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
--
--### ARTIFACT QUIRKS
--
--Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
--mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
--shows up in artifacts as quirks. Every artifact has a quirk that sets it apart from mundane or lightly magical objects.
--
--Quirks typically do not make an artifact more powerful, but they can make it more interesting, difficult, useful, or
--just unique. Some quirks manifest during an item's creation, while others might appear (or disappear) after a particular
--experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
--one quirk at a time and is rarely without a quirk for long.
--
--Quirks Table
--
--
--
--
--
--
--
--
--
--
--
--1 |
--Randomly changes the color of weapons, clothing, and other objects it touches. |
--
--
--2 |
--Causes some animals to shy away from it, and others to draw near to it. |
--
--
--3 |
--Musical instruments and birdsongs go flat in its presence. |
--
--
--4 |
--Gives the wielder an increased sense of smell. |
--
--
--5 |
--Draws bees and occasionally drips honey. |
--
--
--6 |
--Sometimes catches on fire when used; the blaze doesn't do damage but it gives off heat and light. |
--
--
--7 |
--Produces a rash, tattoo, or other mark on the wielder's skin. |
--
--
--8 |
--Causes the wielder to walk an inch or so above the ground. |
--
--
--9 |
--Whistles music appropriate
--to what's going on around it, including a nasal drone when it's bored. |
--
--
--10 |
--Sometimes moves of its own accord, but never when anyone's looking at it. |
--
--
--11 |
--Talks constantly about its former owner, who it either loves or hates, depending on the day. |
--
--
--12 |
--Gives everyone nearby weird and unnatural dreams. |
--
--
--13 |
--Causes the wielder's hair to grow faster than normal. |
--
--
--14 |
--Creates a cloud over itself constantly. Sometimes the cloud rains. |
--
--
--15 |
--Draws fey creatures to it, whether it's being used or not. |
--
--
--16 |
--Whines incessantly if it hasn't been used (or at least given some attention, such as being cleaned) in at least a
--day. |
--
--
--17 |
--Emits various colored swirls and sparkles that form shapes in the air. |
--
--
--18 |
--Changes appearance in some small way to match the wielder's mood. |
--
--
--19 |
--Sometimes points the way to something interesting or useful. |
--
--
--20 |
--Occasionally changes into a completely different artifact overnight (including form and function); this effect lasts
--until the artifact is used in its new form, after which point it reverts back (or depletes). |
--
--
--
--
--Artifact Table
--
--When giving artifacts to characters, either choose from this table or roll d100 for random results.
--
--| d100 | Artifact |
--|-------|---------------------------------|
--| 01-03 | A tisket a tasket |
--| 04-06 | Bounding boots |
--| 07-09 | Boundless bag |
--| 10-12 | Boy Blue's horn |
--| 13-15 | Carving knife of sharpness |
--| 16-17 | Devils and tailors |
--| 18-20 | Fiddle of the fossegrim |
--| 21-23 | Fortunate's purse |
--| 24-25 | Galoshes of fortune |
--| 26-27 | Genie's lamp |
--| 28-30 | Golden bridle |
--| 31-33 | Hatchet of the Woodsman |
--| 34-36 | Hook's hook |
--| 37-39 | Horn of destruction |
--| 40-42 | Iron stove |
--| 43-45 | Knapsack of sevens |
--| 46-50 | Mirror mirror |
--| 51-53 | Pandora's box |
--| 54-56 | Pixie dust |
--| 57-59 | Red cap |
--| 60-62 | Red riding hood |
--| 63-65 | Self-swinging sword |
--| 66-68 | Seven-league boots |
--| 69-71 | Shapeshifter wand |
--| 72-74 | She-bear |
--| 75-77 | Shirt of nettles |
--| 78-79 | Soldier's cloak of invisibility |
--| 80-82 | Soulful fiddle |
--| 83-84 | Steadfast tin soldier |
--| 85-87 | Stone canoe |
--| 88-90 | Story knife |
--| 91-93 | Table-be-set |
--| 94-96 | Tinderbox |
--| 97-98 | Tweedledee's umbrella |
--| 99-00 | Vicious tankard |
--
--### A SELECTION OF FAIRY TALE ARTIFACTS
--
--A Tisket a Tasket
--
--Level: 1d6
--
--Form: Woven yellow basket with wooden handles
--
--Effect: This basket can contain up to one cypher per artifact level, as long as each is no larger than a typical cat.
--Cyphers in the basket do not count against a character's limit.
--
--Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
--
--Bounding Boots
--
--Level: 1d6 + 1
--
--Form: Beautifully made leather and gold boots that adjust to fit the wearer perfectly
--
--Effect: The boots are an asset for jumping and running (easing one of these skills by two steps if the artifact is level
--6 or higher).
--
--Depletion: —
--
--Boundless Bag
--
--Level: 1d6 + 2
--
--Form: Small bag with two handles and a clasp
--
--Effect: Any nonliving item held in the bag becomes a slightly more valuable item. For example, an inexpensive item
--becomes a moderately priced item, while a moderate item becomes an expensive item. The bag has no effect on items that
--are very expensive or exorbitant. The change takes a full day to take effect, during which time the item cannot leave
--the bag and the bag should not be opened. If the bag is opened, the process is canceled and must be started over.
--
--Depletion: 1 in 1d6. When the effect depletes, it can still be used as a normal bag.
--
--Putting all or part of
--
--a living thing into a boundless bag is always risky, as more than one person has had their hand or head turned to gold
--(which might sound lovely, but typically isn't). Also, doing so often causes the boundless bag to revert to a normal
--bag.
--
--Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
--cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
--
--Boy Blue's Horn
--
--Level: 1d6
--
--Form: Gleaming horn that never needs to be tuned or polished
--
--Effect: When playing a lullaby, the horn puts every hearing living being in short range (including the user) to sleep
--for two rounds. When the horn plays something upbeat, the user and all allies within short range add +1 to their
--recovery rolls for ten minutes.
--
--Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn.
--
--Carving Knife of Sharpness
--
--Level: 1d6 + 1
--
--Form: Knife (light weapon)
--
--Effect: This weapon functions as a normal knife of its kind. When the wielder gets a special major effect when
--attacking, they can choose to lop off one of the target's limbs.
--
--Depletion: 1 in 1d10 (roll on each major effect)
--
--The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb
--than a mortal creature will display in a similar situation.
--
--Devils and Tailors
--
--Level: 1d6 + 2
--
--Form: Blood-stained draughtboard with figures of white gold, bronze, and pearl
--
--Effect: Playing someone in a game of checkers or draughts eases all of the user's positive social interactions with
--their opponent. While playing, the user can make a move and interact with their opponent as a single action. The game
--lasts a number of rounds equal to the artifact level.
--
--Depletion: 1 in 1d20 (check each game played). After depletion, the board continues to function as a regular
--draughtboard.
--
--You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces
--left on the board (highest roll) is the winner.
--
--Fiddle of the Fossegrim
--
--Level: 1d6 + 2
--
--Form: Water-worn fiddle
--
--Effect: Playing the fiddle causes everyone within long distance to become enticed by the music and draw closer to the
--player. After one round, all creatures in short range begin to dance uncontrollably for a number of rounds equal to the
--artifact level. The only action they can take while dancing is to attempt to break free from the effect (an Intellect
--action equal to the artifact level).
--
--Depletion: 1 in 1d20
--
--Fortunate's Purse
--
--Level: 1d6
--
--Form: Elegant knapsack that shifts colors to hide in plain sight
--
--Effect: Any object put inside the sack cannot be detected by physical senses or magic. The sack can hold a single item,
--of any size and shape, at a time. Cyphers in Fortunate's purse do not count against the user's cypher limit.
--
--Depletion: 1 in 1d20 (check each time an item is added to the knapsack)
--
--Magic bags come in many forms, such as coin purses, sacks, packs, and pockets. Some can be used to hide someone safely
--out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for
--doing great kindnesses or completing a difficult task.
--
--Galoshes of Fortune
--
--Level: 1d6 + 4
--
--Form: Pair of rubber boots
--
--Effect: Transports the wearer to a time and place in the past or present that they desire for up to ten minutes. The
--wearer cannot be seen, heard, or sensed by others, and they cannot take any actions other than to watch events unfold.
--Traveling to and from the time and place causes the wearer to disappear from the present for two rounds.
--
--Depletion: 1 in 1d6
--
--Genie's Lamp
--
--Level: 1d6 + 2
--
--Form: Bronze oil lamp
--
--Effect: Rubbing the lamp produces a genie who grants the user a wish. The GM assigns a level to the wish, so the larger
--and more difficult the wish, the more difficult it is to have the wish granted. Generally, a wish such as gaining an
--asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The genie
--cannot grant a wish above its level. The genie can grant only one wish per day.
--
--Depletion: 1 in 1d6
--
--Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so
--simple as a lamp.
--
--Golden Bridle
--
--Level: 1d6 + 2
--
--Form: Bridle made of flowing gold
--
--Effect: To activate the bridle, the user must succeed on an Intellect interaction with a beast whose level does not
--exceed the artifact level. The bridle bonds to the creature, which immediately becomes calm. The creature awaits the
--user's commands and carries out orders
--
--to the best of its ability. The creature remains calmed for a number of hours equal to the artifact's level minus the
--creature's level. (If the result is 0 or less, the creature is enslaved for only one minute.)
--
--Depletion: 1 in 1d10
--
--Hatchet of the Woodsman
--
--Level: 1d6 + 4
--
--Form: Well-worn hatchet of unremarkable appearance
--
--Effect: When used on a creature, the hatchet turns the target into wood and inflicts damage equal to its level. If the
--creature is living wood, the hatchet turns them into nonliving wood. If the target is slain by the hatchet, the creature
--becomes animated wood. Effects last for ten minutes or until the target succeeds on an Intellect roll.
--
--Depletion: 1 in 1d20 (check on each successful attack)
--
--Hook's Hook
--
--Level: 1d6 + 1
--
--Form: Simple iron hook designed to be worn as a prosthetic
--
--Effect: When placed on an amputated limb, the hook grafts on permanently. It works
--
--as a simple hook and as a light weapon. When activated, Hook's hook affects the
--
--minds of all thinking foes within long range. Those affected are instilled with terror, making them drop whatever
--they're holding and flee for a number of rounds equal to the artifact level.
--
--Depletion: 1 in 1d6 (for the fear ability). After depletion, it still functions as a hook and a weapon.
--
--There are rumored to be any number of Hook's hooks, all of which are made from different materials and serve different
--purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
--Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
--
--Horn of Destruction
--
--Level: 1d6 + 3
--
--Form: Large brass horn
--
--Effect: Blowing into the horn destroys all objects in an immediate area that is up to a long distance away, turning it
--all into rubble and debris. Living beings inside the area take 2 points of ambient damage (ignores Armor).
--
--Depletion: 1 in 1d6
--
--It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to
--wear a crown fashioned from talus and scree.
--
--Iron Stove
--
--Level: 1d6 + 3
--
--Form: Iron stove that walks and talks
--
--Effect: Once per day, the stove can bake a
--
--living gingerbread cookie. The baker chooses the form, but it must be a simple, one-dimensional shape (such as a human,
--a dog, or a tree). The cookie is a level 3 creature that can move, talk, and complete simple tasks that the baker asks
--of it. After a day, the cookie crumbles away.
--
--Additionally, the iron stove can be used as a regular stove to heat water, cook meals, and so on.
--
--Depletion: 1 in 1d100. After depletion, it remains a regular working stove, but no longer walks and talks.
--
--A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and
--other scavengers have been known to try to take an eye or leg.
--
--Knapsack of Sevens
--
--Level: 1d6
--
--Form: Simple knapsack
--
--Effect: Tapping the knapsack seven times causes seven swans to fly out. For as long as the user does not speak or make
--any sounds, the swans fly around the user, providing them with +1 Armor against mental and physical attacks for the next
--ten minutes.
--
--As soon as the user utters a sound, the swans return to the knapsack.
--
--Depletion: 1 in 1d20
--
--Mirror Mirror
--
--Level: 1d6 + 4
--
--Form: Ornate mirror that grows or shrinks in size according to its user's needs.
--
--Effect: When the user looks into the mirror and interacts with it, it grants their request, as it is able. Roll a d6 to
--determine the mirror's ability:
--
--Most mirror mirrors have a personality all their own. Some sing their
--
--answers, some show images, and still others sigh with boredom at being asked the same thing over and over.
--
--Mirrors never lie. Except when they do.
--
--Depletion: 1 in 1d20
--
--
--
--
--
--
--
--
--
--
--
--1 |
--Answers a question about the present (such as "Who is the fairest of them all?") with a simple one- or two-word
--answer. |
--
--
--2 |
--Allows the viewer to check in on someone they know (and who knows them) from anywhere. The image lasts just a
--moment, and those being viewed are not aware that it has happened. |
--
--
--3 |
--If the viewer stands before the mirror and shouts their own name three times, they are granted
--a glimpse of their future. This glimpse lasts just a moment, and is not guaranteed to come true. |
--
--
--4 |
--If the viewer stands before the mirror at midnight while holding a light source, they are able to contact the ghost
--or spirit of a person or creature they know the name of. Whether or not the being agrees to talk with them is another
--matter. |
--
--
--5 |
--Distorts the appearance of everything it reflects, particularly by magnifying the horrible and ugly aspects of
--things and people while ignoring their good and beautiful aspects. Looking into the mirror inflicts 2 points of
--Intellect damage. Angling the mirror to reflect an object inflicts 2 points of damage to it. |
--
--
--6 |
--Coats the user's skin with its reflective surface, offering protection. The first time the user would take damage,
--the mirror shatters instead, reflecting the damage back to the user's attacker. |
--
--
--
--
--Pandora's Box
--
--Level: 1d6 + 4
--
--Form: Elegant gold box with a hinged lid and a locked clasp
--
--Effect: When the box is opened, light leaks out. The light coalesces into a golden form that represents a deep sense of
--peace and hope to the person who opened the box. For a number of rounds equal to the artifact level, the golden form
--eases all actions taken by the opener. Alternatively, the opener can share the effect of the golden form as their
--action, easing all actions taken by allies within short range (but not giving themselves the benefits).
--
--Depletion: 1 in 1d6
--
--Pixie Dust
--
--Level: 1d6
--
--Form: Glass bottle filled with glittering light
--
--Effect: Shake the glittering light on a living
--
--being and it can fly for ten minutes per artifact level. If the being can already fly, shaking the light on them grounds
--them, taking away their ability to be airborne for the same amount of time.
--
--Depletion: 1 in 1d10
--
--Red Cap
--
--Level: 1d6 + 3
--
--Form: Woolen cap soaked in human blood
--
--Effect: The wearer gains an extra recovery
--
--roll each day that is not an action and does not count toward their daily limit. Once the wearer uses this recovery
--roll, they can't do so again until after they make a ten-hour recovery roll and soak the hat in fresh human blood.
--
--Depletion: 1 in 1d20 (check each day of use)
--
--Red Riding Hood
--
--Level: 1d6 + 3
--
--Form: Bright red cloak that adjusts to fit its wearer
--
--Effect: Draws the eye while also giving the wearer the impression of being easy prey. All tasks involving sneaking and
--hiding are hindered, and foes will typically attack the wearer over any others in the area. The cloak provides +3 Armor
--and an asset to all Might-based tasks, including combat tasks.
--
--Depletion: 1 in 1d10 (check each day of use)
--
--Self-Swinging Sword
--
--Level: 1d6 + 1
--
--Form: Steel sword with an ornate hilt
--
--Effect: When activated by a special word,
--
--the sword attacks whoever the user indicates, fighting as a creature whose level is equal to the artifact level.
--Commanding the sword is not an action, but it can only do things that a sword would be able to do (attack, block, slice,
--and so on). If the sword is reduced to 0 health, the self-swinging ability ends and must be reactivated. The sword
--returns to the user when the duration ends.
--
--Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
--
--Seven-League Boots
--
--Level: 1d6 + 3
--
--Form: Lace-up knee-high boots of black leather
--
--Effect: Allows the wearer to travel up to 21 miles (34 km) with a single step. Alternatively, two people may each wear
--one boot and travel up to 10.5 miles (19 km) with a single step. Seven-league boots exhaust the user, costing them 2
--Might points per step.
--
--Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular
--boots.
--
--Shapeshifter Wand
--
--Level: 1d6
--
--Form: Wand made of wood, glass, metal, or stone
--
--Effect: Allows the user to turn one living being (including themself) into one of the following: flower, lake, duck,
--swan, cottage, rosebush, or fish. While in
--
--their new form, the shapeshifted being retains all of their health and other attributes, but cannot perform any actions
--beyond what the non-magical item or creature could normally perform. So a flower can blow in the wind, bloom, attract
--insects, be cut, and smell nice. Any attempts to detect the shapeshifted being by physical senses or magic are hindered
--by two steps. While shapeshifted, the being cannot die; however, they can be injured, cursed, or moved down the damage
--track. The effect lasts for ten minutes or until the user chooses to end it early.
--
--Depletion: 1 in 1d10
--
--She-Bear
--
--Level: 1d6
--
--Form: Bit of wood carved in the shape of a bear
--
--Effect: When placed in the mouth, changes the wielder into the form of a female bear. While in this form, the user gains
--+4 to their Might Pool, +4 to their Speed Pool, and +1 to Armor. They also can communicate with other bears while in
--this form. The effect lasts for ten minutes.
--
--Depletion: 1 in 1d6
--
--Shirt of Nettles
--
--Level: 1d6 + 4
--
--Form: Woven shirt of stinging nettles
--
--Effect: The shirt acts as light armor, but grants an additional +2 Armor (+3 if the artifact is level 9 or higher) in
--addition to the 1 Armor that light armor typically provides. Additionally, the wearer can't be shapeshifted against
--their will.
--
--Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
--ability, after which the shirt still functions as armor.)
--
--Soldier's Cloak of Invisibility
--
--Level: 1d6 + 2
--
--Form: Slate-grey cloak sewn of shadows and silence
--
--Effect: Provides an asset to hiding, sneaking, and remaining undetected (even by magic) for as long as the wearer does
--not interact with another creature. Entering into combat or interacting with another creature in any way breaks the
--effect.
--
--Depletion: 1 in 1d100
--
--Soulful Fiddle
--
--Level: 1d6 + 2
--
--Form: Fiddle made of bone and guts
--
--Effect: This instrument acts like a normal
--
--fiddle of its kind. If the wielder is trained in its use and plays an appropriate tune, those within short range who
--hear it suffer one of the following effects: fall asleep, become amenable to suggestion, follow the fiddle player in a
--light trance, or take a similar action.
--
--The desired effect must be the same for all creatures who hear it. The effect lasts for ten minutes, but actions by
--others (such as attacking the listeners or physically restraining them) can end the effect early for a creature.
--
--Depletion: 1 in 1d20
--
--Steadfast Tin Soldier
--
--Level: 1d6 + 2
--
--Form: Small tin soldier with one leg
--
--Effect: Gives a user who is missing a
--
--limb the ability to transform the tin soldier into a prosthetic limb with the appearance of their choosing. The limb
--permanently increases the user's maximum Speed Pool or Might Pool (user's choice) by 5 points (or 7 points if the
--artifact is level 6 or higher).
--
--Depletion: —
--
--It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
--Paper Ballerina, Handless Maiden, and Bianca's Snake.
--
--Stone Canoe
--
--Level: 1d6 + 3
--
--Form: Shiny grey pebble, small enough to fit into a pocket
--
--Effect: When activated, forms into a canoe that can carry a number of beings (and their equipment) equal to the artifact
--level. The canoe lasts for one day and then transforms back into a pebble.
--
--Depletion: 1 in 1d6 (check each use)
--
--Story Knife
--
--Level: 1d6 + 2
--
--Form: Small penknife inscribed with tiny words in hundreds of languages
--
--Effect: Slices through words that are in the form of oral stories, songs, speeches, conversations, and so on. This has
--one of two effects, depending on the wielder's desire (the wielder must decide before they activate the artifact each
--time):
--
--• Makes the story, song, and so on sharper, stronger, and more interesting, increasing the chance that it will have an
--impact on listeners (eases any attempted interaction task)
--
--• Makes the story, song, and so on boring, unwieldy, and disjointed, decreasing the chance that it will have the
--intended impact on listeners (hinders any attempted interaction task)
--
--Using the story knife is an action. It has no power to cut physical objects or living beings (unless those beings are
--made of stories).
--
--Depletion: 1 in 1d20
--
--Table-Be-Set
--
--Level: 1d6
--
--Form: Common-looking wooden table
--
--Effect: Putting the table out and saying
--
--"Table be set" automatically fills the table with as much food and drink as will fit upon its surface. The table does
--not become empty as long as there is anyone in long range who still wishes to eat. Once a character uses the table's
--ability, they can't do so again until after they make a ten-hour recovery roll.
--
--Depletion: 1 in 1d100
--
--In addition to artifact quirks, common sense suggests that the
--
--effects of some artifacts will draw additional interesting opportunities or dangers. Using table-be-set in the middle of
--a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might
--garner the characters new friends, or catch the attention of thieves.
--
--Tinderbox
--
--Level: 1d6 + 2
--
--Form: Small ornate tinderbox made of metal
--
--Effect: Summons three dogs to do the user's bidding. The dogs can complete any tasks dogs would normally be able to
--accomplish, including carrying, fetching, attacking, defending, and so on. They act as a single level 3 creature.
--
--Depletion: 1 in 1d6
--
--Tweedledee's Umbrella
--
--Level: 1d6 + 2
--
--Form: Large umbrella with a sharp point on the end
--
--Effect: Touch a creature (up to the artifact's level) of any size and the umbrella will fold up around it, capturing it
--inside. Holding the umbrella with the captive inside is an action. A caught character is held for ten minutes or until
--they make a successful Might roll to break free.
--
--Depletion: 1 in 1d10
--
--Vicious Tankard
--
--Level: 1d6 + 2
--
--Form: Hefty ale tankard carved of stone
--
--Effect: In addition to serving as a convenient means to drink a variety of liquids, if the tankard is topped off with
--good ale or spirits, it can be used as a medium weapon that inflicts +2 damage (for a total of 6 points of damage).
--Anyone who picks up the tankard is practiced
--
--in using it in this fashion. Surprisingly, using the tankard as a melee weapon does not cause more than a modicum of
--good ale or spirits to slosh out.
--
--Depletion: 1 in 1d20 (check each fight)
--
- ### EQUIPMENT
-
- ### MODERN FANTASY EQUIPMENT
-@@ -73499,31 +56793,7 @@
-
- • Wood from an ancient tree
-
--### SUPERHERO EQUIPMENT
--
--### SPECIAL EQUIPMENT
--
--Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
--For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
--going on a short trip into space will need a vehicle and spacesuits. This sort of item doesn't have to be a cypher
--(which counts against a character's cypher limit) or an artifact (which has a depletion chance)—it can just be
--equipment. If a player suggests a suitable piece of equipment they can buy (such as scuba gear), or a gadgeteer or
--inventor character offers to build something to do the job, the GM should let them do it and handwave most of the
--details because they're being creative and overcoming obstacles to move the story forward. In other words, don't assume
--that every piece of weird equipment needs to be a cypher or artifact; things that allow the adventure to happen
--shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
--leeway, the GM always has the option to use an intrusion to complicate an encounter.
--
- ### FANTASY EQUIPMENT
--### MEDIEVAL FANTASY EQUIPMENT
--
--| Category | GP Value |
--|----------------|-----------------|
--| Inexpensive | Less than 1 gp |
--| Moderate | 1–10 gp |
--| Expensive | 100–500 gp |
--| Very expensive | 1,000–10,000 gp |
--| Exorbitant | 10,000+ gp |
-
- ### STARTING GOLD PIECES FOR CHARACTERS
-
-@@ -74773,2017 +58043,6 @@
-
- Depletion: 1 in 1d20 (check after each day of use)
-
--### SCIENCE FICTION EQUIPMENT
--
--### EQUIPMENT & ARMAMENTS
--
--Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for
--the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to
--make a distinction, assume all guidance regarding "equipment" also applies to armaments. But when it is important to
--make a distinction, the term "armaments" is used for equipment that is also a weapon.
--
--Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
--presented in this chapter are dedicated to those that a single character can carry and use.
--
--### VARIABLE COST BY TECH RATING
--
--Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
--one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
--
--Note, however, that inexpensive items do not become free; they remain inexpensive.
--
--### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
--
--When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
--choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
--
--• Characters must choose weapons within, or less than, the average tech rating of the setting.
--
--• Characters may not choose weapons in the exorbitant or priceless price category.
--
--### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
--
--Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
--price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
--but rather cheaply made objects.
--
--### EQUIPMENT POWER
--
--For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
--ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
--a clutch situation.
--
--### CUSTOMIZING EQUIPMENT
--
--Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
--space available, isn't an option. However, a representative cross section is provided. If you're looking for something
--that isn't noted, look for something close and adapt the listing
--
--### EQUIPMENT LISTING
--
--### COMMUNICATION
--
--### LIGHTSPEED COMMUNICATION DELAYS
--
--For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
--system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
--delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
--between those two locations. Double times for two-way communication
--
--### LIGHT DELAY TABLE
--
--| Location | AU | Light Delay |
--|-------------------|------|-------------|
--| Mercury | 0.4 | 3 minutes |
--| Venus | 0.7 | 6 minutes |
--| Earth | 1.0 | 8 minutes |
--| Mars | 1.5 | 13 minutes |
--| Asteroid belt | 2.7 | 22 minutes |
--| Jupiter | 5.2 | 43 minutes |
--| Saturn | 9.5 | 79 minutes |
--| Uranus | 19 | 160 minutes |
--| Neptune | 30 | 4 hours |
--| Inner Kuiper Belt | 30 | 4 hours |
--| Pluto | 39 | 6 hours |
--| Outer Kuiper Belt | 50 | 7 hours |
--| Inner Oort Cloud | 5k | 29 days |
--| Outer Oort Cloud | 100k | 19 months |
--| Proxima Centauri | 269k | 4.2 years |
--
--### CONTEMPORARY
--
--Smartphone
--
--Level 2 (6)
--
--Moderate/Expensive
--
--A communication device that performs some of the functions of a computer with a touchscreen interface, internet access,
--and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
--bright light within immediate range. Subject to running out of charge or breaking.
--
--Computer/Laptop
--
--Level 3 (9)
--
--Expensive
--
--A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
--
--Satellite phone
--
--Level 4 (12)
--
--Very Expensive
--
--As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
--providing planetary range.
--
--### ADVANCED
--
--Communicator, badge/ring
--
--level 3 (9)
--
--Moderate
--
--As satellite phone, but so small it can be worn as a stylish insignia or badge on a cuff, chest, pendant, or carried in
--a pocket; as a ring worn on a finger, earlobe, or other pierced appropriate or pierced body part; or threaded into a
--tattoo on wrist or back of hand. Has full voice functionality, including on-the-fly translation (for languages in a
--network-connected database), and audibly duplicates most smartphone functions.
--
--A communicator badge in the form of ring is often referred to as a data-ring.
--
--AR glasses
--
--level 4 (12)
--
--Expensive
--
--Sturdy (and sometimes stylish) eyeglasses or goggles provides all the functions of a contemporary smartphone (including
--communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
--functions. Can be worn inside a space suit helmet or incorporated directly into one.
--
--AR contacts
--
--level 4 (12)
--
--Expensive x2
--
--As AR glasses, but are lenses fitted to the eye. Also called "smartacs."
--
--Courier
--
--level 5 (15)
--
--Exorbitant
--
--Essentially a tiny rocket that can exceed human-rated Gs to "quickly" deliver messages across planetary distances if
--radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
--A courier must be launched in a micro-gravity environment.
--
--Laser array
--
--level 5 (15)
--
--Exorbitant A bulky piece of equipment that takes a few days to set up and calibrate. Useful for ship-to-ship
--communication for "tight" beaming information; even highly focused lasers spread out to several miles after only
--traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
--tasks using it are hindered).
--
--Graser array
--
-- level 5 (15)
--
--Exorbitant
--
--As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
--planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
--
--### FANTASTIC
--
--Mind's eye
--
--level 4 (12)
--
--Expensive
--
--As contemporary AR glasses, but directly incorporated into the brain as cortical implant. Incorporation grants eidetic
--memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
--granting an asset on all tasks the user attempts to control or moderate their own reactions.
--
--Ansible
--
--level 6 (18)
--
--Exorbitant
--
--A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
--allows instantaneous communication between two points even across interstellar distances.
--
--### SENSE-ENHANCING TOOLS
--
--Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
--the mind's eye implant.
--
--### CONTEMPORARY
--
--Binoculars
--
--level 2 (6)
--
--Moderate
--
--Provides an asset for perception tasks at range.
--
--Camera, surveillance
--
--level 3 (9)
--
--Expensive
--
--Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
--date; includes microphone and ability to have conversation through camera speakers.
--
--Microscope
--
--level 3 (9)
--
--Expensive
--
--Provides an asset to any research task where small-scale perception could provide additional information, though
--analysis requires several hours or more.
--
--Nightvision goggles
--
--level 3 (9)
--
--Expensive
--
--Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
--
--Analysis apparatus
--
--level 4 (12)
--
--Exorbitant
--
--Any one of a number of pieces of lab equipment that takes a few days to set up and calibrate, including chromatography
--columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
--analysis task where perception could provide additional information, though analysis requires several hours or more.
--
--### ADVANCED
--
--Hand scanner
--
--level 4 (12)
--
--Expensive
--
--Smartphone-like device customized for analysis; provides an asset for identifying tasks.
--
--White noise generator
--
--level 5 (15)
--
--Expensive
--
--Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
--tasks within short range by five steps.
--
--Lab-on-a-chip
--
--level 5 (15)
--
--Very Expensive
--
--Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
--small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
--
--Research drone
--
--level 4 (12)
--
--Very Expensive
--
--Autonomous frames about 1 m (3 feet) in rough diameter fitted with all manner of surveillance devices, including visual,
--audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
--Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
--
--Tactile drone
--
--level 4 (12)
--
--Very Expensive
--
--As research drone, except without the suite of analysis tools, providing only audible and visual feeds back to
--controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
--of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
--
--### FANTASTIC
--
--Multicorder
--
--level 5 (15)
--
--Very Expensive
--
--Handheld device provides two assets and one free level of Effort to any perception, analysis, or computing task that the
--device's multiple sensors (including radio, gravimetric, chemical, visual, audio, and others) within short range.
--Analysis requires only one round to complete.
--
--An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
--in effect providing one more level of Effort than what was paid for
--
--Probe drone
--
--level 6 (18)
--
--Exorbitant
--
--More advanced version of a contemporary research drone that can be deployed to other planets and even star systems to
--gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
--has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
--
--Sonic toolgrip
--
--level 6 (18)
--
--Exorbitant
--
--Handheld toolgrip manifests a sonic effector field that serves as a multifunctional tool in a wide variety of
--circumstances. Suitable for picking a lock, unscrewing a bolt, analyzing the interior of an object, as a microphone, for
--tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
--nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
--
--### APPAREL & ARMOR
--
--Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
--footwear suitable to their environment. CONTEMP
--
--### CONTEMPORARY
--
--Cold weather gear
--
--level 3 (9)
--
--Expensive
--
--Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
--for several hours at temperatures down to –90 degrees C (–130 degrees F).
--
--Elegant clothes
--
--level 3 (9)
--
--Expensive
--
--Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
--
--SCUBA gear
--
--level 4 (12)
--
--Expensive
--
--Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
--normal Earth atmosphere) of up to 40 m (130 feet)
--
--### CONTEMPORARY ARMOR
--
--Leather jacket
--
--level 2 (6)
--
--Moderate Functions as light armor (+1 Armor).
--
--Kevlar vest
--
--level 3 (9)
--
--Expensive
--
--Functions as medium armor (+2 Armor).
--
--Military body armor, light
--
--level 4 (12)
--
--Very Expensive
--
--Functions as medium armor (+2 Armor), encumbers as light armor.
--
--Military body armor
--
--level 4 (12)
--
--Very Expensive
--
--Functions as heavy armor (+3 Armor).
--
--Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
--of armor at a time, but you can have many sources of Armor, theoretically.
--
--### ADVANCED
--
--Safesuit, space
--
--level 2 (6)
--
--Moderate
--
--Cheap, mass-produced one-size-fits-all vacuum-protection "suit" (sometimes they look more like a bag) of thin polymer
--suitable for emergency decompression events but not for long-term use. Can be put on and sealed with one action, but any
--physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
--triggers a GM intrusion, the suit tears.
--
--Breather
--
--level 2 (6)
--
--Moderate/Expensive
--
--A facemask providing a day of breathable air in poisonous or low-oxy atmospheres, or continuously for expensive
--breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
--of action before the full effects of vacuum begin dropping them on the damage track.
--
--Exoskin, grav-assist
--
--level 3 (9)
--
--Expensive
--
--Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
--Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
--
--Shipboots
--
--level 3 (9)
--
--Expensive
--
--Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
--by those acting in zero-gravity conditions.
--
--Pressure suit
--
--level 3 (9)
--
--Expensive
--
--A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
--found on Mars. Some come integrated with breathers (at double the cost).
--
--Exoskin, brute
--
--level 4 (12)
--
--Very Expensive
--
--As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
--
--Exoskin, reactive
--
--level 4 (12)
--
--Very Expensive
--
--As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
--
--Space suit
--
--level 4 (12)
--
--Very Expensive
--
--Protects a wearer from vacuum and allows basic normal activities in space. Requires about four rounds to put on and seal
--(going quicker risks a bad seal). Provides about ten hours of atmo in a vacuum without refurbishment. Extremely limited
--maneuvering thrusters provide a couple of opportunities to correct a poorly aimed jump through zero G. Shipboots are
--usually built in.
--
--"Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.
--
--Stealthsuit
--
--level 4 (12)
--
--Very Expensive
--
--Provides two assets to stealth tasks.
--
--Swimsuit, hydrodynamic
--
--level 4 (12)
--
--Very Expensive
--
--Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal;
--provides two free levels of Effort to swimming tasks.
--
--Space suit, deluxe
--
--level 5 (15)
--
--Very Expensive x2
--
--As space suit, but deluxe and durable. A deluxe suit features built-in recyclers granting air, water, and nutrition for
--about a week of continuous use. Microthrusters allow for continuous zero-G maneuvering over a period of ten minutes, or
--even more if air reserves are tapped (which depletes them). If the suit is breached because of external damage,
--self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the
--breach is not catastrophically large.
--
--### TAKING DAMAGE IN A SPACE SUIT
--
--Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense
--roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space
--suits have auto-sealing functionality, repairing the puncture within a round. But during any round a suit is leaking,
--all tasks are hindered as the spray of venting atmosphere jerks or even spins the character around. Those with less
--advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are
--treated as if in vacuum.
--
--### ADVANCED ARMOR
--
--Armored bodysuit
--
--level 4 (12)
--
--Expensive
--
--Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
--
--Body armor, lightweight
--
--level 4 (12)
--
--Expensive
--
--Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
--
--Paint-on impact armor
--
--level 5 (15)
--
--Expensive
--
--Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
--minutes; each applicator depletes 1 in 1d10 uses.
--
--Battlesuit
--
--level 5 (15)
--
--Very Expensive
--
--Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
--
--Holobit
--
--level 5 (15)
--
--Very Expensive
--
--Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
--
--Battlesuit, deluxe
--
--level 6 (18)
--
--Exorbitant
--
--As battlesuit, but with armor and power assist; the battlesuit grants an additional +1 to Armor in addition to the 3
--Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
--isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
--
--### FANTASTIC
--
--Breather, vacuum
--
--level 3 (9)
--
--Expensive
--
--Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
--poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
--
--Bounding boots
--
--level 4 (12)
--
--Very Expensive
--
--Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
--any height safely if prepared for the descent.
--
--Cloak, chameleon
--
--level 5 (15)
--
--Very Expensive
--
--Renders wearer essentially invisible save for hardly-noticeable distortions for up to ten minutes. Provides one asset
--and one free level of Effort to stealth tasks.
--
--An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
--in effect providing one more level of Effort than what was paid for.
--
--### FANTASTIC ARMOR
--
--Force field, quick
--
--level 4 (12)
--
-- Very Expensive
--
--Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
--Once used, must be recharged for several hours.
--
--Cloak, impact
--
--level 5 (15)
--
--Very Expensive
--
--Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
--strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
--
--Cloak, reflective
--
--level 6 (18)
--
--Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
--task.
--
--Battle armor
--
--level 6 (18)
--
--Exorbitant
--
--As battlesuit, but grants an additional +3 to Armor in addition to the 3 Armor, and
--
--encumbers as light Armor. In addition, the wearer gains +1 to their Might Edge and +5 to
--
--their Might Pool.
--
--Force field, omni
--
--level 6 (18)
--
--> Exorbitant
--
--As quick force field, but permanent while active, requires no recharge period. In addition, the wearer can tune the
--field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
--they can see through the field normally).
--
--Kinetic ring
--
--level 6 (18)
--
--> Exorbitant
-->
--> Ring reactively projects a powerful energy field to deflect or slow projectiles, easing the
--
--wearer's Speed defense roll. If the projectile still hits the wearer, the field grants +1 to Armor
--
--against the attack.
--
--Gun armor
--
--level 6 (18)
--
--Exorbitant x2
--
--As battle armor, but armor includes a deployable integrated long-range plasma weapon that inflicts 6 points of damage.
--It's able to fire autonomously, allowing the wearer to take some
--
--other action (though if set to do so, automatic GM intrusions occur on 1–3 on a d20, and if
--
--triggered, result in friendly fire).
--
--### UTILITY GEAR
--
--### CONTEMPORARY
--
--Duct tape roll
--
--level 1 (3)
--
--Inexpensive
--
--Practical uses range from providing an asset to healing tasks to making temporary shoes,
--
--and much more.
--
--Flashlight
--
--level 1 (3)
--
-- Inexpensive
--
--Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
--
--Padlock with keys
--
--level 3 (9)
--
--Inexpensive
--
--Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
--
--Backpack
--
--level 2 (6)
--
--Moderate
--
--A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
--
--Bolt cutters
--
--level 3 (9)
--
--Moderate
--
--Enables and eases tasks to cut through metal bars.
--
--Climbing gear
--
--level 3 (9)
--
--Moderate
--
--Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
--
--Crowbar
--
--level 3 (9)
--
--Moderate
--
--Enables and eases tasks to force open stuck or barred doors.
--
--Electric lantern
--
--level 3 (9)
--
--Moderate
--
--Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
--
--Lockpick set
--
--level 3 (9)
--
--Moderate
--
--Asset to picking mechanical locks.
--
--Restraint
--
--level 3 (9)
--
--Moderate/Expensive
--
--Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
--Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
--
--Sleeping bag
--
--level 3 (9)
--
--> Moderate/Expensive
-->
--> Moderately priced bags are suitable for temperatures down to –4°C (24°F); expensive down to –29°C (–20°F).
--
--Tent
--
--level 3 (9)
--
--Moderate/Expensive
--
--Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
--
--Tools, general
--
--level 3 (9)
--
--Moderate
--
--All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
--
--Tools, specialized
--
--level 3 (9)
--
--Expensive
--
--A set of specialized tools are custom-selected for a specific task, such as carpentry,
--
--mechanical repair, or electronics. Specialized tools provide an asset to the task they're
--
--suited for.
--
--Disguise kit
--
--level 3 (9)
--
--Very Expensive
--
--Contains hair dye, cosmetics, a few hair pieces, and other small props; using a kit takes a
--
--few minutes but grants an asset to tasks related to disguise and impersonation.
--
--### ADVANCED
--
--Everlight
--
--level 3 (9)
--
--Inexpensive
--
--As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
--arbitrary lengths of time.
--
--Tent, environment
--
--level 3 (9)
--
--Moderate
--
--As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
--taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
--
--Repair tape roll
--
--level 4 (12)
--
--Expensive
--
--As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
--tape and taping things together. Each roll has about ten uses.
--
--Self-extending rope
--
--level 4 (12)
--
--Expensive
--
--Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
--
--Surelock
--
--level 5 (15)
--
--Expensive
--
--As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
--pick or otherwise open the lock are hindered by three steps.
--
--Lock infiltrator
--
--level 5 (15)
--
--Very Expensive
--
--Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
--(including a surelock).
--
--Exo-hand
--
--level 5 (15)
--
--Very Expensive
--
--A fully functional prosthetic arm and hand, which could replace a lost limb, or be wired into user's nervous system,
--which gives the user an additional gripping appendage useful in a variety of situations where other people would have
--their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
--steps.
--
--Fusion battery
--
--level 5 (15)
--
--Very Expensive
--
--This mobile fusion power source (with metal handles for easy transport) masses about 30 kg (70 pounds); it generates
--power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
--requirements.
--
--Fusion torch
--
--level 5 (15)
--
--Very Expensive
--
--Cuts through substances of up to level 9 after a few rounds of application.
--
--4D printer
--
--level 5 (15)
--
--Exorbitant
--
--Prints a variety of basic objects, including protein bars, parts, wires, tools, and even small powered devices and
--equipment of up to level 4 and that are expensive or less. Requires special feedstock, which is an expensive cost to
--replace after every dozen or so uses, though items printed by the 4D printer can be recycled, extending the feedstock
--supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
--amount of material that must otherwise be carried.
--
--### FANTASTIC
--
--Carryall pack
--
--level 5 (15)
--
--Expensive
--
--As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
--the carryall pack's 60 cm (2 foot) diameter mouth.
--
--Gravity regulator
--
--level 5 (15)
--
--Very Expensive
--
--Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
--
--Molecular joiner
--
--level 5 (15)
--
--Very Expensive
--
--Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
--seamless bond stronger than even the most advanced glue.
--
--Programmable suitcase
--
--level 6 (18)
--
--Exorbitant
--
--Large metallic suitcase composed of programmable matter that, with instruction, can convert itself into nearly any
--object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
--replicated object can be converted back to its base state as a separate action.
--
--### HEALTH CARE AND NUTRITION
--
--Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
--injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
--robotic healing kits or automated hospital devices.
--
--### CONTEMPORARY
--
--Trail rations (1 day)
--
--level 1 (3)
--
--Inexpensive
--
--First aid kit
--
--level 2 (6)
--
--Moderate
--
--Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
--
--Military-grade field dressing
--
--level 3 (9)
--
--Very Expensive
--
--Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
--step of the damage track if damage was due to a wound.
--
--### ADVANCED
--
--Cold sober
--
--level 2 (6)
--
--Inexpensive
--
--Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
--alcohol processing, leaving a user sober and free of a hangover within ten minutes.
--
--Instabulb, coffee
--
--level 3 (9)
--
--Inexpensive
--
--Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
--beverages can be had in the same form factor, suitable for travel and drinking in zero G.
--
--Mega bar
--
--level 3 (9)
--
--Moderate
--
--As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
--
--Serum, remedial
--
--level 3 (9)
--
--Moderate
--
--"Serum" is an often-used term for an ampule of artificially engineered blood and plasma that provides some kind of
--benefit. Serums of all types are generally dispensed from an autodoc, but may also be obtained as individual units, or
--in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
--benefit of relieving hangover symptoms.
--
--Serum, space-fit
--
--level 4 (12)
--
--Moderate
--
--As remedial serum, but protects against the two most common dangers to human physiology from extended trips into space
--and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
--muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
--
--Serum, acceleration
--
--level 4 (12)
--
--Expensive
--
--As remedial serum, but allows user to ignore the many deleterious physiological effects of acceleration and high-G
--maneuvers (of up to 15 Gs) for one hour (or of up to 20 Gs for a few minutes). Users are likely unable to move under
--high G, but won't pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
--to all these outcomes.
--
--Serum, antivenom
--
--level 4 (12)
--
--Expensive
--
--As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user's system and
--provides similar poison resistance for one day.
--
--Sleep set
--
--level 4 (12)
--
--Expensive
--
--A thin metallic (but comfortable, padded) headset that rests on the temples and induces a deep (dreamless) sleep state
--for a specified period, usually no more than three to six hours. Fail-safes can be set to bring a user out of sleep if
--loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
--rested after each use.
--
--Transplant, organ or limb
--
--level 4 (12)
--
--Expensive
--
--If an autodoc or more advanced facility is available, a lost limb or organ can be replaced. Replaced limbs eventually
--become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
--limbs initially hinders all physical tasks attempted using it for several weeks.
--
--Autodoc, mobile
--
--level 4 (12)
--
--Very Expensive
--
--Pack-sized kit that eases any healing task, or up to four free recovery rolls. Also usually has a variety of serum
--types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
--refilled as an expensive cost.)
--
--Hibernation pod
--
--level 4 (12)
--
--Very Expensive
--
--A pod large enough to contain a human, with internal mechanisms and power able to safely put a person into a deep state
--of arrested metabolism for about a hundred years, unless the program ends sooner or the pod is opened from the exterior.
--Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
--but increases by +1 every few hundred years that pass.
--
--Omnichair
--
--level 4 (12)
--
--Very Expensive
--
--Provides user full mobility via combination of micro thrusters, retractable wheels, and maglev levitation in all
--environments (from microgravity to full gravity), often contains a variety of tools and enhancements that grant the user
--assets to common tasks (possibly including a built-in weapon system). If customized to do so for an additional very
--expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
--need.
--
--Autodoc
--
--level 5 (15)
--
--Exorbitant
--
--As mobile autodoc, but fixed in place (suitable for a starcraft or station sickbay), and grants essentially unlimited
--recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
--the most minor of treatments.
--
--### FANTASTIC
--
--Nano tab, general
--
--level 4 (12)
--
--Expensive
--
--Any of a variety of pill-like concentrations of nano-scale robots designed to activate once taken by mouth. Nano tab
--pills are usually designed for health interventions, though some also provide additional physical benefits. A
--general-use nano tab adds 1 to all recovery rolls made by user for one day.
--
--Nano tab, rejuvenator
--
--level 5 (15)
--
--Very Expensive
--
--As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
--
--Stasis pod
--
--level 5 (15)
--
--Very Expensive
--
--As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
--
--Nano tab, acceleration
--
--level 6 (18)
--
--Exorbitant
--
--As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
--
--Nano tab, space-fit
--
--level 6 (18)
--
--Exorbitant
--
--As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
--
--Nano tab, immolating
--
--level 7 (21)
--
--Priceless
--
--As general nano tab, but explosively distributes nano-threads deep into the body, turning it into mostly weaponry,
--effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
--solar standard month.
--
--### ROBOTS & AI
--
--### CONTEMPORARY
--Electronic assistant
--
--level 2 (6)
--
--—/Moderate
--
--Anyone with a smartphone has some kind of built-in electronic assistant, though stand-alone versions can be had.
--Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
--door locks, furnaces, music speakers, and more.
--
--House robot
--
--level 3 (9)
--
--Expensive
--
--Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
--embodied electronic assistants with some mobility, such as Jibo.
--
--PackBot
--
--level 3 (9)
--
--Exorbitant
--
--An autonomous mobile robot that moves on treads, which can also be remote controlled. Useful in situations where humans
--would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
--and operate in all-weather conditions.
--
--Surveillance drone
--
--level 3 (9)
--
--Exorbitant
--
--An autonomous flying robot, which can also be remote controlled. Can record or relay its environment to distant
--controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
--12 points of damage and drop unprotected targets two steps on the damage track.
--
--### ADVANCED
--
--Auton
--
-- level 1 (3)
--
--Moderate
--
--The generic term "auton" refers to a smart robot, one able to exist in the world as a full-fledged entity, though not
--nearly so competent as a true AI. On the other hand, autons come very close to having self-awareness, and some have
--probably achieved it. The variety of autons is staggering, given that they can be trained in nearly any task. Autons
--also come in a variety of shapes and colors, which vary based on culture and tech level. Though most can move on treads
--or legs to follow their owners as directed, some autons are housed in drone-like chassis using either rotors or
--microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
--allows the auton modifications in one task.
--
--Auton, aide
--
--level 2 (6)
--
-- Expensive
--
--Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
--
--Auton, medical
--
--level 2 (6)
--
--Exorbitant
--
--As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
--
--Auton, defense
--
--level 2 (6)
--
--Exorbitant
--
--As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
--attack, the target eases the task by two steps. A defense auton also has 3 Armor.
--
--Auton, military drone
--
--level 2 (6)
--
--Exorbitant
--
--As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
--
--Auton, warrior
--
--level 2 (6)
--
--Exorbitant
--
-- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
--eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
--melee weapon that inflicts 5 points of damage.
--
--Shipmind
--
--level 3 (9)
--
--Exorbitant x2
--
--A shipmind is a sim AI that exists within a single spacecraft or starship, with the ability to control many aspects of
--vehicle functions as necessary to supplement a crew, or sometimes in lieu of a crew. Shipminds each have their own
--simulated personality, emulating consciousness, though in most cases, they are not actually conscious. Having a shipmind
--installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
--tasks at the level of the ship in which it is installed.
--
--### FANTASTIC
--Synth
--
--level 3 (9)
--
--Expensive Synths are a blend of biological and mechanical parts so advanced that in some cases it's impossible to tell
--the difference between a living creature and a synth. They are strong AIs in physical bodies. Other varieties of synths
--are constructed (or have modified themselves) to make it obvious they are not biological. In any case, synths are often
--sturdier and longer lasting than an average biological entity. Even so, in some settings, synths are relegated to being
--servitors, as if they were simple robots and autons. In other settings, a few, some, or all humans have long ago
--migrated into synth bodies, leaving their biology behind in prehistory, and becoming posthuman. Treat as a level 3
--follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
--synths have 2 Armor and regain 1 point of lost health per round if damaged.
--
--Synth, companion
--
--level 4 (12)
--
--Expensive
--
--As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
--
--Synth, free
--
--level 5 (15)
--
--Expensive\*
--
--As companion synth, but with modifications for up to five tasks. \*A free synth usually can't be purchased, by
--definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
--
--Wardroid
--
--level 6 (18)
--
--Exorbitant
--
--As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
--additional customizations and abilities.
--
--Synth, infiltrator
--
--level 7 (21)
--
--Priceless
--
--As free synth, but with modifications focusing on stealth, disguise, and tasks related to gaining entry to guarded
--locations for purposes of spying or assassination. Synth infiltrators have systems that allow them to change their
--apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
--object.
--
--### RECREATION
--
--Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
--happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
--interaction tasks and most Intellect tasks hindered unexpectedly.
--
--### CONTEMPORARY
--Book
--
--level 2 (6)
--
--Inexpensive
--
--Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
--
--Card/tabletop/digital game
--
--level 2 (6)
--
--Inexpensive/Moderate
--
--Suitable for passing the time and building bonds between friends and strangers alike.
--
--Alcohol/drugs
--
--level 2 (6)
--
--Inexpensive/Moderate/Expensive
--
--Common intoxicants taken in moderation can raise spirits, easing tasks related to social interaction while at the same
--time hindering tasks related to perception and physical coordination. Excessive amounts cancel out the benefit to social
--interaction and hinder all tasks by two or more steps, making even routine tasks a challenge. Extended excessive use can
--lead to addiction, a long-term disease difficult to recover from.
--
--Other kinds of drugs have a different ease and hinder profile. For example, the dose of caffeine in a cup of coffee can
--ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
--the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
--
--### ADVANCED
--
--Sidekick sphere
--
--level 2 (6)
--
--Moderate
--
--Circuit-inscribed, and jauntily decorated, smart-material sphere about 1 m (3 feet) in diameter that rolls or jumps to
--stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
--conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
--
--Tattoo, programmable
--
--level 3 (9)
--
--Expensive
--
--With time and talent, someone with a programmable tattoo implant can completely alter the designs that appear on their
--skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
--any artistry at all is involved, may take a few days to complete.
--
--### FANTASTIC
--
--Tattoo, living
--
--level 3 (9)
--
--Expensive
--
--As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
--certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
--
--Pleasure bit
--
--level 4 (12)
--
--Expensive
--
--Handheld device emits magnetic induction field that activates the reward circuit in the user's brain, creating sudden
--ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
--put users back into their right minds gradually.
--
--### ARMAMENTS LISTING
--
--A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
--
--### ARMAMENT AMMUNITION & CHARGE
--
--Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
--exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
--cost, or not worrying about it.
--
--Exact tracking means asking the character to track their available and used rounds/shots after (and possibly during) a
--fight.
--
--Abstracted monthly upkeep cost assumes that the characters go through ammo at an average rate, and obtaining more ammo
--or energy packs is something they do in their "off-camera" time. The monthly upkeep cost for ammo should equal about two
--steps less in price category than the weapon in question.
--
--Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
--
--### CONTEMPORARY
--
--Ammo (box of 50 rounds)
--
--level 1 (3)
--
--Inexpensive
--
--Caliber varies by specific firearm, used in most contemporary ranged weapons
--
--### ADVANCED/FANTASTIC
--Energy pack (50 shots)
--
--level 1 (3)
--
--Inexpensive
--
--Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
--
--Smart rounds (box of 4 rounds)
--
--level 4 (12)
--
--Very Expensive
--
--A smart round can be used to make one normal attack plus up to 3 additional ricochet attacks on targets within short
--range of the attacker and each other as one action. Each ricochet attack successively increases the GM intrusion range
--by 2. If a GM intrusion is triggered, the ricochet attack hits something other than what the attacker intended, such as
--an important system or ally.
--
--A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
--the GM intrusion range on the last ricochet attack would be 1–7 on the d20.
--
--### MELEE WEAPONS
--
--Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
--weapon. Most contemporary melee weapons rely on the strength of the wielder.
--
--### CONTEMPORARY
--
--Knife, simple
--
--level 1 (3)
--
--Inexpensive
--
--Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
--
--Knife, hunting
--
--level 2 (6)
--
--Moderate
--
--Light weapon (2 damage, difficulty of attack is eased).
--
--Machete
--
--level 2 (6)
--
--Moderate
--
--Medium weapon (4 damage).
--
--Nightstick
--
--level 2 (6)
--
--Moderate
--
--Medium weapon (4 damage).
--
--Broad sword, replica
--
--level 2 (6)
--
--Expensive
--
--Heavy weapon (6 damage, requires both hands to wield).
--
--Stun "gun"
--
--level 3 (9)
--
--Expensive
--
--Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
--attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
--
--### ADVANCED
--
--Power fist
--
--level 3 (9)
--
--Expensive
--
--Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
--
--Stunstick
--
--level 3 (9)
--
--Expensive
--
--Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
--fewer hit points, human-sized target or smaller loses their next turn).
--
--Mono-molecular blade
--
--level 4 (12)
--
--Very Expensive
--
--Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage,
--difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
--
--Stunring
--
--level 4 (12)
--
--Very Expensive
--
--As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
--to use.
--
--### FANTASTIC
--
--Plasma saber
--
--level 5 (15)
--
--Exorbitant
--
--Produces a 1 m (3 foot) blade of sun-hot plasma that cuts through any material of up to level 7. Can be wielded as
--either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
--target's Armor (except from force fields).
--
--### RANGED WEAPONS
--
--Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
--ranged weapon.
--
--### CONTEMPORARY
--
--Bow
--
--level 2 (6)
--
--Moderate
--
--Medium weapon (4 damage), long range.
--
--Hand grenade
--
--level 3 (9)
--
--Moderate
--
--Single use; can be thrown a short distance; explodes to inflict 6 points of damage in an immediate radius.
--
--In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
--connection.
--
--Rifle, low caliber
--
--level 2 (6)
--
--Moderate
--
--Medium weapon but requires both hands (4 damage), long range.
--
--Handgun, light
--
--level 2 (6)
--
--Expensive
--
--Light weapon (2 damage, difficulty of attack is eased), short range.
--
--Handgun, medium
--
--level 3 (9)
--
--Expensive
--
--Medium weapon (4 damage), long range.
--
--Shotgun
--
-- level 3 (9)
--
--Expensive
--
--Heavy weapon (6 damage, both hands), immediate range.
--
--Handgun, heavy
--
--level 3 (9)
--
-- Very Expensive
--
--Heavy weapon (6 damage, both hands), long range.
--
--Rifle, assault
--
--level 3 (9)
--
--Very Expensive
--
--Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
--Spray abilities.
--
--Rifle, heavy
--
--level 3 (9)
--
--Very Expensive
--
--Heavy weapon (6 damage, both hands), very long range.
--
--Submachine gun
--
--level 3 (9)
--
--Very Expensive
--
--Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
--abilities.
--
--Taser
--
--level 3 (9)
--
-- Very Expensive
--
--Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
--and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
--
--### ADVANCED
--Grenade, sonic
--
--level 4 (12)
--
--Moderate
--
--Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
--Might defense roll, targets lose their next turn.
--
--Grenade, thermite
--
--level 4 (12)
--
--Moderate
--
--Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
--Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
--
--Laser/photon pistol
--
-- level 3 (9)
--
--Expensive
--
--Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
--
--Needler/syringer
--
--level 3 (9)
--
--Expensive
--
--Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
--Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
--
--Vacuum handgun, heavy
--
--level 3 (9)
--
--Very Expensive
--
--As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
--self-propelling so firing this gun in zero or low gravity doesn't spin wielder backward.
--
--Vacuum rifle, assault
--
-- level 3 (9)
--
--Very Expensive
--
--As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
--self-propelling so firing this assault rifle in zero or law gravity doesn't spin wielder backward.
--
--Foam restraint rifle
--
--level 4 (12)
--
--Very Expensive
--
--Thick rifle emits a short-range stream of orange liquid that foams over a target and hardens into a body restraint that
--lasts for ten minutes. A restrained victim can't move or take actions that require movement. A target whose level is
--higher than the rifle's level can usually break free within one or two rounds.
--
--Laser/photon rifle
--
--level 4 (12)
--
--Very Expensive
--
--Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
--
--Grapple gun
--
--level 4 (12)
--
--Very Expensive
--
--Medium weapon but requires both hands (1 damage), long range. Attaches articulated grapple and connected line to target;
--hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
--object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
--
--Laser/photon pulse rifle
--
--level 4 (12)
--
--Very Expensive x2
--
--Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
--with Spray or Arc Spray abilities.
--
--Rail gun
--
--level 5 (15)
--
--Exorbitant
--
--Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
--damage, both hands), range is 3,050 m (10,000 feet).
--
--### FANTASTIC
--
--Blaster, light
--
--level 4 (12)
--
--Expensive
--
--Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
--range. It ignores 1 point of Armor value (except from force fields).
--
--Blaster, medium
--
--level 4 (12)
--
--Expensive
--
--Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
--Armor value (except from force fields).
--
--Plasma grenade
--
--level 4 (12)
--
--Expensive
--
--Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
--descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
--
--Blaster, goggles
--
--level 4 (12)
--
--Very Expensive
--
--Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
--long range. It ignores 1 point of Armor value (except from force fields).
--
--Blaster, heavy
--
--level 5 (15)
--
--Very Expensive
--
--Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
--1 point of Armor value (except from force fields).
--
--Blaster, heavy rifle
--
--level 5 (15)
--
--Very Expensive
--
--Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
--1 point of Armor value (except from force fields).
--
--Blaster, heavy pulse rifle
--
--level 5 (15)
--
--Very Expensive x2
--
--Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. This rapid-fire
--weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
--force fields).
--
--Blaster, cannon
--
--level 5 (15)
--
--Exorbitant
--
--Cannon-like gun that requires a tripod and two people to operate that projects an energetic plasma-particle beam; heavy
--weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
--Spray abilities. It ignores 2 points of Armor value (except from force fields).
--
--### BLASTER WEAPONS
--Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
--weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
--the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
--
--### FAIRYTALE EQUIPMENT
--
--### CLOTHING
--
--Inexpensive
--
--Gloves or mittens
--
--Hat or hood
--
--Moderately Priced
--
--Cloak or coat
--
--Specialized outfit (craftsman, baker, guard, and so on)
--
--Wizard or enchanter's outfit
--
--Very Expensive
--
-- Elegant cloak or coat
--
--> Royal ensemble
--
--Suit or ballgown
--
--Exorbitant
--
--Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
--
--### WEAPONS AND PROTECTIVE GEAR
--
--Inexpensive
--
--Ammunition (12 arrows, 12 crossbow bolts, and so on)
--
--Moderately Priced
--
--Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
--
--Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
--
--Expensive
--
--Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
--
--Medium armor (breastplate, brigade, chainmail, and so on)
--
--Very Expensive
--
--Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
--
--Heavy armor (full plate armor)
--
--Exorbitant
--
--Jeweled, ornate, royal, or bespoke weapon
--
--Jeweled, ornate, royal, or bespoke armor
--
--Remember, armor (with a lowercase a) is something that the character wears, while Armor (with a capital A) is the total
--amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
--you could have many things that give you Armor.
--
--### BASIC EQUIPMENT
--
--Inexpensive
--
--Candle
--
--Chalk (3)
--
--Day's rations
--
--Meal, decent
--
--Sack
--
--Sewing kit
--
--Sharpening stone
--
--String or yarn
--
--Thimble
--
--Tinder and flint
--
--Torch (3)
--
--Vial
--
--Moderately Priced
--
--Backpack
--
--Bedroll
--
--Book
--
--Box, small
--
--Deck of cards
--
--> Game
--
--Lantern
--
--Meal, fine dining
--
--Metal file
--
--Mining pick
--
--Mirror, hand
--
--Quill, ink and paper (2 pieces)
--
--Rope (50 feet)
--
--Tent
--
--Waterskin or flask
--
--Expensive
--
--Bag of heavy tools
--
--Bag of light tools
--
--Box, medium
--
--Very Expensive
--
--> Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman,
--> for conveying the soul to its proper resting place.
--
--Disguise kit/potion. Asset for disguise tasks.
--
--Healing kit/potion. Asset for healing tasks.
--
--> Protective charm. Church bell, four-leaf clover, rabbit's foot, and so on. Asset on defense rolls against fairies and
--> other fey-like creatures.
--
--Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
--
--### TRAVEL
--
--Moderately Priced
--
--Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
--
--Lodging, shared room or shed, meager
--
--Expensive
--
--> Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
--> on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate
--> the vehicle. For example, a levitating mortar can only be driven by a witch of a certain age.
--
--Common transportation, purchase (horse-drawn carriage, boat, mount, and so on)
--
--Lodging, solo room, decent
--
--Very Expensive
--
--Lodging, whole building or large room
--
--Exorbitant
--
--> Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
--> on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the
--> vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to
--> operate the vehicle.
--
- ### CYPHER SHORTS
-
- Cypher Shorts are what we call quick and easy adventures for use with the Cypher
diff --git a/patches/base/016-core-reorg-part-1.patch b/patches/base/016-core-reorg-part-1.patch
deleted file mode 100644
index 41e4299..0000000
--- a/patches/base/016-core-reorg-part-1.patch
+++ /dev/null
@@ -1,3260 +0,0 @@
---- _tmp/ccsrd.md 2025-06-19 00:09:54.480860045 -0500
-+++ _tmp/ccsrd.new.md 2025-06-19 00:13:20.014059321 -0500
-@@ -69,20 +69,20 @@
-
- ### TASK DIFFICULTY
-
--| | | | |
--|-----------------|--------------|------------|-----------------------------------------------------------------------------------------------|
--| Task Difficulty | Description | Target No. | Guidance |
--| 0 | Routine | 0 | Anyone can do this basically every time. |
--| 1 | Simple | 3 | Most people can do this most of the time. |
--| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. |
--| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. |
--| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. |
--| 5 | Challenging | 15 | Even trained people often fail. |
--| 6 | Intimidating | 18 | Normal people almost never succeed. |
--| 7 | Formidable | 21 | Impossible without skills or great effort. |
--| 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
--| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
--| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
-+| | | | |
-+|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------|
-+| **Task Difficulty** | **Description** | **Target No.** | **Guidance** |
-+| 0 | Routine | 0 | Anyone can do this basically every time. |
-+| 1 | Simple | 3 | Most people can do this most of the time. |
-+| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. |
-+| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. |
-+| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. |
-+| 5 | Challenging | 15 | Even trained people often fail. |
-+| 6 | Intimidating | 18 | Normal people almost never succeed. |
-+| 7 | Formidable | 21 | Impossible without skills or great effort. |
-+| 8 | Heroic | 24 | A task worthy of tales told for years afterward. |
-+| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. |
-+| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
-
- ### COMBAT
-
-@@ -124,29 +124,6 @@
- great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two
- hands is a heavy weapon.
-
--### SPECIAL ROLLS
--
--When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
--minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
--decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
--could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
--smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
--other words, you not only succeed but also go a bit further.
--
--When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
--to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
--with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
--stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
--based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
--grants you a major effect, you can choose to use a minor effect instead if you prefer.
--
--In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
--damage, respectively. Neither roll has any special effect options—just the extra damage.
--
--(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
--
--Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
--
- ### GLOSSARY
-
- Game master (GM): The player who doesn't run a character, but instead guides the flow of the story and runs all the
-@@ -174,6 +151,29 @@
- Character: Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes
- creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
-
-+### SPECIAL ROLLS
-+
-+When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a
-+minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could
-+decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect
-+could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land
-+smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In
-+other words, you not only succeed but also go a bit further.
-+
-+When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar
-+to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage
-+with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe,
-+stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens
-+based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll
-+grants you a major effect, you can choose to use a minor effect instead if you prefer.
-+
-+In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of
-+damage, respectively. Neither roll has any special effect options—just the extra damage.
-+
-+(For more information on special rolls and how they affect combat and other interactions, see Rules of the Game.)
-+
-+Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
-+
- ### RANGE AND SPEED
-
- Distance is simplified into four categories: immediate, short, long, and very long.
-@@ -690,17 +690,6 @@
-
- (Player intrusions should be limited to no more than one per player per session.)
-
--### Defense Tasks
--
--Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
--defense task matters when using Effort.
--
--Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
--
--Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
--
--Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
--
- ### WARRIOR
-
- Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
-@@ -1837,161 +1826,6 @@
- For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been
- in her family for generations, and her character is drawn to its strange languages and rituals.
-
--### FANTASY CHARACTER OPTIONS
--
--In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
--with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
--Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
--a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
--
--Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
--Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
--magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
--powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
--Fire. For a healer, choose Works Miracles.
--
--Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
--Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
--
--Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
--Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
--of Strength, and Rages.
--
--Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
--element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
--Masters Spells.
--
--Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
--magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
--
--Cleric (death): Consorts With the Dead, Shepherds Spirits
--
--Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
--
--Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
--
--Cleric (light): Blazes With Radiance, Channels Divine Blessings
--
--Cleric (storm): Rides the Lightning, Thunders
--
--Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
--
--Cleric (war): Masters Weaponry (also see options for fighters)
--
--Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
--probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
--focus, but for more specific options, see the following foci:
--
--Druid (animal companion): Controls Beasts, Masters the Swarm
--
--Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
--Ice
--
--Druid (nature affinity): Speaks for the Land
--
--Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
--
--Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
--focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
--fighting role, see the following:
--
--Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
--Bastion.
--
--Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
--
--Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
--
--Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
--are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
--
--Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
--having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
--Justice, and Operates Undercover.
--
--Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
--merchant character, but the more obvious choice would be a Speaker.
--
--Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
--flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
--
--Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
--Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
--the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
--
--Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
--(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
--Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
--
--Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
--(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
--Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
--
--Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
--study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
--Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
--spells. For sorcerers of various magical bloodlines, see the following:
--
--Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
--
--Sorcerer (destiny): Descends From Nobility, Was Foretold
--
--Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
--
--Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
--Lightning, Wears a Sheen of Ice
--
--Sorcerer (fey): Takes Animal Shape\*
--
--Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
--
--Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
--
--Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
--magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
--Entertains.
--
--War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
--an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
--Enchanted Weapon\*.
--
--Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
--make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
--interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
--Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
--just as well.
--
--Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
--flavor. The best focus that suits this theme is Uses Wild Magic\*.
--
--Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
--opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
--(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
--For more specific kinds of wizards, see the following:
--
--Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
--
--Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
--
--Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
--Mental Powers, Leads
--
--Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
--
--Wizard (illusionist): Awakens Dreams, Crafts Illusions
--
--Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
--
--Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
--
--#### PREPARED VS. SPONTANEOUS SPELLCASTING
--
--Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
--and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
--them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
--selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
--Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
--
- ### FURTHER CUSTOMIZATION
-
- The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to
-@@ -4207,6 +4041,23 @@
- enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater
- than those between an Alpha Centauran and an Earthling.
-
-+### VARIANT RULE: TWO DESCRIPTORS
-+
-+By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
-+human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
-+all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
-+species descriptor.
-+
-+Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
-+training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
-+have any modifier for that skill at all.
-+
-+### DESCRIPTORS AS SPECIES
-+
-+If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
-+to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
-+descriptor.
-+
- ## Focus
-
- Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character
-@@ -6537,33 +6388,6 @@
- Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name
- like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.
-
--
--
--#### FOCUS CATEGORIES
--
--Ally use
--
--Basic
--
--Energy manipulation
--
--Environment manipulation
--
--Exploration
--
--Influence
--
--Irregular
--
--Movement expertise
--
--Striker combat
--
--Support
--
--Tank combat
--
- #### CHOOSING ABILITIES BY RELATIVE POWER
-
- The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high
-@@ -15648,83 +15472,6 @@
-
-
-
--#### FANTASY ARMOR DESCRIPTIONS
--
--You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
--Speed Effort cost of the worst one).
--
--Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
--giant lizard or rhinoceros.
--
--Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
--movement than full plate at the cost of some protection.
--
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
--
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
--
--Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
--mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
--Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
--dwarven smiths know how to make it).
--
--Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
--mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
--(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
--elven smiths know how to make it).
--
--Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
--
--Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
--fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
--but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
--kinds of armor.
--
--Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
--armor, but easier to make, especially by resource-poor crafters.
--
--Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
--your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
--Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
--concept.
--
--Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
--called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
--against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
--doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
--
--Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
--mail."
--
--Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
--System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
--
--| Light Armor | Armor | Speed Effort Additional Cost | Price |
--|---------------------|-----------|------------------------------|----------|
--| Heavy cloth | 1\* | 0 | 3 gp |
--| Hides and furs | 1 | 1 | 10 gp |
--| Leather jerkin | 1 | 1 | 10 gp |
--| Padded | 1\* | 0 | 5 gp |
--| Medium Armor | Armor | Speed Effort Additional Cost | Price |
--| Beastskin | 2 | 2 | 10 gp |
--| Breastplate | 2 | 2 | 400 gp |
--| Brigandine | 2 | 2 | 200 gp |
--| Chainmail | 2 | 2 | 75 gp |
--| Dwarven breastplate | 2 | 1 | 8,000 gp |
--| Elven chainmail | 2 | 0 | 8,000 gp |
--| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
--| Full plate | 3 | 0 | 1,500 gp |
--| Scale | 3 | 0 | 50 gp |
--| Shield | asset\*\* | | 10 gp |
--
--\* Only against piercing and slashing attacks
--
--\*\* Using a shield provides the wearer with an asset on Speed defense tasks
--
--If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
--and padded armor should provide no Armor at all.
--
- Shields
-
- Shields provide an asset to Speed defense rolls. You must have one free hand to use a shield.
-@@ -15760,128 +15507,6 @@
- available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
- weapons.
-
--#### FANTASY WEAPONS DESCRIPTIONS
--
--Battleaxe: A wooden pole with a blade on one end.
--
--Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
--
--Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
--it.
--
--Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
--
--Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
--
--Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
--crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
--reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
--
--Dagger: A very short blade for stabbing or slicing.
--
--Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
--
--Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
--
--Greatsword: A two-handed version of the broadsword.
--
--Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
--sledgehammer).
--
--Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
--You need two hands to load it.
--
--Handaxe: A light, one-handed axe that's good for melee or throwing.
--
--Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
--reload.
--
--Heavy mace: A larger, two-handed version of a mace.
--
--Javelin: A light spear that's designed to be thrown.
--
--Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
--fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that's spherical, flanged, or knobbed.
--
--Maul: A larger version of the hammer, such as a sledgehammer.
--
--Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
--You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
--of their physical actions are hindered until they take an action to remove it.
--
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
--
--Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
--pulling an opponent from their mount.
--
--Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
--
--Rapier: A light sword with a thin blade used for stabbing and slashing.
--
--Scimitar: A medium-length sword with a strongly curved blade.
--
--Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
--as a weapon.
--
--Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
--cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
--to load it. Action to reload.
--
--Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
--
--Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
--
--Trident: A three-pronged spear, often used for spear fishing.
--
--Unarmed: A typical punch, kick, or other weaponless attack.
--
--Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
--
--| Light Weapons (2 points of damage) | Price | Notes |
--|-------------------------------------|---------|---------------------------------|
--| Blowgun | 5 gp | Short range |
--| Blowgun darts (20) | 1 gp | |
--| Dagger | 2 gp | Can be thrown up to short range |
--| Hand crossbow | 75 gp | Short range |
--| Crossbow bolts (20) | 1 gp | |
--| Handaxe | 5 gp | Can be thrown up to short range |
--| Net | 1 gp | Can be thrown up to short range |
--| Rapier | 25 gp | |
--| Sickle | 1 gp | Short range |
--| Sling | 1 sp | Short range |
--| Sling bullets (20) | 5 cp | |
--| Throwing dart | 5 cp | Short range |
--| Unarmed (punch, kick, etc) | – | |
--| Whip | 2 gp | |
--| Medium Weapons (4 points of damage) | Price | Notes |
--| Battleaxe | 10 gp | |
--| Bow | 30 gp | Long range |
--| Arrows (20) | 1 gp | |
--| Broadsword | 15 gp | |
--| Club | 1 sp | |
--| Crank crossbow | 250 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Light crossbow | 25 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Flail | 10 gp | |
--| Hammer | 15 gp | |
--| Javelin | 5 sp | Can be thrown up to long range |
--| Mace | 10 gp | |
--| Pick | 10 gp | |
--| Polearm | 10 gp | |
--| Quarterstaff | 2 sp | |
--| Scimitar | 25 gp | |
--| Spear | 1 gp | Can be thrown up to long range |
--| Trident | 5 gp | |
--| Heavy Weapons (6 points of damage) | Price | Notes |
--| Greataxe | 30 gp | |
--| Greatsword | 50 gp | |
--| Heavy crossbow | 50 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Heavy mace | 15 gp | |
--| Maul | 10 gp | |
--
- ### EXPLOSIVE WEAPONS
-
- Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
-@@ -15893,212 +15518,6 @@
- Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
- long distance (or farther).
-
--### Adventuring equipment DESCRIPTIONS
--
--Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
--If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
--
--Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
--clothes, boots, and three torches.
--
--Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
--Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
--
--Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
--grants an asset for identifying potion cyphers and similar mysterious liquids.
--
--Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
--
--Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
--string, 3 feet (1 m) of metal wire, and a handful of nails.
--
--Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
--
--Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
--on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
--assumes the character has already read the book and is looking for relevant information).
--
--Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
--covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
--were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
--Speed defense roll or take 2 points of Speed damage (ignores Armor).
--
--Candle: A candle burns for one hour and creates dim light in an immediate area.
--
--Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
--
--Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
--
--Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
--an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
--
--Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
--parts are reusable, but the kit runs out after about five uses.
--
--Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
--creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
--hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
--
--Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
--lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
--four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
--
--Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
--traps.
--
--Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
--common set of manacles is level 5.
--
--Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
--with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
--surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
--terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
--roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
--of fire damage (ignores Armor) on anyone in or moving through the area.
--
--Signal horn: This horn can be heard up to a mile away.
--
--Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
--
--Tent: This has enough room for two humans or three smaller people.
--
--Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
--light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
--hit something
--
--| Item | Price |
--|------------------------------|-----------|
--| Acid (flask) | 25 gp |
--| Adventuring pack | 6 gp |
--| Alchemist fire (flask) | 50 gp |
--| Alchemist tools | 50 go |
--| Backpack | 2 gp |
--| Bag of heavy tools | 25 gp |
--| Bag of light tools | 10 gp |
--| Battering arm | 10 gp |
--| Bedroll | 1 gp |
--| Book | 25 gp |
--| Caltrops, bag | 1 gp |
--| Candle | 1 sp |
--| Climbing kit | 25 gp |
--| Crowbar | 2 gp |
--| Disguising kit | 25 gp |
--| Grappling hook | 2 gp |
--| Healing kit | 5 gp |
--| Hourglass | 25 gp |
--| Ink (flask) | 10 gp |
--| Ink pen | 2 cp |
--| Iron spikes (10) | 1 gp |
--| Ladder (10 ft/3m) | 1 sp |
--| Lamp | 5 sp |
--| Lantern | 5 gp |
--| Lockpicks | 25 gp |
--| Manacles | 2 gp |
--| Mirror | 5gp |
--| Musical instrument | 2-50 gp |
--| Oil (flask) | 1 cp |
--| Piton | 5 cp |
--| Pole, wooden | 5 cp |
--| Pouch or other small rations | 5 sp |
--| Rations (1 day) | 5 sp |
--| Rope (50 ft./15m) | 1 gp |
--| Sack | 1 cp |
--| Signal horn | 2 gp |
--| Spyglass | 1,0000 gp |
--| Tent | 2 gp |
--| Torch | 1 cp |
--| Waterskin | 2 sp |
--
--### Miscellaneous Items and Services
--
--Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
--lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
--inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
--very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
--probably a feast for a crowd, with the finest foods and drink available.
--
--Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
--flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
--probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
--personal services (such as massages and grooming) included.
--
--Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
--you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
--clothing (and jewelry) when they go to their elite galas.
--
--Other sorts of miscellaneous items can be found in the Genre chapter.
--
--Fantasy clothing descriptions
--
--Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
--shoes, and underclothes.
--
--Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
--an apron and a belt for holding tools.
--
--Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
--styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
--breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
--
--Cold-weather outfit: A heavier set of clothing for protection against cold weather.
--
--Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
--bard, juggler, or acrobat.
--
--Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
--various activities and environments.
--
--Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
--meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
--times as much.
--
--Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
--blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
--
--Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
--headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
--
--Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
--hood.
--
--Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
--interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
--representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
--mystical aspects of wizard clothing.
--
--| Item | Price |
--|-----------------------|-------|
--| Artisan's outfit | 2 gp |
--| Ascetic's outfit | 1 gp |
--| Cold-weather outfit | 6 gp |
--| Entertainer's costume | 3 gp |
--| Explorer's outfit | 8 gp |
--| Fancy outfit | 25 gp |
--| Peasant's outfit | 1 sp |
--| Priestly vestments | 5 gp |
--| Traveler's outfit | 2 gp |
--| Wizard's outfit | 5 gp |
--
--### FOOD AND LODGING
--
--| Item | Price |
--|----------------------|-------|
--| Ale, gallon | 2 sp |
--| Ale, mug | 4 cp |
--| Banquet (1 person) | 10 gp |
--| Bread, loaf | 2 cp |
--| Inn stay (per night) | |
--| Good | 8 sp |
--| Common | 5 sp |
--| Poor | 1 sp |
--| Meals (per day) | |
--| Good | 5 sp |
--| Common | 3 sp |
--| Poor | 6 cp |
--| Meat (one serving) | 3 sp |
--| Wine (bottle) | 10 gp |
--| Wine (pitcher) | 2 sp |
--
- ### CYPHERS
-
- Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
-@@ -16663,18 +16082,6 @@
- Since the action moves as a cycle, anything that lasts for a round ends where it started in the cycle. If Umberto uses
- an ability on an opponent that hinders its defenses for one round, the effect lasts until Umberto acts on his next turn.
-
--### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
--
--Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
--interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
--or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
--win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
--lower but not those of level 5 and above.
--
--The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
--gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
--oppose each other, there might be a long, drawn-out battle that could go either way.
--
- ### ACTIONS
-
- Anything that your character does in a round is an action. It's easiest to think of an action as a single thing that you
-@@ -16706,6 +16113,18 @@
-
- Do something else
-
-+### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
-+
-+Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
-+interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
-+or their respective effects to determine the results. Thus, if a level 4 NPC fights a level 3 NPC, the level 4 NPC will
-+win, but if they face a level 7 NPC, they'll lose. Likewise, a level 4 creature resists poisons or devices of level 3 or
-+lower but not those of level 5 and above.
-+
-+The essence is this: in the Cypher System, it doesn't matter if something is a creature, a poison, or a
-+gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
-+oppose each other, there might be a long, drawn-out battle that could go either way.
-+
- ### ACTION: ATTACK
-
- An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
-@@ -17321,6 +16740,17 @@
-
- Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
-
-+### Defense Tasks
-+
-+Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
-+defense task matters when using Effort.
-+
-+Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
-+
-+Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
-+
-+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
-+
- ### ACTION: DO SOMETHING ELSE
-
- Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
-@@ -17744,8 +17174,6 @@
-
-
-
--### MAGICAL RULES MODULE
--
- ### FOLLOWERS
-
- Player characters have the option to gain followers as they advance in tier, as provided by type or focus special
-@@ -18988,6 +18416,289 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
-+### MAGICAL RULES MODULE
-+
-+### FANTASY CYPHERS
-+
-+Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
-+The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
-+opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
-+or rewards for their adventures and exploits.
-+
-+### MIXING SUBTLE AND MANIFEST CYPHERS
-+There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
-+are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
-+and other coincidences that benefit the characters.
-+
-+### CYPHER FORMS
-+
-+What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
-+the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-+
-+To randomly determine a manifest cypher's form, roll on the following table.
-+
-+| d100 | Cypher Form |
-+|-------|--------------------|
-+| 01-02 | Bone runeplate |
-+| 03-04 | Book page |
-+| 05-07 | Bottle of powder |
-+| 08-09 | Brand |
-+| 10-12 | Brick |
-+| 13-15 | Carved bone |
-+| 16-18 | Carved stick |
-+| 19-20 | Carved tooth |
-+| 21-23 | Chalky potion |
-+| 30-33 | Clay runeplate |
-+| 34-37 | Crystal |
-+| 38-39 | Elaborate scar |
-+| 40-42 | Envelope of powder |
-+| 43-44 | Fuming potion |
-+| 45-47 | Glass |
-+| 48-50 | Leaf |
-+| 51-54 | Leather scroll |
-+| 55-57 | Metal runeplate |
-+| 58-60 | Oily potion |
-+| 61-62 | Paper scroll |
-+| 63-66 | Papyrus scroll |
-+| 67-71 | Parchment scroll |
-+| 72-74 | Pouch of powder |
-+| 75-76 | Skin drawing |
-+| 77-80 | Stone |
-+| 81-82 | Tattoo |
-+| 83-85 | Thick potion |
-+| 86-88 | Tube of power |
-+| 89-92 | Vellum scroll |
-+| 93-96 | Watery potion |
-+| 97-00 | Wood runeplate |
-+
-+### EXAMPLE FANTASY CYPHERS
-+
-+All of the cyphers in this chapter are manifest and fantastic cyphers.
-+
-+### FANTASY CYPHERS TABLE
-+
-+| 01-05 | Acid resistance |
-+|-------|------------------------|
-+| 06-11 | Animal control |
-+| 12-18 | Beast shape |
-+| 19-27 | Cold resistance |
-+| 28-34 | Demon ward |
-+| 35-39 | Dragon ward |
-+| 40-44 | Electricity resistance |
-+| 45-48 | Elemental conjuration |
-+| 49-57 | Fire resistance |
-+| 58-61 | Giant size |
-+| 62-65 | Instant boat |
-+| 66-68 | Instant tower |
-+| 69-72 | Lycanthrope ward |
-+| 73-76 | Penultimate key |
-+| 77-82 | Poison resistance |
-+| 83-86 | Restorative aura |
-+| 87-89 | Thought listening |
-+| 90-93 | Tiny size |
-+| 94-98 | Undead ward |
-+| 99-00 | Walking corpse |
-+
-+### ACID RESISTANCE
-+
-+Level: 1d6 + 3
-+
-+Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-+
-+### ANIMAL CONTROL
-+
-+Level: 1d6 + 2
-+
-+Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
-+the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
-+out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
-+level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
-+or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
-+
-+The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
-+example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
-+the user can't look through its eyes.
-+
-+"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
-+like basilisks, pegasi, and so on.
-+
-+### BEAST SHAPE
-+
-+Level: 1d6
-+
-+Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
-+determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
-+bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
-+appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
-+table.
-+
-+The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
-+than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
-+affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
-+normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
-+use a healing power or mind blast ability.
-+
-+After about an hour, the user returns to their normal form.
-+
-+Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
-+noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
-+above.
-+
-+### COLD RESISTANCE
-+
-+Level: 1d6 + 3
-+
-+Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-+
-+### DEMON WARD
-+
-+Level: 1d6
-+
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
-+malevolent creatures.
-+
-+### DRAGON WARD
-+
-+Level: 1d6
-+
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
-+magical reptilian creatures.
-+
-+In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-+
-+### ELECTRICITY RESISTANCE
-+
-+Level: 1d6 + 3
-+
-+Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-+
-+### ELEMENTAL CONJURATION
-+
-+Level: 1d6
-+
-+Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
-+Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
-+best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
-+
-+The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
-+does only as commanded.
-+
-+The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
-+back to its native realm.
-+
-+### FIRE RESISTANCE
-+
-+Level: 1d6 + 3
-+
-+Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-+
-+### GIANT SIZE
-+
-+Level: 1d6
-+
-+Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
-+their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
-+
-+They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
-+penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
-+the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
-+
-+If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
-+defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-+
-+### INSTANT BOAT
-+
-+Level: 1d6 + 2
-+
-+Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
-+row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
-+its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
-+boat lasts for a day, after which it vanishes.
-+
-+### INSTANT TOWER
-+
-+Level: 1d6 + 3
-+
-+Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
-+tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
-+story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
-+tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
-+pressure against the confining surfaces.
-+
-+The tower is permanent and immobile once created.
-+
-+### LYCANTHROPE WARD
-+
-+Level: 1d6
-+
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
-+lycanthropes.
-+
-+Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
-+as a bear, rat, tiger, or wolf
-+
-+### PENULTIMATE KEY
-+
-+Level: 1d6 + 2
-+
-+Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
-+targeted item must have a keyhole for the cypher to work.
-+
-+Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-+
-+### POISON RESISTANCE
-+
-+Level: 1d6 + 3
-+
-+Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-+
-+### RESTORATIVE AURA
-+
-+Level: 1d6
-+
-+Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
-+sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
-+level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
-+cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-+
-+### THOUGHT LISTENING
-+
-+Level: 1d6 + 1
-+
-+Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
-+doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
-+per cypher level.
-+
-+### TINY SIZE
-+
-+Level: 1d6
-+
-+Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
-+Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
-+normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
-+actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
-+first from their Intellect Pool and then, if necessary, from their Might Pool).
-+
-+If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
-+ends, they lose all of the advantages and penalties from the cypher.
-+
-+### UNDEAD WARD
-+
-+Level: 1d6
-+
-+Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
-+vampires, and other undead creatures.
-+
-+### WALKING CORPSE
-+
-+Level: 1d6
-+
-+Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
-+on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
-+intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
-+one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
-+again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-+
- ### FANTASY ARTIFACTS
-
- In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
-@@ -19059,23 +18770,6 @@
- In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
- possibilities for how this might work.
-
--### VARIANT RULE: TWO DESCRIPTORS
--
--By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only
--human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow
--all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their
--species descriptor.
--
--Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives
--training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't
--have any modifier for that skill at all.
--
--### DESCRIPTORS AS SPECIES
--
--If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM
--to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast
--descriptor.
--
- ### CATFOLK
-
- You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
-@@ -19457,6 +19151,243 @@
- ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
- prepared spell.)
-
-+### FANTASY CREATURES AND NPCs BY LEVEL
-+
-+| Level | Name |
-+|-------|------------------------|
-+| 1 | Goblin\* |
-+| 1 | Shadow |
-+| 2 | Guard\* |
-+| 2 | Morlock |
-+| 2 | Orc\* |
-+| 2 | Skeleton\* |
-+| 2 | Wraith |
-+| 3 | Bard |
-+| 3 | Berserker |
-+| 3 | Crime boss\* |
-+| 3 | Deinonychus\* |
-+| 3 | Faerie |
-+| 3 | Giant rat\* |
-+| 3 | Giant spider\* |
-+| 3 | Halfling |
-+| 3 | Harpy |
-+| 3 | Merfolk |
-+| 3 | Sapient tree |
-+| 3 | Thug\* |
-+| 3 | Thug\* |
-+| 3 | Transitional vampire\* |
-+| 3 | Zombie\* |
-+| 4 | Deep one\* |
-+| 4 | Devil\* |
-+| 4 | Druid |
-+| 4 | Dwarf |
-+| 4 | Elemental, air |
-+| 4 | Elemental, fire |
-+| 4 | Elemental, water |
-+| 4 | Elf |
-+| 4 | Ghost\* |
-+| 4 | Ghoul\* |
-+| 4 | Giant snake\* |
-+| 4 | Hollow knight |
-+| 4 | Minotour |
-+| 4 | Ogre\* |
-+| 4 | Paladin |
-+| 4 | Shadow elf\* |
-+| 4 | Thief |
-+| 4 | Werewolf\* |
-+| 5 | Basilisk |
-+| 5 | Cambion |
-+| 5 | Demon |
-+| 5 | Elemental, earth\* |
-+| 5 | Fallen angel\* |
-+| 5 | Gorgon |
-+| 5 | Mi-go\* |
-+| 5 | Necromancer |
-+| 5 | Occultist\* |
-+| 5 | Prince(ss) of summer\* |
-+| 5 | Satyr |
-+| 5 | Soul Eater |
-+| 5 | Wendigo\* |
-+| 5 | Witch\* |
-+| 6 | Assassin\* |
-+| 6 | Blackguard |
-+| 4 | Elemental, water |
-+| 4 | Elemental, water |
-+| 4 | Elf |
-+| 4 | Ghost\* |
-+| 4 | Ghoul\* |
-+| 4 | Giant snake\* |
-+| 4 | Hollow knight |
-+| 4 | Minotour |
-+| 4 | Ogre\* |
-+| 4 | Paladin |
-+| 4 | Shadow elf\* |
-+| 4 | Thief |
-+| 4 | Werewolf\* |
-+| 5 | Basilisk |
-+| 5 | Cambion |
-+| 5 | Demon |
-+| 5 | Elemental, earth\* |
-+| 5 | Fallen angel\* |
-+| 5 | Gorgon |
-+| 5 | Mi-go\* |
-+| 5 | Necromancer |
-+| 5 | Occultist\* |
-+| 5 | Prince(ss) of summer\* |
-+| 5 | Satyr |
-+| 5 | Soul Eater |
-+| 5 | Wendigo\* |
-+| 5 | Witch\* |
-+| 6 | Assassin\* |
-+| 6 | Blackguard |
-+| 6 | Chimera\*I |
-+| 6 | Elemental, thorn |
-+| 6 | Golem\* |
-+| 6 | Hag |
-+| 6 | Jotunn, fire |
-+| 6 | Jotunn, frost |
-+| 6 | Manticore |
-+| 6 | Puppet tree\* |
-+| 6 | Troll |
-+| 6 | Vampire\* |
-+| 6 | Wyvern |
-+| 7 | Corrupt mage |
-+| 7 | Cyclops |
-+| 7 | Djinni\* |
-+| 7 | Dragon\* |
-+| 7 | Evil priest |
-+| 7 | Giant\* |
-+| 7 | Hydra |
-+| 7 | Noble knight |
-+| 7 | Sphinx |
-+| 7 | Statue, animate\* |
-+| 7 | Tyrannosaurus rex\* |
-+| 7 | Worm that walks |
-+| 8 | Lich |
-+| 8 | Wizard, mighty\* |
-+| 9 | Demigod\* |
-+| 9 | Demon Lord |
-+| 10 | Kaiju\* |
-+
-+\* Creature or NPC found in the Cypher System
-+
-+### BIGGER AND TOUGHER
-+
-+If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
-+the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-+the default for its level, take that into account at the modified creature's new level.
-+
-+A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-+
-+### OTHER CREATURES AND NPCs FOR A FANTASY GAME
-+
-+Bat: level 1
-+
-+Black bear: level 3, attacks as level 4
-+
-+Blacksmith: level 2, metalworking as level 4; health 8
-+
-+Cat: level 1, Speed defense as level 3 due to size and quickness
-+
-+Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
-+
-+Centaur: level 4; health 15; moves a long distance each round
-+
-+Crocodile: level 4; Armor 1; swims a short distance each round
-+
-+Dire wolf: level 4, attacks and perception as level 5; Armor 1
-+
-+Dog: level 2, perception as level 3
-+
-+Dog, guard: level 3, attacks and perception as level 4
-+
-+Elephant: level 5; health 20; Armor 1
-+
-+Farmer: level 2, animal handling as level 3; health 8
-+
-+Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
-+
-+Giant ape: level 3, climbing and attacks as level 4
-+
-+Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
-+succeeds at a Might or Speed defense task
-+
-+Giant frog: level 3
-+
-+Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
-+
-+Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
-+Might defense task
-+
-+Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
-+failed Might defense task
-+
-+Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
-+
-+Gorilla: level 2, attacks as level 3; damage inflicted 3 points
-+
-+Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
-+
-+Grizzly bear: level 5; health 20; Armor 1
-+
-+Hawk: level 2; flies a long distance each round
-+
-+Hippogryph: level 3, attacks as level 4; flies a long distance each round.
-+
-+Horse: level 3; moves a long distance each round
-+
-+Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
-+
-+Lion or tiger: level 5, attacks as level 6; Armor 1
-+
-+Lizardfolk: level 3; Armor 1
-+
-+Merchant: level 2, haggling and assessment tasks as level 3
-+
-+Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
-+inflicted 7 points
-+
-+Nymph: level 3, stealth and positive social interactions as level 6
-+
-+Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
-+
-+Pterodactyl: level 3; Armor 1; flies a long distance each round
-+
-+Rat: level 1
-+
-+Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
-+
-+Shark: level 3, attacks as level 4; health 15; Armor 2
-+
-+Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
-+
-+Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
-+action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
-+remove poisons up to level 4
-+
-+Villager: level 1
-+
-+Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-+
-+Warhorse: level 4; moves a long distance each round
-+
-+Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
-+
-+health per round (unless recently wounded by silver)
-+
-+Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
-+silver)
-+
-+Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
-+silver)
-+
-+Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
-+recently wounded by silver)
-+
-+Wolf: level 3, perception as level 4
-+
-+Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
-+
- ### MODERN RULES MODULE
-
- The modern setting is easy because it's just the real world, right? Well, yes and no. It's easy for players to
-@@ -26372,6 +26303,101 @@
-
- ### FAIRYTALE RULES MODULE
-
-+Fairy Tale
-+
-+The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
-+stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
-+tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
-+of
-+far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
-+objects that have magical elements.
-+
-+One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
-+wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
-+themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
-+rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
-+and offer fantastic starting points for any number of adventures.
-+
-+To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
-+modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
-+talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
-+to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
-+rightfully amazed (and perhaps somewhat terrified).
-+
-+### NATURE OF FAERIE
-+
-+Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
-+world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
-+in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
-+it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
-+shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
-+growths and built structures become vast and enchanting.
-+
-+Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
-+But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
-+its stream, hill, or burrow) slowly becomes mortal and then dies.
-+
-+When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
-+connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
-+one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
-+powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
-+many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
-+harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
-+but some would fit the bill.
-+
-+Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
-+
-+Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
-+weapons.
-+
-+Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
-+must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
-+
-+Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
-+until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
-+ignore the erlking's Armor
-+
-+(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
-+oak leaves and a cloak of mist.)
-+
-+Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
-+amenable to faerie suggestions for one minute
-+
-+Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
-+a failed Might defense task, hold the victim in place until they can escape
-+
-+Nymph: level 3, stealth and positive social interactions as level 6
-+
-+Pixie: level 2, stealth and finding lost items as level 6
-+
-+Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
-+distance across
-+
-+Talking cat: level 1, knowledge tasks as level 7
-+
-+Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
-+damage per round; troll regains 3 points of health per round
-+
-+### FAIRY TALE ARTIFACTS
-+
-+Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
-+setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
-+similar item. Come up with your own or roll a quirk on the table below.
-+
-+| | |
-+|-----|-------------------------------------------------------------------------------------------------------------------------|
-+| d10 | Quirk |
-+| 1 | Is sometimes invisible. |
-+| 2 | Cries like a baby if jostled. |
-+| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. |
-+| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
-+| 5 | Also serves as a key to some magically locked doors and chests. |
-+| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
-+| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
-+| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
-+| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
-+| 10 | Causes flowers to grow wherever it is stored or set down. |
-+
- ### SPECIAL RULES
-
- Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
-@@ -34042,101 +34068,6 @@
-
- 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
-
--Fairy Tale
--
--The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral
--stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy
--tale? While there's a great deal of discussion around that question, most have a number of things in common: a series
--of
--far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and
--objects that have magical elements.
--
--One of the powers of a fairy tale—or a game set in a fairy tale-inspired setting—is its ability to create a sense of
--wonder and to evoke players' imaginations while still allowing them to keep one foot in the known. The very settings
--themselves are both enchanted and somehow familiar, whether the characters are entering a magical woods, falling down a
--rabbit hole, or embarking on a voyage to Neverland. Those beasts and beings who stalk such places are equally wondrous,
--and offer fantastic starting points for any number of adventures.
--
--To heighten the sense of wonder in a fairy tale adventure or campaign, a GM might consider presenting the game in a
--modern setting. In a modern setting, characters have regular jobs that don't normally involve hunting goblins or helping
--talking fish solve puzzles. This means that when the moths take shape and become the cloak of a princess of summer come
--to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
--rightfully amazed (and perhaps somewhat terrified).
--
--### NATURE OF FAERIE
--
--Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
--world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
--in corners, in closets, or at the center of forests, or it's one continuous realm that overlaps the real world where
--it's thinnest. It's a place those with open hearts can find by following a way between tall trees (or looming library
--shelves) to a realm where everything is different. Where elves walk, nymphs dance, unicorns gallop, and both natural
--growths and built structures become vast and enchanting.
--
--Humans don't tend to do well in such a world if they stay too long, as the sensory input is hard on the nervous system.
--But fey creatures depend on it, like plants to the light. A fey creature too long cut off from its land of origin (or
--its stream, hill, or burrow) slowly becomes mortal and then dies.
--
--When a fey creature is cut by silvered or cold iron weapons, they temporarily lose the sustaining benefit of their
--connection to Faerie. This severed connection usually disrupts a fey creature's ability to heal. A silvered weapon is
--one that contains silver as part of an alloying process, has silver inlay, or has been coated in a dusting of silver
--powder (which usually lasts only through a single fight). In truth, many items in the modern era are cold-forged, while
--many others are not. We suggest that any hand-forged item containing iron could be considered a cold-forged weapon for
--harming fey creatures. Thus, most bullets and other modern items wouldn't be treated as cold iron by this definition,
--but some would fit the bill.
--
--Basic CREATURES AND NPCs FOR A FAIRY TALE GAME
--
--Most fey creatures of level 2 or higher regain 1 point of health per round, unless wounded by silvered or cold iron
--weapons.
--
--Angry ants: swarm as a level 1 creature; constantly whisper insults, slurs, and obscenities; those physically attacked
--must also succeed on a difficulty 3 Might defense task or be stunned and lose their next turn
--
--Erlking: level 6, stealth as level 7; health 27; Armor 4; short-range whisper attack enthralls target for one hour or
--until attacked; root tendril attacks on up to three separate targets in immediate range; silvered and cold iron weapons
--ignore the erlking's Armor
--
--(*Erlking:* An animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt—that wears a crown of
--oak leaves and a cloak of mist.)
--
--Faerie: level 4, deception and Speed defense as level 5; short-range magic dust attack inflicts damage or makes target
--amenable to faerie suggestions for one minute
--
--Feral tree: level 3; Armor 3; rooted in place; lashing branches attack up to three characters as a single action and on
--a failed Might defense task, hold the victim in place until they can escape
--
--Nymph: level 3, stealth and positive social interactions as level 6
--
--Pixie: level 2, stealth and finding lost items as level 6
--
--Razorblade butterflies: level 1; swarm as a level 3 creature able to attack all creatures in an area an immediate
--distance across
--
--Talking cat: level 1, knowledge tasks as level 7
--
--Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
--damage per round; troll regains 3 points of health per round
--
--### FAIRY TALE ARTIFACTS
--
--Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
--setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
--similar item. Come up with your own or roll a quirk on the table below.
--
--| | |
--|-----|-------------------------------------------------------------------------------------------------------------------------|
--| d10 | Quirk |
--| 1 | Is sometimes invisible. |
--| 2 | Cries like a baby if jostled. |
--| 3 | Becomes cold as ice to the touch and emits cold vapor when danger threatens. |
--| 4 | Contains a secret compartment that invariably holds a chunk of rock broken from what might be a strange jade sculpture. |
--| 5 | Also serves as a key to some magically locked doors and chests. |
--| 6 | Bites owner with tiny teeth if jostled, dealing 1 point of damage. |
--| 7 | Always muttering and complaining, though useful warnings and other information can sometimes be gained. |
--| 8 | Jealous of any other manifest cyphers, artifacts, or beautiful objects in the wielder's life. |
--| 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
--| 10 | Causes flowers to grow wherever it is stored or set down. |
--
- Historical
-
- Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
-@@ -34353,243 +34284,6 @@
-
- Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-
--### FANTASY CREATURES AND NPCs BY LEVEL
--
--| Level | Name |
--|-------|------------------------|
--| 1 | Goblin\* |
--| 1 | Shadow |
--| 2 | Guard\* |
--| 2 | Morlock |
--| 2 | Orc\* |
--| 2 | Skeleton\* |
--| 2 | Wraith |
--| 3 | Bard |
--| 3 | Berserker |
--| 3 | Crime boss\* |
--| 3 | Deinonychus\* |
--| 3 | Faerie |
--| 3 | Giant rat\* |
--| 3 | Giant spider\* |
--| 3 | Halfling |
--| 3 | Harpy |
--| 3 | Merfolk |
--| 3 | Sapient tree |
--| 3 | Thug\* |
--| 3 | Thug\* |
--| 3 | Transitional vampire\* |
--| 3 | Zombie\* |
--| 4 | Deep one\* |
--| 4 | Devil\* |
--| 4 | Druid |
--| 4 | Dwarf |
--| 4 | Elemental, air |
--| 4 | Elemental, fire |
--| 4 | Elemental, water |
--| 4 | Elf |
--| 4 | Ghost\* |
--| 4 | Ghoul\* |
--| 4 | Giant snake\* |
--| 4 | Hollow knight |
--| 4 | Minotour |
--| 4 | Ogre\* |
--| 4 | Paladin |
--| 4 | Shadow elf\* |
--| 4 | Thief |
--| 4 | Werewolf\* |
--| 5 | Basilisk |
--| 5 | Cambion |
--| 5 | Demon |
--| 5 | Elemental, earth\* |
--| 5 | Fallen angel\* |
--| 5 | Gorgon |
--| 5 | Mi-go\* |
--| 5 | Necromancer |
--| 5 | Occultist\* |
--| 5 | Prince(ss) of summer\* |
--| 5 | Satyr |
--| 5 | Soul Eater |
--| 5 | Wendigo\* |
--| 5 | Witch\* |
--| 6 | Assassin\* |
--| 6 | Blackguard |
--| 4 | Elemental, water |
--| 4 | Elemental, water |
--| 4 | Elf |
--| 4 | Ghost\* |
--| 4 | Ghoul\* |
--| 4 | Giant snake\* |
--| 4 | Hollow knight |
--| 4 | Minotour |
--| 4 | Ogre\* |
--| 4 | Paladin |
--| 4 | Shadow elf\* |
--| 4 | Thief |
--| 4 | Werewolf\* |
--| 5 | Basilisk |
--| 5 | Cambion |
--| 5 | Demon |
--| 5 | Elemental, earth\* |
--| 5 | Fallen angel\* |
--| 5 | Gorgon |
--| 5 | Mi-go\* |
--| 5 | Necromancer |
--| 5 | Occultist\* |
--| 5 | Prince(ss) of summer\* |
--| 5 | Satyr |
--| 5 | Soul Eater |
--| 5 | Wendigo\* |
--| 5 | Witch\* |
--| 6 | Assassin\* |
--| 6 | Blackguard |
--| 6 | Chimera\*I |
--| 6 | Elemental, thorn |
--| 6 | Golem\* |
--| 6 | Hag |
--| 6 | Jotunn, fire |
--| 6 | Jotunn, frost |
--| 6 | Manticore |
--| 6 | Puppet tree\* |
--| 6 | Troll |
--| 6 | Vampire\* |
--| 6 | Wyvern |
--| 7 | Corrupt mage |
--| 7 | Cyclops |
--| 7 | Djinni\* |
--| 7 | Dragon\* |
--| 7 | Evil priest |
--| 7 | Giant\* |
--| 7 | Hydra |
--| 7 | Noble knight |
--| 7 | Sphinx |
--| 7 | Statue, animate\* |
--| 7 | Tyrannosaurus rex\* |
--| 7 | Worm that walks |
--| 8 | Lich |
--| 8 | Wizard, mighty\* |
--| 9 | Demigod\* |
--| 9 | Demon Lord |
--| 10 | Kaiju\* |
--
--\* Creature or NPC found in the Cypher System
--
--### BIGGER AND TOUGHER
--
--If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
--the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
--the default for its level, take that into account at the modified creature's new level.
--
--A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
--
--### OTHER CREATURES AND NPCs FOR A FANTASY GAME
--
--Bat: level 1
--
--Black bear: level 3, attacks as level 4
--
--Blacksmith: level 2, metalworking as level 4; health 8
--
--Cat: level 1, Speed defense as level 3 due to size and quickness
--
--Catfolk: level 3, balancing and climbing as level 4; damage inflicted 4 points
--
--Centaur: level 4; health 15; moves a long distance each round
--
--Crocodile: level 4; Armor 1; swims a short distance each round
--
--Dire wolf: level 4, attacks and perception as level 5; Armor 1
--
--Dog: level 2, perception as level 3
--
--Dog, guard: level 3, attacks and perception as level 4
--
--Elephant: level 5; health 20; Armor 1
--
--Farmer: level 2, animal handling as level 3; health 8
--
--Gargoyle: level 3; Armor 5; damage inflicted 5 points; flies a short distance each round
--
--Giant ape: level 3, climbing and attacks as level 4
--
--Giant crab: level 6; Armor 4; pincer attack holds prey and automatically inflicts damage each turn until the target
--succeeds at a Might or Speed defense task
--
--Giant frog: level 3
--
--Giant octopus: level 5, Might defense and stealth as level 6; health 25; attacks four times as an action
--
--Giant scorpion: level 4; Armor 2; damage inflicted 4 points plus 4 points of Speed damage (ignores Armor) on a failed
--Might defense task
--
--Giant snake: level 4; health 18; Armor 2; damage inflicted 4 points plus 3 points of Speed damage (ignores Armor) on a
--failed Might defense task
--
--Gnoll: level 2, Speed defense as level 3 due to shield; health 8; Armor 2
--
--Gorilla: level 2, attacks as level 3; damage inflicted 3 points
--
--Griffon: level 4, perception as level 5; Armor 1; flies a long distance each round
--
--Grizzly bear: level 5; health 20; Armor 1
--
--Hawk: level 2; flies a long distance each round
--
--Hippogryph: level 3, attacks as level 4; flies a long distance each round.
--
--Horse: level 3; moves a long distance each round
--
--Leopard: level 4; climbing, jumping, stealth, and attacks as level 5; Armor 1
--
--Lion or tiger: level 5, attacks as level 6; Armor 1
--
--Lizardfolk: level 3; Armor 1
--
--Merchant: level 2, haggling and assessment tasks as level 3
--
--Mummy: level 6; ancient history, ancient religion, climbing, and stealth as level 8; health 24; Armor 2; damage
--inflicted 7 points
--
--Nymph: level 3, stealth and positive social interactions as level 6
--
--Pegasus: level 3, Speed defense as level 4; moves or flies a long distance each round
--
--Pterodactyl: level 3; Armor 1; flies a long distance each round
--
--Rat: level 1
--
--Roc: level 6; health 25; Armor 2; flies a long distance each round; attacks twice as an action
--
--Shark: level 3, attacks as level 4; health 15; Armor 2
--
--Undead claw: level 1, attacks as level 3, Speed defense as level 3 due to quickness and size; health 5; Armor 1
--
--Unicorn: level 4; Might defense, perception, and attacks as level 5; health 15; Armor 1; makes two attacks as its
--action; once per hour can teleport up to 1 mile; once per hour can heal a creature for 4 Pool points (or health) and
--remove poisons up to level 4
--
--Villager: level 1
--
--Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
--
--Warhorse: level 4; moves a long distance each round
--
--Werebear: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2
--
--health per round (unless recently wounded by silver)
--
--Wererat: level 3, Speed defense and stealth as level 4; regenerates 2 health per round (unless recently wounded by
--silver)
--
--Wereshark: level 4, attacks as level 5; health 15; Armor 2; regenerates 2 health per round (unless recently wounded by
--silver)
--
--Weretiger: level 5, attacks as level 6; Armor 1; damage inflicted 6 points; regenerates 2 health per round (unless
--recently wounded by silver)
--
--Wolf: level 3, perception as level 4
--
--Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1
--
- ### CREATURES
-
- ### ABOMINATION 5 (15)
-@@ -37940,6 +37634,282 @@
- GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
- possibly dropping gear and weapons along the way.
-
-+### SUPERVILLIANS
-+
-+People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
-+supervillains. These supervillains use the same format as the Creatures chapter.
-+
-+### ANATHEMA 7 (21)
-+
-+The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
-+claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
-+as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
-+
-+Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
-+failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
-+he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
-+troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
-+the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
-+memories.)
-+
-+(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
-+his modifications and other stats.)
-+
-+Motive: Accumulate wealth, live on the edge
-+
-+Environment: Anywhere vast wealth can be stolen
-+
-+Health: 70
-+
-+Damage Inflicted: 12 points
-+
-+Movement: Short; a few miles (5 km) per leap
-+
-+Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
-+
-+Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
-+dealing damage to all creatures within immediate range of his target.
-+
-+Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
-+round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
-+to visibly swell with muscle.
-+
-+Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
-+negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
-+doesn't know how he became the way he is, and he wants to recover his missing memories.
-+
-+Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
-+figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
-+fighting Anathema is to lead or move him somewhere with a low population density.)
-+
-+Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
-+expensive items, 1d6 cyphers, and possibly an artifact.
-+
-+GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
-+
-+### DOCTOR DREAD 7 (21)
-+
-+Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
-+enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
-+uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
-+individuals, governments, corporations, or superheroes.
-+
-+Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
-+Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
-+lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so
-+much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
-+into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
-+animation.
-+
-+(Doctor Dread is usually accompanied by a handful of robot minions.)
-+
-+(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
-+
-+(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
-+into her modifications and other stats.)
-+
-+Motive: Accumulate wealth; reanimate dead flesh
-+
-+Environment: Wherever money can be extorted
-+
-+Health: 40
-+
-+Damage Inflicted: 7 points
-+
-+Armor: 4
-+
-+Movement: Short; long when flying
-+
-+Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
-+level 10
-+
-+Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
-+days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
-+
-+*Barricade:* Establish an immobile, two-dimensional field
-+of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
-+
-+*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
-+chosen when she uses the power) for ten minutes
-+
-+*Fade:* Become invisible for one minute, or until she makes an attack
-+
-+*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
-+
-+Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
-+but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
-+
-+Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
-+held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
-+
-+Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
-+cutting-edge biological research equipment.
-+
-+GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
-+predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
-+
-+### MAGNETAR 8 (24)
-+
-+Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
-+research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
-+manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
-+villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
-+
-+In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
-+immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
-+type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
-+millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
-+taken from it (its twin), but it can't remember what. It has decided to blame the humans.
-+
-+(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
-+figured into its modifications and other stats.)
-+
-+Motive: Revenge; regain memory
-+
-+Environment: Almost anywhere, searching for what it has lost
-+
-+Health: 50
-+
-+Damage Inflicted: 12 points
-+
-+Armor: 8
-+
-+Movement: Short; long when magnetically levitating
-+
-+Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
-+electromagnetic manipulation as level 11
-+
-+Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
-+is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
-+including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
-+it can see within its area of influence. When it throws such a large object as part of an attack, the target and
-+everything within short range of the target takes 10 points of damage.
-+
-+Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
-+old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
-+
-+Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
-+display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
-+but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
-+
-+Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
-+its body. The bounty amount is outrageous, but then again, so is Magnetar.
-+
-+GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
-+stripped from them and become stuck to a nearby metallic buttress.
-+
-+### MISTER GENOCIDE 5 (15)
-+
-+Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
-+touch can kill, but if he wishes it, so can his spittle or even his breath.
-+
-+Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
-+power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
-+head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
-+other criminals.
-+
-+When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
-+which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
-+
-+Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
-+poison that Genocide constantly emits.
-+
-+(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
-+shifts are already figured into his modifications and other stats.)
-+
-+Motive: Accumulate power
-+
-+Environment: Anywhere crime lords congregate
-+
-+Health: 15
-+
-+Damage Inflicted: 5 points; see Combat
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
-+
-+Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
-+(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
-+until the victim succeeds at a Might defense roll.
-+
-+Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
-+as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
-+helpless as they cough and gag. The inhalant poison does not continue to inflict damage
-+each round.
-+
-+Mister Genocide is immune to most venoms, toxins, and poisons.
-+
-+Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
-+enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
-+
-+Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
-+crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
-+
-+Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
-+knives, needles, and vials.
-+
-+GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
-+Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
-+
-+### WRATH 6 (18)
-+
-+The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
-+perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
-+artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
-+mastermind whose assassins are just one layer of the organization she controls.
-+
-+Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
-+trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
-+leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
-+she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
-+and longevity.
-+
-+Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
-+relishes being present when particularly important adversaries are brought down.
-+
-+(Assassin of Wrath: level 4, stealth as level 7)
-+
-+(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
-+figured into her modifications and other stats.)
-+
-+Motive: Save the world
-+
-+Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
-+
-+Health: 36
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Stealth, attacks, and Speed defense as level 8
-+
-+Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
-+she can attack two foes as a single action every round.
-+
-+Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
-+way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
-+the Demon that is engraved across her back.
-+
-+Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
-+amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
-+end. However, she is not one to betray her word.
-+
-+Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
-+initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
-+and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
-+
-+Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
-+possibly one or two artifacts.
-+
-+GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
-+the PCs and demand their surrender.
-+
- ### TROLL 6 (18)
-
- A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
-@@ -38656,282 +38626,6 @@
- been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
- zombie.
-
--### SUPERVILLIANS
--
--People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
--supervillains. These supervillains use the same format as the Creatures chapter.
--
--### ANATHEMA 7 (21)
--
--The supervillain called Anathema is big, bright red, and stronger than anyone on this planet or any other (or so he
--claims). Superheroes who go head to head with him learn that he can withstand almost any hit and always gives back twice
--as hard as he receives. He can bring down buildings with a punch and throw semi trucks across state lines.
--
--Before he was Anathema, he was Sameer Stokes, a bitter and spiteful coder working for a large software company. Having
--failed in relationships, promotions, and retaining friends, Sameer retreated online and learned that he had power when
--he bullied people. He delighted in causing emotional distress in others in forums and social media. In effect, he was a
--troll. When the metamorphosis happened, he was turned into a troll for real. (Sameer doesn't recall the metamorphosis or
--the days before and immediately after his change, despite using therapy and drugs in an attempt to recover those
--memories.)
--
--(Assume that Anathema has three power shifts in strength and two in resilience. These shifts are already figured into
--his modifications and other stats.)
--
--Motive: Accumulate wealth, live on the edge
--
--Environment: Anywhere vast wealth can be stolen
--
--Health: 70
--
--Damage Inflicted: 12 points
--
--Movement: Short; a few miles (5 km) per leap
--
--Modifications: Strength tasks as level 10; Might defense as level 9; Speed defense as level 5 due to size
--
--Combat: Anathema hits foes with bone-shocking force. He can throw cars and large objects at targets within long range,
--dealing damage to all creatures within immediate range of his target.
--
--Anathema has a healing factor that makes it hard to hurt him in any meaningful sense. He regains 10 points of health per
--round. In any round in which he regains health, his attacks deal 3 additional points of damage (15 total), and he seems
--to visibly swell with muscle.
--
--Interaction: When Anathema is riled up during a fight, it's difficult to reason with him. However, he is willing to
--negotiate if someone offers him wealth or convinces him they have valuable secrets for breaking mental blocks. Anathema
--doesn't know how he became the way he is, and he wants to recover his missing memories.
--
--Use: The rolling earthquake afflicting the city is actually Anathema fighting a group of newbie superheroes who haven't
--figured out that engaging the red mountain will likely cause more deaths than leaving him alone. (The first rule of
--fighting Anathema is to lead or move him somewhere with a low population density.)
--
--Loot: Anathema doesn't normally carry wealth or other valuables. In his lair, Anathema typically has three to five
--expensive items, 1d6 cyphers, and possibly an artifact.
--
--GM intrusion: Anathema's attack sends the character flying a long distance and potentially into dangerous terrain.
--
--### DOCTOR DREAD 7 (21)
--
--Doctor Dread is larger than life thanks to her brilliant mind, her media savvy, and the robotic armor she uses to
--enhance her otherwise normal abilities. Indeed, Doctor Dread has become the most feared terrorist on the planet. She
--uses her abilities to extort money, influence, and technology from the rich and powerful, whether her victims are
--individuals, governments, corporations, or superheroes.
--
--Alicia Coleridge is Doctor Dread's secret identity. Born into relative obscurity, she received a full scholarship to the
--Russell Institute of Technology, where she studied the effects of radioactive substances on living tissue. In a freak
--lab accident, Alicia's fiancé was slain, and Alicia was disfigured and driven slightly insane, so
--much so that she built the Doctor Dread armor. She plows the vast wealth she accumulates through terrorism into research
--into the rejuvenation of dead flesh. She hopes to one day bring back her dead love, whose body she keeps in suspended
--animation.
--
--(Doctor Dread is usually accompanied by a handful of robot minions.)
--
--(Dread's robot minion: level 3; Armor 1; long-range laser attack inflicts 4 points of damage)
--
--(Assume that Doctor Dread has three power shifts in intelligence and two in resilience. These shifts are already figured
--into her modifications and other stats.)
--
--Motive: Accumulate wealth; reanimate dead flesh
--
--Environment: Wherever money can be extorted
--
--Health: 40
--
--Damage Inflicted: 7 points
--
--Armor: 4
--
--Movement: Short; long when flying
--
--Modifications: Resists mental attacks and deception as level 8; understands, repairs, and crafts advanced technology as
--level 10
--
--Combat: Doctor Dread's armor allows her to exist without outside air (or air pressure), food, or water for up to ten
--days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following:
--
--*Barricade:* Establish an immobile, two-dimensional field
--of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes
--
--*Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time,
--chosen when she uses the power) for ten minutes
--
--*Fade:* Become invisible for one minute, or until she makes an attack
--
--*Plasma Blast:* Long-range heat and electricity blast that inflicts 7 points of damage
--
--Interaction: Doctor Dread is slightly mad, but that's normally disguised by her amazing brilliance. She is an egomaniac
--but will negotiate in return for a promise of wealth or biomedical lore she doesn't already know.
--
--Use: The PCs are called to handle a hostage situation at a party in which many of the city's wealthy elite are being
--held captive by Doctor Dread. She promises to let them go once sufficient wealth is paid into her offshore accounts.
--
--Loot: Most of Doctor Dread's considerable wealth is tied up in online accounts, two or three secret fortresses, and
--cutting-edge biological research equipment.
--
--GM intrusion: Doctor Dread uses a function built into her robotic armor that is the perfect solution for her current
--predicament: healing herself, teleporting away, disintegrating a barrier, or whatever is needed.
--
--### MAGNETAR 8 (24)
--
--Not much is known about Magnetar other than its powerful ability to generate and control magnetic fields. Various
--research groups theorize that Magnetar is an alien, a sentient and self-improving robot, or even some kind of
--manifestation of a fundamental force. Given Magnetar's vaguely humanoid shape, a few people even suggest that the
--villain is actually a man with a mutant ability so powerful that it burned out all memories of his former self.
--
--In truth, Magnetar is the animate, sentient, and self-regulating nucleus of a neutron star that is able to rein in its
--immense electromagnetic signature. One of two such beings an advanced alien species created from a single magnetar (a
--type of neutron star with an extremely powerful magnetic field), Magnetar was sent on a mission of exploration. After
--millennia, it crashed on Earth and was damaged. Having lost most of its memory data, Magnetar knows that something was
--taken from it (its twin), but it can't remember what. It has decided to blame the humans.
--
--(Assume that Magnetar has three power shifts in its magnetic power and two in resilience. These shifts are already
--figured into its modifications and other stats.)
--
--Motive: Revenge; regain memory
--
--Environment: Almost anywhere, searching for what it has lost
--
--Health: 50
--
--Damage Inflicted: 12 points
--
--Armor: 8
--
--Movement: Short; long when magnetically levitating
--
--Modifications: Speed defense as level 5 due to mass; tasks related to controlling and shaping metal through
--electromagnetic manipulation as level 11
--
--Combat: Magnetar's fist packs a wallop, since it can selectively add mass to the punch. However, its most potent ability
--is its level 11 control over all metal within very long range, which it uses to create anything it can imagine,
--including walls, attacks, pincers, and more. Magnetar can lift bridges, vehicles, and structures infused with rebar that
--it can see within its area of influence. When it throws such a large object as part of an attack, the target and
--everything within short range of the target takes 10 points of damage.
--
--Magnetar's only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an
--old-fashioned beating could release an uncontrolled neutron star chunk on the Earth's surface.
--
--Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a
--display will draw out whoever or whatever made it the way it is. Magnetar constantly feels the drag of emotional loss,
--but it doesn't know why (it doesn't realize that the feeling comes from the loss of its twin).
--
--Use: Doctor Dread has put a bounty on Magnetar's head because she wants to study the advanced technology woven through
--its body. The bounty amount is outrageous, but then again, so is Magnetar.
--
--GM intrusion: On a failed Might defense roll, all of the character's loose metallic items (including weapons) are
--stripped from them and become stuck to a nearby metallic buttress.
--
--### MISTER GENOCIDE 5 (15)
--
--Real name Alfred Webster, Mister Genocide has the unfortunate ability to synthesize deadly poison from his skin. His
--touch can kill, but if he wishes it, so can his spittle or even his breath.
--
--Anyone who spends too much time in Mister Genocide's presence becomes ill, even if the villain isn't actively using his
--power. Thus, his cronies usually wear gas masks and protective clothing. Mister Genocide has promoted himself to the
--head of the mob in the city where he resides and is always looking to expand his operations, sometimes at the expense of
--other criminals.
--
--When victims are killed by Mister Genocide's poison, their skin and the whites of their eyes take on a bright green hue,
--which increases the terror that normal people feel regarding him. Even superheroes have been brought down by his toxins.
--
--Mister Genocide sometimes teams up with Anathema, because the red mountain is the only villain who can withstand the
--poison that Genocide constantly emits.
--
--(Assume that Mister Genocide has two power shifts in his poison power, one in intelligence, and two in resilience. These
--shifts are already figured into his modifications and other stats.)
--
--Motive: Accumulate power
--
--Environment: Anywhere crime lords congregate
--
--Health: 15
--
--Damage Inflicted: 5 points; see Combat
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Poison breath attack and Might defense as level 7; Intellect defense and evil genius as level 6
--
--Combat: Targets touched by Mister Genocide must make a difficulty 7 Might defense roll or take 5 points of Speed damage
--(ignores Armor) from the poison transmitted. Worse, the poison continues to inflict 2 points of Speed damage each round
--until the victim succeeds at a Might defense roll.
--
--Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range
--as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round
--helpless as they cough and gag. The inhalant poison does not continue to inflict damage
--each round.
--
--Mister Genocide is immune to most venoms, toxins, and poisons.
--
--Interaction: Certifiably insane, Mister Genocide likes to kill people. He may negotiate for a while, but if there is not
--enough gain to be had, he might kill everyone with a breath just for the fun of watching them suffocate and turn green.
--
--Use: Gang warfare between two criminal organizations is shooting up downtown, and many innocent bystanders caught in the
--crossfire end up bullet-ridden or poisoned (with green skin). Someone needs to put a stop to Mister Genocide.
--
--Loot: The supervillain carries currency equivalent to 1d6 expensive items, a cypher or two, and a variety of poisoned
--knives, needles, and vials.
--
--GM intrusion: A character affected by the poison must make a second Might defense roll or fall unconscious from shock.
--Unconsciousness lasts for up to a minute, or until the victim is jostled awake.
--
--### WRATH 6 (18)
--
--The head of an elite group of assassins, Wrath wants to save the world by killing everyone who impedes her vision of
--perfection—which turns out to be the better part of humanity. In addition to being one of the most accomplished martial
--artists to walk the earth (thanks to her connection with a mystical entity called the Demon), Wrath is also a criminal
--mastermind whose assassins are just one layer of the organization she controls.
--
--Born more than two hundred and fifty years ago in China to a name lost to history, Wrath was taken in by a monastery and
--trained in the ways of fist and sword. Everything changed when raiders attacked and killed everyone in her monastery,
--leaving her the sole survivor. Vowing revenge against the raiders and the world that allowed animals like them to exist,
--she acquired a magical amulet that contains the Demon. The Demon in turn bequeathed her extraordinary speed, strength,
--and longevity.
--
--Wrath is content to let her assassins (and mobsters, lawyers, and politicians) accomplish many of her goals, though she
--relishes being present when particularly important adversaries are brought down.
--
--(Assassin of Wrath: level 4, stealth as level 7)
--
--(Assume that Wrath has two power shifts in dexterity, two in accuracy, and one in resilience. These shifts are already
--figured into her modifications and other stats.)
--
--Motive: Save the world
--
--Environment: Anywhere wrongs (to Wrath's way of thinking) must be righted
--
--Health: 36
--
--Damage Inflicted: 8 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Stealth, attacks, and Speed defense as level 8
--
--Combat: Wrath prefers a sword, though she is equally adept with a crossbow or, in rare cases, modern weapons. In melee
--she can attack two foes as a single action every round.
--
--Thanks to the influence of the Demon, Wrath regains 3 points of health each round, even if reduced to 0 health. The only
--way to permanently kill her is to reduce her to 0 health and keep her that way long enough to burn away the tattoo of
--the Demon that is engraved across her back.
--
--Interaction: Wrath is arrogant and confident, though not so much that she is easily fooled by flattery. She is usually
--amenable to negotiating, because she can anticipate the agenda of others and usually gain far more for herself in the
--end. However, she is not one to betray her word.
--
--Use: Wrath is making a bid to form a group of supervillains—all of whom will answer to her, of course—and it seems that
--initial talks are going well. The only holdout is Mister Genocide, who feels threatened by Wrath's larger organization,
--and this tension has led to ongoing warfare in the streets as assassins battle mobsters.
--
--Loot: In addition to weapons and armor, Wrath likely possesses the equivalent of five exorbitant items, 1d6 cyphers, and
--possibly one or two artifacts.
--
--GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
--the PCs and demand their surrender.
--
- ## NPCs
-
- The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
-@@ -39381,287 +39075,6 @@
- level. If you don't have space for this new cypher, you immediately lose one of your current cyphers (your choice) and
- the new cypher takes its place. Whether or not you succeed at the roll, the 1 XP is spent.
-
--### FANTASY CYPHERS
--
--Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
--The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
--opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
--or rewards for their adventures and exploits.
--
--### MIXING SUBTLE AND MANIFEST CYPHERS
--There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
--are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
--and other coincidences that benefit the characters.
--
--### CYPHER FORMS
--
--What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
--the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
--
--To randomly determine a manifest cypher's form, roll on the following table.
--
--| d100 | Cypher Form |
--|-------|--------------------|
--| 01-02 | Bone runeplate |
--| 03-04 | Book page |
--| 05-07 | Bottle of powder |
--| 08-09 | Brand |
--| 10-12 | Brick |
--| 13-15 | Carved bone |
--| 16-18 | Carved stick |
--| 19-20 | Carved tooth |
--| 21-23 | Chalky potion |
--| 30-33 | Clay runeplate |
--| 34-37 | Crystal |
--| 38-39 | Elaborate scar |
--| 40-42 | Envelope of powder |
--| 43-44 | Fuming potion |
--| 45-47 | Glass |
--| 48-50 | Leaf |
--| 51-54 | Leather scroll |
--| 55-57 | Metal runeplate |
--| 58-60 | Oily potion |
--| 61-62 | Paper scroll |
--| 63-66 | Papyrus scroll |
--| 67-71 | Parchment scroll |
--| 72-74 | Pouch of powder |
--| 75-76 | Skin drawing |
--| 77-80 | Stone |
--| 81-82 | Tattoo |
--| 83-85 | Thick potion |
--| 86-88 | Tube of power |
--| 89-92 | Vellum scroll |
--| 93-96 | Watery potion |
--| 97-00 | Wood runeplate |
--
--### EXAMPLE FANTASY CYPHERS
--
--All of the cyphers in this chapter are manifest and fantastic cyphers.
--
--### FANTASY CYPHERS TABLE
--
--| 01-05 | Acid resistance |
--|-------|------------------------|
--| 06-11 | Animal control |
--| 12-18 | Beast shape |
--| 19-27 | Cold resistance |
--| 28-34 | Demon ward |
--| 35-39 | Dragon ward |
--| 40-44 | Electricity resistance |
--| 45-48 | Elemental conjuration |
--| 49-57 | Fire resistance |
--| 58-61 | Giant size |
--| 62-65 | Instant boat |
--| 66-68 | Instant tower |
--| 69-72 | Lycanthrope ward |
--| 73-76 | Penultimate key |
--| 77-82 | Poison resistance |
--| 83-86 | Restorative aura |
--| 87-89 | Thought listening |
--| 90-93 | Tiny size |
--| 94-98 | Undead ward |
--| 99-00 | Walking corpse |
--
--### ACID RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
--
--### ANIMAL CONTROL
--
--Level: 1d6 + 2
--
--Effect: To activate the cypher, the user must succeed on an Intellect attack against a beast whose level does not exceed
--the cypher's level. If successful, the beast immediately becomes calm. The beast awaits the user's commands and carries
--out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's
--level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) The beast could attack
--or defend, a dog could follow a scent or retrieve an object, a badger could dig a hole, and so on.
--
--The cypher doesn't give the user any special ability to understand the target or perceive through its senses. For
--example, the user can command an eagle to fly above a group of enemies, but the eagle can't describe what it sees and
--the user can't look through its eyes.
--
--"Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
--like basilisks, pegasi, and so on.
--
--### BEAST SHAPE
--
--Level: 1d6
--
--Effect: The user transforms into a specific kind of animal, such as a bear, hawk, horse, or wolf (the kind of animal is
--determined by the cypher's creator). The user gains the animal's type of movement (swimming for a fish, flying for a
--bird, and so on) and two assets on tasks to pretend to be that animal. The user also gains an asset on one skill
--appropriate to their animal form (or two skills for cypher level 5 and higher). See the Animal Form Minor Abilities
--table.
--
--The magic shrinks or enlarges the user to a size more suitable for their animal form, but generally can't make them more
--than about 50 percent smaller or larger, so the user might become an unusually large bird or a small bear. This doesn't
--affect the animal's abilities. The user can still use all of their abilities that don't rely specifically on their
--normal form. For example, an Adept in wolf form can't wield a dagger because wolves don't have hands, but could still
--use a healing power or mind blast ability.
--
--After about an hour, the user returns to their normal form.
--
--Depending on the cypher, the user might still be able to speak in a humanoid language, talk in a "language" of animal
--noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
--above.
--
--### COLD RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
--
--### DEMON WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
--malevolent creatures.
--
--### DRAGON WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from dragons, wyverns, and similar
--magical reptilian creatures.
--
--In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
--
--### ELECTRICITY RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
--
--### ELEMENTAL CONJURATION
--
--Level: 1d6
--
--Effect: Summons an elemental creature (air, earth, fire, or water) that can understand the verbal commands of the user.
--Once the elemental is summoned, commanding it is not an action. It can make attacks or perform actions as ordered to the
--best of its abilities, but it cannot speak. The elemental never goes farther than long range away from the user.
--
--The elemental is not particularly intelligent or capable of initiating action. It responds if attacked, but otherwise
--does only as commanded.
--
--The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
--back to its native realm.
--
--### FIRE RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
--
--### GIANT SIZE
--
--Level: 1d6
--
--Effect: The user grows to about one and a half times their normal size. While at this larger size, they add 4 points to
--their Might Pool and +2 to their Might Edge, but their Speed defense rolls are hindered.
--
--They return to their normal size after a minute. When the effect ends, their Might Edge returns to normal, they lose the
--penalty to Speed defense, and they subtract 4 points from their Might Pool (if this brings the Pool to 0, they subtract
--the overflow first from their Speed Pool and then, if necessary, from their Intellect Pool).
--
--If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
--defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
--
--### INSTANT BOAT
--
--Level: 1d6 + 2
--
--Effect: Creates or transforms into a small sailboat that can carry up to eight people. The user or other characters must
--row, steer, and sail the boat as normal. At cypher level 5 and higher, the boat grants an asset on all tasks relating to
--its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
--boat lasts for a day, after which it vanishes.
--
--### INSTANT TOWER
--
--Level: 1d6 + 3
--
--Effect: Creates a simple, squat stone tower with a door, three arrow slits, and a ceiling hatch leading to the roof. The
--tower is 10 feet (3 m) square and 12 feet (4 m) tall. If the cypher level is 7 or higher, the tower also has a second
--story (with four arrow slits), increasing its total height to 20 feet (6 m). If there isn't sufficient room for the
--tower to reach its full size, it fills the available space, but its appearance and growth does not apply any force or
--pressure against the confining surfaces.
--
--The tower is permanent and immobile once created.
--
--### LYCANTHROPE WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from werewolves and other
--lycanthropes.
--
--Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
--as a bear, rat, tiger, or wolf
--
--### PENULTIMATE KEY
--
--Level: 1d6 + 2
--
--Effect: Locks or unlocks any one door, portal, chest, or other lockable item of the cypher's level or lower. The
--targeted item must have a keyhole for the cypher to work.
--
--Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
--
--### POISON RESISTANCE
--
--Level: 1d6 + 3
--
--Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
--
--### RESTORATIVE AURA
--
--Level: 1d6
--
--Effect: Creates an immediate area filled with aromatic smoke, reassuring sounds, gentle light, or other pleasing
--sensations that last for one hour. Creatures who rest within the area gain +2 on their recovery rolls (or +4 for cypher
--level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
--cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
--
--### THOUGHT LISTENING
--
--Level: 1d6 + 1
--
--Effect: The user can read the surface thoughts of a creature within short range that they can see, even if the target
--doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
--per cypher level.
--
--### TINY SIZE
--
--Level: 1d6
--
--Effect: The user shrinks to about one-tenth their normal size. While at this smaller size, they add 4 points to their
--Speed Pool and +2 to their Speed Edge, but all of their Might actions are hindered by two steps. They return to their
--normal size after a minute. When the effect ends, their Speed Edge returns to normal, they lose the penalty to Might
--actions, and they subtract 4 points from their Speed Pool (if this brings the Pool to 0, they subtract the overflow
--first from their Intellect Pool and then, if necessary, from their Might Pool).
--
--If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
--ends, they lose all of the advantages and penalties from the cypher.
--
--### UNDEAD WARD
--
--Level: 1d6
--
--Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
--vampires, and other undead creatures.
--
--### WALKING CORPSE
--
--Level: 1d6
--
--Effect: Animates a corpse as a level 1 (or level 2 for cypher level 5 and higher) undead skeleton or zombie, depending
--on the condition of the body. The corpse can be no larger than a typical human. The animated corpse has none of the
--intelligence, memories, or special abilities that it had in life. The creature follows the user's verbal commands for
--one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
--again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
--
- ### MANIFEST CYPHERS
-
- Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of
-@@ -49666,6 +49079,161 @@
-
- ### FANTASY RULES MODULES
-
-+### FANTASY CHARACTER OPTIONS
-+
-+In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
-+with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
-+Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
-+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-+
-+Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
-+Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
-+magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
-+powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
-+Fire. For a healer, choose Works Miracles.
-+
-+Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
-+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-+
-+Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
-+Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
-+of Strength, and Rages.
-+
-+Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
-+element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
-+Masters Spells.
-+
-+Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
-+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-+
-+Cleric (death): Consorts With the Dead, Shepherds Spirits
-+
-+Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-+
-+Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-+
-+Cleric (light): Blazes With Radiance, Channels Divine Blessings
-+
-+Cleric (storm): Rides the Lightning, Thunders
-+
-+Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
-+
-+Cleric (war): Masters Weaponry (also see options for fighters)
-+
-+Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
-+probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
-+focus, but for more specific options, see the following foci:
-+
-+Druid (animal companion): Controls Beasts, Masters the Swarm
-+
-+Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
-+Ice
-+
-+Druid (nature affinity): Speaks for the Land
-+
-+Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
-+
-+Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
-+focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
-+fighting role, see the following:
-+
-+Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
-+Bastion.
-+
-+Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-+
-+Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
-+
-+Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
-+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-+
-+Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
-+having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
-+Justice, and Operates Undercover.
-+
-+Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
-+merchant character, but the more obvious choice would be a Speaker.
-+
-+Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
-+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-+
-+Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
-+Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
-+the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
-+
-+Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
-+(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
-+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-+
-+Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
-+(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
-+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-+
-+Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
-+study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
-+Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
-+spells. For sorcerers of various magical bloodlines, see the following:
-+
-+Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-+
-+Sorcerer (destiny): Descends From Nobility, Was Foretold
-+
-+Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
-+
-+Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
-+Lightning, Wears a Sheen of Ice
-+
-+Sorcerer (fey): Takes Animal Shape\*
-+
-+Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-+
-+Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-+
-+Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
-+magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-+Entertains.
-+
-+War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
-+an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
-+Enchanted Weapon\*.
-+
-+Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
-+make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
-+interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
-+Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
-+just as well.
-+
-+Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
-+flavor. The best focus that suits this theme is Uses Wild Magic\*.
-+
-+Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
-+opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
-+(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
-+For more specific kinds of wizards, see the following:
-+
-+Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-+
-+Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-+
-+Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
-+Mental Powers, Leads
-+
-+Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-+
-+Wizard (illusionist): Awakens Dreams, Crafts Illusions
-+
-+Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-+
-+Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-+
-+#### PREPARED VS. SPONTANEOUS SPELLCASTING
-+
-+Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
-+and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
-+them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
-+selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
-+Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-+
- ### AWARDING TREASURE
-
- It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-@@ -50130,6 +49698,411 @@
- (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
- shark tank, or a boulder in a lava lake.
-
-+#### FANTASY ARMOR DESCRIPTIONS
-+
-+You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
-+Speed Effort cost of the worst one).
-+
-+Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
-+giant lizard or rhinoceros.
-+
-+Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
-+movement than full plate at the cost of some protection.
-+
-+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
-+
-+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
-+
-+Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
-+mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
-+Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
-+dwarven smiths know how to make it).
-+
-+Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
-+mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
-+(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
-+elven smiths know how to make it).
-+
-+Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
-+joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
-+
-+Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
-+fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
-+but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
-+kinds of armor.
-+
-+Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
-+armor, but easier to make, especially by resource-poor crafters.
-+
-+Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
-+your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
-+Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
-+concept.
-+
-+Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
-+called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
-+against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
-+doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
-+
-+Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
-+mail."
-+
-+Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
-+System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-+
-+| Light Armor | Armor | Speed Effort Additional Cost | Price |
-+|---------------------|-----------|------------------------------|----------|
-+| Heavy cloth | 1\* | 0 | 3 gp |
-+| Hides and furs | 1 | 1 | 10 gp |
-+| Leather jerkin | 1 | 1 | 10 gp |
-+| Padded | 1\* | 0 | 5 gp |
-+| Medium Armor | Armor | Speed Effort Additional Cost | Price |
-+| Beastskin | 2 | 2 | 10 gp |
-+| Breastplate | 2 | 2 | 400 gp |
-+| Brigandine | 2 | 2 | 200 gp |
-+| Chainmail | 2 | 2 | 75 gp |
-+| Dwarven breastplate | 2 | 1 | 8,000 gp |
-+| Elven chainmail | 2 | 0 | 8,000 gp |
-+| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
-+| Full plate | 3 | 0 | 1,500 gp |
-+| Scale | 3 | 0 | 50 gp |
-+| Shield | asset\*\* | | 10 gp |
-+
-+\* Only against piercing and slashing attacks
-+
-+\*\* Using a shield provides the wearer with an asset on Speed defense tasks
-+
-+If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
-+and padded armor should provide no Armor at all.
-+
-+#### FANTASY WEAPONS DESCRIPTIONS
-+
-+Battleaxe: A wooden pole with a blade on one end.
-+
-+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-+
-+Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
-+it.
-+
-+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-+
-+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-+
-+Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
-+crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
-+reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
-+
-+Dagger: A very short blade for stabbing or slicing.
-+
-+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-+
-+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-+
-+Greatsword: A two-handed version of the broadsword.
-+
-+Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
-+sledgehammer).
-+
-+Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
-+You need two hands to load it.
-+
-+Handaxe: A light, one-handed axe that's good for melee or throwing.
-+
-+Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
-+reload.
-+
-+Heavy mace: A larger, two-handed version of a mace.
-+
-+Javelin: A light spear that's designed to be thrown.
-+
-+Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
-+fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
-+that's spherical, flanged, or knobbed.
-+
-+Maul: A larger version of the hammer, such as a sledgehammer.
-+
-+Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
-+You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
-+of their physical actions are hindered until they take an action to remove it.
-+
-+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
-+
-+Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
-+pulling an opponent from their mount.
-+
-+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-+
-+Rapier: A light sword with a thin blade used for stabbing and slashing.
-+
-+Scimitar: A medium-length sword with a strongly curved blade.
-+
-+Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
-+as a weapon.
-+
-+Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
-+cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
-+to load it. Action to reload.
-+
-+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-+
-+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-+
-+Trident: A three-pronged spear, often used for spear fishing.
-+
-+Unarmed: A typical punch, kick, or other weaponless attack.
-+
-+Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-+
-+| Light Weapons (2 points of damage) | Price | Notes |
-+|-------------------------------------|---------|---------------------------------|
-+| Blowgun | 5 gp | Short range |
-+| Blowgun darts (20) | 1 gp | |
-+| Dagger | 2 gp | Can be thrown up to short range |
-+| Hand crossbow | 75 gp | Short range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Handaxe | 5 gp | Can be thrown up to short range |
-+| Net | 1 gp | Can be thrown up to short range |
-+| Rapier | 25 gp | |
-+| Sickle | 1 gp | Short range |
-+| Sling | 1 sp | Short range |
-+| Sling bullets (20) | 5 cp | |
-+| Throwing dart | 5 cp | Short range |
-+| Unarmed (punch, kick, etc) | – | |
-+| Whip | 2 gp | |
-+| Medium Weapons (4 points of damage) | Price | Notes |
-+| Battleaxe | 10 gp | |
-+| Bow | 30 gp | Long range |
-+| Arrows (20) | 1 gp | |
-+| Broadsword | 15 gp | |
-+| Club | 1 sp | |
-+| Crank crossbow | 250 gp | Long range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Light crossbow | 25 gp | Long range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Flail | 10 gp | |
-+| Hammer | 15 gp | |
-+| Javelin | 5 sp | Can be thrown up to long range |
-+| Mace | 10 gp | |
-+| Pick | 10 gp | |
-+| Polearm | 10 gp | |
-+| Quarterstaff | 2 sp | |
-+| Scimitar | 25 gp | |
-+| Spear | 1 gp | Can be thrown up to long range |
-+| Trident | 5 gp | |
-+| Heavy Weapons (6 points of damage) | Price | Notes |
-+| Greataxe | 30 gp | |
-+| Greatsword | 50 gp | |
-+| Heavy crossbow | 50 gp | Long range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Heavy mace | 15 gp | |
-+| Maul | 10 gp | |
-+
-+### Adventuring equipment DESCRIPTIONS
-+
-+Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
-+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-+
-+Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
-+clothes, boots, and three torches.
-+
-+Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-+
-+Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
-+grants an asset for identifying potion cyphers and similar mysterious liquids.
-+
-+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-+
-+Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
-+string, 3 feet (1 m) of metal wire, and a handful of nails.
-+
-+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-+
-+Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
-+on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
-+assumes the character has already read the book and is looking for relevant information).
-+
-+Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
-+covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
-+were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
-+Speed defense roll or take 2 points of Speed damage (ignores Armor).
-+
-+Candle: A candle burns for one hour and creates dim light in an immediate area.
-+
-+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-+
-+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-+
-+Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
-+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-+
-+Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
-+parts are reusable, but the kit runs out after about five uses.
-+
-+Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
-+creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
-+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-+
-+Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
-+lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
-+four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-+
-+Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
-+traps.
-+
-+Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
-+common set of manacles is level 5.
-+
-+Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
-+with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
-+surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
-+terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
-+roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
-+of fire damage (ignores Armor) on anyone in or moving through the area.
-+
-+Signal horn: This horn can be heard up to a mile away.
-+
-+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-+
-+Tent: This has enough room for two humans or three smaller people.
-+
-+Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
-+light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
-+hit something
-+
-+| Item | Price |
-+|------------------------------|-----------|
-+| Acid (flask) | 25 gp |
-+| Adventuring pack | 6 gp |
-+| Alchemist fire (flask) | 50 gp |
-+| Alchemist tools | 50 go |
-+| Backpack | 2 gp |
-+| Bag of heavy tools | 25 gp |
-+| Bag of light tools | 10 gp |
-+| Battering arm | 10 gp |
-+| Bedroll | 1 gp |
-+| Book | 25 gp |
-+| Caltrops, bag | 1 gp |
-+| Candle | 1 sp |
-+| Climbing kit | 25 gp |
-+| Crowbar | 2 gp |
-+| Disguising kit | 25 gp |
-+| Grappling hook | 2 gp |
-+| Healing kit | 5 gp |
-+| Hourglass | 25 gp |
-+| Ink (flask) | 10 gp |
-+| Ink pen | 2 cp |
-+| Iron spikes (10) | 1 gp |
-+| Ladder (10 ft/3m) | 1 sp |
-+| Lamp | 5 sp |
-+| Lantern | 5 gp |
-+| Lockpicks | 25 gp |
-+| Manacles | 2 gp |
-+| Mirror | 5gp |
-+| Musical instrument | 2-50 gp |
-+| Oil (flask) | 1 cp |
-+| Piton | 5 cp |
-+| Pole, wooden | 5 cp |
-+| Pouch or other small rations | 5 sp |
-+| Rations (1 day) | 5 sp |
-+| Rope (50 ft./15m) | 1 gp |
-+| Sack | 1 cp |
-+| Signal horn | 2 gp |
-+| Spyglass | 1,0000 gp |
-+| Tent | 2 gp |
-+| Torch | 1 cp |
-+| Waterskin | 2 sp |
-+
-+### Miscellaneous Items and Services
-+
-+Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
-+lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
-+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
-+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
-+probably a feast for a crowd, with the finest foods and drink available.
-+
-+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
-+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
-+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
-+personal services (such as massages and grooming) included.
-+
-+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
-+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
-+clothing (and jewelry) when they go to their elite galas.
-+
-+Other sorts of miscellaneous items can be found in the Genre chapter.
-+
-+Fantasy clothing descriptions
-+
-+Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
-+shoes, and underclothes.
-+
-+Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-+an apron and a belt for holding tools.
-+
-+Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
-+styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
-+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-+
-+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-+
-+Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
-+bard, juggler, or acrobat.
-+
-+Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-+various activities and environments.
-+
-+Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
-+meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
-+times as much.
-+
-+Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-+
-+Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
-+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-+
-+Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-+hood.
-+
-+Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
-+interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
-+representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
-+mystical aspects of wizard clothing.
-+
-+| Item | Price |
-+|-----------------------|-------|
-+| Artisan's outfit | 2 gp |
-+| Ascetic's outfit | 1 gp |
-+| Cold-weather outfit | 6 gp |
-+| Entertainer's costume | 3 gp |
-+| Explorer's outfit | 8 gp |
-+| Fancy outfit | 25 gp |
-+| Peasant's outfit | 1 sp |
-+| Priestly vestments | 5 gp |
-+| Traveler's outfit | 2 gp |
-+| Wizard's outfit | 5 gp |
-+
-+### FOOD AND LODGING
-+
-+| Item | Price |
-+|----------------------|-------|
-+| Ale, gallon | 2 sp |
-+| Ale, mug | 4 cp |
-+| Banquet (1 person) | 10 gp |
-+| Bread, loaf | 2 cp |
-+| Inn stay (per night) | |
-+| Good | 8 sp |
-+| Common | 5 sp |
-+| Poor | 1 sp |
-+| Meals (per day) | |
-+| Good | 5 sp |
-+| Common | 3 sp |
-+| Poor | 6 cp |
-+| Meat (one serving) | 3 sp |
-+| Wine (bottle) | 10 gp |
-+| Wine (pitcher) | 2 sp |
-+
- ### CHARACTER OPTIONS
-
- ### WEIRD WEST CHARACTER OPTIONS
diff --git a/patches/base/017-core-reorg-part-2.patch b/patches/base/017-core-reorg-part-2.patch
deleted file mode 100644
index c7bc87a..0000000
--- a/patches/base/017-core-reorg-part-2.patch
+++ /dev/null
@@ -1,8059 +0,0 @@
---- _tmp/ccsrd.md 2025-05-05 01:35:32.988621434 -0500
-+++ _tmp/ccsrd.new.md 2025-05-05 12:44:08.284200554 -0500
-@@ -18227,7 +18227,7 @@
- The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
- fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
-
--### FANTASY TYPES
-+### MAGICAL RULES MODULE
-
- For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
- of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
-@@ -18416,8 +18416,6 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
--### MAGICAL RULES MODULE
--
- ### FANTASY CYPHERS
-
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
-@@ -19211,35 +19209,6 @@
- | 5 | Witch\* |
- | 6 | Assassin\* |
- | 6 | Blackguard |
--| 4 | Elemental, water |
--| 4 | Elemental, water |
--| 4 | Elf |
--| 4 | Ghost\* |
--| 4 | Ghoul\* |
--| 4 | Giant snake\* |
--| 4 | Hollow knight |
--| 4 | Minotour |
--| 4 | Ogre\* |
--| 4 | Paladin |
--| 4 | Shadow elf\* |
--| 4 | Thief |
--| 4 | Werewolf\* |
--| 5 | Basilisk |
--| 5 | Cambion |
--| 5 | Demon |
--| 5 | Elemental, earth\* |
--| 5 | Fallen angel\* |
--| 5 | Gorgon |
--| 5 | Mi-go\* |
--| 5 | Necromancer |
--| 5 | Occultist\* |
--| 5 | Prince(ss) of summer\* |
--| 5 | Satyr |
--| 5 | Soul Eater |
--| 5 | Wendigo\* |
--| 5 | Witch\* |
--| 6 | Assassin\* |
--| 6 | Blackguard |
- | 6 | Chimera\*I |
- | 6 | Elemental, thorn |
- | 6 | Golem\* |
-@@ -20128,176 +20097,6 @@
- | Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
- | Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-
--### OPTIONAL RULE: PSIONICS
--
--Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
--and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
--
--If you do not want to allow psionics into your game, then restrict foci like Commands Mental Powers, Focuses Mind Over
--Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
--in the Cypher System Rulebook.
--
--### LATENT PSIONICS
--
--Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
--purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
--psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
--stick with the one.
--
--### FIRST PSI ABILITY
--
--Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
--how the character unlocked it.
--
--Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
--appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used
--like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or
--spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if
--any).
--
--Expending a Recovery Roll to Manifest a Psionic Ability: If the character expends a one-action, ten-minute, or one-hour
--recovery roll as part of the same action to manifest a psionic ability (including paying any Pool costs), they can use
--the ability as an action.
--
--Expending Time to Manifest a Psionic Ability: If the character takes at least ten minutes meditating, concentrating
--deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
--costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
--
--### MORE PSI ABILITIES
--
--Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
--time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
--mental development has progressed.
--
--Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
--have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
--character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
--high-tier ability.
--
--### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
--
--Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
--and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
--moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
--Pool costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those
--abilities, rather than having stumbled upon them accidentally like a latent character.
--
--Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
--like other characters, with the same limitations.
--
--Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for
--latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as
--another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities
--granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same
--tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
--a fresh mind, and must be done soon after a ten-hour recovery.
--
--### MORE POWERFUL PSIONICS
--
--As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
--treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
--Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
--lots of time); instead, the user simply pays their Pool costs to use them.
--
--### OPTIONAL RULE: POSTHUMAN UPGRADES
--
--Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
--significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
--bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
--go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
--level of characters.
--
--### INTRODUCING UPGRADES TO YOUR SETTING
--
--You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
--"free," mechanically speaking. After that, you might decide that that's enough and they're done.
--
--Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
--advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
--to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside
--them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.)
--
--Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
--setting demands it. Narrative options include (but are not limited to):
--
-- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
--G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
--
--• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
--
-- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
--stars.
--
--• PCs are children of a far-future civilization that routinely upgrades its citizens.
--
--Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
--hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
--should have that same advantage. Narrative options include (but are not limited to):
--
--• PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
--the process of healing them from other injuries.
--
--• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
--installed—to serve some specific purpose.
--
-- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
--
--### POSTHUMAN PACKAGES
--
--Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
--your PCs gain.
--
--Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
--addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
--heart attack, and so on (though longer periods of acceleration could still result in such outcomes). Add +1 to your
--Intellect Edge. Enabler. (PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with
--adjuvants if they travel in space, such as space-fit serum)
--
--Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
--to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
--
--Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
--hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
--
--Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
--addition, you have a magnetoreception sixth sense that allows you to "see" into objects and through doors up to a short
--distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
--touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
--
--Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
--the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
--
--### POSTHUMAN POWER SHIFTS
--
--A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
--
--Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP
--toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don't
--count toward a character's maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
--into specific categories, which include (but are not necessarily limited to):
--
--Accuracy: All attack rolls
--
--Dexterity: Movement, acrobatics, initiative, and Speed defense
--
--Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
--
--Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
--
--Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
--
--Resilience: Might defense rolls and Armor (+1 per shift)
--
--Single Attack: Attack rolls and damage (3 additional points per shift)
--
--Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
--points of damage per shift) but not attack rolls
--
--Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
--shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
--five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
--Once the shifts are assigned, they should not change.
--
- ### SALVAGE FROM A SPACECRAFT
-
- If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
-@@ -20514,1199 +20313,6 @@
- | 10 | Godmind | Fantastic |
- | 10 | Omworwar | Fantastic |
-
--### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
--
--If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
--godminds, AIs can develop inscrutable goals.
--
--AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A
--few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
--act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
--
--Motive: Varies
--
--Environment: Almost anywhere
--
--Health: 33
--
--Damage Inflicted: 10
--
--Armor: 2
--
--Movement: Immediate
--
--Modifications: Speed defense as level 2, knowledge tasks as level 9
--
--Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
--creature to see—can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points
--of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
--
--Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
--and so on), regaining 5 points of health.
--
--An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
--made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
--to a "terminal," so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
--
--Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
--voice often sounds surprisingly human.
--
--Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
--moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn't
--removed from the equation.
--
--Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
--
--GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
--attempts to upload an instance of itself into their mind.
--
--### CYBRID 8 (24)
--
--Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
--post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
--conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of
--pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
--
--From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
--has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
--
--Motive: Kill away the pain
--
--Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
--
--Health: 60
--
--Damage Inflicted: 10
--
--Armor: 3
--
--Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
--extended vehicular combat rules.
--
--Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
--with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
--the target. Those caught in the beam who succeed on a Speed defense roll still suffer 2 points of damage. If the cybrid
--focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
--a successful Speed defense roll.
--
-- Self-repair mechanisms allow the creature to regain 2 points of health per round.
--
--Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
--the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
--it's become.
--
--Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
--dome. If it engages, the death toll will be staggering.
--
--Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers
--
--GM Intrusion: The character struck by the graser beam develops radiation poisoning, in this case a level 8 disease that
--drops the character one step on the damage track each day that it goes untreated..
--
--### DEVOLVED 4 (12)
--
--Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
--government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
--ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
--brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
--or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
--with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
--
--Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
--shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system
--entirely. Without their drugs, they may devolve.
--
--Motive: Hungers for flesh
--
--Environment: Groups of three to five, usually in locations where organized security can't easily reach
--
--Health: 21 Damage Inflicted: 6 to 12 points
--
--Movement: Short
--
--Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
--
--Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
--themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
--grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
--and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
--damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
--starts anew.
--
--Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
--seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
--
--Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
--sheltering bunkers.
--
--Loot: For every three or so devolved, one is likely to carry a cypher
--
--GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
--
--### ECOPHAGIC SWARM 4 (12)
--
--Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
--body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
--building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
--individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
--one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
--intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
--
--Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
--or wasp mounds, or something without any reference at all in the natural world.
--
--Motive: Hungers for matter, including flesh
--
--Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
--where everyone carries a smartphone, AR glasses, or something similar
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Flies a long distance
--
--Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
--large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
--touched by a leading edge—or wholly enveloped within the hazy "body"—of an ecophagic swarm must succeed on a Might
--defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage
--even if they succeed.
--
--For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack),
--but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
--cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
--
--Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
--attempts to influence it are hindered by three steps.
--
--Use: A promising new nanotech "printing" technology was hacked by radical elements
--
--GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment)
--is taken by the swarm.
--
--### EXOSLIME 6 (18)
--
--Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
--on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
--protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent
--minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
--subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
--absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
--they absorb, even a previously eaten living intelligent being.
--
--Motive: Hungers for information
--
--Environment: Moist and warm areas
--
--Health: 33
--
--Damage Inflicted: 6 points
--
--Movement: Immediate; immediate when climbing or burrowing
--
--Modifications: Speed defense as level 5 due to size
--
--Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
--succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface
--and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
--dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
--fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
--with the slime.
--
--Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
--translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
--
--Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
--materials.
--
--GM Intrusion: The character escapes an exoslime attack, but a piece of quivering protoplasm remains stuck to their
--flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as
--an action.
--
--### GODMIND 10 (30)
--
--Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
--its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
--existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
--disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
--planet.
--
--Motive: Ineffable
--
--Environment: Anywhere, usually in space
--
--Health: 50 (per instance)
--
--Damage Inflicted: 15 points
--
--Movement: Very long when flying
--
--Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
--call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
--gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into
--temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
--could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
--instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't harmed. An aggressor
--would have to find the godmind's primeval "computer core" to destroy one, likely an epic quest in and of itself.
--
--Interaction: To actually get a godmind's attention and negotiate could require ancient command code, finding an old
--input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it's likely
--to be in a form that is initially enigmatic, though ultimately extremely powerful.
--
--Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
--the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
--
--Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
--
--GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
--inconvenienced it.
--
--### HUNGRY HAZE
--
--Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
--how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
--advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt
--to feed on next.
--
--Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
--vapor.
--
--Motive: Hungers for flesh
--
--Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
--vacuum.
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Movement: Flies an immediate distance each round
--
--Modifications: Stealth tasks as level 5
--
--Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
--damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
--successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
--feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
--zero health, a smooth thumb-sized egg of unknown material is left behind.
--
--Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
--experiences and figure out creative solutions to problems.
--
--Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
--pickings. But a strange haze seems to hang over the station.
--
--Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
--amount equal to the expensive price category.
--
--GM Intrusion: The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.
--
--### INFOVORE 3 (9)
--
--Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
--mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
--over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
--unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
--But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
--fresh mechanism to begin the rebirth process again.
--
--Infovores have also been called ghost fabricators and aterics
--
--Motive: Hungers for information
--
--Environment: Anywhere powered devices are found
--
--Health: 9
--
--Damage Inflicted: 3–10 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: Attacks and defends at an ever-escalating level
--
--Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
--carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
--metallic and synthetic matter, and ambient energy, and its effective level increases by one. This level advancement
--completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of
--the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
--creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
--disassembles, falling back into so many scattered pieces of junk. Finding the "seed" device amid this junk is a
--difficulty 6 Intellect-based task.
--
--Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
--from "spinning up" to become a threat and learn something valuable, but only for a short period.
--
--Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
--an inactive infovore, quiescent until plugged in or scanned.
--
--Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
--chance that one of those cyphers is actually the infovore seed.
--
--GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a
--manifest cypher as it's pulledinto the self-assembling infovore. The infovore gains an additional attack each round.
--
--### INQUISITOR 4 (12)
--
--Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
--interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
--intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with
--little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head
--wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
--tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
--manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
--level of technology and advancement well above that enjoyed by humans.
--
--Motive: Knowledge
--
--Environment: In groups of three to twelve
--
--Health: 18
--
--Damage Inflicted: 6 points
--
--Movement: Short; short when climbing
--
--Modifications: Knowledge-related tasks as level 8
--
--Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
--always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
--for an hour or more if the victim fails a Might defense task. Usually, inquisitors attempt to cause as little damage as
--possible to potential subjects, so the sleep setting is used most often. They also carry defensive items, including
--manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
--specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
--teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
--transdimensional redoubt).
--
--Interaction: Inquisitors are always eager to "talk," though they usually end up wanting to know a lot more than
--characters are willing to divulge.
--
--Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
--
--Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
--
--GM Intrusion: The character (or characters) wake after a long rest, only to realize that more than ten hours have
--passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
--missing.
--
--### MALWARE, FATAL 4 (12)
--
--This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
--nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
--corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly
--electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected
--objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal
--malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a
--server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4D
--printers are also compromised.
--
--Motive: Corruption and destruction
--
--Environment: Any electronic system able to run code can host one or more instances
--
--Health: 18
--
--Damage Inflicted: 5 points
--
--Movement: As the system it infects
--
--Modifications: Knowledge tasks related to computers and other electronic systems as level 6
--
--Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
--level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
--system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn't have any intrinsic movement,
--the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
--compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
--instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
--
--Interaction: Fatal malware isn't really sentient and thus can't really be negotiated with; some instances could mimic
--intelligence to draw humans into a trap.
--
--Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
--unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
--
--GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of
--equipment carried by the character, especially a character with cybernetic implants.
--
--### MOCK ORGANISM 3 (9)
--
--Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
--in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
--gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or
--slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't
--know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
--That's the eternal question and one that's usually answered by those most afraid of potential dangers that might
--accompany the creation of something no one intended.
--
--Motive: Defense or destruction
--
--Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
--
--Health: 18
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism's
--poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
--coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
--damage.
--
--Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
--in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
--organism might still be calmed, but all such attempts are hindered.
--
--Use: A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
--loss of its creator.
--
--Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
--two and another item that, with a bit of jury-rigging, works as an artifact.
--
--GM Intrusion: The character hit by the mock organism's melee attack doesn't take normal damage. Instead, the mock
--organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
--While pinned, the creation whispers mad utterances into the target's ear.
--
--### NATATHIM 3 (9)
--
--Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
--(Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
--oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
--humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
--eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
--and they have webbed extremities with retractable claws.
--
--Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
--same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been
--done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able
--to interbreed with humans as a method for maintaining their line.
--
--Motive: Just as with humans, natathim have many and varied motivations and drives.
--
--Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
--Natathim can act normally in air for up to twenty-four hours before they must return to water.
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Armor: 2
--
--Movement: Short on land; long in the water
--
--Modifications: Swims as level 6
--
--Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
--magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to
--interact magnetically with their surroundings, though this is little understood.
--
--Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
--for having created their species in the first place, depending on the setting.
--
--Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
--somewhere in the Opulence of Outer Planets.
--
--Loot: Some natathim carry valuable items and equipment.
--
--GM Intrusion: The natathim spontaneously magnetizes the
--character's possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
--no actions other than attempt to escape.
--
--### OMWORWAR 10 (30)
--
--Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
--sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
--travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient
--ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars
--have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make
--in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
--translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
--galaxy all their own.
--
--Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
--to these beings as wharn cogitators.
--
--Motive: Unpredictable
--
--Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
--
--Health: 42
--
--Damage Inflicted: 12 points
--
--Armor: 10
--
--Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
--vehicular combat rules. FTL capable.
--
--Modifications: Speed defense as level 7 due to size
--
--Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
--including communication, creating or destroying matter, and propulsion via "falling" through the universe at FTL speeds
--from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
--the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
--deep concentration.
--
--Interaction: Omworwar disregard most other creatures, because from the omworwar's perspective, they're like mayflies,
--here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
--an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
--manifest cypher.
--
--Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
--Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
--going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
--
--Loot: Four level 10 manifest cyphers.
--
--GM Intrusion: The character discovers that one of their manifest cyphers has formed a tiny eye, but an eye that seems to
--contain a galaxy. (The cypher becomes useless for its original function, but might be used to summon or interact with an
--omworwar.)
--
--### PHOTONOMORPH 6 (18)
--
--Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
--devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
--Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some
--person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
--beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
--glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
--power, may be why many seem slightly mad.
--
--Motive: Varies
--
--Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
--
--Servitor: level 4; flies a long distance each round
--
--Health: 22
--
--Damage Inflicted: 8 points
--
--Armor: 3
--
--Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
--
--Modifications: Knowledge tasks as level 8
--
--Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
--attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
--m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
--that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
--until destroyed).
--
--A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
--source of light is itself or objects it has created.
--
--Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
--agendas, which often involve elaborate schemes.
--
--Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
--vessel.
--
--GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
--for the situation at hand.
--
--### POSTHUMAN 7 (21)
--
--Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
--all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
--radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which
--is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating
--bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
--of consciousness or being.
--
--Motive: Variable
--
--Environment: Alone or in small groups or communities in orbital colonies or other designed locations
--
--Health: 50
--
--Damage Inflicted: 9 points
--
--Armor: 4
--
--Movement: Short; flies a long distance
--
--Modifications: Knowledge tasks as level 9
--
--Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
--points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
--target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
--targets caught in the conflagration succeed on a Speed defense roll.
--
--Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
--deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
--action.
--
--Posthumans automatically regain 2 points of health per round while its health is above 0.
--
--Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
--either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
--motivations are complex and many-layered.
--
--Use: A rogue posthuman is researching a method whereby they might portal into the "quantum" realm of dark energy
--underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
--that realm escaping, the posthuman continues their work.
--
--Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
--material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
--manifest cyphers and an artifact.
--
--GM Intrusion: The posthuman allows acts out of turn, or takes control of a device that the character is about to use
--against the posthuman.
--
--### REDIVUS 4 (12)
--
--Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
--impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
--space rubble the size of a small spacecraft—until they unfurl glowing magnetic plasma wings, revealing themselves as
--strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
--electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
--say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
--finding other redivi, and eventually, finding their "universal seed."
--
--Motive: Knowledge
--
--Environment: Almost anywhere, searching
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 4
--
--Movement: Flies (magnetically levitates) a short distance each round
--
--Combat: The stone carapace of a redivus makes a huge "club" when it rams into foes. However, it can also control metal
--within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
--trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
--constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
--
--Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
--through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
--and negotiate, especially if there's a chance they'll find out something new.
--
--Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
--action of something truly terrible.
--
--GM Intrusion: The character's metal- containing equipment is stripped away, then used as ammunition against that PC or
--an ally.
--
--### SENTINEL TREE 3 (9)
--
--Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
--landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
--gene-tailoring, possibly of the illegal sort. Regardless of their provenance, sentinel trees resemble thorny masses of
--knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
--If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
--trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
--roots in the body for feeding and decomposition.
--
--Motive: Feed
--
--Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
--
--Health: 12
--
--Damage Inflicted: 3 points
--
--Armor: 1
--
--Movement: Immediate
--
--Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
--points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
--or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
--sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
--Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
--they can break free on their turn.
--
--Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some
--words and gestures.
--
--Use: A grove of sentinel trees guard a compound that the characters need to break into.
--
--GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to
--remove the condition. (The recovery use doesn't return points to a Pool.)
--
--### SILICON PARASITE 2 (6)
--
--These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
--emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
--wires and wafers, and self-assembled or evolved in some unnamed lab or spacecraft wreck, silicon parasites are vermin
--that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
--learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
--being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
--emergency, silicon parasites thrown into the situation makes everything worse.
--
--Motive: Defense, harvest electronic materials necessary to self-replicate.
--
--Environment: Usually on spacecraft and space stations in groups of up to twenty
--
--Health: 6
--
--Damage Inflicted: 3 points
--
--Armor: 1
--
--Movement: Short; climbs a short distance each round
--
--Modifications: Speed defense as level 4 due to size.
--
--Combat: Only "large" silicon parasites are a danger to most creatures. When four or more parasites coordinate their
--attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
--difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
--target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
--Silicon parasites can operate in complete vacuum without harm.
--
--Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
--have acted with greater intelligence and forethought than mere unthinking insects can manage.
--
--Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
--crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
--working pieces of equipment.
--
--GM Intrusion: The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character
--until they succeed on a difficulty 4 Might-based roll as their action.
--
--### SPACE RAT 1 (3)
--
--Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
--environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
--sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
--can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
--days.
--
--Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
--rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're
--also vicious when cornered.
--
--Motive: Defense, reproduction
--
--Environment: Anywhere humans live in space
--
--Health: 5
--
--Damage Inflicted: 3 points
--
--Movement: Short; short when climbing or gliding through zero G
--
--Modifications: Stealth and perception as level 5
--
--Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
--more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
--damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
--character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
--roll hindered by two steps.
--
--Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
--possible. On the other hand, sometimes their behavior seems spookily sapient.
--
--Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
--enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
--cargo.
--
--Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
--
--GM Intrusion: Another rat unexpectedly pops out of panel on the wall or ceiling and screeches so loudly the PC must
--succeed on an Intellect defense roll hindered by two steps or be dazed until the end of their next turn from the
--surprise. Dazed creatures are hindered on all tasks.
--
--### STORM MARINE 4 (12)
--
--The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
--the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
--suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
--usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
--that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
--
--Motive: Achieve mission goals
--
--Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
--interest
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Armor: 4
--
--Movement: Long; flies a long distance each round
--
--Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
--
--Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
--attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
--damage.
--
--A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
--away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
--and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
--cradles in the storm marine's suit for several rounds to recharge.
--
--Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
--
--Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
--elements that need to be dealt with.
--
--Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
--suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
--
--GM Intrusion: A character targeting a gun drone rather than the storm marine hits the drone, but the drone reacts by
--darting to the character and exploding, inflicting 6 points of damage to the character and anyone standing within
--immediate range.
--
--### SHINING ONE 5 (15)
--
--Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
--consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
--dark energy, and life. They are endlessly fascinated with the permutations they discover. They sometimes appear as a
--silhouette of gently glowing light, in a form like to the alien species they wish to observe. Under circumstances where
--a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on
--the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
--not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
--convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've
--gleaned.
--
--Motive: Knowledge
--
--Environment: Anywhere, usually alone
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
--
--Modifications: All tasks related to knowledge as level 8
--
--Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
--chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
--a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
--fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
--long range (or the same target twice).
--
--Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
--this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
--roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a
--freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
--back to its original form with an explosive pop.
--
--Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
--of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
--information with others, seeking to grow their knowledge and that of those they meet.
--
--Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
--ability to consolidate power. Something must be done before it's too late.
--
--GM Intrusion: A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round
--until they spend an action patting, rolling, or smothering the flames.
--
--### SUPERNAL 5 (15)
--
--Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
--unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
--hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
--is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
--civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
--have a penchant for stealing away other life forms, who are rarely seen again.
--
--Motive: Capture humans and similar life forms, and bring them somewhere unknown.
--
--Environment: Almost anywhere
--
--Health: 23
--
--Damage Inflicted: 6 points
--
--Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
--hours as an action
--
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
--
--Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
--But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
--of Speed damage (ignores Armor).
--
--A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
--serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art.
--
--Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
--they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
--hours.
--
--Supernals often carry manifest cyphers useful in combat, as well as an artifact.
--
--Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
--
--Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
--It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
--location, for unknown reasons.
--
--Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
--cyphers, and possibly an artifact.
--
--GM Intrusion: The supernal grabs the character and flies up and away, unless and until the character escapes the grab.
--
--### SYNTHETIC PERSON 5 (15)
--
--Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
--they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
--"products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
--people are the result of a state-sponsored program to develop war machines or automated assassins that looked like
--regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an
--effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
--try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
--bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
--synthetic skins to reveal the alloyed mechanisms beneath.
--
--Motive: Varies
--
--Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
--
--Health: 24
--
--Damage Inflicted: 7 points
--
--Armor: 2
--
--Movement: Long
--
--Modifications: Disguise and one knowledge task as level 6
--
--Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
--generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
--other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
--
--A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself
--thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
--points of health.
--
--Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
--enraged one or one that's been programmed to kill is unreasoning and fights to the end.
--
--Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
--any of them harbor programs that require that they kill humans is entirely up to the GM.
--
--Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
--
--GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
--
--### THUNDERING BEHEMOTH 7 (21)
--
--When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
--thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
--treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or
--fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for
--prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce
--extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking
--spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds
--such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
--
--In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
--
--Motive: Fresh meat
--
--Environment: Forests, alone or in a hunting group (known as a "crash") of two or three
--
--Health: 35
--
--Damage Inflicted: 9 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
--8. Speed defense as level 3 due to size.
--
--Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
--massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
--on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can
--escape.
--
--A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the
--creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
--roll.
--
--Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
--modulation of the thunder they produce. They think of humans and most other creatures as food.
--
--Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
--seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
--investigate.
--
--GM Intrusion: The character avoids being bitten but is batted away by the behemoth'sattack, tumbling a short distance
--(and taking 5 points of damage).
--
--### VACUUM FUNGUS 5 (15)
--
--Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
--lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
--able to survive in vacuum, the fungus takes on new morphology when sufficient spores find their way into habitable
--zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
--(3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
--they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
--crew quarters, and so on.
--
--Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
--important to those who find a clump, because they are incredibly toxic to living creatures.
--
--Motive: Reproduction
--
--Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
--cluster of three to five
--
--Health: 22
--
--Damage Inflicted: 6 points
--
--Movement: Climbs (adheres) an immediate distance each round
--
--Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
--green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
--damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
--section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
--a detonating pod.
--
--Interaction: No real interaction with vacuum fungus is possible.
--
--Use: Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their
--research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
--growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
--
--GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it's
--out of turn.
--
--### WHARN INTERCEPTOR 8 (24)
--
--Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
--battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
--(hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
--whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
--when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
--to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
--
--Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn
--cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.
--
--Motive: Defense
--
--Environment: Anywhere floating through the void
--
--Health: 53
--
--Damage Inflicted: 15 points
--
--Armor: 5
--
--Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
--vehicular combat rules. FTL capable.
--
--Modification: Speed defense as level 3 due to size.
--
--Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
--able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
--body wake it for reasons of its own, it becomes aggressive.
--
--A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
--target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
--inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
--than about 200 m (650 feet) thick.
--
--Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
--spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
--communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
--mathematical formulas.
--
--Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
--destroy the very same object.
--
--GM Intrusion: The wharn moves unexpectedly, striking the vehicle the PCs are traveling in, inflicting 8 points of damage
--to everyone on board.
--
--### WRAITH 4 (12)
--
--Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
--charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
--themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red
--plasma. In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In
--other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact
--scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
--its existence in the dark void of space.
--
--Motive: Varies with individual or setting
--
--Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
--1 G or higher eventually kill wraiths.
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Movement: Short when flying in zero and low G
--
--Modifications: Perception and stealth tasks as level 7
--
--Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
--from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
--as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
--attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted.
--Gravity of 1 G or greater hinders all wraith actions.
--
--Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
--
--Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
--aboard, they unravel clues that suggest wraiths may have been responsible.
--
--Loot: Some wraiths carry valuable items and equipment.
--
--GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of
--ambient damage and contract radiation sickness.
--
--### ZERO-POINT PHANTOM 3 (9)
--
--Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
--of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
--taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when
--they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
--not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
--prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
--surfaces, raising a cloud of shadow.
--
--Motive: Hungers for flesh
--
--Environment: Anywhere dark
--
--Health: 15
--
--Damage Inflicted: 4 points
--
--Movement: Short; short when climbing
--
--Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
--
--Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
--Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
--must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
--the third step on the damage track from a phantom's poison are not dead. They are paralyzed and can't move for about a
--minute. If a phantom isn't otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
--victims phased away in this fashion are never seen again.
--
--Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
--with full health.
--
--Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
--
--Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
--signs of a struggle, though with what isn't clear,
--
--GM (group) Intrusion: Nearby light sources fail. Attacks and defenses against the zero- point phantoms are hindered by
--two steps for characters unable to see in the dark.
--
- ### ADDITIONAL SCIENCE FICTION EQUIPMENT
-
- In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.
-@@ -23806,73 +22412,6 @@
-
- Depletion: 1 in 1d20
-
--### SCIENCE FICTION ARTIFACTS
--
--Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
--widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
--not have spread everywhere.
--
--### AMBER CASEMENT
--
--Level: 1d6 + 4
--
--Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long
--
--Effect: The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range.
--The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.
--
--Depletion: 1–4 in 1d6
--
--### METABOLISM BUD
--
--Level: 1d6
--
--Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows over
--the pod until it is only a lump
--
--Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the
--creature's metabolism. This permanently raises the host's Speed Pool maximum by 5 points.
--
--Depletion: —
--
--### MIND IMAGER
--
--Level: 1d6 + 2
--
--Form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature
--
--Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.
--
--Depletion: 1 in 1d20
--
--### PSYCHIC CRYSTAL
--
--Level: 1d6 + 4
--
--Form: Violet crystal the size of a fist
--
--Effect: The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that
--range, communication is instantaneous. Each use allows about a minute's worth of communication, and the communication is
--entirely one way (so having two crystals would be handy).
--
--Depletion: 1 in 1d10
--
--### REPAIR SPHERE
--
--Level: 1d6 + 2
--
--Form: Small spherical automaton about 8 inches (20 cm) in diameter
--
--Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to
--follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance
--each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a
--machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools that restore 1d6 –
--2 points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on
--the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to
--its level. The sphere must be newly activated each day.
--
--Depletion: 1 in 1d100
--
- ### VEHICLES & SPACECRAFT
-
- Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
-@@ -25226,6 +23765,73 @@
-
-
-
-+### SCIENCE FICTION ARTIFACTS
-+
-+Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
-+widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
-+not have spread everywhere.
-+
-+### AMBER CASEMENT
-+
-+Level: 1d6 + 4
-+
-+Form: Series of short, rounded tubes and hoses about 12 inches (30 cm) long
-+
-+Effect: The device solidifies the air in a 10-foot (3 m) cube of space, the center of which must be within short range.
-+The air is turned into an amberlike substance, and those trapped in it will likely suffocate or starve.
-+
-+Depletion: 1–4 in 1d6
-+
-+### METABOLISM BUD
-+
-+Level: 1d6
-+
-+Form: Organic pod, almost like a small, hemispherical bit of brain; once grafted to a host, the host's flesh grows over
-+the pod until it is only a lump
-+
-+Effect: The pod grafts onto any living host (usually near the brain or spine) and injects chemicals that boost the
-+creature's metabolism. This permanently raises the host's Speed Pool maximum by 5 points.
-+
-+Depletion: —
-+
-+### MIND IMAGER
-+
-+Level: 1d6 + 2
-+
-+Form: Handheld device with a plastic panel screen and wires that must be affixed to the head of a creature
-+
-+Effect: This device shows a visual image of what a creature is thinking. The affected creature need not be conscious.
-+
-+Depletion: 1 in 1d20
-+
-+### PSYCHIC CRYSTAL
-+
-+Level: 1d6 + 4
-+
-+Form: Violet crystal the size of a fist
-+
-+Effect: The crystal allows the user to transmit their thoughts telepathically at an interstellar distance. Even at that
-+range, communication is instantaneous. Each use allows about a minute's worth of communication, and the communication is
-+entirely one way (so having two crystals would be handy).
-+
-+Depletion: 1 in 1d10
-+
-+### REPAIR SPHERE
-+
-+Level: 1d6 + 2
-+
-+Form: Small spherical automaton about 8 inches (20 cm) in diameter
-+
-+Effect: This device comes with a small module that can be affixed to a machine. Floating along, the sphere attempts to
-+follow within immediate range of the module (though it can be directed to remain where it is). It moves a short distance
-+each round. It can come to the module from a range of up to 10 miles (16 km) away. If the module is attached to a
-+machine and that machine takes damage, the sphere moves to repair the damage with sophisticated tools that restore 1d6 –
-+2 points per round (meaning that if a 1 or 2 is rolled, no damage is repaired that round). This requires no action on
-+the part of the machine being repaired. The sphere can attempt to repair a machine a number of times per day equal to
-+its level. The sphere must be newly activated each day.
-+
-+Depletion: 1 in 1d100
-+
- Science Fiction SPECIES DESCRIPTORS
-
- In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from
-@@ -25288,6 +23894,176 @@
-
- Difficult Rest: Quintar subtract 2 from all recovery rolls (minimum 1).
-
-+### OPTIONAL RULE: PSIONICS
-+
-+Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
-+and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
-+
-+If you do not want to allow psionics into your game, then restrict foci like Commands Mental Powers, Focuses Mind Over
-+Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
-+in the Cypher System Rulebook.
-+
-+### LATENT PSIONICS
-+
-+Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
-+purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
-+psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
-+stick with the one.
-+
-+### FIRST PSI ABILITY
-+
-+Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
-+how the character unlocked it.
-+
-+Next, choose one low-tier ability from Chapter 9: Abilities in the Cypher System Rulebook. If the GM agrees it is
-+appropriate, the character gains that ability as their psionic ability, with a few caveats. The ability can't be used
-+like a normal ability gained through a PC's type or focus. Instead, a character must either expend a recovery roll or
-+spend many minutes or longer evoking the psionic ability before it takes effect, in addition to paying its Pool cost (if
-+any).
-+
-+Expending a Recovery Roll to Manifest a Psionic Ability: If the character expends a one-action, ten-minute, or one-hour
-+recovery roll as part of the same action to manifest a psionic ability (including paying any Pool costs), they can use
-+the ability as an action.
-+
-+Expending Time to Manifest a Psionic Ability: If the character takes at least ten minutes meditating, concentrating
-+deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
-+costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-+
-+### MORE PSI ABILITIES
-+
-+Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
-+time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
-+mental development has progressed.
-+
-+Two additional rules for learning additional psionic abilities apply: First, a character must be at least tier 3 and
-+have previously unlocked one low-tier psionic ability before they can learn a mid-tier psionic ability. Second, a
-+character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
-+high-tier ability.
-+
-+### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-+
-+Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
-+and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
-+moreover, specialized ones. Their psionic abilities— provided by their type or focus—are used simply by paying their
-+Pool costs. Extra time or physical effort isn't required to manifest them. That's because they've trained to use those
-+abilities, rather than having stumbled upon them accidentally like a latent character.
-+
-+Specialized characters can use the optional latency rule to further expand their psionic potential, unlocking it just
-+like other characters, with the same limitations.
-+
-+Optionally, specialized characters who have a psionic type and/or focus gain one additional benefit if they also opt for
-+latent abilities. Given that they are already adept at unlocking abilities and using them as quickly and easily as
-+another character might shoot a laser pistol, they've got some flexibility. Such a PC can replace up to three abilities
-+granted by their type and/or focus with three other psionic abilities they've unlocked as a latent ability of the same
-+tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
-+a fresh mind, and must be done soon after a ten-hour recovery.
-+
-+### MORE POWERFUL PSIONICS
-+
-+As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
-+treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
-+Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
-+lots of time); instead, the user simply pays their Pool costs to use them.
-+
-+### OPTIONAL RULE: POSTHUMAN UPGRADES
-+
-+Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
-+significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
-+bodily upgrades normally associated with posthuman transformation, especially high-tier abilities. Which is one way to
-+go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
-+level of characters.
-+
-+### INTRODUCING UPGRADES TO YOUR SETTING
-+
-+You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
-+"free," mechanically speaking. After that, you might decide that that's enough and they're done.
-+
-+Or, you could allow further upgrades, each requiring them to expend 4 XP and serving as an Other Option requirement for
-+advancing their character. In this case, consider expanding the number of steps required for advancing a tier from four
-+to five. (Obtaining additional posthuman upgrades reflects characters accessing latent abilities already present inside
-+them, or going back to whatever source granted the upgrades in the first place, if that's something you want to allow.)
-+
-+Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
-+setting demands it. Narrative options include (but are not limited to):
-+
-+ • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
-+G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
-+
-+• PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
-+
-+ • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-+stars.
-+
-+• PCs are children of a far-future civilization that routinely upgrades its citizens.
-+
-+Delayed Posthuman Upgrades: Sometime after the players have a few sessions under their belt, present the options
-+hereafter to the PCs because of a dramatic update to the plot. If one PC gains the option to upgrade, then all the PCs
-+should have that same advantage. Narrative options include (but are not limited to):
-+
-+• PCs, exploring a cache of ancient ultra or other fantastic tech, find a device that provides unexpected upgrades in
-+the process of healing them from other injuries.
-+
-+• PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
-+installed—to serve some specific purpose.
-+
-+ • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-+
-+### POSTHUMAN PACKAGES
-+
-+Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
-+your PCs gain.
-+
-+Spaceborn: You are not adversely affected by long-term microgravity or high-radiation conditions common in space. In
-+addition, you can withstand high acceleration (up to 15 G) for about an hour without passing out, having a stroke, a
-+heart attack, and so on (though longer periods of acceleration could still result in such outcomes). Add +1 to your
-+Intellect Edge. Enabler. (PCs without the spaceborn posthuman upgrade probably have to rely on supplementation with
-+adjuvants if they travel in space, such as space-fit serum)
-+
-+Jupiterborn: You can withstand high-gravity planets and high acceleration (up to 15 G) indefinitely. For periods of up
-+to an hour, you can withstand double that. Add +1 to your Might Edge. Enabler.
-+
-+Seaborn: You can breathe underwater in pressures of up to 100 atmospheres indefinitely, up to triple that for about an
-+hour. You have an asset to all tasks performed in water. Add +1 to your Speed Edge. Enabler.
-+
-+Expanded Consciousness: Only one of your brain hemispheres sleeps at a time, so you are always awake and aware. In
-+addition, you have a magnetoreception sixth sense that allows you to "see" into objects and through doors up to a short
-+distance. Your initiative and perception tasks are eased. You can forge a connection with electronic equipment you
-+touch, allowing you to attempt to communicate, analyze, or even hack the device. Enabler.
-+
-+Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
-+the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-+
-+### POSTHUMAN POWER SHIFTS
-+
-+A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-+
-+Under this rule, posthuman characters begin with two power shifts. They can "unlock" one more each time they expend 4 XP
-+toward advancing their character. Power shifts are like permanent levels of Effort that are always active. They don't
-+count toward a character's maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall
-+into specific categories, which include (but are not necessarily limited to):
-+
-+Accuracy: All attack rolls
-+
-+Dexterity: Movement, acrobatics, initiative, and Speed defense
-+
-+Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)
-+
-+Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks
-+
-+Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls
-+
-+Resilience: Might defense rolls and Armor (+1 per shift)
-+
-+Single Attack: Attack rolls and damage (3 additional points per shift)
-+
-+Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional
-+points of damage per shift) but not attack rolls
-+
-+Each shift eases the task (except for shifts that affect damage or Armor, as specified in the list above). Applying two
-+shifts eases the task by two steps, and applying three shifts eases the task by three steps. A character assigns their
-+five power shifts as desired, but most characters should not be allowed to assign more than three to any one category.
-+Once the shifts are assigned, they should not change.
-+
- ### SUPERHERO RULES MODULE
-
- Like horror, the superhero genre is really a subset of the modern genre with extensive special considerations. In many
-@@ -25427,6 +24203,30 @@
- machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
- stories. A few examples are below.
-
-+### DARKEST BOOK
-+
-+Level: 10
-+
-+Form: Large, metal-bound book
-+
-+Effect: Fashioned by the primordial entity who created evil magic, the Darkest Book is
-+
-+a record of every vile incantation, curse, and ritual ever performed. It is known to include spells that create
-+werewolves, raise an army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane
-+energy for various effects. It eases by three steps any task related to magical lore.
-+
-+Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the
-+spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
-+
-+The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a
-+person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage
-+and move one step down the damage track.
-+
-+The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of
-+its pages, and the book can't be destroyed as long as at least one page remains.
-+
-+Depletion: —
-+
- ### DOCTOR DREAD'S TIME PORTAL
-
- Level: 9
-@@ -25438,6 +24238,90 @@
-
- Depletion: 1 in 1d20
-
-+### OMNI ORB
-+
-+Level: 1d6 + 4
-+
-+Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
-+
-+what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
-+granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
-+larger the desired effect, the more likely the GM will limit
-+
-+it.) Activating the omni orb automatically moves the character using it one step down the damage track.
-+
-+Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
-+they created)
-+
-+A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-+can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
-+superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
-+and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
-+transporting a group of PCs 100 miles is probably within the orb's power
-+
-+### OMNI ORB
-+
-+Level: 1d6 + 4
-+
-+Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
-+
-+what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
-+granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
-+larger the desired effect, the more likely the GM will limit
-+
-+it.) Activating the omni orb automatically moves the character using it one step down the damage track.
-+
-+Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
-+they created)
-+
-+A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-+can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
-+superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
-+and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
-+transporting a group of PCs 100 miles is probably within the orb's power
-+
-+### OMNI ORB
-+
-+Level: 1d6 + 4
-+
-+Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
-+
-+what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
-+granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
-+larger the desired effect, the more likely the GM will limit
-+
-+it.) Activating the omni orb automatically moves the character using it one step down the damage track.
-+
-+Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
-+they created)
-+
-+A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-+can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
-+superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
-+and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
-+transporting a group of PCs 100 miles is probably within the orb's power
-+
-+### OMNI ORB
-+
-+Level: 1d6 + 4
-+
-+Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
-+
-+what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
-+granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
-+larger the desired effect, the more likely the GM will limit
-+
-+it.) Activating the omni orb automatically moves the character using it one step down the damage track.
-+
-+Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
-+they created)
-+
-+A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
-+can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
-+superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
-+and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
-+transporting a group of PCs 100 miles is probably within the orb's power
-+
- ### SERUM X
-
- Level: 1d6 + 2
-@@ -25450,6 +24334,21 @@
-
- Depletion: Automatic
-
-+### SPACE RING
-+
-+Level: 1d6 + 1
-+
-+Form: Metal ring with a star insignia
-+
-+Effect: The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction.
-+In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200
-+miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air
-+while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards).
-+The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information
-+(relayed to them with a synthesized voice) from the internet or a local equivalent.
-+
-+Depletion: 1 in 1d100 (check each day of flying)
-+
- ### STELLAREX CRYSTAL
-
- Level: 1d6 + 4
-@@ -26239,68 +25138,6 @@
- five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power
- stunt task.
-
--### ARTIFACTS
--
--### DARKEST BOOK
--
--Level: 10
--
--Form: Large, metal-bound book
--
--Effect: Fashioned by the primordial entity who created evil magic, the Darkest Book is
--
--a record of every vile incantation, curse, and ritual ever performed. It is known to include spells that create
--werewolves, raise an army of zombies, revive a dead body as a vampire, conjure demons and devils, and release profane
--energy for various effects. It eases by three steps any task related to magical lore.
--
--Even someone unskilled at magic can open it to a random page and read the spell there (the GM randomly determines the
--spell by rolling on the Fantastic Cypher table), which takes effect at level 10.
--
--The Darkest Book is somewhat sentient and can hide its words from anyone it doesn't want reading it. It might require a
--person casting a spell from it to succeed at a difficulty 6 Intellect defense roll or take 6 points of Intellect damage
--and move one step down the damage track.
--
--The book is technically indestructible; anything strong enough to destroy an object of its level merely destroys one of
--its pages, and the book can't be destroyed as long as at least one page remains.
--
--Depletion: —
--
--### OMNI ORB
--
--Level: 1d6 + 4
--
--Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
--
--what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
--granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
--larger the desired effect, the more likely the GM will limit
--
--it.) Activating the omni orb automatically moves the character using it one step down the damage track.
--
--Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
--they created)
--
--A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
--superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
--and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb's power
--
--### SPACE RING
--
--Level: 1d6 + 1
--
--Form: Metal ring with a star insignia
--
--Effect: The wearer is able to fly as effortlessly as walking, moving up to a short distance each round in any direction.
--In space, if the wearer does nothing but move for three actions in a row, they accelerate greatly and can move up to 200
--miles (320 km) per hour, or about 2,000 feet (600 m) each round. The ring also provides the wearer with breathable air
--while in space or underwater (although this doesn't provide protection against poison gas or other air-based hazards).
--The wearer can verbally communicate with other ring-wearers within 1 mile (1.5 km), and verbally request information
--(relayed to them with a synthesized voice) from the internet or a local equivalent.
--
--Depletion: 1 in 1d100 (check each day of flying)
--
- ### FAIRYTALE RULES MODULE
-
- Fairy Tale
-@@ -29982,243 +28819,6 @@
-
- level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
-
--Black Dog 6 (18)
--
--Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and devil dogs, just to name a few.
--Typically they are spectral or demonic entities that show up at night. They are often sinister, malevolent, or
--purposefully harmful (such as the Barghest and Black Shuck). Occasionally, black dogs are helpful and benevolent,
--guarding people from danger, helping them find the correct path, or signifying the death of someone nearby.
--
--Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they
--can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire,
--some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.
--
--Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
--sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
--can pass on to those around them.
--
--Black dogs sometimes serve as familiars for witches and sorcerers.
--
--Motive: Bring harm and pain; help and guard
--
--Environment: Crossroads, places of execution, and ancient paths Health: 20
--
--Damage Inflicted: 8 points
--
--Armor: 2
--
--Movement: Long; very long when running
--
--Modifications: Sneaking, hiding, and attacking from surprise or advantage as level 7 Combat: Malevolent black dogs will
--attack from a position of surprise or advantage,
--
--inflicting 8 points of damage with their spectral teeth and claws. Some black dogs cause such a deep feeling of despair
--and sadness, just by being nearby, that they inflict 2 points of Intellect damage each round on everyone who can see
--them or otherwise sense their presence.
--
--Interaction: Running, at least from the malevolent ones, is typically the best course
--
--of action. Dealing with helpful black dogs is often an interesting and unexpected
--
--experience, as they don't talk and don't explain who they choose to help or why.
--
--Use: The characters are fighting an extremely tough foe when a black dog steps in to
--
--help them out (or to help their foe). The characters are lost in the woods, and a large,
--
--menacing black dog steps out of the forest and leads them back to safety.
--
--Loot: Black dogs rarely have anything valuable on them. However, killing a black dog causes
--
--it to haunt whoever dealt it the fatal blow. That person feels such deep anxiety and despair that all their actions are
--hindered for at least one day, and often longer.
--
--GM intrusions: The black dog howls, creating such a mournful sound that everyone in very long distance who can hear it
--takes 4 points of Intellect damage. A character who sees the black dog is deeply affected by sadness and moves one step
--down the damage track.
--
--Cat Sidhe 4 (12)
--
--Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
--into cat form. They're all black except for a single white symbol on their chest, which is their name.
--
--When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
--time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
--remaining, their death is final.
--
--While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
--their soul is possibly more important than the game effect. Consider removing something from the character that will
--affect them in interesting and unusual ways.
--
--Motive: Steal souls, gain power
--
--Environment: Highlands, mountains, and forests
--
--Health: 15
--
--Damage Inflicted: 6 points
--
--Movement: Long
--
--Modifications: Speed defense as level 6 due to quickness and agility
--
--Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
--
--prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's
--soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect
--defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol
--on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.
--
--Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The
--creature doesn't forget that they had that part of their personality; they just can't remember how to access it again.
--All social interactions are hindered.
--
--Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into
--something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a
--recovery roll, they take 2 points of Intellect damage.
--
--Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face,
--their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to
--forget the specific thing.
--
--Interaction: Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in
--conversations or bargains, unless they are injured in some way. They
--
--can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.
--
--Use: A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the
--characters to capture a "lost" cat, which turns out to be a cat sidhe.
--
--Loot: When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a
--medallion.
--
--GM intrusion: The cat sidhe yowls, causing a second cat sidhe to appear from hiding
--
--Satyr 5 (15)
--
--These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic
--creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often
--relying on tricks and lies, or on alluring music they play on pipes.
--
--Motive: Play tricks, gather treasure, fulfill desires
--
--Environment: In woodlands where other faerie or mythological creatures are found
--
--Health: 18
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks as level 7
--
--Combat: Satyrs usually carry spears that they can use in melee and against foes within short range.
--
--Satyrs can also create magical effects by playing their pipes as an action, which can either bolster allies or harm
--enemies.
--
--Dance of the Leaping Stag: Foes within short range who fail an Intellect defense task lose their next turn dancing and
--leaping. Attacks made against affected targets are eased by one step.
--
--Feral Overture: An ally within short range is infused with magic. One attack it makes on its next turn is eased by one
--step, and if it hits, it inflicts +3 damage.
--
--Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking
--one of its allies.
--
--Interaction: A satyr is always willing to start negotiations, but is prone to lying and exaggeration. Offering excessive
--libation, food, and other treasures is the only way to ensure a satyr remains honest, if only for a short period.
--
--Use: Strange piping music in the forest lures away young men and women from a nearby community. The elders say a
--charismatic cult leader has set up in the woods, and clouds the minds of all who come near.
--
--Loot: A satyr is likely to carry
--
--GM intrusion: If the character fails an Intellect defense task, they think of the satyr as a good friend for up to one
--minute or until they can escape the mental effect.
--
--Snark 7 (21)
--
--The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and shark and bark and snake and
--snarl. It has feathers that bite, claws that catch, and jaws that snatch. It softly and suddenly vanishes away, never to
--be met with again. It smells of the will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny
--(which is nearly never).
--
--Motive: Unfathomable
--
--Environment: Upon islands filled with chasms and crags, near bathing machines, and around those whose coats are too
--tight in the waist Health: 21
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short when moving perpendicular; long when moving sideways
--
--Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
--
--Combat: Inflicts 5 points of damage with biting feathers, catching claws, and snatching jaws. Also blows out a stream of
--fire that can light a match or inflict 3 points of damage to everyone in close range.
--
--Interaction: Not recommended.
--
--Use: The characters are given the impossible task of hunting a snark. Whether or not they actually find one, they have
--grand adventures along the way.
--
--Loot: The frabjous joy of catching the impossible, improbable, unimaginable snark.
--
--GM intrusion: Everything about the snark is a GM intrusion.
--
--Wolf, Big Bad 8 (24)
--
--The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
--immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
--of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
--grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
--contained.
--
--Motive: Hunger
--
--Environment: Woods, cities, behind you
--
--Health: 30
--
--Damage Inflicted: 8 points
--
--Armor: 1
--
--Movement: Long
--
--Modifications: Hunting, seeking, and sneaking as level 9
--
--Combat: The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
--
--What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities,
--including magical ones.
--
--What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should
--do what he suggests.
--
--What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense
--task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful
--attacks.
--
--Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of
--damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use
--it again for three rounds.
--
--Interaction: Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally
--(provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
--world.
--
--Use: The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an
--urban legend, spreading through the internet.
--
--GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
--that person calls for help from out of the Wolf's mouth.
--
- ### CRAFTED (CREATURES)
-
- Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
-@@ -30250,99 +28850,6 @@
-
- Level 5; Armor 2
-
--Tin Woodman 7 (21)
--
--Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe
--was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say
--that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
--another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually
--nothing was left of the original human and he became the Tin Woodman.
--
--Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge
--upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday,
--he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
--original form.
--
--Motive: Revenge, find his original body parts
--
--Environment: Anywhere
--
--Health: 21
--
--Damage Inflicted: 4 points
--
--Armor: 4
--
--Movement: Short; immediate if rusted Modifications: Speed defense as level 5 due to rust
--
--Combat: Inflicts 7 points of damage with his enchanted axe.
--
--Interaction: The Tin Woodman is singularly focused, and cares only about clues that lead to revenge or his original body
--parts. He does not eat, drink, or sleep, and often comes across as frantic and frenzied.
--
--Use: The PCs are hunting the same foe that the Tin Woodman is, and either they join together, or the Tin Woodman tries
--to prevent them from reaching the foe before he does.
--
--Loot: Enchanted axe
--
--Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
--wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
--
--GM intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
--
--Death 10 (infinite)
--
--Death goes by many names, takes many forms, and has only one purpose: to make all equal in the end. Death is often an
--unwanted visitor—taking the life of someone who is not ready to go—but just as often, they come to those who are ready.
--To them, Death is a most welcome, the most welcome, guest of all.
--
--While some see Death as evil, they are not inherently so, no more than the cougar hunting the hare for dinner. In fact,
--they are the great equalizer, raising paupers to kings and kings to common people.
--
--Death is ancient, but not old. Wise, but not all-knowing. Brilliant, but not perfect. Death is also, very often, bored.
--They have seen everything, heard everything, and done everything that it is possible for an immortal being to do, and
--some days they feel sure they will never experience anything new or interesting again. But still, they try, taking on
--new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once
--again pull them to return.
--
--If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at
--the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.
--
--Motive: To do their duty and make everyone equal
--
--Environment: Everywhere and anywhere
--
--Health: ∞
--
--Damage Inflicted: Death
--
--Armor: Immune to all harm
--
--Movement: Variable depending on their form, but Death can move instantaneously almost
--
--anywhere that they desire
--
--Modifications: Seeing through trickery, deception, or bargaining as level 8
--
--Combat: Death kills. They kill any number of ways, depending on their mood, what's at
--
--hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time
--is up.
--
--Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
--single attack from Death kills the victim (except in the rare case where the victim has protection against death, such
--as with one of Death's candles).
--
--Interaction: Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes
--tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of time.
--
--Use: Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it
--always comes with a price (usually an earlier death for the bargainer or someone else). Death is always looking for
--something interesting going on, and may appear just to spend time with the characters if they're engaged in an
--intriguing activity.
--
--GM intrusion: Death mistakes a character for someone else.
--
- ### OF EARTH AND STONE (CREATURES)
-
- Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
-@@ -30362,244 +28869,6 @@
- Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
- of damage per round; troll regains 3 points of health per round.
-
--Erlking 6 (18)
--
--This vaguely humanoid creature is an animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt.
--It wears a crown of oak leaves and a cloak of mist.
--
--Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of hunger deemed Unseelie by
--the faerie nobility of that wild and wicked realm. Erlkings love to hunt and eat children, who are particularly
--susceptible to the promises and glamours that the creatures spin.
--
--An erlking is a former noble stripped of title, lands, and even form,
--
--and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight,
--pale and bloodless, with their vital organs nibbled out.
--
--Motive: Hungers for flesh and to reclaim stripped titles
--
--Environment: Almost anywhere wooded at night Health: 27
--
--Damage Inflicted: 6 points
--
--Armor: 4
--
--Movement: Short; immediate when burrowing
--
--Modifications: Stealth tasks as level 7
--
--Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
--
--within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected
--creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.
--
--When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril
--must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6
--points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.
--
--Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed,
--it will sprout and grow a new body from its corpse within a day.
--
--Interaction: An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or
--cold iron weapons.
--
--Use: An erlking is active only by night; by day, it hides beneath a mound of weedy earth indistinguishable from the
--surrounding terrain.
--
--GM intrusion: A character surprised by an erlking in the darkness must succeed on an Intellect defense task or lose
--their next action as they faint, run screaming, or stand paralyzed in terror.
--
--Minotaur, the 7 (21)
--
--The most famous minotaur is the Minotaur, the singular beast from which all lesser minotaur myths descend. The product
--of a god-cursed union between human and bull,
--
--the Minotaur is monstrous, and only the flesh of people can nourish it. It is usually lost
--
--in a labyrinth created to contain it. But it occasionally gets free to hunt the wider world before the labyrinth pulls
--it back. Some demigods claim to have slain the Minotaur, but the Minotaur always returns.
--
--Motive: Hungers for flesh
--
--Environment: Usually in mythological labyrinths, but sometimes metaphorical ones Health: 33
--
--Damage Inflicted: 10 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: Breaking through barriers as level 9
--
--Combat: The Minotaur attacks by goring foes on its horns, inflicting 10 points of damage
--
--on a successful attack. If the Minotaur charges a short distance, it can attack as part of
--
--the same action and inflict an additional 5 points of damage.
--
--The Minotaur is trapped by the labyrinth, but also part of it. Whenever a character attacks
--
--the Minotaur, they must succeed on an Intellect defense task or be claimed by the labyrinth themselves until they can
--escape with a successful difficulty 7 Intellect task. Those claimed by the labyrinth seem to disappear and find
--themselves wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by
--the labyrinth for several days.
--
--If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
--
--Interaction: The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry.
--
--Use: The Minotaur has escaped the labyrinth and now wanders the narrow streets of a metropolis, treating the winding
--alleys and twisting roads as its new maze.
--
--GM intrusion: The Minotaur smashes into the wall, causing a section of the tunnel or hallway to collapse on the
--character(s), inflicting 10 points of damage and trapping them until they can escape the rubble
--
--Enchanter 5 (15)
--
--Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or
--diviners, depending on their strengths, abilities, and desired reputations.
--
--Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They
--often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into
--the objects that matter to them. Additionally, they may imbue objects with powerful magic.
--
--Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires
--minutes or hours of time.
--
--Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or
--humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.
--
--Sorcerer's Apprentice: level 3
--
--Motive: Control magic, power
--
--Environment: Everywhere, particularly in places where magic is present and powerful Health: 20
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Using and controlling magic as level 7
--
--Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
--
--biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
--employ a number of magical abilities, including the
--
--Following:
--
--Animate: Takes any material (such as wood or stone) and turns it into an animate level
--
--4 creature. The creature has a mind and will of its own, and acts just as that type of
--
--creature would act if it were born instead of created.
--
--Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form. Breaking free is a level 6
--Might task.
--
--Enchant: Imbues a normal object with a magical power. The object works under the
--
--enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and
--force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.
--
--Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles
--across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters'
--movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.
--
--Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 m\])
--invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.
--
--Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real.
--Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an
--illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are
--
--experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as
--a witch or a faerie.
--
--Interaction: For the characters, an enchanter may be a terrifying foe or a powerful ally. Enchanters are fickle, perhaps
--due to their close relationship with magic, and may change their loyalties on a whim or an imagined slight.
--
--Use: The characters need to have an object imbued, a person returned to life, or a curse undone, and they turn to the
--enchanter for help. The characters accidentally insulted
--
--the enchanter in some way, and now the enchanter is hunting them down to get revenge.
--
--Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
--cyphers, an artifact, and an elegant or interesting outfit.
--
--### ENCHANTERS OF THE WORLD
--
--Morgan Le Fay 9 (27)
--
--Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a powerful sorceress from the legends
--of King Arthur. She has an unpredictable duality to her nature, with the potential for great good and great evil.
--
--Combat: Attacks with a variety of weapons, including a sword and staff. She also can use
--
--any of the following abilities: charm, enchant, glamour, heal, invisible, persuasion,
--
--protect, revive, seduce, and shrivel.
--
--Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
--
--agrees to help the characters in some way, it's absolutely because she has a higher goal
--
--in mind.
--
--Use: The characters are stopped by a beautiful woman in the woods, who asks them to
--
--help her accomplish a great task. A powerful foe has brought Morgan le Fay into his confidence, and she is helping him
--against the PCs.
--
--Oz, The Great and Terrible 5 (15)
--
--It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
--all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
--prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
--
--Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
--
--He may also use an artifact or spell to protect himself, hide himself, or flee. He can use
--
--the following abilities: enchant, invisible, persuasion.
--
--Green-whiskered soldiers: level 4; Armor 2; unloaded rifles deal 4 points of damage
--
--Interaction: Curmudgeonly and a bit of a humbug, but rarely with evil intent, Oz is likely to
--
--help those who ask, although he often fumbles things just to make a point.
--
--Use: The characters set off to meet the powerful ruler of a strange land. Or they encounter
--
--someone they believe is just a humble, simple man, but who instead turns out to be
--
--incredibly powerful.
--
--Loot: Oz has at least one artifact, as well as 1d6 cyphers.
--
--Virgilius the Sorcerer 7 (21)
--
--The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his
--magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and
--defend him. He has a love of challenges, such as magician's battles, and seeks them out.
--
--Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage. Interaction: Virgilius is
--quick thinking, wily, and full of interesting schemes. Those who
--
--entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge,
--particularly on those who attempt to publicly humiliate or shame him.
--
--Use: The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.
--
--Loot: Carries a black book
--
--Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting a
--spell from the black book costs 2 Intellect points and is an action.
--
--Depletion: 1 in 1d6
--
- ### FEY (CREATURES)
-
- In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
-@@ -30628,349 +28897,6 @@
-
- Level 2, stealth and finding lost items as level 6
-
--Faerie 3 (9)
--
--In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small in stature, and magical.
--They are associated with music, mirth, tricks, and taunts. Seeing one is an omen—hopefully, an omen of a silly song or
--the first appearance of an annoying new road companion (the very faerie sighted) flitting around, asking the questions
--of a curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters, delighting in playing
--pranks and stealing clothing, equipment, or prized objects. And a few are malicious, luring travelers to their various
--dooms, making deadly deals, and forcing others into captivity.
--
--Not all faeries have wings, but those that do find many ways to use them to their advantage.
--
--Motive: Unpredictable
--
--Environment: Encountered alone or in a flutter of three to twelve, usually in forests Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Immediate; long when flying
--
--Modifications: Tasks related to performance and deception as level 5; Speed defense as
--
--level 5 due to size and quickness
--
--Combat: A faerie attacks by hurling sparkling magic dust at a target within short range. In
--
--addition, if a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the
--attacker, who must succeed on a Speed defense task or suffer the same amount of damage they just dealt to the faerie.
--Sometimes faeries wield tiny weapons, such as bows, spears, or swords; treat these as light weapons.
--
--A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an
--illuminated sphere.
--
--Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or
--cold iron weapon.
--
--In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and
--abilities at their disposal. These include the following:
--
--Animal Friend: Most faeries can communicate with animals, and a few can even summon animals within long range for help
--and protection. Some faeries can also grant others the ability to communicate with animals, but only for a day.
--
--Charm: Some faeries can attempt to use a song or light display to charm others within short range. The target must
--succeed on an Intellect defense task or fall into a suggestible state for one hour. During this period, the target can
--be led by the faerie until attacked, damaged, or shaken from their glamour.
--
--Clairvoyance: The faerie grants someone the ability to see the future, the past, faeries, or one of the hidden faerie
--worlds. This gift lasts for one day, or until the character makes a ten-hour recovery roll.
--
--Heal: The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2 points of damage.
--
--Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more
--appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the
--faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets that
--they saw anything else.
--
--Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a
--task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their
--mind, inflicting 1 point of Intellect damage.
--
--Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind,
--tornado, or vortex. The wind pushes their foes back a long distance and inflicts 2 points of damage.
--
--Faeries have a wide variety of weaknesses, including silver, iron, technology, sugar and salt (they must count each
--grain), and cream (intoxicates them). But not all faeries have the same weaknesses, and some may not have any.
--
--Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
--if offered sweets, wine, cream, or other gifts. That said, faerie attention spans are limited, so even one that means
--well could end up leaving the PCs in the lurch at just the wrong moment.
--
--Use: The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it.
--They must decide if they believe the faerie speaks true, or if it's a trap.
--
--Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
--larger on the inside and could contain expensive items or cyphers.
--
--GM intrusion: A character accidentally does something to offend a helpful faerie, causing it to turn on them.
--
--Fairy Godmother 6 (18)
--
--Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, or protectors, much like
--human godparents. The difference, of course, is that fairy godmothers have a great deal more magic at their disposal.
--
--Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their godchildren. Of course, not
--all fairy godmothers are good at their roles—some may act out of their own interests and inadvertently (or purposefully)
--do harm to those they are supposed to protect. This is particularly true if they feel like they have not been given the
--respect they deserve, or have been offended in some way.
--
--And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy
--godmother's.
--
--Motive: Protect their protégés, be respected
--
--Environment: Cities, towns, and anywhere someone is in need of assistance
--
--Health: 24
--
--Damage Inflicted: 6 points
--
--Armor: 2 (magical)
--
--Movement: Short; long when flying
--
--Combat: Fairy godmothers attack by shooting a stream of sharp-edged glitter up to a long
--
--distance from their magic wands (glitter gets into every nook and cranny, and thus ignores Armor). Fairy godmothers can
--bestow blessings upon their friends and allies, and curse their enemies.
--
--Fairy godmothers can cast any of the skills and abilities that faeries can cast, as well as a few that are specific to
--them, including the following:
--
--A Little Luck: The fairy godmother blesses a character with luck, granting them the opportunity to reroll once in the
--next day without spending XP.
--
--A Little Misfortune: Despite the name, this is usually a beneficial spell. It is designed to give a nearby character
--something to overcome so that they might grow stronger in temperament or stature. When this spell is cast, the character
--receives a GM intrusion on their next action (no matter what their roll is) and receives 1 XP to give away (but not one
--to keep).
--
--Alteration: Can turn any creature within short range into a different creature (such as a mouse into a horse) and any
--object into a similarly shaped object (such as a
--
--Prophecy: Creates a prediction for the future of a single person. The prediction has a high chance of coming true, but
--is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the
--prophecy by spending an XP.) Not all prophecies are negative.
--
--Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!"
--If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
--turned into a horse, or worse.
--
--Use: Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are
--preparing for a ball, a fight, or a big adventure.
--
--GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.
--
--Áine, Fairy Queen of Light an Love 9 (27)
--
--Áine is the fairy queen of summer and the sun, and is known by many names: the Fairy Queen of Light and Love, Bright
--One, Sun Goddess, and Sweetheart of the Fairies. She is a kind, true, and benevolent ruler, and is loved by nearly
--everyone. Known for making just and fair bargains with humans, she is often sought after for blessings and boons.
--
--Motive: To be just and true, to protect her realm
--
--Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
--
--Health: 99
--
--Damage Inflicted: 12 points
--
--Armor: 5
--
--Movement: Short; very long when shapeshifted
--
--Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
--
--Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not
--hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points
--of damage on the target.
--
--In addition, Áine has the power of chlorokineses—she can manipulate plants and flowers within very long range, causing
--them to grow to enormous proportions. She can use them as weapons that grab and hold multiple victims (level 7 Might
--task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help
--the queen.
--
--Queen's bees: level 3; sting victims for 3 points of damage and paralyze
--
--them for one round
--
--She can also shapeshift into a red mare as she chooses. As a mare, she inflicts 6 points of damage with her hooves or
--bite, can become immaterial as an action (makes it impossible to successfully attack her, but she cannot attack in this
--form), and can move to a spot within long range instantaneously (does not require an action).
--
--Interaction: Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are
--threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to
--
--find themselves on the wrong end of the Bright One's anger.
--
--Use: Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She
--sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a
--fairy ball or feast, they may encounter Áine as an honored guest.
--
--Loot: Áine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She
--carries little else, for she is a person of deeds, not items.
--
--GM intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.
--
--Gráinne, the Wayward Daughter 9 (27)
--
--Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark
--One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents
--what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has
--her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their
--own hearts.
--
--Motive: To honor the darkness, to protect her realm
--
--Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
--Sorrows, a belowground realm out of time and space.
--
--Health: 99
--
--Damage Inflicted: 12 points
--
--Armor: 5
--
--Movement: Short; long when flying
--
--Combat: Gráinne is a talented combatant, and seems to revel in having a foe who is a
--
--challenge to her. She carries a dark green crystal staff that emits a dark coil of reddish energy, which inflicts 12
--points of damage. Alternatively, she can send out a cloud of black smoke that deals 9 points of damage to all creatures
--in a short area. She also wears the Tiara of Pailis, a griffin-shaped tiara that allows her to fly. Gráinne has a
--variety of magical abilities at her disposal, including the following:
--
--Animal Communication: Gráinne has a special affinity with badgers and can ask them for help. When she calls them (as an
--action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on
--an Intellect defense roll or be shapeshifted into a badger for one round.
--
--Oneirokinesis: Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their
--heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a
--level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in
--any tasks that go against the idea (this lasts until they make their next recovery roll).
--
--Shadowmelding: Gráinne merges with shadows, making her nearly
--
--intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect
--damage on anyone whose body is darkened by her shadow.
--
--Interaction: For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
--
--Use: The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find
--the solutions and solace they seek in Gráinne's magic and power.
--
--Loot: Tiara of Pailis
--
--Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can
--control their speed, direction, and height. Depletion: 1 in 1d20
--
--GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her
--power.
--
--Queen 6 (18)
--
--Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue.
--Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds,
--to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch.
--These queens seek power for power's sake, not caring what destruction lies in their wake.
--
--Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way,
--even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect
--their lands, their people, and their loved ones.
--
--Motive: Power
--
--Environment: Anywhere, but typically in cities and towns, where there are people to admire
--
--and fear them
--
--Health: 18
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Combat: Queens almost always carry an artifact of great power, such as a staff, crown,
--
--mirror, or sword, that grants them unique abilities and skills.
--
--Queens often have familiars, such as ravens, who fight for or beside them. Most familiars can do 4 points of damage with
--an attack.
--
--Some queens may also be witches or fey creatures, and thus have the ability to use one or two spells and curses that
--witches and fey also use.
--
--Queen Grimhilde 8 (24)
--
--Perhaps best known for her attempts to kill Snow White through magic and poison, Grimhilde has other passions and
--talents as well. She seeks ways to make all beings obey her commands, starting with the huntsman who so stupidly and
--willfully deceived her so long ago.
--
--Environment: One of her many castles, the woods
--
--Armor: 2
--
--Health: 18
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Combat: Her vulture familiars swirl about all foes in short range, knocking them prone
--
--and inflicting 4 points of damage. She can use the following witch abilities: glamour,
--
--imprison, and seduce.
--
--Vulture familiars: level 4
--
--Interaction: Grimhilde is cunning and devious, always hatching plans against those who
--
--harm her, who threaten to overshadow her, or who have caught her eye in some way.
--
--Use: The characters enter an area that is under Grimhilde's power and must face her wrath.
--
--Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
--
--The Red Queen 6 (18)
--
--The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and
--besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still,
--and everyone will politely fall quiet and listen.
--
--Environment: Polite dinner parties and social gatherings
--
--Armor: 1
--
--Combat: Prefers verbal sparring over the physical sort, and inflicts 3 points of damage with a single cutting remark or
--sharp-tongued retort.
--
--Interaction: The Red Queen is quite proper and chatty, the perfect host and the perfect guest. The only time she ever
--grows irate is when the subject of her sister, the Queen of Hearts, comes up.
--
--Use: While attending a party to steal something, the characters are caught by the Red Queen
--
--The Snow Queen
--
--The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by
--gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is
--cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers
--warmth or kindness or love.
--
--Environment: Anywhere there is snow, ice, or winter
--
--Armor: 2 (from personal ice walls)
--
--Combat: Creates a snowstorm that blinds all foes in long range for three rounds; ice shards rain down upon all foes in
--long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.
--
--Interaction: The Snow Queen is not evil—she just has forgotten what it means to be human, with human needs and human
--hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she
--understands what she gets out of it.
--
--Use: The Snow Queen guards the entrance to a place the characters need to enter.
--
- ### OF WATER AND WAVES (CREATURES)
-
- Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
-@@ -30998,369 +28924,6 @@
- Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
- foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
-
--Cailleach 5 (15)
--
--Not actually a water spirit, but one who has made her peace with the sea in an eternal bargain, Cailleach once lived on
--land. Now she is a recluse deep in the ocean in the realm known as the Expanse of Halirane. She appears ancient, and in
--fact is much older than that. She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye
--that allows her to see three views of the future. As part of her bargain with the sea, she can never return to dry land
--again, or she will lose all of her powers forever.
--
--Motive: To be left alone
--
--Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
--magically preserves as part of their bargain.
--
--Health: 30
--
--Damage Inflicted: 6 points
--
--Movement: Short; very long when shapeshifted
--
--Modifications: Seeing through deceptions and lies as level 6, healing as level 8
--
--Combat: Cailleach has many abilities at her disposal, some of which come from the sea and
--
--others that come from her own magic. They include the following:
--
--Healing Pot: If she has the proper ingredients and takes a day to do so, Cailleach can brew a healing salve in her
--special pot. Depending on what she adds to the mixture, this salve can do one of three things: restore 10 Might points,
--move someone up one step on the damage track, or remove a curse (up to level 6).
--
--Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6
--points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.
--
--Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if
--they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead.
--After that, her finger falls off. It takes three days for her to regrow a new one.
--
--See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the
--eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second,
--and sometimes it's for hours—it's hard to know if the variable length of time is part of the ritual or just her dark
--sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.
--
--Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at
--a time. She can create a whirlpool that catches up all creatures and objects within short range of its center and
--inflicts 5 points of ambient damage (ignores Armor).
--
--Interaction: Cailleach is a recluse and introvert whose deepest longing is to be left alone
--
--to increase her knowledge of magic. She also likes puzzles and games, and out of everything on land, she misses birds
--most of all (for interacting with, not eating). Those who bring her any of those items are likely to draw Cailleach out
--of her shell and have a positive interaction.
--
--Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an
--encroaching danger, especially if it's threatening her solitude and privacy.
--
--Loot: She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all
--sorts.
--
--GM intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.
--
--Kelpie 6 (18)
--
--A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby
--and attempts to drown them in a nearby body of water.
--
--Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is
--algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its
--teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always
--inverted.
--
--If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the
--depths of the water.
--
--Motive: Unknown
--
--Environment: Near or in rivers, streams, lakes, and other bodies of running or still water.
--
--Modern settings might find them near public or private swimming pools, koi ponds,
--
--and reservoirs.
--
--Health: 21
--
--Damage Inflicted: 4 points
--
--Movement: Very long when running
--
--Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
--
--or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their
--back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
--may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or
--roll over on them, inflicting 4 points of damage (ignores Armor).
--
--Interaction: Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them.
--These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.
--
--Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary
--characters a ride upon its back.
--
--GM intrusion: While dealing with something else, the characters come upon a kelpie in the process of drowning someone.
--
--The West Wind 9 (27)
--
--The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or
--hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
--tuxedo, her short silver hair pushed back from her face.
--
--Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try
--to talk with it.
--
--Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
--
--Environment: Anywhere she wants to be
--
--Health: 40
--
--Damage Inflicted: 6 points
--
--Movement: Very long
--
--Modifications: Speed defense as level 10; sees through and resists trickery, lies, deceit, and intimidation as level 10
--
--Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks
--them prone.
--
--Interaction: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time
--traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond
--well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits
--grudging respect for the perpetrators).
--
--Use: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a
--hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
--
--Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including
--cyphers, artifacts, and even creatures.
--
--GM intrusion: The West Wind lifts a character high in the air and threatens to let them fall.
--
--Wind Children 4 (12)
--
--The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not
--born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.
--
--Motive: See everything, know everything
--
--Environment: Everywhere there is weather, real or magic-made
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Long
--
--Combat: Inflicts 4 points of damage with an exhale. Alternatively, can knock a character prone for one round.
--
--Interaction: Interacting with wind children is a bit like interacting with a group of mischievous, precocious, and
--spoiled kids. However, they know many things, having been all over the world, and will often share what they know in
--exchange for new secrets or knowledge.
--
--Use: One of the PCs seeks information about a person, place, or thing. The characters need a surreptitious spy to gather
--information for them.
--
--Loot: Information, secrets, and possibly a cypher or two picked up during their travels.
--
--GM intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep
--away" with it.
--
--Witch 5 (15)
--
--Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares,
--with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise
--helpers—at least for a little
--
--while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their
--lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the
--middle of town, hiding their identity.
--
--But one thing they are, always, is dangerous, for they carry within their hearts and heads knowledge, power, and
--magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
--or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
--
--forest, in civilization as healers, or having infiltrated royal families
--
--Health: 21
--
--Damage Inflicted: 5 points
--
--Movement: Short; long if flying
--
--Combat: In addition to inflicting damage with their weapon of choice (often a staff or long,
--
--curved blade), witches can curse their enemies.
--
--They also have a number of spells and abilities at their disposal. These include the
--
--Following:
--
--Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
--
--defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's
--familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to
--ensure that the witch never forgives their foe or grants mercy.
--
--Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a
--bird, or even make them invisible. Seeing through the glamour is a level 8 Intellect task. A failed attempt inflicts 2
--points of Intellect damage. Once a character sees through the glamour, they cannot unsee it.
--
--Heal: The witch touches another creature and heals them for 6 points of damage. Some witches must pull health from
--another living being in long range in order to use this ability. Pulling health from a living being inflicts 2 points of
--damage on that being.
--
--Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might
--be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer
--under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or
--Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the
--appropriate stat).
--
--Protect: Places a confinement spell to keep someone from going in or out of a location, building, or room. Those who
--attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell
--activates, it disappears.
--
--Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for
--more than a year. In order to accomplish this, the witch needs all or part of the body of the dead, a beloved object of
--the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the
--Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with
--1 point in all of their Pools.
--
--Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the
--witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
--they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
--
--Additional abilities: Witches might also have access to the witch abilities in the Cypher System Rulebook. These are
--charm, hexbolt, shrivel, and vitality. Some witches might have other magical abilities similar to those of enchanters.
--
--GM intrusions: The witch's familiar joins the fray, tripping up characters and hindering their actions.
--
--Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or
--cypher and prepares to use it.
--
--### WITCHES OF THE WORLD
--
--Baba Yaga 9 (27)
--
--Baba Yaga (sometimes called Frau Trude) lives many lives and has many personalities. She is both one witch and many. She
--uses her magic to create a new version of herself each time her
--
--life takes a new branch, following all of them at once, becoming every version of herself that she might have been.
--
--Some versions of Baba Yaga are helpful. Others harmful. Some Baba Yagas live
--
--in the woods in a wooden hut that walks around on giant chicken legs, some
--
--fly through the sky in a giant mortar and pestle, and some guard any wild spaces that they have deemed important. Some
--capture and cook young children in a special stove. Some do all of the above.
--
--Combat: Baba Yaga can use the following abilities: heal, hexbolt, imprison, protect, revive, shrivel, and vitality.
--
--Interaction: It is almost impossible to know which Baba Yaga you have met until you look deep in her eyes (a level 7
--Intellect task). There, you might see a tiny flame, and in that flame, learn a bit about her life.
--
--Use: Baba Yaga has her long, bony fingers in nearly everything that happens. She might be behind the counter at the herb
--and potion shop, guarding the entrance to a cave full of treasure, or offering her services in breaking (or casting)
--curses.
--
--Loot: 1d6 cyphers, an artifact, and various other odds and ends
--
--The Blind Witch 5 (15)
--
--The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made of confectionery, which allows
--her to catch, fatten, and eventually eat any children unlucky enough to get caught in her trap.
--
--Modifications: Cooking as level 6, deception and trickery as level 7, seeing through
--
--deception and trickery as level 4
--
--Combat: She can use the following abilities: charm, protect, and vitality. She is immune to visual effects, including
--hallucinations.
--
--Interaction: The Blind Witch can appear sweet and charming, and might play up her blindness and apparent frailty for
--sympathy.
--
--Use: Characters wandering the woods might come upon a candy house, and woe to them
--
--should they take a bite. A rescue mission could lead here.
--
--Loot: She usually has at least one magical animal in a cage, along with various children and
--
--even adults. Two or three cyphers can be found in her kitchen, along with her magic oven, which bakes children into
--gingerbread.
--
--Dame Gothel 5 (15)
--
--Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel cares for one thing above all: her
--beautiful walled garden, the flowers and vegetables that grow inside it being the envy of all others. Unlike many other
--witches, she does not harm children and in fact has been known to protect them, at least as long as they are innocent of
--wrongdoing.
--
--Modifications: Gardening and potions as level 6
--
--Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
--
--Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
--
--to those who invade her space in any way, for she has a deep sense of right and wrong and a penchant for revenge upon
--those who cross her. However, she has been known to help those seeking aid, and is particularly skilled in using what
--she grows in her garden to aid her magic.
--
--Use: The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters
--accidentally trespass on Dame Gothel's space.
--
--Loot: Various plants, potions, and cyphers
--
--The Sea Witch 6 (18)
--
--Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known
--for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she
--wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
--
--Modifications: Persuasion, intimidation, coercion, and swimming as level 8
--
--Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and
--shrivel.
--
--Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she's got on
--
--the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that's
--her—always wins.
--
--Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
--
--small, and the Sea Witch will find a way to put it in their hands and let them walk away
--
--thinking they've come out ahead. At least until she comes to collect.
--
--Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6
--cyphers and two artifacts.
--
--The Wicked Witch of the West 5 (15)
--
--With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a
--nobody—and many have—but her power lies in the creatures that work for her and in her vast and growing collection of
--magical footwear.
--
--She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and
--liquid of all kinds.
--
--Modifications: Tasks involving water and the dark as level 3
--
--Combat: She carries an umbrella that acts as a heavy weapon, and she can use the following abilities: familiar (pack of
--wolves, swarm of bees, flock of crows, and an army
--
--of flying monkeys), hexbolt, imprison, protect, and shrivel.
--
--Interaction: She is volatile in nature and quick to anger. However, she can also be a bit cowardly, and will likely back
--down in a confrontation (only to send her hordes of magical animals out afterward to do her dirty work).
--
--Use: The characters need to find galoshes of fortune and decide to steal a pair from the
--
--Wicked Witch of the West. Perhaps they need to make it through the land she presides over and must find a way to get her
--approval.
--
--Loot: Whatever shoes she's wearing (which are very likely an artifact).
--
- ### NPCs
-
- The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
-@@ -31388,229 +28951,6 @@
- you call them all Jack, then no one (including you) will remember which one is which. Consider coming up with a list of
- names ahead of time so that you're always ready to give players something to call a new walk-on character.
-
--Aristocrat 4 (12)
--
--Aristocrats are not quite high royalty—they are not kings or queens, nor even princes and princesses—but they are those
--with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are
--characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the
--things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
--
--Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
--cities and towns, occasionally off by themselves in large castles and manors
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Social engineering, persuasion, intimidation, and lying as level 6
--
--Combat: Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield
--knives, scalpels, or butcher's tools with precision.
--
--Interaction: Interaction with an aristocrat often starts out positive—after all, it is delightful to be in the glow of
--someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a
--sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
--
--Use: An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is
--outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
--
--Loot: Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor,
--weapons, and miscellaneous items.
--
--GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
--
--Child 1 (3)
--
--Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
--more.
--
--Motive: Seeking safety, comfort, money, or food; play; bringing joy
--
--Environment: With their families, or lost in the world trying to find their way. Sometimes in
--
--the employ or care of someone who has found them, stolen them, or otherwise become
--
--their guardians, caretakers, or keepers.
--
--Health: 3
--
--Damage Inflicted: 1 point
--
--Movement: Short
--
--Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
--
--Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
--weapons, such as their fists, a stick, or a toy.
--
--Interaction: Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot
--of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of
--food, money, or other goodies involved.
--
--Use: Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone
--who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the
--night; the child says they've been lost in the woods for days.
--
--Loot: Children typically have very little on their person, although they may have a special memento of their family or a
--close friend.
--
--GM intrusions: The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard
--toward a character.
--
--Someone mistakenly thinks a character has stolen the child, and attacks them.
--
--Crafter 2 (6)
--
--Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
--aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
--disposal for weapons.
--
--Motive: Defense
--
--Environment: In their workshops or peddling their trade while traveling
--
--Health: 8
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Appropriate craft as level 3
--
--Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
--
--their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they
--have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
--
--Interaction: Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They
--take pride in their work, and flattery and attention can go a long way.
--
--Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term
--benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
--
--Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything
--they've crafted that they're carrying or wearing.
--
--GM intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character
--in a disadvantaged position.
--
--Huntsman/Woodcutter 2 (6)
--
--A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
--just trying to provide for their family by chopping wood and hunting game.
--
--Motive: Follow orders, support their loved ones, protect the innocent
--
--Environment: Woods, forests, and other wild lands
--
--Health: 8
--
--Damage Inflicted: 2 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Tracking and pathfinding as level 4
--
--Combat: Huntsmen and woodcutters both understand the power of the perfectly aimed
--
--shot or swing. They take their time, steady their hand and breath, and hit with precision
--
--and force.
--
--When they take no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many huntsmen and
--woodcutters are motivated by a deep need to be loyal,
--
--but they're also soft of heart and have a strong moral center. If they're tasked with
--
--something they deem unpalatable, they may forgo their promises and go rogue.
--
--Use: They are hunting the characters on the orders of a higher authority. They save the PCs
--
--from a dangerous foe, then ask for assistance for their own tasks.
--
--Loot: In addition to their clothing and mundane weapon, they likely have an expensive
--
--token of promise or affection from someone they have helped or who they owe fealty to.
--
--GM intrusion: A perfectly timed cut sends a tree down in the direction of the character.
--
--Robber/Thief 4 (12)
--
--Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
--get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything
--that isn't nailed down or magically protected.
--
--Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What's yours is mine
--
--Environment: Anywhere there's something to be stolen
--
--Health: 12
--
--Damage Inflicted: 2 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
--### 5
--
--Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
--have a moral code of some sort—it just may not be the code
--
--that others abide by. Still, they are willing to listen to reason (and particularly the sound of sliding coins). Robbers
--are often willing to be hired for jobs that are too difficult for others.
--
--Use: Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives
--to steal a thing that the characters are just about to steal themselves.
--
--Loot: Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their
--weapons and clothing) up to the currency equivalent of a very expensive item.
--
--GM intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
--foes.
--
--Scholar 2 (6)
--
--Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge
--above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of
--sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a
--specific type of magic or fey being, for example.
--
--Motive: Find answers, seek knowledge
--
--Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
--
--Health: 6
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
--
--Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's
--
--weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've
--studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
--
--Interaction: Most scholars are helpful and full of information (whether or not it's useful or true information varies
--from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and
--incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
--
--Use: Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However,
--they may be reclusive and hard to find, hidden away in ancient libraries or secret laboratories.
--
--Loot: Most scholars have currency equivalent to a very expensive item and one or two cyphers.
--
--GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
--
- ### HORROR RULES MODULE
-
- Although it's very likely a subset of the modern genre, horror as a genre gets special treatment. Unlike the other
-@@ -31799,6 +29139,71 @@
- task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
- them feel more vulnerable.
-
-+### USING GM INTRUSIONS IN HORROR MODE
-+
-+With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
-+intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
-+PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and
-+fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you've
-+seen in horror films.
-+
-+Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These
-+aren't dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.
-+
-+In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it's an
-+intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that
-+things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the
-+action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that's okay.
-+
-+Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old
-+factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that
-+it doesn't become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious
-+noise off in the darkness. The creature doesn't move toward them until another GM intrusion occurs. Now they hear
-+something dragging across the factory floor, coming closer. But it's not until a third intrusion occurs that the
-+creature lunges out from behind an old machine at the PC who rolled the die.
-+
-+In some ways, the status quo doesn't change until an intrusion happens. This could be seen as limiting the GM and the
-+need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting
-+for the low die rolls.
-+
-+(GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
-+that should be based on the situation.)
-+
-+### OPTIONAL RULE: MADNESS
-+
-+Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
-+campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
-+PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one
-+step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in
-+their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose Intellect Pools reach 0 go
-+insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect
-+Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go
-+stark raving mad and are no longer playable.
-+
-+Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in
-+terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can
-+perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is
-+of no help).
-+
-+Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their
-+character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of
-+them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from
-+their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders,
-+manias, psychopathy, schizophrenia, or simple phobias can be added to a character's traits, but they don't need to be
-+quantified in game statistics or die rolls. They're simply part of the character.
-+
-+Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain
-+training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character's mind slowly slips away,
-+they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain
-+training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to
-+remember important details.
-+
-+As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as
-+"remembering your friends and family" or "caring what happens to your best friend" or "stopping yourself from injecting
-+a mysterious substance into your veins." These routine tasks normally have a difficulty of 0, but for a PC who has lost
-+their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
-+simple things.
-+
- ### ESCALATION RATE
-
-
-@@ -32230,712 +29635,6 @@
-
- \* Creature found in the Cypher System Rulebook
-
--Blob 8 (24)
--
--The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes
--by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the
--victim's knowledge is available to the blob for later use.
--
--If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have
--the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant
--locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's
--not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend
--itself or eat, so it's not a task the creature attempts lightly.
--
--Motive: Assimilation of all flesh
--
--Environment: Anywhere
--
--Health: 66
--
--Damage Inflicted: 8 points (acid gout)
--
--Movement: Immediate; immediate when burrowing
--
--Modifications: Speed defense as level 5 due to size
--
--Combat: The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving
--forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might
--defense roll each round or be partly caught under the heaving mass of the advancing creature. A caught victim adheres to
--the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
--free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature.
--
--If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health
--is above 0.
--
--Interaction: A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is
--handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet.
--
--Use: The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in addition to
--the damage he sustained in the accident). He probably should be taken to the hospital to have his injuries and the
--quivering growth looked at.
--
--Loot: A blob might have several cyphers swirling about in its mass that it uses to equip replicants.
--
--GM intrusion: The character pulls free of a blob they were caught under, but a piece of quivering protoplasm remains
--stuck to their flesh. They must do serious damage to themselves (enough to incapacitate) within the hour, scraping off
--the protoplasm before it absorbs them and becomes a new mini-blob.
--
--Cryptic Moth 5 (15)
--
--Normal moths are enigmatic, gauzy haunts of twilight. The feathery touch of their wings on your face can startle, even
--frighten. This is to be expected, since moths are the children of cryptic moths, malign and intelligent entities of
--another realm. Sometimes referred to as mothmen, other times as shadow faeries, cryptic moths are certainly alien. Each
--possesses a unique wing pattern and coloration, and, to some extent, body shape. These patterns
--
--and colors may signify where in the hierarchy a particular cryptic moth stands among its siblings of the night, but for
--those who do not speak the language of moths, the complexity of their social structure is overwhelming.
--
--Motive: Capture humans, possibly for food, possibly for breeding purposes
--
--Environment: Almost anywhere, usually at night
--
--Health: 23
--
--Damage Inflicted: 5 points
--
--Movement: Short; long when flying
--
--Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
--
--Combat: Cryptic moths usually enter combat only when they wish, because until they attack
--
--and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and
--energy from targets, inflicting 5 points of Speed damage (ignores Armor).
--
--Cryptic moths regain 1 point of health per round while their health is above 0, unless
--
--they've been damaged with a silvered or cold iron weapon, or by electrical attacks.
--
--Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
--
--them in combat or, more often, serve as a fashion accessory or component in a piece of living art.
--
--Moth swarm: level 2
--
--If a cryptic moth is prepared, it may carry cyphers useful in combat, and perhaps even an artifact.
--
--Interaction: Although very few cryptic moths speak human languages, peaceful interaction
--
--with these creatures is not impossible. It's just extremely difficult, as they see most
--
--humans as a source of food or bodies to lay their eggs in.
--
--Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
--
--Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
--
--GM intrusion: The cryptic moth grabs the character and flies up and away, taking the victim with them.
--
--Elder Thing 8 (24)
--
--Elder things are mostly extinct, but a few remain trapped in the Antarctic ice or rule over crumbling cities in deep
--trenches at the bottom of the ocean.
--
--Beholding an elder thing bends the mind to the point of breaking. An elder thing has a great barrel-like body standing
--some 8 feet (2 m) tall. Knobby protrusions in the crown and base each unfold five appendages that recall the arms of a
--starfish. When agitated, an elder thing unfolds a pair of wings that help it flutter a limited distance.
--
--Meddling by elder things created multicellular life that spread across Earth billions of years ago and ultimately
--brought about humanity. As the younger species grew in numbers and influence, the elder things went into decline, a
--process hastened by wars against strange beings from other worlds and uprisings by the servitor race they created, the
--shoggoths.
--
--Motive: Reclaim absolute sovereignty
--
--Environment: In arctic regions or deep underwater
--
--Health: 30
--
--Damage Inflicted: 6 points
--
--Movement: Immediate; long when flying
--
--Modifications: All tasks related to knowledge of magic or science as level 10; Speed defense
--
--as level 6 due to form
--
--Combat: An elder thing can attack with five tentacles divided any way it chooses among up
--
--to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
--grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
--until the victim succeeds on a Might defense roll to escape.
--
--An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
--the elder thing reads their thoughts while the target remains within long
--
--distance. During this time, the elder thing knows everything the target knows, hindering the target's attack and defense
--rolls against the elder thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points
--of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two
--creatures at one time.
--
--An elder thing also might carry a few cyphers and an artifact it can use in combat.
--
--Interaction: An elder thing communicates through whistles and pops created by moving air through tiny orifices arranged
--around its body. Elder things see humans as a lesser form of life and may demand worship, sacrifices, or something else
--from people it encounters.
--
--Use: Fishermen return to a coastal village with a large block of ice in tow. In the ice is something dark and large—an
--elder thing frozen alive. If the thing thaws out, it will likely take over the community and enslave the people living
--there.
--
--Loot: An elder thing usually has one artifact and two or three cyphers.
--
--GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
--defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
--takes damage, they shake off the temporary madness.
--
--Fundamental Angel 7 (21)
--
--Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
--time, gravity, and energy. They have powers and agendas deriving from higher states of reality. They are strange,
--terrifying, and inconstant in form, unlike the relatively benign and comprehensible winged humanoids from religion and
--myth.
--
--In the rare times when mortals interfere with these concepts, fundamental angels manifest in the world to set things
--right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and
--energy, and life forms that betray the principles of creation.
--
--For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight,
--whichever is worse for the vampire.
--
--Motive: Preserving the natural order
--
--Environment: Anywhere, usually in response to mortal activity
--
--Health: 35
--
--Damage Inflicted: 8 points
--
--Armor: 2 (+3 against energy)
--
--Movement: Short; short when flying
--
--Modifications: All knowledge as level 9; attacks against mad science and supernatural targets as level 8
--
--Combat: A fundamental angel attacks other creatures by creating a long-range blast of
--
--bright divine energy that inflicts 8 points of damage. In addition, it automatically inflicts 4 points of damage each
--round against all creatures within short range, although it can shield itself with wings or other protrusions to negate
--this effect against individuals.
--
--Any creature within long range that sees it and fails an Intellect defense roll becomes frightened unless the angel
--tells it (specifically or in general) not to be afraid.
--
--As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it
--exists as pure thought and spirit.
--
--Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to
--explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can
--communicate with any creature that uses language.
--
--Use: "FEAR NOT!" says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
--destroy a scientist and his experimental reactor.
--
--Loot: Fundamental angels sometimes create or refresh subtle cyphers by their mere presence.
--
--GM intrusions:
--
--A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
--once each round).
--
--A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.
--
--Hivemind Child 2 (6)
--
--A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
--out of scientific curiosity or as a long-term plan for world domination or human extinction. Some entities might
--intercept human astronauts, reprogramming their DNA or attaching a parasite to their mind or soul. Others might send a
--machine to
--
--an isolated community, remotely impregnating some of the inhabitants to gestate and give birth at the same time. The end
--result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.
--
--Hivemind children often have a very similar appearance even if they have different parents—they might all have pale
--blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's
--expressions and movements. They think and speak as children years older than they appear. Their emotional responses are
--muted to an almost sociopathic extent.
--
--Depending on their origin, the weird children may be mentored or protected by an altered adult, or by human parents in
--denial about the monsters they care for.
--
--Motive: Conquest, exploration, infiltration
--
--Environment: Human settlements
--
--Health: 6
--
--Damage Inflicted: 2 points
--
--Movement: Short
--
--Modifications: Mental attacks and Intellect defense as level 3; defend against attacks from
--
--living creatures as level 3 due to mind reading; perception and scientific knowledge as
--
--level 4
--
--Combat: Individually, hivemind children are physically no stronger or more durable than
--
--a typical human. Their true strength is in their ability to read and control minds. Their telepathic link means that if
--one of them knows something, all of them within long range automatically know it.
--
--Hivemind children can automatically read the surface thoughts of anyone they can
--
--see within short range, even if the target is unwilling. As an action, they can force
--
--an intelligent living creature within short range to take a physical action, including something that would cause the
--target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot
--themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child's level or the
--controlled creature's level, whichever is greater).
--
--Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them
--to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or
--control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control
--minds of eight people as a level 6 creature.
--
--Interaction: Hivemind children want to protect themselves and observe humans and will try to do so until they appear as
--old as adults. Their long-term goals are unclear but probably don't have humanity's best interests in mind.
--
--Use: Children born after a scientific expedition are strange and different. Multiple small villages all over the world
--experience births of children with weird abilities.
--
--Loot: Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge.
--
--GM intrusions:
--
--A group of hivemind children briefly manifest a teleportation or telekinesis ability
--
--at the same level as their mind control.
--
--The injury or death of one hivemind child angers the rest, increasing their level and damage by +2 for one round.
--
--Ighthsian 5 (15)
--
--Ichthysians are thought to be aquatic evolutionary offshoots of hominids or the result of experiments trying to fuse
--human and amphibian or fish DNA. They are physically similar to humans standing fully upright, with webbed hands, claws,
--froglike or fishlike features, gills, and strong muscles from a lifetime of swimming. They live in the water but are
--comfortable with extended forays onto land. Their intelligence is between that of a smart animal and a human; they can
--use simple tools such as rocks and sticks, and may build dams to modify waterways in their territory.
--
--Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
--
--Motive: Hunger for flesh, curiosity, solitude
--
--Environment: Anywhere near bodies of fresh water Health: 18
--
--Damage Inflicted: 6 points
--
--Armor: 2
--
--Movement: Short on land; long in the water
--
--Modifications: Strength-based tasks and swimming as level 6; defense against poison as level 3
--
--Combat: Ichthysians attack with their
--
--powerful claws. They are less mobile on land and prefer to attack from the water. If overmatched, they would rather flee
--to deep, dark water than fight to the death.
--
--An ichthysian regenerates 2 points of health each round as long as it starts the round with at least 0 health. This
--regeneration greatly extends their lifespan, and it is common for them to live to be more than two hundred years old.
--
--Ichthysians are prone to mutation, especially in response to pollutants and other chemicals. These mutations might be
--physical deformities, but could be as strange as transparent flesh, poisonous skin, extra eyes with enhanced senses, or
--extra limbs.
--
--Interaction: Ichthysians are not aggressive but will retaliate with full force against anything that attacks them, and
--one can remember specific enemy humans from its past.
--
--Use: A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers
--tell stories of an ancient water god that heals sickness and grants wishes.
--
--Loot: An ichthysian's lair might have a strange relic or device that works like a cypher or artifact.
--
--GM Intrusions:
--
--A slain ichthysian suddenly regenerates 5 health and immediately attacks or tries to flee.
--
--The ichthysian suddenly mutates in response to an attack, thereafter gaining +2 Armor or +2 levels in defense against
--that type of attack.
--
--Mummy 6 (18)
--
--Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
--those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
--former high stations.
--
--Motive: Vengeance, love, power
--
--Environment: Regions where mummification was common Health: 24
--
--Damage Inflicted: 7 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Climb, stealth, ancient history, and ancient religion as level 8
--
--Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
--attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
--abilities:
--
--Curse: Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their
--
--actions by two steps (forever, or until cured).
--
--Disease: The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
--hours or take 5 points of ambient damage.
--
--Lifelike appearance: A mummy can repair its body to assume a fully human appearance. This usually requires time and the
--flesh of several people, often those who awakened it.
--
--Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
--
--Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
--are preserved), lasting for one day.
--
--Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
--
--Swarm: Call a swarm of bugs (usually scarab beetles or scorpions) to attack a foe or obscure vision.
--
--Swarm of bugs: level 3
--
--Interaction: Mummies want to destroy anyone who disturbs their burial places. Ambitious mummies might choose living
--beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission.
--
--Use: Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the
--creature's way.
--
--Loot: Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical
--manifest cyphers or even a magical artifact.
--
--GM Intrusions:
--
--A dying mummy speaks a curse upon those who killed it, hindering all their actions by two steps (forever, or until
--cured).
--
--What was overlooked as a fake or a prop turns out to be an actual mummy and attacks a character.
--
--Nightguant 3 (9)
--
--A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
--boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures
--sometimes "work" for other agencies, though often enough, their goals are obscure.
--
--Motive: Unknowable
--
--Environment: Anywhere dark, usually in groups of four to seven
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Immediate; long when flying (short when flying with a victim) Modifications: Perception and Speed defense as
--level 4; stealth
--
--as level 7
--
--Combat: A nightgaunt can attack with its barbed tail. To catch a foe, a nightgaunt dives through the air from just
--outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near the
--midpoint of its movement. A target who
--
--fails a Speed defense roll (and who isn't more than twice the size of the nightgaunt) is jerked into the creature's
--boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m).
--
--The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all the
--victim's actions by two steps.
--
--Interaction: Nightgaunts never speak, and they ignore anyone who attempts to interact with
--
--them, whether the communication takes the form of commanding, beseeching, or frantically pleading. Such is the way of
--nightgaunts.
--
--Use: Someone who bears one or more of the PCs a grudge discovers a tome of spells and summons a flight of nightgaunts,
--which set off in search of their prey.
--
--Loot: One in three nightgaunts has a valuable souvenir from a past victim, which might be an expensive watch, a ring, an
--amulet, or sometimes a cypher.
--
--GM intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed
--Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on).
--The character can attempt a new Intellect defense roll each round to return to normal.
--
--Reanimated 6 (18)
--
--A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew),
--then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a
--reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
--injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's
--brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its
--creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.
--
--Motive: Defense, unpredictable
--
--Environment: Anywhere in service to a mad scientist, or driven to the edges of civilization Health: 70
--
--Damage Inflicted: 7 points
--
--Movement: Short; long when jumping
--
--Modifications: Speed defense as level 4; interaction as level 2; feats of strength and toughness as level 8
--
--Combat: A reanimated attacks foes with its hands. Any time a foe inflicts 7 or more points of damage on the reanimated
--with a single melee attack, the creature immediately lashes out in reactive rage and makes an additional attack in the
--same round on the foe who injured it.
--
--If the reanimated begins combat within long range of foes but outside of short range, it can bridge the distance with an
--amazing leap that concludes with an attack as a single action. The attack inflicts 4 points of damage on all targets
--within immediate range of the spot where the reanimated lands.
--
--Some reanimated are psychologically vulnerable to fire, and they fear it. When these reanimated attack or defend against
--a foe wielding fire, their attacks and defenses are hindered by two steps.
--
--If struck by electricity, a reanimated regains a number of points of health equal to the damage the electricity would
--normally inflict.
--
--Interaction: Fear and food motivate a reanimated, though sometimes beautiful music or innocence can stay its fists.
--
--Use: Depending on where a reanimated falls along its moral and psychological development, it could be a primary foe for
--the PCs, a secondary guardian to deal with, or a forlorn beast in need of aid.
--
--GM Intrusion:
--
--The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
--
--Shoggoth 7 (21)
--
--Shoggoths vary in size, but the smallest are usually at least 10 feet (3 m) across. They are the product of incredibly
--advanced bioengineering by some strange species in the distant past. They are angry, vicious predators feared by any who
--have ever heard of these rare creatures (or who have encountered them and somehow survived to tell the tale). They were
--created by the elder things but overthrew their masters and now roam the vast, ancient cities they have claimed for
--themselves.
--
--Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
--to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
--
--Motive: Hungers for flesh
--
--Environment: Anywhere
--
--Health: 35
--
--Damage Inflicted: 10 points
--
--Armor: 10 against fire, cold, and electricity
--
--Movement: Long
--
--Modifications: Speed defense as level 6 due to size
--
--Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
--within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing's gelatinous body and
--suffer damage each
--
--round until they manage to pull themselves free (engulfed creatures can take no other physical actions while they are
--caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the
--amorphous horror.
--
--Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
--
--Interaction: A shoggoth can't be reasoned with.
--
--Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
--
--that every surface is clear of dirt and debris. Soon they discover why—a shoggoth squirms through the halls, absorbing
--everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall).
--
--Loot: A shoggoth's interior might contain a cypher.
--
--GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form,
--and their body turned upside down so that escape attempts are hindered.
--
--Yithian 6 (18)
--
--The yithians (also known as the Great Race of Yith) were immense wrinkly cones 10 feet (3 m) high, with a head, four
--limbs, and other organs spreading from the top of their body. They communicated by making noises with their hands and
--claws, and they moved by gliding their lower surface across a layer of slime, like a slug. Their civilization was
--destroyed a billion years before the present day, but they transported their minds into new bodies far in the future and
--may still be encountered observing the past (our present) by telepathically inhabiting human bodies.
--
--Motive: Knowledge Environment: Anywhere Health: 22
--
--Damage Inflicted: 6 points Armor: 2
--
--Movement: Short
--
--Modifications: All knowledge as level 8; Intellect defense as level 7; Speed defense as level 5
--
--due to size and speed
--
--Combat: Although large and hardy, members of the Great Race are ill-suited to physical
--
--combat. If they must engage in melee, they use pincer-like claws. They almost always wield artifacts and cyphers,
--however, which makes them dangerous opponents. Assume that a yithian has one or more of the following abilities arising
--from advanced technology devices:
--
--• Force field that grants them +3 Armor
--
--• Mental field that gives them +4 Armor against any mental attack
--
--• Ray emitter that inflicts 7 points of damage up to long range
--
--• Cloaking field that renders them invisible for up to ten minutes
--
--• Stun weapon with short range that makes the target fall unconscious for ten minutes
--
--Yithians have the ability to transfer their consciousness backward or forward through time, swapping minds with a
--creature native to the era they wish to observe. A yithian inhabiting the body of another creature is in complete
--control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes
--to exert control.
--
--For the most part, it is trapped in the yithian's body and is merely along for the ride.
--
--It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
--ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world.
--
--Interaction: Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as
--humans.
--
--Use: A yithian projects its mind across the aeons, swapping consciousnesses with the character. While controlling the
--character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
--
--Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
--
--GM intrusion:
--
--The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
--protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
--character's.
--
--### NPCs
--
--Cannibal 3 (9)
--
--A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
--decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they
--hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a
--cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
--
--Motive: Hungers for human flesh
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Movement: Short
--
--Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
--
--Combat: Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When
--cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
--
--Interaction: Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a
--place to sleep, hide, or stay for the night are invited in by one
--
--or more cannibals—perhaps an entire family of them.
--
--Loot: A cannibal has currency equivalent to a very expensive item and possibly a cypher.
--
--GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
--on an Intellect defense task or be stunned and lose their next turn.
--
--Mad Scientist 4 (12)
--
--A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
--can be created without asking if it should be.
--
--Motive: Understanding and exploiting reality
--
--Environment: Usually in a lab
--
--Health: 15
--
--Damage Inflicted: 7 points
--
--Movement: Short
--
--Modifications: Defends as level 6 due to a gadget (or cypher); knowledge of advanced
--
--science as level 7
--
--Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or
--
--some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor,
--a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
--
--Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They
--often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that
--eases all their actions by two steps.
--
--Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are
--sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can
--change.
--
--Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is
--creating something amazing and monstrous.
--
--Loot: Mad scientists have a few manifest cyphers and possibly an artifact.
--
--GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
--
--### HORROR ARTIFACTS
--
--Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
--device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
--artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
--another way to heighten the tension of the game. Several examples are below.
--
--### BOOK OF INVERSION
--
--Level: 8
--
--Form: Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock
--
--Effect: When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's language,
--complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible attack—a target is
--driven mad, a target is turned inside out, a target seeks to murder their best friend, several targets are cursed with a
--rotting disease, and so forth. The reader can automatically cast the spell as an action, one time only. More
--insidiously, if successful, the spell confers pleasure to the caster and fully restores all of their Pools. The caster
--must make an immediate Intellect defense roll or be compelled to use the book (and thus a new spell) again the next day.
--This compulsion is so strong that the caster will kill their dearest loved one to complete the task. If they are unable
--to use the book again, they are driven permanently mad. Woe to the caster who uses the book on the last time before it
--is depleted (at which point it crumbles to dust).
--
--Depletion: 1 in 1d10
--
--### SHADOW BOX
--
--Level: 7
--
--Form: Wooden and black metal box, about 12 inches by 7 inches by 3 inches (30 by 18 by 8 cm), with a hinged lid and a
--clasp
--
--Effect: When the box opens, shadows seethe out. These shadows coalesce into a form that best represents a deep fear in
--the subconscious of the person who opened the box. The opener must make an Intellect defense roll to master the shadow
--thing, which then acts as a level 7 creature under their control for five rounds before fading away. If the roll fails,
--the creature attacks the opener and anyone else around. To make matters worse, the opener spends the first round frozen
--in terror, doing nothing.
--
--Depletion: 1–2 in 1d6
--
--### SPHERE 23
--
--Level: 1d6 + 4
--
--Form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red
--
--Effect: Possibly one of a number of identical alien artifacts recovered in remote locales across the earth, the
--so-called sphere 23 will grant a wish to anyone who holds it and uses an action to concentrate on it. The wish can be
--anything, including something that bends reality: raising the dead, altering time, and so forth. However, the wisher
--must immediately make a Might defense roll or be consumed by the sphere. If the roll succeeds, they must then make an
--Intellect defense roll or be driven permanently and irrevocably mad.
--
--Depletion: 1–3 in 1d6
--
- ### HORROR CYPHERS
-
- Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
-@@ -33497,70 +30196,59 @@
- werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
- regenerating for several minutes.
-
--### USING GM INTRUSIONS IN HORROR MODE
-+### HORROR ARTIFACTS
-
--With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
--intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
--PC is thrown to the ground or nearer to the edge of a cliff. If the characters are running away, one might trip and
--fall. If the PCs are exploring, a bookcase topples, potentially hitting someone. Think of all the similar moments you've
--seen in horror films.
-+Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
-+device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
-+artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
-+another way to heighten the tension of the game. Several examples are below.
-
--Sometimes, if the GM prefers, the GM intrusion can simply be something frightening, like a moan or a whisper. These
--aren't dangerous to the PCs, but they escalate the tension and indicate that something bad is getting closer.
-+### BOOK OF INVERSION
-
--In fact, while in Horror Mode, GMs should mostly refrain from doing anything bad, ominous, or dangerous unless it's an
--intrusion (either from a die roll or through the awarding of XP). In a horror game, GM intrusions are an indication that
--things are bad and getting worse, and whenever possible, the GM should allow the Horror Mode escalation to drive the
--action. This makes the GM more of a slave to the dice than in other Cypher System situations, but that's okay.
-+Level: 8
-
--Consider this example. The PCs have tracked something that is probably committing a series of horrific murders to an old
--factory. They enter the building to explore. The GM knows where the creature is hiding in the factory, but decides that
--it doesn't become aware of the characters until an intrusion is indicated. The only clue the PCs have is a mysterious
--noise off in the darkness. The creature doesn't move toward them until another GM intrusion occurs. Now they hear
--something dragging across the factory floor, coming closer. But it's not until a third intrusion occurs that the
--creature lunges out from behind an old machine at the PC who rolled the die.
-+Form: Very large book of ancient providence, the cover bound in iron and wrapped in chains with a level 6 padlock
-
--In some ways, the status quo doesn't change until an intrusion happens. This could be seen as limiting the GM and the
--need for pacing, but remember that the GM can still have an intrusion occur anytime they desire, in addition to waiting
--for the low die rolls.
-+Effect: When opened, the Book of Inversion shows a pair of pages that detail a magic spell in the reader's language,
-+complete with disturbing diagrams. The spell's effect varies, but it is always some kind of horrible attack—a target is
-+driven mad, a target is turned inside out, a target seeks to murder their best friend, several targets are cursed with a
-+rotting disease, and so forth. The reader can automatically cast the spell as an action, one time only. More
-+insidiously, if successful, the spell confers pleasure to the caster and fully restores all of their Pools. The caster
-+must make an immediate Intellect defense roll or be compelled to use the book (and thus a new spell) again the next day.
-+This compulsion is so strong that the caster will kill their dearest loved one to complete the task. If they are unable
-+to use the book again, they are driven permanently mad. Woe to the caster who uses the book on the last time before it
-+is depleted (at which point it crumbles to dust).
-
--(GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
--that should be based on the situation.)
-+Depletion: 1 in 1d10
-
--### OPTIONAL RULE: MADNESS
-+### SHADOW BOX
-
--Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
--campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
--PCs encounter something shocking, as described above, they always take Intellect damage. If they would normally move one
--step down the damage track due to the damage, they instead immediately regain points (equal to 1d6 + their tier) in
--their Intellect Pools but lose 1 point from their maximums in that Pool. Characters whose Intellect Pools reach 0 go
--insane. They lose their current descriptor and adopt the Mad descriptor, regain 1d6 + tier points to their Intellect
--Pools, and gain +1 to their Intellect Edge. If they ever reach a permanent Intellect Pool maximum of 0 again, they go
--stark raving mad and are no longer playable.
-+Level: 7
-
--Intellect Edge offers an interesting means to portray a character who is knowledgeable (and perhaps even powerful in
--terms of mental abilities) yet mentally fragile. A character with a low Intellect Pool but a high Intellect Edge can
--perform Intellect actions well (since Edge is very helpful) but is still vulnerable to Intellect damage (where Edge is
--of no help).
-+Form: Wooden and black metal box, about 12 inches by 7 inches by 3 inches (30 by 18 by 8 cm), with a hinged lid and a
-+clasp
-
--Since Cypher System games are meant to be story based, players should recognize that the degrading sanity of their
--character is part of the story. A player who feels that their character is going mad can talk to the GM, and the two of
--them can work out the means to portray that—perhaps by using the Mad descriptor, permanently trading up to 4 points from
--their Intellect Pool to gain +1 to their Intellect Edge, or anything else that seems appropriate. Mental disorders,
--manias, psychopathy, schizophrenia, or simple phobias can be added to a character's traits, but they don't need to be
--quantified in game statistics or die rolls. They're simply part of the character.
-+Effect: When the box opens, shadows seethe out. These shadows coalesce into a form that best represents a deep fear in
-+the subconscious of the person who opened the box. The opener must make an Intellect defense roll to master the shadow
-+thing, which then acts as a level 7 creature under their control for five rounds before fading away. If the roll fails,
-+the creature attacks the opener and anyone else around. To make matters worse, the opener spends the first round frozen
-+in terror, doing nothing.
-
--Inabilities in personal interaction or any area requiring focus might be appropriate, perhaps allowing the PC to gain
--training in weird lore or forbidden knowledge. Or maybe the opposite is true—as the character's mind slowly slips away,
--they become oddly compelled or can obsessively focus on a single task for indefinite periods, and thus they gain
--training in that topic or skill. These kinds of changes could be balanced with inabilities, such as being unable to
--remember important details.
-+Depletion: 1–2 in 1d6
-
--As another way to represent madness, the GM could hinder Intellect-based tasks that would be considered routine, such as
--"remembering your friends and family" or "caring what happens to your best friend" or "stopping yourself from injecting
--a mysterious substance into your veins." These routine tasks normally have a difficulty of 0, but for a PC who has lost
--their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
--simple things.
-+### SPHERE 23
-+
-+Level: 1d6 + 4
-+
-+Form: A 7-inch (18 cm) sphere of what appears to be fluid metal, tinted red
-+
-+Effect: Possibly one of a number of identical alien artifacts recovered in remote locales across the earth, the
-+so-called sphere 23 will grant a wish to anyone who holds it and uses an action to concentrate on it. The wish can be
-+anything, including something that bends reality: raising the dead, altering time, and so forth. However, the wisher
-+must immediately make a Might defense roll or be consumed by the sphere. If the roll succeeds, they must then make an
-+Intellect defense roll or be driven permanently and irrevocably mad.
-+
-+Depletion: 1–3 in 1d6
-
- ### ROMANCE RULES MODULE
-
-@@ -33987,7 +30675,7 @@
-
- Depletion: 1 in 1d20
-
--Post-Apocalyptic SPECIES DESCRIPTORS
-+### Post-Apocalyptic SPECIES DESCRIPTORS
-
- In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
-
-@@ -34068,7 +30756,7 @@
-
- 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
-
--Historical
-+### Historical
-
- Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
- ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
-@@ -34323,6 +31011,52 @@
-
- GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
-
-+### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-+
-+If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
-+godminds, AIs can develop inscrutable goals.
-+
-+AIs take many forms. Some are distributed across a vast network. Others are encoded into a singular "computer core." A
-+few are machines with organic parts. All are entities of extreme intelligence able to adapt to new situations, and most
-+act on some kind of plan, whether long-acting, or newly concocted to fit the situation at hand.
-+
-+Motive: Varies
-+
-+Environment: Almost anywhere
-+
-+Health: 33
-+
-+Damage Inflicted: 10
-+
-+Armor: 2
-+
-+Movement: Immediate
-+
-+Modifications: Speed defense as level 2, knowledge tasks as level 9
-+
-+Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
-+creature to see—can affect all targets within short range of the AI (or the AI's local terminal), inflicting 10 points
-+of damage from electricity (or 10 points of Intellect damage, which ignores Armor).
-+
-+Some AIs can take an action to absorb matter around them (such as walls, floor, equipment, unresisting living creatures,
-+and so on), regaining 5 points of health.
-+
-+An AI is likely able to deploy cyphers and artifacts in combat and also relies on guardians (such as synthetic people
-+made to its own design) to aid it. Unless a particular AI uses a computer core, damage to an AI may just be damage done
-+to a "terminal," so even if an AI is seemingly destroyed, it might exist as another instance somewhere else.
-+
-+Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
-+voice often sounds surprisingly human.
-+
-+Use: The characters are contacted by an AI sympathetic to biological beings. It wants them to accomplish a task on a
-+moon of Jupiter: assassinate a security officer who the AI calculates as being a nexus of future disaster if he isn't
-+removed from the equation.
-+
-+Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two.
-+
-+GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
-+attempts to upload an instance of itself into their mind.
-+
- ### BASILISK 5 (15)
-
- A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
-@@ -34375,6 +31109,61 @@
-
- GM intrusion: Thebasilisk strikes quickly,biting the same creaturetwice on its turn.
-
-+### Black Dog 6 (18)
-+
-+Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and devil dogs, just to name a few.
-+Typically they are spectral or demonic entities that show up at night. They are often sinister, malevolent, or
-+purposefully harmful (such as the Barghest and Black Shuck). Occasionally, black dogs are helpful and benevolent,
-+guarding people from danger, helping them find the correct path, or signifying the death of someone nearby.
-+
-+Black dogs are usually large, shaggy, and as black as night, with long ears and tails. However, despite their name, they
-+can be any color. The real distinction is that they are definitely not regular, living dogs. Some have eyes like fire,
-+some howl with a ghostly, ethereal song, and still others have telltale witches' marks upon their chest or back.
-+
-+Black dogs can see ghosts, witches, and other magical entities not typically visible to other creatures. They are
-+sometimes a portent of death, but not always. Many carry with them an inherent sense of sadness and despair, which they
-+can pass on to those around them.
-+
-+Black dogs sometimes serve as familiars for witches and sorcerers.
-+
-+Motive: Bring harm and pain; help and guard
-+
-+Environment: Crossroads, places of execution, and ancient paths Health: 20
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 2
-+
-+Movement: Long; very long when running
-+
-+Modifications: Sneaking, hiding, and attacking from surprise or advantage as level 7 Combat: Malevolent black dogs will
-+attack from a position of surprise or advantage,
-+
-+inflicting 8 points of damage with their spectral teeth and claws. Some black dogs cause such a deep feeling of despair
-+and sadness, just by being nearby, that they inflict 2 points of Intellect damage each round on everyone who can see
-+them or otherwise sense their presence.
-+
-+Interaction: Running, at least from the malevolent ones, is typically the best course
-+
-+of action. Dealing with helpful black dogs is often an interesting and unexpected
-+
-+experience, as they don't talk and don't explain who they choose to help or why.
-+
-+Use: The characters are fighting an extremely tough foe when a black dog steps in to
-+
-+help them out (or to help their foe). The characters are lost in the woods, and a large,
-+
-+menacing black dog steps out of the forest and leads them back to safety.
-+
-+Loot: Black dogs rarely have anything valuable on them. However, killing a black dog causes
-+
-+it to haunt whoever dealt it the fatal blow. That person feels such deep anxiety and despair that all their actions are
-+hindered for at least one day, and often longer.
-+
-+GM intrusions: The black dog howls, creating such a mournful sound that everyone in very long distance who can hear it
-+takes 4 points of Intellect damage. A character who sees the black dog is deeply affected by sadness and moves one step
-+down the damage track.
-+
- ### BLACKGUARD 6 (18)
-
- Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who
-@@ -34435,6 +31224,111 @@
- GM intrusions:The blackguard's weaponflares with unholy power,inflicting an additional6 points of damage(ignores
- Armor).A slain blackguardrises as an undead or ispossessed by a demonand continues to figh
-
-+### Blob 8 (24)
-+
-+The huge, undulating mass of this creature is composed of a mucus-like solid. The half-amorphous blob defeats its foes
-+by absorbing prey, integrating a victim's tissue into its own. In essence, the victim becomes the blob, and all of the
-+victim's knowledge is available to the blob for later use.
-+
-+If it later desires, a blob can release a nearly perfect replicant of any creature that it has absorbed. Replicants have
-+the memories and personalities of the originals, but they do the blob's bidding, which is usually to explore distant
-+locations or lure prey into the open using a friendly face. A particularly well-crafted replicant might not know it's
-+not the original. Creating a replicant takes a blob a day or two of effort, during which time it's unable to defend
-+itself or eat, so it's not a task the creature attempts lightly.
-+
-+Motive: Assimilation of all flesh
-+
-+Environment: Anywhere
-+
-+Health: 66
-+
-+Damage Inflicted: 8 points (acid gout)
-+
-+Movement: Immediate; immediate when burrowing
-+
-+Modifications: Speed defense as level 5 due to size
-+
-+Combat: The blob can project a gout of acid at short range against a single target. Though slow, a blob is always moving
-+forward. A character (or two characters next to each other) within immediate range of a blob must succeed on a Might
-+defense roll each round or be partly caught under the heaving mass of the advancing creature. A caught victim adheres to
-+the blob's surface and takes 10 points of damage each round. The victim must succeed on a Might defense roll to pull
-+free. A victim who dies from this damage is consumed by the blob, and their body becomes part of the creature.
-+
-+If a blob has absorbed living flesh within the last hour, it regenerates 3 points of health per round while its health
-+is above 0.
-+
-+Interaction: A blob's favored method of communication is to absorb whoever tries to interact with it. If a replicant is
-+handy, the blob might talk through it if the blob can touch the replicant and use it like a puppet.
-+
-+Use: The old man the PCs accidentally hit with their vehicle has a weird, mucus-like growth on one hand (in addition to
-+the damage he sustained in the accident). He probably should be taken to the hospital to have his injuries and the
-+quivering growth looked at.
-+
-+Loot: A blob might have several cyphers swirling about in its mass that it uses to equip replicants.
-+
-+GM intrusion: The character pulls free of a blob they were caught under, but a piece of quivering protoplasm remains
-+stuck to their flesh. They must do serious damage to themselves (enough to incapacitate) within the hour, scraping off
-+the protoplasm before it absorbs them and becomes a new mini-blob.
-+
-+### Cailleach 5 (15)
-+
-+Not actually a water spirit, but one who has made her peace with the sea in an eternal bargain, Cailleach once lived on
-+land. Now she is a recluse deep in the ocean in the realm known as the Expanse of Halirane. She appears ancient, and in
-+fact is much older than that. She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye
-+that allows her to see three views of the future. As part of her bargain with the sea, she can never return to dry land
-+again, or she will lose all of her powers forever.
-+
-+Motive: To be left alone
-+
-+Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a large dead whale that the sea
-+magically preserves as part of their bargain.
-+
-+Health: 30
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Short; very long when shapeshifted
-+
-+Modifications: Seeing through deceptions and lies as level 6, healing as level 8
-+
-+Combat: Cailleach has many abilities at her disposal, some of which come from the sea and
-+
-+others that come from her own magic. They include the following:
-+
-+Healing Pot: If she has the proper ingredients and takes a day to do so, Cailleach can brew a healing salve in her
-+special pot. Depending on what she adds to the mixture, this salve can do one of three things: restore 10 Might points,
-+move someone up one step on the damage track, or remove a curse (up to level 6).
-+
-+Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has +3 Armor and does 6
-+points of damage with her bite, claw, or tail lash. In addition, she regains 3 points of health per round.
-+
-+Restore to Life: Putting her wizened pointer finger into someone's mouth can bring them back to life, but only if
-+they've been dead for less than a day and only if she holds her finger there for exactly as long as they've been dead.
-+After that, her finger falls off. It takes three days for her to regrow a new one.
-+
-+See the Future: Cailleach can use her glass eye to scry the future of an individual. She does so by first removing the
-+eye, and then having the person hold it in their mouth until she asks for it back (sometimes this is for just a second,
-+and sometimes it's for hours—it's hard to know if the variable length of time is part of the ritual or just her dark
-+sense of humor). She typically sees three possible futures, and all of them have an equal chance of coming to pass.
-+
-+Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power to control small parts of it at
-+a time. She can create a whirlpool that catches up all creatures and objects within short range of its center and
-+inflicts 5 points of ambient damage (ignores Armor).
-+
-+Interaction: Cailleach is a recluse and introvert whose deepest longing is to be left alone
-+
-+to increase her knowledge of magic. She also likes puzzles and games, and out of everything on land, she misses birds
-+most of all (for interacting with, not eating). Those who bring her any of those items are likely to draw Cailleach out
-+of her shell and have a positive interaction.
-+
-+Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced to help fight against an
-+encroaching danger, especially if it's threatening her solitude and privacy.
-+
-+Loot: She typically carries a number of sea cyphers, and her home is filled with books, scrolls, and journals of all
-+sorts.
-+
-+GM intrusion: The sea offers additional assistance to Cailleach's spells, increasing her damage or movement.
-+
- ### CAMBION 5 (15)
-
- Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from
-@@ -34482,6 +31376,63 @@
-
- GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
-
-+### Cat Sidhe 4 (12)
-+
-+Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
-+into cat form. They're all black except for a single white symbol on their chest, which is their name.
-+
-+When cat sidhes form (because a witch has turned themselves into a cat for the ninth time), they gain nine tails. Each
-+time a cat sidhe would be killed, they can choose to lose one of their tails instead. Once a cat sidhe has no more tails
-+remaining, their death is final.
-+
-+While cat sidhes inflict damage with their soul-stealing attacks, the roleplaying element of a character losing part of
-+their soul is possibly more important than the game effect. Consider removing something from the character that will
-+affect them in interesting and unusual ways.
-+
-+Motive: Steal souls, gain power
-+
-+Environment: Highlands, mountains, and forests
-+
-+Health: 15
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Long
-+
-+Modifications: Speed defense as level 6 due to quickness and agility
-+
-+Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
-+
-+prefer to engage from a long distance, using their unique ability to cast curses that steal part or all of a victim's
-+soul. They may attack a foe using the following types of soul-stealing curses. Characters who succeed on an Intellect
-+defense roll resist the effect, but take 1 point of Intellect damage due to the effort. If someone can read the symbol
-+on the cat's chest and pronounce it, they gain +1 Armor against the cat's attacks.
-+
-+Falter. Removes a favored part of the creature's personality, such as their sense of humor, courage, or kindness. The
-+creature doesn't forget that they had that part of their personality; they just can't remember how to access it again.
-+All social interactions are hindered.
-+
-+Fester. Replaces a piece of the character's soul with an idea, false memory, or thought that, once placed, grows into
-+something insidious and dangerous inside them. The character takes no damage at the time, but each time they make a
-+recovery roll, they take 2 points of Intellect damage.
-+
-+Forget. Removes something from the creature's memory, such as all nouns (including their own name), a loved one's face,
-+their current purpose, an ability, or a skill. This inflicts 3 points of Intellect damage and causes the character to
-+forget the specific thing.
-+
-+Interaction: Having once been witches, cat sidhes are smart, cunning, and dangerous. Most have no interest in
-+conversations or bargains, unless they are injured in some way. They
-+
-+can, however, sometimes be distracted from their purpose of stealing souls by riddles, music, and children's games.
-+
-+Use: A cat sidhe stalks a forest where the characters are passing through on their way elsewhere. Someone sends the
-+characters to capture a "lost" cat, which turns out to be a cat sidhe.
-+
-+Loot: When a cat sidhe dies, it disappears, leaving behind only the once-white symbol on its chest in the form of a
-+medallion.
-+
-+GM intrusion: The cat sidhe yowls, causing a second cat sidhe to appear from hiding
-+
- ### CHIMERA 6 (18)
-
- Chimeras are unsettling hybrids that combine the features of many different animals, often arranged in odd formations.
-@@ -34632,6 +31583,100 @@
- fragmentsof the mage's intelligenceand immediately attack.The mage's attack spellis incredibly painful,stunning the
- characterfor one round if they faila Might defense roll.
-
-+### Cryptic Moth 5 (15)
-+
-+Normal moths are enigmatic, gauzy haunts of twilight. The feathery touch of their wings on your face can startle, even
-+frighten. This is to be expected, since moths are the children of cryptic moths, malign and intelligent entities of
-+another realm. Sometimes referred to as mothmen, other times as shadow faeries, cryptic moths are certainly alien. Each
-+possesses a unique wing pattern and coloration, and, to some extent, body shape. These patterns
-+
-+and colors may signify where in the hierarchy a particular cryptic moth stands among its siblings of the night, but for
-+those who do not speak the language of moths, the complexity of their social structure is overwhelming.
-+
-+Motive: Capture humans, possibly for food, possibly for breeding purposes
-+
-+Environment: Almost anywhere, usually at night
-+
-+Health: 23
-+
-+Damage Inflicted: 5 points
-+
-+Movement: Short; long when flying
-+
-+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-+
-+Combat: Cryptic moths usually enter combat only when they wish, because until they attack
-+
-+and become visible, they can remain unseen and invisible to most eyes. The touch of a cryptic moth's wing draws life and
-+energy from targets, inflicting 5 points of Speed damage (ignores Armor).
-+
-+Cryptic moths regain 1 point of health per round while their health is above 0, unless
-+
-+they've been damaged with a silvered or cold iron weapon, or by electrical attacks.
-+
-+Once every hour or so, a cryptic moth can summon a swarm of normal moths to aid
-+
-+them in combat or, more often, serve as a fashion accessory or component in a piece of living art.
-+
-+Moth swarm: level 2
-+
-+If a cryptic moth is prepared, it may carry cyphers useful in combat, and perhaps even an artifact.
-+
-+Interaction: Although very few cryptic moths speak human languages, peaceful interaction
-+
-+with these creatures is not impossible. It's just extremely difficult, as they see most
-+
-+humans as a source of food or bodies to lay their eggs in.
-+
-+Use: A character is followed by a cryptic moth intent on capturing and enslaving them.
-+
-+Loot: A cryptic moth usually has a few cyphers, and possibly a delicate artifact.
-+
-+GM intrusion: The cryptic moth grabs the character and flies up and away, taking the victim with them.
-+
-+### CYBRID 8 (24)
-+
-+Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a
-+post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or
-+conglomerate. The human remnants in each cybrid's carbon fiber and nested shells of nanotech exist in a red haze of
-+pain; neuro-wetware and chemicals bathing their remaining living tissues hold the pain partly at bay.
-+
-+From the exterior, not much of the original human is obvious, except perhaps in the echo of a humanoid shape. Each one
-+has a unique conformation, but all are designed to strike fear in anyone seeing one, ally and enemy alike.
-+
-+Motive: Kill away the pain
-+
-+Environment: Usually set to guard important areas, creatures, or objects, or deployed in war
-+
-+Health: 60
-+
-+Damage Inflicted: 10
-+
-+Armor: 3
-+
-+Movement: Short; flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using
-+extended vehicular combat rules.
-+
-+Combat: Cybrids can attack up to three foes that they can see up to about 300 m (1,000 feet) away as a single action
-+with graser (gamma ray laser) beams, inflicting 10 points of damage on each target and everything in immediate range of
-+the target. Those caught in the beam who succeed on a Speed defense roll still suffer 2 points of damage. If the cybrid
-+focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
-+a successful Speed defense roll.
-+
-+ Self-repair mechanisms allow the creature to regain 2 points of health per round.
-+
-+Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
-+the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
-+it's become.
-+
-+Use: A cybrid has appeared in orbit around the station, ship, or moon with a compromised life support system or fragile
-+dome. If it engages, the death toll will be staggering.
-+
-+Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers
-+
-+GM Intrusion: The character struck by the graser beam develops radiation poisoning, in this case a level 8 disease that
-+drops the character one step on the damage track each day that it goes untreated..
-+
- ### CYCLOPS 7 (21)
-
- Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg).
-@@ -34680,6 +31725,59 @@
-
- A character struckby the cyclops's fist isgrabbed and stuffed inthe creature's sack.
-
-+### Death 10 (infinite)
-+
-+Death goes by many names, takes many forms, and has only one purpose: to make all equal in the end. Death is often an
-+unwanted visitor—taking the life of someone who is not ready to go—but just as often, they come to those who are ready.
-+To them, Death is a most welcome, the most welcome, guest of all.
-+
-+While some see Death as evil, they are not inherently so, no more than the cougar hunting the hare for dinner. In fact,
-+they are the great equalizer, raising paupers to kings and kings to common people.
-+
-+Death is ancient, but not old. Wise, but not all-knowing. Brilliant, but not perfect. Death is also, very often, bored.
-+They have seen everything, heard everything, and done everything that it is possible for an immortal being to do, and
-+some days they feel sure they will never experience anything new or interesting again. But still, they try, taking on
-+new guises, hiding themselves away, even traveling to distant stars and moons before their duties and obligations once
-+again pull them to return.
-+
-+If Death appears at the foot of a person's bed, that person can recover if the proper steps are taken. If Death is at
-+the head of the bed, almost nothing can be done to save the victim, beyond an impossible bargain.
-+
-+Motive: To do their duty and make everyone equal
-+
-+Environment: Everywhere and anywhere
-+
-+Health: ∞
-+
-+Damage Inflicted: Death
-+
-+Armor: Immune to all harm
-+
-+Movement: Variable depending on their form, but Death can move instantaneously almost
-+
-+anywhere that they desire
-+
-+Modifications: Seeing through trickery, deception, or bargaining as level 8
-+
-+Combat: Death kills. They kill any number of ways, depending on their mood, what's at
-+
-+hand, and how they believe the person should leave their life. Thankfully, death only comes for someone when their time
-+is up.
-+
-+Still, it's not considered wise to provoke or challenge Death to physical combat, for there is only one outcome: a
-+single attack from Death kills the victim (except in the rare case where the victim has protection against death, such
-+as with one of Death's candles).
-+
-+Interaction: Death cannot be hurt and cannot be killed, but they can be bargained with, bet against, and sometimes
-+tricked. More rarely, they have even been known to lose a bargain or be captured for a short period of time.
-+
-+Use: Bargaining with Death is a potential way to achieve an impossible task or gain a very rare item, but of course it
-+always comes with a price (usually an earlier death for the bargainer or someone else). Death is always looking for
-+something interesting going on, and may appear just to spend time with the characters if they're engaged in an
-+intriguing activity.
-+
-+GM intrusion: Death mistakes a character for someone else.
-+
- ### DEEP ONE 4 (12)
-
- Some deep ones dwell in coastal regions on land, usually in isolated villages where they might attempt to pass for
-@@ -34955,6 +32053,46 @@
- GM intrusion: A devil anticipates the character's melee attack and brings its wing down "just so" on the attacker's
- weapon. If the character fails a Speed defense roll, the weapon breaks. Either way, the attack fails to hit the devil.
-
-+### DEVOLVED 4 (12)
-+
-+Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a
-+government on a contract basis, or to use for themselves. These experiments produced hundreds of dead
-+ends—literally—plus a few dangerous failures. The devolved are one of those dangerous failures. These malformed, hideous
-+brutes share a common heritage but display a wide array of maladies and mutations in the flesh, including withered limbs
-+or elephantine patches of thick, scaly skin, misplaced body parts, and mental abnormalities. Simple-minded and afflicted
-+with pain from their twisted, broken forms, the devolved vent all their hatred and wrath against all others.
-+
-+Even successfully created super-soldiers require a regular regimen of specialized drugs to keep them healthy. Most are
-+shipped out to fight on faraway fronts, whether that's on a distant space station, moon, or in another star system
-+entirely. Without their drugs, they may devolve.
-+
-+Motive: Hungers for flesh
-+
-+Environment: Groups of three to five, usually in locations where organized security can't easily reach
-+
-+Health: 21 Damage Inflicted: 6 to 12 points
-+
-+Movement: Short
-+
-+Modifications: Intimidation tasks as level 6; Intellect defense and Speed defense as level 2 due to malformed nature
-+
-+Combat: Devolved attack with a claw, a bite, or some other body part, inflicting 6 points of damage. They throw
-+themselves at their enemies with mindless ferocity and little regard for their own safety. Easily frustrated, a devolved
-+grows stronger as its fury builds. Each time it misses with an attack, the next attack is eased by one additional step
-+and the damage it inflicts increases by 2 points (to a maximum of 12 points). Once the devolved successfully inflicts
-+damage on a target, the amount of damage it inflicts and the difficulty of its attacks returns to normal. Then the cycle
-+starts anew.
-+
-+Interaction: Devolved speak when they must, punctuating their statements with growls and barks. Their understanding
-+seems limited to what they can immediately perceive, and they have a difficult time with abstract concepts.
-+
-+Use: An expedition to a ruined conglomerate research facility uncovers a cyst of devolved that live within its
-+sheltering bunkers.
-+
-+Loot: For every three or so devolved, one is likely to carry a cypher
-+
-+GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
-+
- ### DJINNI 7 (21)
-
- Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they
-@@ -35097,39 +32235,104 @@
- GM intrusion: A character hit by the fire elemental's attack catches on fire and takes 3 points of damage each round
- until they use an action patting, rolling, or smothering the flames.
-
--### EARTH ELEMENTAL 5 (15)
-+### ECOPHAGIC SWARM 4 (12)
-
--An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape
--and expand the destruction further.
-+Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living
-+body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while
-+building more of themselves. A typical swarm is about 6 m (20 feet) in diameter, individually consisting of millions of
-+individual minuscule machines. However, several swarms can act together, creating a much larger cloud of death with just
-+one purpose: to eat and replicate. Able to move large distances by gliding through the air, cloud-like swarms take on
-+intriguing shapes and ripple with mathematical patterns as they approach a potential target, beautiful and deadly.
-
--Motive: Crumble and break, reduce things to earth
-+Ecophagic swarms sometimes build weird structures or artifacts in the wake of their feeding, like massive metallic ant
-+or wasp mounds, or something without any reference at all in the natural world.
-
--Environment: Anywhere solid or earthen
-+Motive: Hungers for matter, including flesh
-+
-+Environment: Ecophagic swarms are drawn most to areas rich in rare-earth metals, such as large cities or space stations
-+where everyone carries a smartphone, AR glasses, or something similar
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Flies a long distance
-+
-+Combat: As a mass of countless tiny machines, an ecophagic swarm can flow around obstacles and squeeze through cracks
-+large enough to permit a single sub-millimeter machine. That includes over and around other creatures. Characters
-+touched by a leading edge—or wholly enveloped within the hazy "body"—of an ecophagic swarm must succeed on a Might
-+defense task or take 4 points of damage. If the character doesn't wear armor of some kind, they take 1 point of damage
-+even if they succeed.
-+
-+For its part, an ecophagic swarm ignores any attack that targets a single creature (unless it's an electrical attack),
-+but it takes normal damage from attacks that affect an area (and electrical attacks), such as a detonation. A swarm
-+cannot enter liquids, unless it takes about an hour to build new subunits that are aquatic.
-+
-+Interaction: Someone with an ability to communicate with machines might be able to interact with a swarm. Even then,
-+attempts to influence it are hindered by three steps.
-+
-+Use: A promising new nanotech "printing" technology was hacked by radical elements
-+
-+GM Intrusion: The character must succeed on a Speed defense roll or their armor (or other important piece of equipment)
-+is taken by the swarm.
-+
-+### Elder Thing 8 (24)
-+
-+Elder things are mostly extinct, but a few remain trapped in the Antarctic ice or rule over crumbling cities in deep
-+trenches at the bottom of the ocean.
-+
-+Beholding an elder thing bends the mind to the point of breaking. An elder thing has a great barrel-like body standing
-+some 8 feet (2 m) tall. Knobby protrusions in the crown and base each unfold five appendages that recall the arms of a
-+starfish. When agitated, an elder thing unfolds a pair of wings that help it flutter a limited distance.
-+
-+Meddling by elder things created multicellular life that spread across Earth billions of years ago and ultimately
-+brought about humanity. As the younger species grew in numbers and influence, the elder things went into decline, a
-+process hastened by wars against strange beings from other worlds and uprisings by the servitor race they created, the
-+shoggoths.
-+
-+Motive: Reclaim absolute sovereignty
-+
-+Environment: In arctic regions or deep underwater
-
- Health: 30
-
- Damage Inflicted: 6 points
-
--Armor: 3
-+Movement: Immediate; long when flying
-
--Movement: Immediate; short when burrowing
-+Modifications: All tasks related to knowledge of magic or science as level 10; Speed defense
-
--Combat: Earth elementals batter foes with heavy fists. They can also create earthquakes (no more than once every other
--round) that affect the ground within short range. Creatures standing in the area fall to the ground and take 5 points of
--damage on a failed Might defense roll.
-+as level 6 due to form
-
--An earth elemental is vulnerable to water. Any damage it takes while standing in or being doused in water ignores its
--Armor.
-+Combat: An elder thing can attack with five tentacles divided any way it chooses among up
-
--Interaction: Although brooding and slow to respond if encountered as immobile stone, earth elementals are intelligent.
--The ones that are summoned with a spell have about a 5% chance of breaking the geas and turning on their summoner.
-+to three targets within immediate range. A target hit by a tentacle must also succeed on a Speed defense roll or become
-+grabbed until it escapes. Each round, the elder thing automatically inflicts 6 points of damage on each grabbed target
-+until the victim succeeds on a Might defense roll to escape.
-
--Use: Oddly articulated monoliths were discovered high in the mountains around a shrine containing an ancient treasure. A
--merchant wants someone to investigate the monoliths in case they represent a trap. In fact, the monoliths are inactive
--earth elementals.
-+An elder thing can reach into the mind of a target within short distance. If the target fails an Intellect defense roll,
-+the elder thing reads their thoughts while the target remains within long
-
--GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
--or be covered in an avalanche from a collapsing structure or cliff face.
-+distance. During this time, the elder thing knows everything the target knows, hindering the target's attack and defense
-+rolls against the elder thing. The elder thing can use an action to rend the target's thoughts, which inflicts 6 points
-+of Intellect damage on a failed Intellect defense roll. An elder thing can passively read the thoughts of up to two
-+creatures at one time.
-+
-+An elder thing also might carry a few cyphers and an artifact it can use in combat.
-+
-+Interaction: An elder thing communicates through whistles and pops created by moving air through tiny orifices arranged
-+around its body. Elder things see humans as a lesser form of life and may demand worship, sacrifices, or something else
-+from people it encounters.
-+
-+Use: Fishermen return to a coastal village with a large block of ice in tow. In the ice is something dark and large—an
-+elder thing frozen alive. If the thing thaws out, it will likely take over the community and enslave the people living
-+there.
-+
-+Loot: An elder thing usually has one artifact and two or three cyphers.
-+
-+GM intrusion: A character who sees an elder thing for the first time goes temporarily crazy on a failed Intellect
-+defense roll. They might stand in place and gibber, run away, or laugh hysterically for a few rounds. If the character
-+takes damage, they shake off the temporary madness.
-
- ### ELEMENTAL, AIR 4 (12)
-
-@@ -35172,6 +32375,40 @@
- GM intrusion: Aviolent blast of winddisarms a characterand sends whateverthey were holding up toa long distance
- away(depending on theobject's size and weight).
-
-+### ELEMENTAL, EARTH 5 (15)
-+
-+An excavation, a meteor fall, a still-shuddering earthquake—all these events can summon an earth elemental to take shape
-+and expand the destruction further.
-+
-+Motive: Crumble and break, reduce things to earth
-+
-+Environment: Anywhere solid or earthen
-+
-+Health: 30
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 3
-+
-+Movement: Immediate; short when burrowing
-+
-+Combat: Earth elementals batter foes with heavy fists. They can also create earthquakes (no more than once every other
-+round) that affect the ground within short range. Creatures standing in the area fall to the ground and take 5 points of
-+damage on a failed Might defense roll.
-+
-+An earth elemental is vulnerable to water. Any damage it takes while standing in or being doused in water ignores its
-+Armor.
-+
-+Interaction: Although brooding and slow to respond if encountered as immobile stone, earth elementals are intelligent.
-+The ones that are summoned with a spell have about a 5% chance of breaking the geas and turning on their summoner.
-+
-+Use: Oddly articulated monoliths were discovered high in the mountains around a shrine containing an ancient treasure. A
-+merchant wants someone to investigate the monoliths in case they represent a trap. In fact, the monoliths are inactive
-+earth elementals.
-+
-+GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
-+or be covered in an avalanche from a collapsing structure or cliff face.
-+
- ### ELEMENTAL, THORN 6 (18)
-
- The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
-@@ -35255,6 +32492,152 @@
-
- GM intrusion: The forceof the elemental's attackknocks over a character,sweeps them a shortdistance away, or both.
-
-+### Enchanter 5 (15)
-+
-+Enchanters include magic-users of all genders. They may choose to call themselves wizards, sorcerers, mages, or
-+diviners, depending on their strengths, abilities, and desired reputations.
-+
-+Enchanters usually take great pride in their appearance, including their outfits, accouterments, and equipment. They
-+often incorporate living or dead elements of dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into
-+the objects that matter to them. Additionally, they may imbue objects with powerful magic.
-+
-+Enchanters can use long-lasting or even permanent versions of their magical abilities, but doing so usually requires
-+minutes or hours of time.
-+
-+Most enchanters have one or more apprentices or helpers, typically animals that have been made human temporarily or
-+humans who are in the service of the enchanter until some debt of theirs or their family's has been paid.
-+
-+Sorcerer's Apprentice: level 3
-+
-+Motive: Control magic, power
-+
-+Environment: Everywhere, particularly in places where magic is present and powerful Health: 20
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Using and controlling magic as level 7
-+
-+Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
-+
-+biting wolf's head on top, or a sword that acts of its own accord) do 5 points of damage. Additionally, an enchanter may
-+employ a number of magical abilities, including the
-+
-+Following:
-+
-+Animate: Takes any material (such as wood or stone) and turns it into an animate level
-+
-+4 creature. The creature has a mind and will of its own, and acts just as that type of
-+
-+creature would act if it were born instead of created.
-+
-+Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form. Breaking free is a level 6
-+Might task.
-+
-+Enchant: Imbues a normal object with a magical power. The object works under the
-+
-+enchanter's command, and does as the enchanter asks of it. For example, an enchanter might imbue a foe's weapon and
-+force it to attack the foe, or they might imbue a door and have it close tight against incoming dangers.
-+
-+Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of flame, or other hurdles
-+across an entrance, exit, tunnel, or passage. Every time one of the hurdles is broken, another forms. Characters'
-+movement is halved while going through the endless passage, and they take 2 points of Intellect damage each round.
-+
-+Invisible: Turns anything (including themselves, others, and entire areas up to 30 feet by 30 feet \[9 m by 9 m\])
-+invisible for ten minutes. It's a level 6 Intellect task to be able to see something that has been made invisible.
-+
-+Persuasion: Convinces all victims in long range that what they believe is not real or that what is false is real.
-+Sometimes this ability just affects others' minds, creating a mental dissonance. Other times, the enchanter creates an
-+illusion or other visible, auditory, and tactile element that persuades a character to believe everything they are
-+
-+experiencing. The effect lasts for ten minutes. Additionally, an enchanter may have one or more of the same abilities as
-+a witch or a faerie.
-+
-+Interaction: For the characters, an enchanter may be a terrifying foe or a powerful ally. Enchanters are fickle, perhaps
-+due to their close relationship with magic, and may change their loyalties on a whim or an imagined slight.
-+
-+Use: The characters need to have an object imbued, a person returned to life, or a curse undone, and they turn to the
-+enchanter for help. The characters accidentally insulted
-+
-+the enchanter in some way, and now the enchanter is hunting them down to get revenge.
-+
-+Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6
-+cyphers, an artifact, and an elegant or interesting outfit.
-+
-+### ENCHANTERS OF THE WORLD
-+
-+Morgan Le Fay 9 (27)
-+
-+Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a powerful sorceress from the legends
-+of King Arthur. She has an unpredictable duality to her nature, with the potential for great good and great evil.
-+
-+Combat: Attacks with a variety of weapons, including a sword and staff. She also can use
-+
-+any of the following abilities: charm, enchant, glamour, heal, invisible, persuasion,
-+
-+protect, revive, seduce, and shrivel.
-+
-+Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
-+
-+agrees to help the characters in some way, it's absolutely because she has a higher goal
-+
-+in mind.
-+
-+Use: The characters are stopped by a beautiful woman in the woods, who asks them to
-+
-+help her accomplish a great task. A powerful foe has brought Morgan le Fay into his confidence, and she is helping him
-+against the PCs.
-+
-+Oz, The Great and Terrible 5 (15)
-+
-+It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe that he was not a sorcerer at
-+all, but merely a ventriloquist and balloonist from some faraway land. He is, in fact, far more powerful than that, but
-+prefers that no one were ever to know. For if they did, they would expect things of him, and that makes him anxious.
-+
-+Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
-+
-+He may also use an artifact or spell to protect himself, hide himself, or flee. He can use
-+
-+the following abilities: enchant, invisible, persuasion.
-+
-+Green-whiskered soldiers: level 4; Armor 2; unloaded rifles deal 4 points of damage
-+
-+Interaction: Curmudgeonly and a bit of a humbug, but rarely with evil intent, Oz is likely to
-+
-+help those who ask, although he often fumbles things just to make a point.
-+
-+Use: The characters set off to meet the powerful ruler of a strange land. Or they encounter
-+
-+someone they believe is just a humble, simple man, but who instead turns out to be
-+
-+incredibly powerful.
-+
-+Loot: Oz has at least one artifact, as well as 1d6 cyphers.
-+
-+Virgilius the Sorcerer 7 (21)
-+
-+The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the written word to enhance his
-+magical abilities. He keeps a black book, which is the source of his spells, and creates copper creatures to protect and
-+defend him. He has a love of challenges, such as magician's battles, and seeks them out.
-+
-+Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage. Interaction: Virgilius is
-+quick thinking, wily, and full of interesting schemes. Those who
-+
-+entertain him for longer than a moment might find him a very useful ally. However, he is also driven toward revenge,
-+particularly on those who attempt to publicly humiliate or shame him.
-+
-+Use: The characters enter into a battle of wits or wills, only to discover they're competing with Virgilius.
-+
-+Loot: Carries a black book
-+
-+Black book (artifact): level 6; allows the user to cast animate, blood to stone, enchant, or endless passage. Casting a
-+spell from the black book costs 2 Intellect points and is an action.
-+
-+Depletion: 1 in 1d6
-+
- ### ENTHRALLER 6 (18)
-
- Hundreds of thousands of years ago, enthraller ancestors psychically dominated a group of interstellar spacefarers who
-@@ -35313,6 +32696,53 @@
- GM intrusion: The enthraller's intrusion into the character's mind stirs up forgotten memories. The character must deal
- with the contents of these memories and perhaps why they were repressed.
-
-+### Erlking 6 (18)
-+
-+This vaguely humanoid creature is an animated accumulation of woodland debris—bark, lost teeth, matted weeds, and dirt.
-+It wears a crown of oak leaves and a cloak of mist.
-+
-+Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of hunger deemed Unseelie by
-+the faerie nobility of that wild and wicked realm. Erlkings love to hunt and eat children, who are particularly
-+susceptible to the promises and glamours that the creatures spin.
-+
-+An erlking is a former noble stripped of title, lands, and even form,
-+
-+and exiled into the night for crimes unimaginable in their cruelty. An erlking's victims are found in the cold sunlight,
-+pale and bloodless, with their vital organs nibbled out.
-+
-+Motive: Hungers for flesh and to reclaim stripped titles
-+
-+Environment: Almost anywhere wooded at night Health: 27
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 4
-+
-+Movement: Short; immediate when burrowing
-+
-+Modifications: Stealth tasks as level 7
-+
-+Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
-+
-+within short distance from their bed out into the night if the victim fails an Intellect defense task. An affected
-+creature remains under the erlking's spell for up to an hour or until attacked or otherwise harmed.
-+
-+When it attacks physically, an erlking can attack three times on its turn with root tendrils. A target hit by a tendril
-+must also succeed on a Speed defense roll or become grabbed until they escape. The erlking automatically inflicts 6
-+points of damage on each grabbed creature each round until they succeed on a Might-based task to escape.
-+
-+Silvered and cold iron weapons ignore an erlking's Armor. If an erlking's remains are not burned or otherwise destroyed,
-+it will sprout and grow a new body from its corpse within a day.
-+
-+Interaction: An erlking may negotiate if creatures have something it wants, or if targets are armed with silvered or
-+cold iron weapons.
-+
-+Use: An erlking is active only by night; by day, it hides beneath a mound of weedy earth indistinguishable from the
-+surrounding terrain.
-+
-+GM intrusion: A character surprised by an erlking in the darkness must succeed on an Intellect defense task or lose
-+their next action as they faint, run screaming, or stand paralyzed in terror.
-+
- ### EVIL PRIEST 7 (21)
-
- Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or
-@@ -35376,6 +32806,45 @@
-
- The evil priest ignores, avoids, or immediately recovers from an attack that would have killed orgreatly harmed them.
-
-+### EXOSLIME 6 (18)
-+
-+Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found
-+on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent
-+protoplasm. Individual volumes of exoslime are 5 m (15 foot) diameter moldlike blobs. Exoslimes possess independent
-+minds, but in some settings may be manufactured entities designed to explore new locations, interact with aliens, or
-+subjugate aliens. Exoslimes can learn to respect the autonomy of other creatures, though their natural instinct is to
-+absorb novel objects and creatures they discover in order to learn about them. Exoslimes can also replicate anything
-+they absorb, even a previously eaten living intelligent being.
-+
-+Motive: Hungers for information
-+
-+Environment: Moist and warm areas
-+
-+Health: 33
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Immediate; immediate when climbing or burrowing
-+
-+Modifications: Speed defense as level 5 due to size
-+
-+Combat: Though slow, an exoslime is dangerous. When roused, all characters within immediate range of an exoslime must
-+succeed on a Might defense roll each round or be touched by the heaving mass. A victim adheres to the slime's surface
-+and takes 6 points of acid damage each round. The victim must succeed on a Might defense roll to pull free. A victim who
-+dies from this damage is consumed by the exoslime. The exoslime may later create a duplicate of any previously devoured
-+fleshy creature, a process requiring about three rounds to complete. Duplicates have full autonomy, and can communicate
-+with the slime.
-+
-+Interaction: An exoslime prefers to eat a newly-encountered creature, then create a duplicate of it to act as a
-+translator. Of course, a stranger might not understand why the exoslime is trying to eat it.
-+
-+Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most
-+materials.
-+
-+GM Intrusion: The character escapes an exoslime attack, but a piece of quivering protoplasm remains stuck to their
-+flesh, eating away at 1 point of Speed damage (ignores Armor) each round until the character succeeds on a Might roll as
-+an action.
-+
- ### FAERIE 3 (9)
-
- Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people
-@@ -35427,6 +32896,246 @@
- another
- important possession.
-
-+### Fair Folk 3 (9)
-+
-+In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small in stature, and magical.
-+They are associated with music, mirth, tricks, and taunts. Seeing one is an omen—hopefully, an omen of a silly song or
-+the first appearance of an annoying new road companion (the very faerie sighted) flitting around, asking the questions
-+of a curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters, delighting in playing
-+pranks and stealing clothing, equipment, or prized objects. And a few are malicious, luring travelers to their various
-+dooms, making deadly deals, and forcing others into captivity.
-+
-+Not all faeries have wings, but those that do find many ways to use them to their advantage.
-+
-+Motive: Unpredictable
-+
-+Environment: Encountered alone or in a flutter of three to twelve, usually in forests Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Immediate; long when flying
-+
-+Modifications: Tasks related to performance and deception as level 5; Speed defense as
-+
-+level 5 due to size and quickness
-+
-+Combat: A faerie attacks by hurling sparkling magic dust at a target within short range. In
-+
-+addition, if a faerie is touched or struck by a melee weapon, more magic dust puffs away from the faerie and clouds the
-+attacker, who must succeed on a Speed defense task or suffer the same amount of damage they just dealt to the faerie.
-+Sometimes faeries wield tiny weapons, such as bows, spears, or swords; treat these as light weapons.
-+
-+A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a glowing humanoid or an
-+illuminated sphere.
-+
-+Faeries regain 1 point of health per round while their health is above 0 unless they've been damaged with a silvered or
-+cold iron weapon.
-+
-+In addition to inflicting damage with their fairy dust and their weapons of choice, faeries have a number of curses and
-+abilities at their disposal. These include the following:
-+
-+Animal Friend: Most faeries can communicate with animals, and a few can even summon animals within long range for help
-+and protection. Some faeries can also grant others the ability to communicate with animals, but only for a day.
-+
-+Charm: Some faeries can attempt to use a song or light display to charm others within short range. The target must
-+succeed on an Intellect defense task or fall into a suggestible state for one hour. During this period, the target can
-+be led by the faerie until attacked, damaged, or shaken from their glamour.
-+
-+Clairvoyance: The faerie grants someone the ability to see the future, the past, faeries, or one of the hidden faerie
-+worlds. This gift lasts for one day, or until the character makes a ten-hour recovery roll.
-+
-+Heal: The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2 points of damage.
-+
-+Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their worlds appear more
-+appealing and beautiful. Illusions can cover up to a mile in area. Seeing through the illusion is a task equal to the
-+faerie's level and lasts for ten minutes. After that, the viewer reverts to seeing the illusion and quickly forgets that
-+they saw anything else.
-+
-+Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when it's invisible is a
-+task equal to the faerie's level. A failed attempt to see a faerie causes the viewer to see something that harms their
-+mind, inflicting 1 point of Intellect damage.
-+
-+Vortex: A defensive tactic where one or more threatened faeries use their wings to create a strong gust of wind,
-+tornado, or vortex. The wind pushes their foes back a long distance and inflicts 2 points of damage.
-+
-+Faeries have a wide variety of weaknesses, including silver, iron, technology, sugar and salt (they must count each
-+grain), and cream (intoxicates them). But not all faeries have the same weaknesses, and some may not have any.
-+
-+Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be negotiated with, especially
-+if offered sweets, wine, cream, or other gifts. That said, faerie attention spans are limited, so even one that means
-+well could end up leaving the PCs in the lurch at just the wrong moment.
-+
-+Use: The characters come upon an injured faerie, who promises to grant them their deepest wish if they agree to help it.
-+They must decide if they believe the faerie speaks true, or if it's a trap.
-+
-+Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times
-+larger on the inside and could contain expensive items or cyphers.
-+
-+GM intrusion: A character accidentally does something to offend a helpful faerie, causing it to turn on them.
-+
-+### Fairy Godmother 6 (18)
-+
-+Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, or protectors, much like
-+human godparents. The difference, of course, is that fairy godmothers have a great deal more magic at their disposal.
-+
-+Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their godchildren. Of course, not
-+all fairy godmothers are good at their roles—some may act out of their own interests and inadvertently (or purposefully)
-+do harm to those they are supposed to protect. This is particularly true if they feel like they have not been given the
-+respect they deserve, or have been offended in some way.
-+
-+And if you should harm someone they have pledged to protect? Beware, beware, for there is no wrath like that of a fairy
-+godmother's.
-+
-+Motive: Protect their protégés, be respected
-+
-+Environment: Cities, towns, and anywhere someone is in need of assistance
-+
-+Health: 24
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 2 (magical)
-+
-+Movement: Short; long when flying
-+
-+Combat: Fairy godmothers attack by shooting a stream of sharp-edged glitter up to a long
-+
-+distance from their magic wands (glitter gets into every nook and cranny, and thus ignores Armor). Fairy godmothers can
-+bestow blessings upon their friends and allies, and curse their enemies.
-+
-+Fairy godmothers can cast any of the skills and abilities that faeries can cast, as well as a few that are specific to
-+them, including the following:
-+
-+A Little Luck: The fairy godmother blesses a character with luck, granting them the opportunity to reroll once in the
-+next day without spending XP.
-+
-+A Little Misfortune: Despite the name, this is usually a beneficial spell. It is designed to give a nearby character
-+something to overcome so that they might grow stronger in temperament or stature. When this spell is cast, the character
-+receives a GM intrusion on their next action (no matter what their roll is) and receives 1 XP to give away (but not one
-+to keep).
-+
-+Alteration: Can turn any creature within short range into a different creature (such as a mouse into a horse) and any
-+object into a similarly shaped object (such as a
-+
-+Prophecy: Creates a prediction for the future of a single person. The prediction has a high chance of coming true, but
-+is not certain. (Prophecies work like GM intrusions that will take place in the future; the player can reject the
-+prophecy by spending an XP.) Not all prophecies are negative.
-+
-+Interaction: Interacting with fairy godmothers is usually a little frantic, frenzied, and full of "Bibbidi-bobbidi-boo!"
-+If they like you, they're likely to prove a loyal, steadfast, and useful ally. If not, well, hopefully you like being
-+turned into a horse, or worse.
-+
-+Use: Fairy godmothers make great lighthearted additions to encounters, particularly ones where the characters are
-+preparing for a ball, a fight, or a big adventure.
-+
-+GM Intrusion: The fairy godmother's magic goes awry and a character is accidentally turned into a horse.
-+
-+#### Áine, Fairy Queen of Light an Love 9 (27)
-+
-+Áine is the fairy queen of summer and the sun, and is known by many names: the Fairy Queen of Light and Love, Bright
-+One, Sun Goddess, and Sweetheart of the Fairies. She is a kind, true, and benevolent ruler, and is loved by nearly
-+everyone. Known for making just and fair bargains with humans, she is often sought after for blessings and boons.
-+
-+Motive: To be just and true, to protect her realm
-+
-+Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the summer months.
-+
-+Health: 99
-+
-+Damage Inflicted: 12 points
-+
-+Armor: 5
-+
-+Movement: Short; very long when shapeshifted
-+
-+Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
-+
-+Geroid and his army. However, if she's attacked or feels the need to defend her realm or someone in it, she will not
-+hesitate to step in. She attacks using the power of the sun, focusing light into a narrow beam that inflicts 12 points
-+of damage on the target.
-+
-+In addition, Áine has the power of chlorokineses—she can manipulate plants and flowers within very long range, causing
-+them to grow to enormous proportions. She can use them as weapons that grab and hold multiple victims (level 7 Might
-+task to break free) or that do damage via strangulation or thorns (7 points of damage). Any bees in the area act to help
-+the queen.
-+
-+Queen's bees: level 3; sting victims for 3 points of damage and paralyze
-+
-+them for one round
-+
-+She can also shapeshift into a red mare as she chooses. As a mare, she inflicts 6 points of damage with her hooves or
-+bite, can become immaterial as an action (makes it impossible to successfully attack her, but she cannot attack in this
-+form), and can move to a spot within long range instantaneously (does not require an action).
-+
-+Interaction: Just, true, and kind, Áine makes a powerful ally, provided that she does not feel that she or her realm are
-+threatened. Those who wish harm on others or who she sees as malevolent in action or thought are more likely to
-+
-+find themselves on the wrong end of the Bright One's anger.
-+
-+Use: Characters who wish for something important in their lives to change may ask Áine to grant them a boon. She
-+sometimes helps those in need without them asking for it (but, of course, only for a price). If the characters attend a
-+fairy ball or feast, they may encounter Áine as an honored guest.
-+
-+Loot: Áine wears a crown of glass, but it is not visible unless she chooses it to be (she rarely does) or she dies. She
-+carries little else, for she is a person of deeds, not items.
-+
-+GM intrusion: One of Áine's ardent followers believes a character is threatening their beloved queen.
-+
-+#### Gráinne, the Wayward Daughter 9 (27)
-+
-+Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward Daughter, the Winter Queen, and Dark
-+One. Gráinne is to the dark what Áine is to the light. This doesn't mean that Gráinne is evil, just that she represents
-+what is good and bad in the world that is hidden in shadows, buried beneath the ground, and revealed at night. She has
-+her own moral code, one that can work in the favor of those who are cunning and willing to look at the darkness of their
-+own hearts.
-+
-+Motive: To honor the darkness, to protect her realm
-+
-+Environment: She shares a fairy realm with her sister, where she rules in winter. In the summer, she sleeps in the
-+Sorrows, a belowground realm out of time and space.
-+
-+Health: 99
-+
-+Damage Inflicted: 12 points
-+
-+Armor: 5
-+
-+Movement: Short; long when flying
-+
-+Combat: Gráinne is a talented combatant, and seems to revel in having a foe who is a
-+
-+challenge to her. She carries a dark green crystal staff that emits a dark coil of reddish energy, which inflicts 12
-+points of damage. Alternatively, she can send out a cloud of black smoke that deals 9 points of damage to all creatures
-+in a short area. She also wears the Tiara of Pailis, a griffin-shaped tiara that allows her to fly. Gráinne has a
-+variety of magical abilities at her disposal, including the following:
-+
-+Animal Communication: Gráinne has a special affinity with badgers and can ask them for help. When she calls them (as an
-+action), a cete of eight large badgers appears. They act as two level 4 creatures; attacked beings must also succeed on
-+an Intellect defense roll or be shapeshifted into a badger for one round.
-+
-+Oneirokinesis: Gráinne can infiltrate people's dreams to converse with them. As such, she might implant an idea in their
-+heads (such as "I'm going to die tonight" or "I should go back home"). When the character wakes, they must succeed on a
-+level 6 Intellect defense roll to shake the idea. Otherwise, they feel a strong need to act on it, and are hindered in
-+any tasks that go against the idea (this lasts until they make their next recovery roll).
-+
-+Shadowmelding: Gráinne merges with shadows, making her nearly
-+
-+intangible. In this form, she cannot be injured by physical attacks, and her attacks inflict 8 points of Intellect
-+damage on anyone whose body is darkened by her shadow.
-+
-+Interaction: For those who don't mind a little darkness and moral ambiguity, Gráinne makes a powerful ally.
-+
-+Use: The characters stumble into a fairy realm, only to be met by its just-woken guardian. Grieving characters may find
-+the solutions and solace they seek in Gráinne's magic and power.
-+
-+Loot: Tiara of Pailis
-+
-+Tiara of Pailis (artifact): level 7; allows the wearer to fly a long distance each round (as an action). The wearer can
-+control their speed, direction, and height. Depletion: 1 in 1d20
-+
-+GM Intrusion: A character's companion animal or mount is affected by Gráinne's animal affinity and falls under her
-+power.
-+
- ### FALLEN ANGEL 5 (15)
-
- Angels are normally associated with virtue and service to higher moral beings. But just like people, sometimes angels
-@@ -35474,6 +33183,62 @@
- activate in a
- less-than-ideal fashion.
-
-+### Fundamental Angel 7 (21)
-+
-+Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
-+time, gravity, and energy. They have powers and agendas deriving from higher states of reality. They are strange,
-+terrifying, and inconstant in form, unlike the relatively benign and comprehensible winged humanoids from religion and
-+myth.
-+
-+In the rare times when mortals interfere with these concepts, fundamental angels manifest in the world to set things
-+right. They have intervened to destroy cataclysmic atomic weapons, power sources that skirt the rules of matter and
-+energy, and life forms that betray the principles of creation.
-+
-+For the purpose of vampire aversions, the angel's direct and area attacks count as religious power or sunlight,
-+whichever is worse for the vampire.
-+
-+Motive: Preserving the natural order
-+
-+Environment: Anywhere, usually in response to mortal activity
-+
-+Health: 35
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 2 (+3 against energy)
-+
-+Movement: Short; short when flying
-+
-+Modifications: All knowledge as level 9; attacks against mad science and supernatural targets as level 8
-+
-+Combat: A fundamental angel attacks other creatures by creating a long-range blast of
-+
-+bright divine energy that inflicts 8 points of damage. In addition, it automatically inflicts 4 points of damage each
-+round against all creatures within short range, although it can shield itself with wings or other protrusions to negate
-+this effect against individuals.
-+
-+Any creature within long range that sees it and fails an Intellect defense roll becomes frightened unless the angel
-+tells it (specifically or in general) not to be afraid.
-+
-+As an action, it can teleport up to a hundred miles away or transport itself fully to its native dimension where it
-+exists as pure thought and spirit.
-+
-+Interaction: A fundamental angel operates on a mental and metaphysical level far above humans and doesn't bother to
-+explain itself to anyone other than its targets. It goes out of its way to not harm innocent creatures. It can
-+communicate with any creature that uses language.
-+
-+Use: "FEAR NOT!" says the radiant being that appears out of nowhere. It ignores bystanders and uses a beam of energy to
-+destroy a scientist and his experimental reactor.
-+
-+Loot: Fundamental angels sometimes create or refresh subtle cyphers by their mere presence.
-+
-+GM intrusions:
-+
-+A fundamental angel's successful attack also blinds its opponent, lasting until they make an Intellect defense roll (try
-+once each round).
-+
-+A fundamental angel makes a second attack this round against a target that is adjacent to its primary target.
-+
- ### FUSION HOUND 3 (9)
-
- In radiation-scoured wastelands, either creatures adapt to the deadly energies of their environment, or they die. Fusion
-@@ -35794,6 +33559,44 @@
- GM intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move
- one step down the damage track.
-
-+### GODMIND 10 (30)
-+
-+Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
-+its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of
-+existence light-years across. When necessary, a godmind forms a nexus of consciousness—an instance—appearing as a
-+disembodied eye of electromagnetic energy, ranging from about the size of a human eye all the way up to the size of a
-+planet.
-+
-+Motive: Ineffable
-+
-+Environment: Anywhere, usually in space
-+
-+Health: 50 (per instance)
-+
-+Damage Inflicted: 15 points
-+
-+Movement: Very long when flying
-+
-+Combat: A godmind can vary the physical laws of the universe within a light-second of one of its instances (some would
-+call them avatars) to create an effect most useful to the godmind at the time. For instance, a godmind could create a
-+gamma ray burst inflicting 15 points of damage on all creatures within very long range, attempt to put a target into
-+temporal stasis, send a target (even a target as large as spacecraft) through a temporary wormhole gate, and so on. It
-+could also scan the memory banks of any digital machine, and possibly of any living creatures. In any event, if an
-+instance were targeted, and successfully neutralized or even destroyed, the godmind itself isn't harmed. An aggressor
-+would have to find the godmind's primeval "computer core" to destroy one, likely an epic quest in and of itself.
-+
-+Interaction: To actually get a godmind's attention and negotiate could require ancient command code, finding an old
-+input device, or showing up with a relic from an ancient ultra or other prize. If a godmind does render aid, it's likely
-+to be in a form that is initially enigmatic, though ultimately extremely powerful.
-+
-+Use: A universal threat requires a defense that is equally potent. Research suggests that the diffuse nebula known as
-+the Double Helix may actually be the visible form of a vast godmind. Perhaps it can help.
-+
-+Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire.
-+
-+GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise
-+inconvenienced it.
-+
- ### GOLEM 6 (18)
-
- Animate creatures of stone created by magic for a specific purpose, golems usually serve as guardians. However, they may
-@@ -36052,6 +33855,75 @@
- GM intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy
- throws away or flees with the stolen item
-
-+### Hivemind Child 2 (6)
-+
-+A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
-+out of scientific curiosity or as a long-term plan for world domination or human extinction. Some entities might
-+intercept human astronauts, reprogramming their DNA or attaching a parasite to their mind or soul. Others might send a
-+machine to
-+
-+an isolated community, remotely impregnating some of the inhabitants to gestate and give birth at the same time. The end
-+result is a group of hivemind children who have a psychic link, unusual powers, and loyalty to their inhuman creators.
-+
-+Hivemind children often have a very similar appearance even if they have different parents—they might all have pale
-+blond hair, unusually wide-set eyes, six fingers on one hand, or an odd posture. They eerily match each other's
-+expressions and movements. They think and speak as children years older than they appear. Their emotional responses are
-+muted to an almost sociopathic extent.
-+
-+Depending on their origin, the weird children may be mentored or protected by an altered adult, or by human parents in
-+denial about the monsters they care for.
-+
-+Motive: Conquest, exploration, infiltration
-+
-+Environment: Human settlements
-+
-+Health: 6
-+
-+Damage Inflicted: 2 points
-+
-+Movement: Short
-+
-+Modifications: Mental attacks and Intellect defense as level 3; defend against attacks from
-+
-+living creatures as level 3 due to mind reading; perception and scientific knowledge as
-+
-+level 4
-+
-+Combat: Individually, hivemind children are physically no stronger or more durable than
-+
-+a typical human. Their true strength is in their ability to read and control minds. Their telepathic link means that if
-+one of them knows something, all of them within long range automatically know it.
-+
-+Hivemind children can automatically read the surface thoughts of anyone they can
-+
-+see within short range, even if the target is unwilling. As an action, they can force
-+
-+an intelligent living creature within short range to take a physical action, including something that would cause the
-+target harm, such as forcing a target to stick their hand into boiling water, steer a moving car off a cliff, or shoot
-+themselves with a pistol (if used as an attack, this inflicts damage equal to the hivemind child's level or the
-+controlled creature's level, whichever is greater).
-+
-+Two hivemind children within short range of each other automatically augment each other's mental powers, allowing them
-+to read or control minds of two targets at once as a level 4 creature. Four within short range of each other can read or
-+control minds of four targets at once as a level 5 creature, and eight or more can work together to read or control
-+minds of eight people as a level 6 creature.
-+
-+Interaction: Hivemind children want to protect themselves and observe humans and will try to do so until they appear as
-+old as adults. Their long-term goals are unclear but probably don't have humanity's best interests in mind.
-+
-+Use: Children born after a scientific expedition are strange and different. Multiple small villages all over the world
-+experience births of children with weird abilities.
-+
-+Loot: Hivemind children may have no useful items or one weird science device they've built with their inhuman knowledge.
-+
-+GM intrusions:
-+
-+A group of hivemind children briefly manifest a teleportation or telekinesis ability
-+
-+at the same level as their mind control.
-+
-+The injury or death of one hivemind child angers the rest, increasing their level and damage by +2 for one round.
-+
- ### HOLLOW KNIGHT 4 (12)
-
- In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights.
-@@ -36099,6 +33971,46 @@
- GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
- 7 Might task is required to pry it loose
-
-+### HUNGRY HAZE
-+
-+Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
-+how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly
-+advance when they sense prey, taking on a "hungry" orange-red hue as they cling to the bodies of whatever they attempt
-+to feed on next.
-+
-+Victims being fed upon by a hungry haze sometimes hallucinate, seeing a physically manifest monster instead of formless
-+vapor.
-+
-+Motive: Hungers for flesh
-+
-+Environment: Alone or in groups of three to five, usually in areas of strained space-time. Immune to the effects of
-+vacuum.
-+
-+Health: 12
-+
-+Damage Inflicted: 5 points
-+
-+Movement: Flies an immediate distance each round
-+
-+Modifications: Stealth tasks as level 5
-+
-+Combat: A hungry haze breaks down the flesh of all living creatures within immediate range, inflicting 5 points of
-+damage. As an insubstantial haze, only attacks that affect an area have a chance to inflict full damage on them; other
-+successful attacks only inflict 1 point of damage, regardless of the amount indicated. If a hungry haze successfully
-+feeds, it gains 1 point of health, even if the increase puts it above its maximum health. If a hungry haze is reduced to
-+zero health, a smooth thumb-sized egg of unknown material is left behind.
-+
-+Interaction: A hungry haze does not speak or seem to have language. But it is not mindless; it can learn from its
-+experiences and figure out creative solutions to problems.
-+
-+Use: After a research station on Mercury is abandoned for unspecified issues, salvagers show up looking for easy
-+pickings. But a strange haze seems to hang over the station.
-+
-+Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an
-+amount equal to the expensive price category.
-+
-+GM Intrusion: The character's Armor rating is reduced by 1; the hungry haze apparently can eat more than just flesh.
-+
- ### HYDRA 7 (21)
-
- This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over
-@@ -36146,6 +34058,144 @@
- GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
- round if they fail a Might defense task.
-
-+### Ichthsian 5 (15)
-+
-+Ichthysians are thought to be aquatic evolutionary offshoots of hominids or the result of experiments trying to fuse
-+human and amphibian or fish DNA. They are physically similar to humans standing fully upright, with webbed hands, claws,
-+froglike or fishlike features, gills, and strong muscles from a lifetime of swimming. They live in the water but are
-+comfortable with extended forays onto land. Their intelligence is between that of a smart animal and a human; they can
-+use simple tools such as rocks and sticks, and may build dams to modify waterways in their territory.
-+
-+Some ichthysians are reputed to have the ability to heal others, and local villages may worship these beings as gods.
-+
-+Motive: Hunger for flesh, curiosity, solitude
-+
-+Environment: Anywhere near bodies of fresh water Health: 18
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 2
-+
-+Movement: Short on land; long in the water
-+
-+Modifications: Strength-based tasks and swimming as level 6; defense against poison as level 3
-+
-+Combat: Ichthysians attack with their
-+
-+powerful claws. They are less mobile on land and prefer to attack from the water. If overmatched, they would rather flee
-+to deep, dark water than fight to the death.
-+
-+An ichthysian regenerates 2 points of health each round as long as it starts the round with at least 0 health. This
-+regeneration greatly extends their lifespan, and it is common for them to live to be more than two hundred years old.
-+
-+Ichthysians are prone to mutation, especially in response to pollutants and other chemicals. These mutations might be
-+physical deformities, but could be as strange as transparent flesh, poisonous skin, extra eyes with enhanced senses, or
-+extra limbs.
-+
-+Interaction: Ichthysians are not aggressive but will retaliate with full force against anything that attacks them, and
-+one can remember specific enemy humans from its past.
-+
-+Use: A cryptid fish-person has been spotted in the vicinity of a deforested area adjacent to a mighty river. Villagers
-+tell stories of an ancient water god that heals sickness and grants wishes.
-+
-+Loot: An ichthysian's lair might have a strange relic or device that works like a cypher or artifact.
-+
-+GM Intrusions:
-+
-+A slain ichthysian suddenly regenerates 5 health and immediately attacks or tries to flee.
-+
-+The ichthysian suddenly mutates in response to an attack, thereafter gaining +2 Armor or +2 levels in defense against
-+that type of attack.
-+
-+### INFOVORE 3 (9)
-+
-+Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of
-+mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles
-+over the course of a few rounds, becoming stronger and more dangerous as each second passes. Luckily, an infovore seems
-+unable to hold this form for long, and whether defeated or not, it eventually falls back into so much scattered junk.
-+But in one of those objects, the core of the infovore remains, waiting to come into close enough proximity to another
-+fresh mechanism to begin the rebirth process again.
-+
-+Infovores have also been called ghost fabricators and aterics
-+
-+Motive: Hungers for information
-+
-+Environment: Anywhere powered devices are found
-+
-+Health: 9
-+
-+Damage Inflicted: 3–10 points
-+
-+Armor: 3
-+
-+Movement: Short
-+
-+Modifications: Attacks and defends at an ever-escalating level
-+
-+Combat: A newly animate infovore (level 3) has a rough but articulated form that it uses to batter and cut targets who
-+carry powered devices on them. Unless destroyed, on each subsequent round it draws nearby inert mechanisms, unattended
-+metallic and synthetic matter, and ambient energy, and its effective level increases by one. This level advancement
-+completely heals all previous damage it has taken and advances it to the amount of health consistent with a creature of
-+the next higher level. Damage, attacks, and defense continue to ramp up as well, continuing each round until the
-+creature is either destroyed or it reaches level 10. After being active for one round at level 10, it spontaneously
-+disassembles, falling back into so many scattered pieces of junk. Finding the "seed" device amid this junk is a
-+difficulty 6 Intellect-based task.
-+
-+Interaction: Infovores are fractured, fragmented beings. Characters who can talk to machines might be able to keep one
-+from "spinning up" to become a threat and learn something valuable, but only for a short period.
-+
-+Use: Among the devices collected from trade, salvage, archeological dig, or some other unique source, one was actually
-+an inactive infovore, quiescent until plugged in or scanned.
-+
-+Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a
-+chance that one of those cyphers is actually the infovore seed.
-+
-+GM Intrusion: The character must succeed on a Speed defense task or lose a powered piece of equipment (an artifact) or a
-+manifest cypher as it's pulledinto the self-assembling infovore. The infovore gains an additional attack each round.
-+
-+### INQUISITOR 4 (12)
-+
-+Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of
-+interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any
-+intelligent species they find (such as humans). Collected subjects may be gone for good, but other times they wake with
-+little or no recollection of the experience save for bruises, missing digits or teeth, scabbed-over circular head
-+wounds, and a gap of three or more days in their memory. Instead of arms, inquisitors sprout three sets of three
-+tentacles like those of a squid, each of which branches into a smaller and finer set of manipulator tendrils. They can
-+manipulate complex machines in a way that a regular human could never hope to. In most settings, inquisitors possess a
-+level of technology and advancement well above that enjoyed by humans.
-+
-+Motive: Knowledge
-+
-+Environment: In groups of three to twelve
-+
-+Health: 18
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Short; short when climbing
-+
-+Modifications: Knowledge-related tasks as level 8
-+
-+Combat: Inquisitors can batter and squeeze foes with their tentacles, but they prefer to use advanced items that they
-+always carry, including long-range energy weapons that can inflict damage or, with a flipped setting, induce deep sleep
-+for an hour or more if the victim fails a Might defense task. Usually, inquisitors attempt to cause as little damage as
-+possible to potential subjects, so the sleep setting is used most often. They also carry defensive items, including
-+manifest cyphers that can grant +4 to Armor for a few minutes or throw up a level 8 force field barrier. In case a
-+specimen collection mission goes badly, at least one inquisitor carries a manifest cypher that creates a short-lived
-+teleportation portal for instant transport to a distant and hidden base (which might be a spacecraft or a
-+transdimensional redoubt).
-+
-+Interaction: Inquisitors are always eager to "talk," though they usually end up wanting to know a lot more than
-+characters are willing to divulge.
-+
-+Use: An entire freehold on Mars goes missing. Left-behind clues point to inquisitors.
-+
-+Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities.
-+
-+GM Intrusion: The character (or characters) wake after a long rest, only to realize that more than ten hours have
-+passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
-+missing.
-+
- ### JOTUNN (NORSE GIANT)
-
- Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
-@@ -36304,6 +34354,48 @@
- The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1
- of which they have to give to a friend.
-
-+### Kelpie 6 (18)
-+
-+A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie lures unsuspecting passersby
-+and attempts to drown them in a nearby body of water.
-+
-+Some kelpies look just like horses. Others look as if they're created from elements of the swamp—maybe its tail is
-+algae, its mane cattails, its eyes glowing pebbles or miniature moons. Maybe eels and snails and other creatures are its
-+teeth or tongue. One thing about kelpies is always true: their manes are always dripping and their hooves are always
-+inverted.
-+
-+If someone knows a kelpie's name and says it aloud, the kelpie loses all its power over that person and retreats to the
-+depths of the water.
-+
-+Motive: Unknown
-+
-+Environment: Near or in rivers, streams, lakes, and other bodies of running or still water.
-+
-+Modern settings might find them near public or private swimming pools, koi ponds,
-+
-+and reservoirs.
-+
-+Health: 21
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Very long when running
-+
-+Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
-+
-+or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie will offer a ride upon their
-+back. The kelpie's sticky skin traps the rider (level 7 Might task to break free). Once the rider is seated, the kelpie
-+may attempt to drown them in the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or
-+roll over on them, inflicting 4 points of damage (ignores Armor).
-+
-+Interaction: Not all kelpies are malevolent. Some were once "tamed" by someone who learned their names and loved them.
-+These kelpies actively seek out human contact, attempting to find someone to replace the one they loved.
-+
-+Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost. It offers one of the weary
-+characters a ride upon its back.
-+
-+GM intrusion: While dealing with something else, the characters come upon a kelpie in the process of drowning someone.
-+
- ### KILLER CLOWN 5 (15)
-
- A clown—whether it's a doll or what seems to be a person wearing clown makeup—could be entirely benign. But if you see
-@@ -36490,6 +34582,45 @@
- GM intrusions: The lich casts a spell in addition to taking other actions on its turn. The lich uses a cypher, spell, or
- other ability to nullify an attack that otherwise would have affected it.
-
-+### MALWARE, FATAL 4 (12)
-+
-+This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and
-+nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but
-+corruption and lightning-quick electronic evolution has turned it into something that exists purely to infect orderly
-+electronic systems, spacecraft, space stations, smart weapons, and anything else with an operating system. Infected
-+objects turn against living people. An instance often has the form of the system it's infected, but occasionally fatal
-+malware physically manifests as a metallic "cancer" of wires and self-assembling circuits hanging like a tumor across a
-+server room, shipmind core, or data center, having perverted the original machine's self-repair functions. Sometimes 4D
-+printers are also compromised.
-+
-+Motive: Corruption and destruction
-+
-+Environment: Any electronic system able to run code can host one or more instances
-+
-+Health: 18
-+
-+Damage Inflicted: 5 points
-+
-+Movement: As the system it infects
-+
-+Modifications: Knowledge tasks related to computers and other electronic systems as level 6
-+
-+Combat: An instance of fatal malware that physically touches (or electrically connects with) a powered device of up to
-+level 6 can attempt to seize control of it. It can then use that device to attack living targets. If the controlled
-+system is a computer, smartphone, AR glasses, or some other piece of equipment that doesn't have any intrinsic movement,
-+the malware attempts to electrocute a user, or if a smart weapon, cause some kind of fatal accident with it. A
-+compromised computer or shipmind voice can dangerously mislead victims. Fatal malware duplicates itself, creating many
-+instances, and those that survive are usually slightly better at avoiding being erased than the previous generations.
-+
-+Interaction: Fatal malware isn't really sentient and thus can't really be negotiated with; some instances could mimic
-+intelligence to draw humans into a trap.
-+
-+Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in
-+unexpectedly dangerous ways. The shipmind itself doesn't know it's infected.
-+
-+GM Intrusion: The fatal malware divides into a second instance and attempts to override and control another piece of
-+equipment carried by the character, especially a character with cybernetic implants.
-+
- ### MANTICORE 6 (18)
-
- A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is
-@@ -36736,6 +34867,92 @@
- can resist with a Might or Speed defense roll; if they fail, the minotaur takes them up to a short distance away and
- disappears (behind an obstacle, into a maze, or in some other hiding spot)
-
-+### Minotaur, the 7 (21)
-+
-+The most famous minotaur is the Minotaur, the singular beast from which all lesser minotaur myths descend. The product
-+of a god-cursed union between human and bull,
-+
-+the Minotaur is monstrous, and only the flesh of people can nourish it. It is usually lost
-+
-+in a labyrinth created to contain it. But it occasionally gets free to hunt the wider world before the labyrinth pulls
-+it back. Some demigods claim to have slain the Minotaur, but the Minotaur always returns.
-+
-+Motive: Hungers for flesh
-+
-+Environment: Usually in mythological labyrinths, but sometimes metaphorical ones Health: 33
-+
-+Damage Inflicted: 10 points
-+
-+Armor: 3
-+
-+Movement: Short
-+
-+Modifications: Breaking through barriers as level 9
-+
-+Combat: The Minotaur attacks by goring foes on its horns, inflicting 10 points of damage
-+
-+on a successful attack. If the Minotaur charges a short distance, it can attack as part of
-+
-+the same action and inflict an additional 5 points of damage.
-+
-+The Minotaur is trapped by the labyrinth, but also part of it. Whenever a character attacks
-+
-+the Minotaur, they must succeed on an Intellect defense task or be claimed by the labyrinth themselves until they can
-+escape with a successful difficulty 7 Intellect task. Those claimed by the labyrinth seem to disappear and find
-+themselves wandering a dark maze. Once a character successfully escapes, they are no longer subject to being claimed by
-+the labyrinth for several days.
-+
-+If killed, the Minotaur's body is claimed by the labyrinth. Thirty-three days later, the Minotaur is resuscitated.
-+
-+Interaction: The Minotaur can speak, but usually chooses not to. It is belligerent and cruel, and always hungry.
-+
-+Use: The Minotaur has escaped the labyrinth and now wanders the narrow streets of a metropolis, treating the winding
-+alleys and twisting roads as its new maze.
-+
-+GM intrusion: The Minotaur smashes into the wall, causing a section of the tunnel or hallway to collapse on the
-+character(s), inflicting 10 points of damage and trapping them until they can escape the rubble
-+
-+### MOCK ORGANISM 3 (9)
-+
-+Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation
-+in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the
-+gamut from disappointing to dangerous. If an artificial entity starts out benign, it's difficult to know if a hidden or
-+slowly developing flaw will tip it over the edge into dangerous dysfunction—or if it just acts oddly because it doesn't
-+know the social cues. Should synthetic beings be treated as people, pets, or monsters to be stamped out and destroyed?
-+That's the eternal question and one that's usually answered by those most afraid of potential dangers that might
-+accompany the creation of something no one intended.
-+
-+Motive: Defense or destruction
-+
-+Environment: Usually in secluded locations alone unless hiding in unused storage rooms of a large facility
-+
-+Health: 18
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Combat: A mock organism can release an electrical discharge against a target at short range. In melee, a mock organism's
-+poisoned claws inflict damage and require the target to succeed on a Might defense task, or the poison induces a
-+coma-like slumber in the target. Each round the target fails to rouse—an Intellect task—they take 3 points of ambient
-+damage.
-+
-+Interaction: A mock organism is intelligent and can sometimes be swayed by reason. It might be passive, but if disturbed
-+in a place it thought was secure against intrusion, it could grow belligerent and even murderous. Once so roused, a mock
-+organism might still be calmed, but all such attempts are hindered.
-+
-+Use: A scientist's ruined lab contains several unexpected surprises, including a mock organism that yet grieves over the
-+loss of its creator.
-+
-+Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or
-+two and another item that, with a bit of jury-rigging, works as an artifact.
-+
-+GM Intrusion: The character hit by the mock organism's melee attack doesn't take normal damage. Instead, the mock
-+organism drops onto the character. The PC is pinned until they can succeed on a difficulty 6 Might-based task to escape.
-+While pinned, the creation whispers mad utterances into the target's ear.
-+
- ### MOKUREN 3 (9)
-
- Mokuren are usually no larger than a cat, but they possess the ability to swell until they're the size of a bus (if only
-@@ -36821,6 +35038,110 @@
-
- GM intrusion: An unnoticed morlock drags away an unconscious character or animal to be eaten once they're out of sight.
-
-+### Mummy 6 (18)
-+
-+Mummies are intelligent undead, usually royalty or members of the priesthood, risen from their burial places to destroy
-+those who disturbed their rest. Many seek to undo wrongs against them from ages past or re-establish themselves in their
-+former high stations.
-+
-+Motive: Vengeance, love, power
-+
-+Environment: Regions where mummification was common Health: 24
-+
-+Damage Inflicted: 7 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Climb, stealth, ancient history, and ancient religion as level 8
-+
-+Combat: Mummies are strong, capable of lifting an adult human with one hand and throwing the person across a room. They
-+attack with weapons that were buried with them or use their fists. A mummy usually has one or more of the following
-+abilities:
-+
-+Curse: Anyone who disturbs a mummy's tomb must make an Intellect defense roll or become cursed, which hinders their
-+
-+actions by two steps (forever, or until cured).
-+
-+Disease: The mummy's attacks carry a rotting disease. The target must make a level 5 Might defense roll every twelve
-+hours or take 5 points of ambient damage.
-+
-+Lifelike appearance: A mummy can repair its body to assume a fully human appearance. This usually requires time and the
-+flesh of several people, often those who awakened it.
-+
-+Magic: Once per hour, the mummy can cast a spell from the Minor Wish character ability.
-+
-+Minion: Animate up to four mummified bodies as mindless lesser mummies or skeletons (depending on how well the bodies
-+are preserved), lasting for one day.
-+
-+Lesser mummy: level 3, climb and stealth as level 4; health 12; Armor 1
-+
-+Swarm: Call a swarm of bugs (usually scarab beetles or scorpions) to attack a foe or obscure vision.
-+
-+Swarm of bugs: level 3
-+
-+Interaction: Mummies want to destroy anyone who disturbs their burial places. Ambitious mummies might choose living
-+beings to be their spies and servants, bribing them with funereal treasures or threatening them into submission.
-+
-+Use: Villagers whisper that a tomb has been opened and a mummy's curse will strike down anyone who gets in the
-+creature's way.
-+
-+Loot: Mummies usually have treasures equivalent to three or four expensive items and perhaps a handful of magical
-+manifest cyphers or even a magical artifact.
-+
-+GM Intrusions:
-+
-+A dying mummy speaks a curse upon those who killed it, hindering all their actions by two steps (forever, or until
-+cured).
-+
-+What was overlooked as a fake or a prop turns out to be an actual mummy and attacks a character.
-+
-+### NATATHIM 3 (9)
-+
-+Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim
-+(Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial
-+oceans required extreme adaptation. Predominantly dark blue, their undersides countershade to pure white. Though
-+humanoid, their physiology is streamlined, giving their heads a somewhat fish-like shape, complete with gills and large
-+eyes to collect light in the depths. Their bodies are adorned with fins and frills, including a long shark-like tail,
-+and they have webbed extremities with retractable claws.
-+
-+Depending on the setting, natathim are either human allies with the same (or even more advanced) tech, enemies with the
-+same or more advanced tech, or genetic anomalies treated like laboratory rats burning with genocidal fury at what's been
-+done to them. Alternatively, natathim could be discovered in Earth's deepest oceans, their origin mysterious, but able
-+to interbreed with humans as a method for maintaining their line.
-+
-+Motive: Just as with humans, natathim have many and varied motivations and drives.
-+
-+Environment: Anywhere in or near water, or in suits/craft with marine environments, in schools of three to twelve.
-+Natathim can act normally in air for up to twenty-four hours before they must return to water.
-+
-+Health: 9
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 2
-+
-+Movement: Short on land; long in the water
-+
-+Modifications: Swims as level 6
-+
-+Combat: Natathim attack with their retractable claws or, if available, technological weapons. Some have a
-+magnetoreception ability that allows them to see into frequencies other creatures can't, or even stranger abilities to
-+interact magnetically with their surroundings, though this is little understood.
-+
-+Interaction: Natathim can be sympathetic to humans, partners in space exploration, or consider humans to be bitter foes
-+for having created their species in the first place, depending on the setting.
-+
-+Use: The PCs find evidence of an illegal gene tailoring experiment, with evidence pointing to research being done
-+somewhere in the Opulence of Outer Planets.
-+
-+Loot: Some natathim carry valuable items and equipment.
-+
-+GM Intrusion: The natathim spontaneously magnetizes the
-+character's possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take
-+no actions other than attempt to escape.
-+
- ### NECROMANCER 5 (15)
-
- The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than
-@@ -36871,6 +35192,52 @@
- in place until they can succeed on a Might task to escape. Each round the character fails to escape, the hand squeezes
- them for 3 points of damage.
-
-+### Nightguant 3 (9)
-+
-+A nightgaunt's hands and feet have no opposable digits. All its fingers and toes can grasp with firm but unpleasant
-+boneless strength. Hungry nightgaunts swoop out of the night, grab prey, and fly off into darkness. The creatures
-+sometimes "work" for other agencies, though often enough, their goals are obscure.
-+
-+Motive: Unknowable
-+
-+Environment: Anywhere dark, usually in groups of four to seven
-+
-+Health: 9
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 1
-+
-+Movement: Immediate; long when flying (short when flying with a victim) Modifications: Perception and Speed defense as
-+level 4; stealth
-+
-+as level 7
-+
-+Combat: A nightgaunt can attack with its barbed tail. To catch a foe, a nightgaunt dives through the air from just
-+outside of short range. When it does, it moves 100 feet (30 m) in a round and attempts to grab a victim near the
-+midpoint of its movement. A target who
-+
-+fails a Speed defense roll (and who isn't more than twice the size of the nightgaunt) is jerked into the creature's
-+boneless clutches and carried upward, finding themselves dangling from a height of 50 feet (15 m).
-+
-+The nightgaunt automatically tickles grabbed victims with its barbed tail. This subtle form of torture hinders all the
-+victim's actions by two steps.
-+
-+Interaction: Nightgaunts never speak, and they ignore anyone who attempts to interact with
-+
-+them, whether the communication takes the form of commanding, beseeching, or frantically pleading. Such is the way of
-+nightgaunts.
-+
-+Use: Someone who bears one or more of the PCs a grudge discovers a tome of spells and summons a flight of nightgaunts,
-+which set off in search of their prey.
-+
-+Loot: One in three nightgaunts has a valuable souvenir from a past victim, which might be an expensive watch, a ring, an
-+amulet, or sometimes a cypher.
-+
-+GM intrusion: The character is startled by the nightgaunt and suffers the risk of temporary dementia. On a failed
-+Intellect defense roll, the character shrieks and faints (or, at the GM's option, babbles, drools, laughs, and so on).
-+The character can attempt a new Intellect defense roll each round to return to normal.
-+
- ### NOBLE KNIGHT 7 (21)
-
- Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing
-@@ -37015,6 +35382,56 @@
- structural damage and a possible collapse, cave-in, or landslide. It might also expose a hidden underground cave or
- chamber.
-
-+### OMWORWAR 10 (30)
-+
-+Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar
-+sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL
-+travel. Scientists speculate that these creatures, if actually real, might very well be extant instances of ancient
-+ultras, not extinct as everyone believes, or at least not completely. In almost every case so far recorded, omworwars
-+have little interest in human spacecraft. (They're called omworwar after the sound disrupted communication devices make
-+in their presence.) Each one is several kilometers long, a dark inner slug-like core surrounded by gauzy layers of
-+translucent, glowing, nebula-like tissue. Whale-like eyes surmount the dorsal surface, each seeming to contain a tiny
-+galaxy all their own.
-+
-+Wharn interceptors have been seen accompanying single omworwars, indicating an association, and is why some people refer
-+to these beings as wharn cogitators.
-+
-+Motive: Unpredictable
-+
-+Environment: Almost anywhere in space, alone or accompanied by one or two wharn interceptors
-+
-+Health: 42
-+
-+Damage Inflicted: 12 points
-+
-+Armor: 10
-+
-+Movement: Flies a very long distance each round; can maneuver like an autonomous level 7 spacecraft if using extended
-+vehicular combat rules. FTL capable.
-+
-+Modifications: Speed defense as level 7 due to size
-+
-+Combat: An omworwar can manipulate and fold gravity (and space-time), allowing them to accomplish near-miraculous tasks
-+including communication, creating or destroying matter, and propulsion via "falling" through the universe at FTL speeds
-+from the perspective of an outside observer. Which means one can rend a spacecraft, send a spacecraft spinning through
-+the galaxy, or create asteroid-sized chunks of space-matter for any number of purposes if it spends several rounds in
-+deep concentration.
-+
-+Interaction: Omworwar disregard most other creatures, because from the omworwar's perspective, they're like mayflies,
-+here and then gone again in an eyeblink of their existence. However, one may give a moment to someone who has discovered
-+an ancient ultra secret or artifact, pass on information that might otherwise never be known, or even provide a useful
-+manifest cypher.
-+
-+Use: A reflective object composed of unknown material was found at the core of an unexpectedly destroyed space station.
-+Those who managed to flee in lifeboats report having seen what might have been an omworwar, bleeding energy and eyes
-+going dark, colliding with the station. The resultant lump might just be its corpse, or maybe its protective chrysalis.
-+
-+Loot: Four level 10 manifest cyphers.
-+
-+GM Intrusion: The character discovers that one of their manifest cyphers has formed a tiny eye, but an eye that seems to
-+contain a galaxy. (The cypher becomes useless for its original function, but might be used to summon or interact with an
-+omworwar.)
-+
- ### ORC 2 (6)
-
- Born into squalor and fear, the orc species is composed of miserable, misbegotten humanoids that seem destined to serve
-@@ -37072,6 +35489,99 @@
-
- GM intrusion: With a scream of savage glee, five more orcs rush to join the fight.
-
-+### PHOTONOMORPH 6 (18)
-+
-+Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and
-+devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures.
-+Sometimes, photonomorphs are enforcers created by much more powerful beings; other times they are the result of some
-+person or AI attempting to ascend into a new state of being. But whatever their origin, photonomorphs are dangerous
-+beings that can create matter from light, granting them an arbitrarily wide swathe of abilities. That includes their own
-+glowing bodies, which they can change with only a little effort. This variability of form, coupled with their vast
-+power, may be why many seem slightly mad.
-+
-+Motive: Varies
-+
-+Environment: Anywhere, alone or attended by three to five servitors appearing as hovering red spheres
-+
-+Servitor: level 4; flies a long distance each round
-+
-+Health: 22
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 3
-+
-+Movement: Reconstitutes itself anywhere light can reach within long range as part of another action
-+
-+Modifications: Knowledge tasks as level 8
-+
-+Combat: Photonomorphs draw upon their own light to manifest effects equal to their level. Effects include the ability to
-+attack creatures at long range with laser-like blasts, create glowing walls (or spheres) of force within an area up to 6
-+m (20 feet) on a side, become invisible, change its appearance, and create simple objects and devices out of hard light
-+that last for about a minute (unless the photonomorph bleeds a few points of its health into the object to make it last
-+until destroyed).
-+
-+A photonomorph regains 2 points of health each round in areas of bright light. It is hindered in all actions if the only
-+source of light is itself or objects it has created.
-+
-+Interaction: Photonomorphs are intelligent and paranoid, but not automatically hostile. They have their own self-serving
-+agendas, which often involve elaborate schemes.
-+
-+Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien
-+vessel.
-+
-+GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
-+for the situation at hand.
-+
-+### POSTHUMAN 7 (21)
-+
-+Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
-+all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities
-+radically exceed regular people. They can't really be considered human any longer; they've transcended humanity, which
-+is why they're also sometimes called transhumans. They're often involved in large-scale projects, such as creating
-+bigger-than-world habitats or spacecraft, or possibly even researching how they might ascend to some still-higher realm
-+of consciousness or being.
-+
-+Motive: Variable
-+
-+Environment: Alone or in small groups or communities in orbital colonies or other designed locations
-+
-+Health: 50
-+
-+Damage Inflicted: 9 points
-+
-+Armor: 4
-+
-+Movement: Short; flies a long distance
-+
-+Modifications: Knowledge tasks as level 9
-+
-+Combat: Posthumans can selectively attack foes up to a very long distance away with bolts of directed plasma that deal 9
-+points of damage. A posthuman can dial up the level of destruction if they wish, so instead of affecting only one
-+target, a bolt deals 7 points of damage to all targets within short range of the primary target, and 1 point even if the
-+targets caught in the conflagration succeed on a Speed defense roll.
-+
-+Posthumans can also call on a variety of other abilities, either by small manipulations of the quantum field or by
-+deploying nanotechnology. Essentially, a posthuman can mimic the ability of any subtle cypher of level 5 or less as an
-+action.
-+
-+Posthumans automatically regain 2 points of health per round while its health is above 0.
-+
-+Interaction: Posthumans are so physically and mentally powerful that they are almost godlike to unmodified people, and
-+either ignore, care for, or pity them. Knowing what a posthuman actually wants is hard to pin down because their
-+motivations are complex and many-layered.
-+
-+Use: A rogue posthuman is researching a method whereby they might portal into the "quantum" realm of dark energy
-+underlying the known universe of normal matter. Despite the revealed risk of antagonistic post-singularity AIs roaming
-+that realm escaping, the posthuman continues their work.
-+
-+Loot: The body of a posthuman is riddled with unrecognizable technologies fused seamlessly with residual organic
-+material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few
-+manifest cyphers and an artifact.
-+
-+GM Intrusion: The posthuman allows acts out of turn, or takes control of a device that the character is about to use
-+against the posthuman.
-+
- ### PRINCE(SS) OF SUMMER 5 (15)
-
- Fey nobility are as numberless as cottonwood seeds on the June breeze. But that doesn't mean each isn't unique, with a
-@@ -37175,6 +35685,109 @@
- GM intrusion: Two corpse puppets, unseen in the red reeds, rise and seize a character in an attempt to hold them still
- for a crystal spike attack. The character must make a difficulty 4 Speed or Might task to shake free.
-
-+### Queen 6 (18)
-+
-+Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless, and sharp of tongue.
-+Evil and wicked queens abound in fairy tales, from those who have no names and are remembered only for their evil deeds,
-+to those whose names will never be forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch.
-+These queens seek power for power's sake, not caring what destruction lies in their wake.
-+
-+Of course, not all queens are evil—just the ones you hear about most often. But they are all powerful in their own way,
-+even if they are forced to hide it by their circumstances. While they too crave power, they seek it in order to protect
-+their lands, their people, and their loved ones.
-+
-+Motive: Power
-+
-+Environment: Anywhere, but typically in cities and towns, where there are people to admire
-+
-+and fear them
-+
-+Health: 18
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short
-+
-+Combat: Queens almost always carry an artifact of great power, such as a staff, crown,
-+
-+mirror, or sword, that grants them unique abilities and skills.
-+
-+Queens often have familiars, such as ravens, who fight for or beside them. Most familiars can do 4 points of damage with
-+an attack.
-+
-+Some queens may also be witches or fey creatures, and thus have the ability to use one or two spells and curses that
-+witches and fey also use.
-+
-+#### Queen Grimhilde 8 (24)
-+
-+Perhaps best known for her attempts to kill Snow White through magic and poison, Grimhilde has other passions and
-+talents as well. She seeks ways to make all beings obey her commands, starting with the huntsman who so stupidly and
-+willfully deceived her so long ago.
-+
-+Environment: One of her many castles, the woods
-+
-+Armor: 2
-+
-+Health: 18
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short
-+
-+Combat: Her vulture familiars swirl about all foes in short range, knocking them prone
-+
-+and inflicting 4 points of damage. She can use the following witch abilities: glamour,
-+
-+imprison, and seduce.
-+
-+Vulture familiars: level 4
-+
-+Interaction: Grimhilde is cunning and devious, always hatching plans against those who
-+
-+harm her, who threaten to overshadow her, or who have caught her eye in some way.
-+
-+Use: The characters enter an area that is under Grimhilde's power and must face her wrath.
-+
-+Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).
-+
-+#### The Red Queen 6 (18)
-+
-+The Red Queen has never once yelled "Off with her head!" In fact, she has never yelled. It's horrible manners, and
-+besides, when you know how to wield power, you don't need all that noise and chaos. You need only whisper and be still,
-+and everyone will politely fall quiet and listen.
-+
-+Environment: Polite dinner parties and social gatherings
-+
-+Armor: 1
-+
-+Combat: Prefers verbal sparring over the physical sort, and inflicts 3 points of damage with a single cutting remark or
-+sharp-tongued retort.
-+
-+Interaction: The Red Queen is quite proper and chatty, the perfect host and the perfect guest. The only time she ever
-+grows irate is when the subject of her sister, the Queen of Hearts, comes up.
-+
-+Use: While attending a party to steal something, the characters are caught by the Red Queen
-+
-+#### The Snow Queen
-+
-+The Snow Queen rules over the "snow bees"—snowflakes that look like bees. She keeps an ornate palace surrounded by
-+gardens in the lands of permafrost, but she can be seen elsewhere in the world where snowflakes cluster. Most say she is
-+cold, and they would be right. She has been part of the snow for so long that it's possible she no longer remembers
-+warmth or kindness or love.
-+
-+Environment: Anywhere there is snow, ice, or winter
-+
-+Armor: 2 (from personal ice walls)
-+
-+Combat: Creates a snowstorm that blinds all foes in long range for three rounds; ice shards rain down upon all foes in
-+long range, inflicting 2 points of damage; reindeer familiar inflicts 5 points of damage with her horns.
-+
-+Interaction: The Snow Queen is not evil—she just has forgotten what it means to be human, with human needs and human
-+hearts (not that she was ever truly human, but that's a story for another time). She is willing to bargain if she
-+understands what she gets out of it.
-+
-+Use: The Snow Queen guards the entrance to a place the characters need to enter.
-+
- ### RAVAGE BEAR 4 (12)
-
- A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still
-@@ -37213,6 +35826,85 @@
-
- GM intrusion: In its rage, the ravage bear makes an extra attack that does 2 additional points of damage.
-
-+### Reanimated 6 (18)
-+
-+A reanimated is a humanoid creature patched together from corpses (or crafted directly from muscle, nerves, and sinew),
-+then returned to life through a hard-to-duplicate series of electromagnetic induction events. Though made of flesh, a
-+reanimated's return to consciousness and mobility is marked by a substantial increase in hardiness, resistance to
-+injury, and longevity. On the other hand, the process usually obliterates whatever mind was once encoded in the donor's
-+brain, giving rise to a creature of monstrous rage and childlike credulity. Sometimes the reanimated is bound to its
-+creator in service, but such ties are fragile and could be snapped by an ill-timed fit of fury.
-+
-+Motive: Defense, unpredictable
-+
-+Environment: Anywhere in service to a mad scientist, or driven to the edges of civilization Health: 70
-+
-+Damage Inflicted: 7 points
-+
-+Movement: Short; long when jumping
-+
-+Modifications: Speed defense as level 4; interaction as level 2; feats of strength and toughness as level 8
-+
-+Combat: A reanimated attacks foes with its hands. Any time a foe inflicts 7 or more points of damage on the reanimated
-+with a single melee attack, the creature immediately lashes out in reactive rage and makes an additional attack in the
-+same round on the foe who injured it.
-+
-+If the reanimated begins combat within long range of foes but outside of short range, it can bridge the distance with an
-+amazing leap that concludes with an attack as a single action. The attack inflicts 4 points of damage on all targets
-+within immediate range of the spot where the reanimated lands.
-+
-+Some reanimated are psychologically vulnerable to fire, and they fear it. When these reanimated attack or defend against
-+a foe wielding fire, their attacks and defenses are hindered by two steps.
-+
-+If struck by electricity, a reanimated regains a number of points of health equal to the damage the electricity would
-+normally inflict.
-+
-+Interaction: Fear and food motivate a reanimated, though sometimes beautiful music or innocence can stay its fists.
-+
-+Use: Depending on where a reanimated falls along its moral and psychological development, it could be a primary foe for
-+the PCs, a secondary guardian to deal with, or a forlorn beast in need of aid.
-+
-+GM Intrusion:
-+
-+The character's attack bounces harmlessly off the stitched, hardened flesh of the reanimated.
-+
-+### REDIVUS 4 (12)
-+
-+Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few
-+impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky
-+space rubble the size of a small spacecraft—until they unfurl glowing magnetic plasma wings, revealing themselves as
-+strange creatures of living mineral. Redivi can interact with almost any electronic system and manipulate
-+electromagnetic fields. Redivi are searchers, all sent forth by the Great Mother, billions upon billions of them (they
-+say), looking for the seed of the next great cosmic expansion. Thus, most redivi are consumed with finding out more,
-+finding other redivi, and eventually, finding their "universal seed."
-+
-+Motive: Knowledge
-+
-+Environment: Almost anywhere, searching
-+
-+Health: 12
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 4
-+
-+Movement: Flies (magnetically levitates) a short distance each round
-+
-+Combat: The stone carapace of a redivus makes a huge "club" when it rams into foes. However, it can also control metal
-+within short range, causing it to flex, animate, crush, or smash. For instance, targets wearing metal space suits are in
-+trouble when that metal begins to unravel. Alternatively, a redivus can use nearby metal to wrap around a target and
-+constrict it, inflicting 5 points of damage (ignores Armor) each round until the target can escape.
-+
-+Interaction: If any kind of radio or similar communication is in use, these creatures can commandeer it and speak
-+through it, learning a new language seemingly over the course of minutes. Redivi will cooperate with reasonable requests
-+and negotiate, especially if there's a chance they'll find out something new.
-+
-+Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding
-+action of something truly terrible.
-+
-+GM Intrusion: The character's metal- containing equipment is stripped away, then used as ammunition against that PC or
-+an ally.
-+
- ### REPLICANT 5 (15)
-
- Virtually identical to adult humans, these biosculpted androids are stronger, faster, and potentially smarter. However,
-@@ -37339,6 +36031,43 @@
- GM intrusion: A mental effect makes the character view the satyr as a good friend for up to one minute unless they
- succeed at an Intellect defense task.
-
-+### SENTINEL TREE 3 (9)
-+
-+Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the
-+landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive
-+gene-tailoring, possibly of the illegal sort. Regardless of their provenance, sentinel trees resemble thorny masses of
-+knotted vines. Razor-sharp glass-like leaves flex like claws, and vibrating pods glisten, ready to detonate if thrown.
-+If cultivated, they may take on a shape designed to further frighten—or at least warn away— those who see one. Sentinel
-+trees are mobile, aggressive, and feed on almost any sort of organic matter. Once it brings down prey, it sinks barbed
-+roots in the body for feeding and decomposition.
-+
-+Motive: Feed
-+
-+Environment: In groves of three to six, able to tolerate most atmospheres (even thin ones, like on Mars) but not vacuum
-+
-+Health: 12
-+
-+Damage Inflicted: 3 points
-+
-+Armor: 1
-+
-+Movement: Immediate
-+
-+Combat: Sentinel trees can fling a vibrating pod at a target within long range, which detonates on impact, inflicting 3
-+points of damage on all targets within immediate range of the blast. Targets must also succeed on a Might defense roll
-+or be poisoned for 3 points of damage, plus 3 points again each subsequent round until a Might task is successful. A
-+sentinel tree can also lash out with its barbed vines at a target within immediate range, inflicting 3 points of damage.
-+Melee targets must also succeed on a Might defense roll or become entangled and unable to take physical actions until
-+they can break free on their turn.
-+
-+Interaction: Sentinel trees are about as smart as well-trained guard dogs. They can't speak, but can understand some
-+words and gestures.
-+
-+Use: A grove of sentinel trees guard a compound that the characters need to break into.
-+
-+GM Intrusion: The character caught in the detonation is blinded with tiny black seeds until they use a recovery roll to
-+remove the condition. (The recovery use doesn't return points to a Pool.)
-+
- ### SHADOW 1 (3)
-
- Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep
-@@ -37441,6 +36170,139 @@
- fights on the side of the shadow elf for up to one minute, though they can make another Intellect defense roll each
- round to try to break the influence.
-
-+### SHINING ONE 5 (15)
-+
-+Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure
-+consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena,
-+dark energy, and life. They are endlessly fascinated with the permutations they discover. They sometimes appear as a
-+silhouette of gently glowing light, in a form like to the alien species they wish to observe. Under circumstances where
-+a shining one is moved to more directly interact, one can actually convert itself into matter once more, again taking on
-+the biology and form of the species it wishes to interact with. But generally, shining ones observe and learn; they try
-+not to interfere or interact. Every few thousand years, shining ones gather at a predetermined location on the edge of a
-+convenient galaxy and share the most interesting and beautiful bits of imagery, music, poetry, and lore they've
-+gleaned.
-+
-+Motive: Knowledge
-+
-+Environment: Anywhere, usually alone
-+
-+Health: 15
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Instantly moves to anywhere it can see at the speed of light as part of its action once per round
-+
-+Modifications: All tasks related to knowledge as level 8
-+
-+Combat: As immaterial beings of energy, shining ones only take damage from energy attacks. And even then, there is a
-+chance that the energy heals a damaged shining one rather than harming it if the attack roll was an odd number. Usually
-+a shining one doesn't fight back if attacked, but instead leaves. If somehow prevented from leaving, a shining one
-+fights for its existence with energy blasts inflicting 6 points of damage on up to two different targets within very
-+long range (or the same target twice).
-+
-+Alternatively, a shining one may attempt to discorporate a target, turning it into a being something like itself. In
-+this case, each time a target is hit by an energy blast, it must also succeed on an Intellect defense roll. On a failed
-+roll, it loses 6 points of Intellect damage (ignores Armor). If the target's Intellect Pool is emptied, it becomes a
-+freefloating ball of energy unable to take any actions other than observe for a few minutes before suddenly converting
-+back to its original form with an explosive pop.
-+
-+Interaction: Shining ones can manipulate their environment to communicate with other species, using sound, light, puffs
-+of odiferous complex chemicals in place of words, and so on. If approached with respect, they freely exchange
-+information with others, seeking to grow their knowledge and that of those they meet.
-+
-+Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their
-+ability to consolidate power. Something must be done before it's too late.
-+
-+GM Intrusion: A character hit by the shining one's energy blast catches on fire. They take 3 points of damage each round
-+until they spend an action patting, rolling, or smothering the flames.
-+
-+### Shoggoth 7 (21)
-+
-+Shoggoths vary in size, but the smallest are usually at least 10 feet (3 m) across. They are the product of incredibly
-+advanced bioengineering by some strange species in the distant past. They are angry, vicious predators feared by any who
-+have ever heard of these rare creatures (or who have encountered them and somehow survived to tell the tale). They were
-+created by the elder things but overthrew their masters and now roam the vast, ancient cities they have claimed for
-+themselves.
-+
-+Rumors abound of a few very rare, particularly intelligent shoggoths that intentionally reduce their own mass and learn
-+to take on the forms of humans so they can integrate themselves into society (and prey upon humans at their leisure).
-+
-+Motive: Hungers for flesh
-+
-+Environment: Anywhere
-+
-+Health: 35
-+
-+Damage Inflicted: 10 points
-+
-+Armor: 10 against fire, cold, and electricity
-+
-+Movement: Long
-+
-+Modifications: Speed defense as level 6 due to size
-+
-+Combat: Shoggoths sprout tendrils and mouths and spread their wide, amorphous forms, allowing them to attack all foes
-+within immediate range. Those struck by a shoggoth's attack are grabbed and engulfed by the thing's gelatinous body and
-+suffer damage each
-+
-+round until they manage to pull themselves free (engulfed creatures can take no other physical actions while they are
-+caught). Each round of entrapment, one object in the victim's possession is destroyed by the foul juices of the
-+amorphous horror.
-+
-+Shoggoths regenerate 5 points of health each round. They have protection against fire, cold, and electricity.
-+
-+Interaction: A shoggoth can't be reasoned with.
-+
-+Use: The PCs find an ancient structure of metal and stone. Wandering through it, they note
-+
-+that every surface is clear of dirt and debris. Soon they discover why—a shoggoth squirms through the halls, absorbing
-+everything it comes upon (and it fills the passages it moves down, floor to ceiling, wall to wall).
-+
-+Loot: A shoggoth's interior might contain a cypher.
-+
-+GM intrusion: The character is engulfed in the shoggoth, their gear scattered throughout the thing's undulating form,
-+and their body turned upside down so that escape attempts are hindered.
-+
-+### SILICON PARASITE 2 (6)
-+
-+These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter,
-+emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon
-+wires and wafers, and self-assembled or evolved in some unnamed lab or spacecraft wreck, silicon parasites are vermin
-+that working space stations and spacecraft have learned to hate. Despite taking steps to avoid transfer, a ship may only
-+learn they have silicon parasites when a swarm boils up from a crack in the cabling or seam in the deck plating after
-+being agitated by a high-G maneuver or some other disturbance. If that disturbance is combat or some other dire
-+emergency, silicon parasites thrown into the situation makes everything worse.
-+
-+Motive: Defense, harvest electronic materials necessary to self-replicate.
-+
-+Environment: Usually on spacecraft and space stations in groups of up to twenty
-+
-+Health: 6
-+
-+Damage Inflicted: 3 points
-+
-+Armor: 1
-+
-+Movement: Short; climbs a short distance each round
-+
-+Modifications: Speed defense as level 4 due to size.
-+
-+Combat: Only "large" silicon parasites are a danger to most creatures. When four or more parasites coordinate their
-+attacks, treat the attack as that made by a single level 4 creature that inflicts 5 points of damage, and on a failed
-+difficulty 4 Might defense roll, an attack that holds the target in place until it can successfully escape. A held
-+target automatically takes 5 points of damage each round, or even more if other silicon parasites in the area pile on.
-+Silicon parasites can operate in complete vacuum without harm.
-+
-+Interaction: By and large, silicon parasites behave like social insects, though some claim that large numbers of them
-+have acted with greater intelligence and forethought than mere unthinking insects can manage.
-+
-+Use: A swarm of silicon parasites floods into the hold and makes off with an important device, dragging it into the
-+crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or
-+working pieces of equipment.
-+
-+GM Intrusion: The silicon parasite flashes its sensory laser directly into the character's eyes, blinding the character
-+until they succeed on a difficulty 4 Might-based roll as their action.
-+
- ### SKELETON 2 (6)
-
- Skeletons are animated bones without much sense of self-preservation. They enjoy a crucial advantage over living
-@@ -37488,6 +36350,38 @@
- GM intrusion: A skeleton destroyed by a melee attack explodes like a grenade. The bone shrapnel inflicts 5 points of
- damage to every creature in immediate range.
-
-+### Snark 7 (21)
-+
-+The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and shark and bark and snake and
-+snarl. It has feathers that bite, claws that catch, and jaws that snatch. It softly and suddenly vanishes away, never to
-+be met with again. It smells of the will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny
-+(which is nearly never).
-+
-+Motive: Unfathomable
-+
-+Environment: Upon islands filled with chasms and crags, near bathing machines, and around those whose coats are too
-+tight in the waist Health: 21
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 2
-+
-+Movement: Short when moving perpendicular; long when moving sideways
-+
-+Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
-+
-+Combat: Inflicts 5 points of damage with biting feathers, catching claws, and snatching jaws. Also blows out a stream of
-+fire that can light a match or inflict 3 points of damage to everyone in close range.
-+
-+Interaction: Not recommended.
-+
-+Use: The characters are given the impossible task of hunting a snark. Whether or not they actually find one, they have
-+grand adventures along the way.
-+
-+Loot: The frabjous joy of catching the impossible, improbable, unimaginable snark.
-+
-+GM intrusion: Everything about the snark is a GM intrusion.
-+
- ### SOUL EATER 5 (15)
-
- A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature
-@@ -37539,6 +36433,49 @@
- roll, the cypher begins to burn with flame, dealing the character 5 points of damage and destroying the cypher in the
- process.
-
-+### SPACE RAT 1 (3)
-+
-+Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G
-+environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long,
-+sport a truly prehensile tail, and can quickly change their shade of their skin to blend in to their surroundings. They
-+can also drop into a state of extreme torpor that allows them to survive stints of vacuum exposure lasting several
-+days.
-+
-+Space rats are vermin, and any spacecraft or space station that hosts a nest must deal with constant issues from the
-+rats burrowing into systems, stealing food and water, and causing systems to break down, even critical ones. They're
-+also vicious when cornered.
-+
-+Motive: Defense, reproduction
-+
-+Environment: Anywhere humans live in space
-+
-+Health: 5
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short; short when climbing or gliding through zero G
-+
-+Modifications: Stealth and perception as level 5
-+
-+Combat: Space rats flee combat unless cornered or one of their burrows is invaded. Then they attack in packs of three or
-+more, and from an ambush if possible. One space rat pack attacks the victim as a level 3 creature inflicting 5 points of
-+damage with claws, while another pack helps the first, or attempts to steal a food item or shiny object from the
-+character being attacked. To resist theft while being attacked on two fronts, a target must succeed on a Speed defense
-+roll hindered by two steps.
-+
-+Interaction: Space rats are slightly more intelligent than their Earth-bound cousins, though true interaction is not
-+possible. On the other hand, sometimes their behavior seems spookily sapient.
-+
-+Use: Space rats assemble crude nests in out-of-the-way supply closets or in hard-to-reach system interiors, but often
-+enough, end up shorting out weapons or life support. Sometimes, they get into the hold and eat anything edible in the
-+cargo.
-+
-+Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests.
-+
-+GM Intrusion: Another rat unexpectedly pops out of panel on the wall or ceiling and screeches so loudly the PC must
-+succeed on an Intellect defense roll hindered by two steps or be dazed until the end of their next turn from the
-+surprise. Dazed creatures are hindered on all tasks.
-+
- ### SPHINX 7 (21)
-
- A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or
-@@ -37634,6 +36571,96 @@
- GM intrusion: The animate statue strikes a character so hard that the victim flies a long distance and lands in a heap,
- possibly dropping gear and weapons along the way.
-
-+### STORM MARINE 4 (12)
-+
-+The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to
-+the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a
-+suite of cybernetic and network-connected drone guns, few things can stand before a storm marine fireteam. Storm marines
-+usually work for nation-states, conglomerates, and similar entities. They mercilessly conduct their mission, even if
-+that mission is to wipe out a rival. Storm marines that question their orders are quickly dispatched by their fellows.
-+
-+Motive: Achieve mission goals
-+
-+Environment: Alone in or in fireteams of three, anywhere nation-states or similar entities have a financial or military
-+interest
-+
-+Health: 15
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 4
-+
-+Movement: Long; flies a long distance each round
-+
-+Modifications: Perception as level 6; attacks as level 5 due to combat targeting neuro-wetware.
-+
-+Combat: Thanks to their battlesuit, a storm marine has many options in combat. They can deploy an electrified blade to
-+attack every foe in immediate range as a single action, or use a long-range heavy energy rifle that inflicts 6 points of
-+damage.
-+
-+A storm marine can deploy two level 3 gun drones that fire energy rays at two different targets up to 800 m (2,600 feet)
-+away, inflicting 6 points of damage. If the drones focus on a single target, a successful hit deals 9 points of damage
-+and moves the target one step down the damage track. The drones can attack only once or twice before returning to their
-+cradles in the storm marine's suit for several rounds to recharge.
-+
-+Interaction: A storm marine might negotiate, but getting one to act against their mission is difficult.
-+
-+Use: A fireteam of storm marines are sent to eliminate the PCs or someone the PCs know on suspicion of being radical
-+elements that need to be dealt with.
-+
-+Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the
-+suit could gain a battlesuit of their own, minus the drones (which fly off or detonate).
-+
-+GM Intrusion: A character targeting a gun drone rather than the storm marine hits the drone, but the drone reacts by
-+darting to the character and exploding, inflicting 6 points of damage to the character and anyone standing within
-+immediate range.
-+
-+### SUPERNAL 5 (15)
-+
-+Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a
-+unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the
-+hierarchy a particular supernal stands among its kind, but for those who do not speak the language of supernals (which
-+is telepathic), the complexity of their social structure is overwhelming. Whether they are agents of some unknown alien
-+civilization or seek their own aims, supernals are mysterious and cryptic. Most fear contact with them, because they
-+have a penchant for stealing away other life forms, who are rarely seen again.
-+
-+Motive: Capture humans and similar life forms, and bring them somewhere unknown.
-+
-+Environment: Almost anywhere
-+
-+Health: 23
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Short; flies a long distance (even through airless vacuum); can teleport to any known location once per ten
-+hours as an action
-+
-+Modifications: All knowledge tasks as level 6; stealth tasks as level 7 while invisible
-+
-+Combat: Supernals usually only enter combat when they wish, because they bide their time in a phased, invisible state.
-+But when one attacks with the touch of its wing, it draws the life force directly out of the target, inflicting 6 points
-+of Speed damage (ignores Armor).
-+
-+A supernal can summon a swarm of tiny machines that resemble regular dragonflies made of golden metal. The swarm either
-+serves as a fashion accessory as they crawl over the supernal's body, or as components in a piece of living art.
-+
-+Supernals regain 1 point of health per round (even in an airless vacuum, which they can survive without issue), unless
-+they've been damaged with psychic attacks. They can teleport to any location they know as an action once every ten
-+hours.
-+
-+Supernals often carry manifest cyphers useful in combat, as well as an artifact.
-+
-+Dragonfly swarm: level 2; flies a long distance each round; eases physical tasks, including attacks or defense
-+
-+Interaction: Although supernals only speak telepathically, peaceful interaction with these creatures is not impossible.
-+It's just very difficult, as they see most other creatures as something to be collected and taken to some undisclosed
-+location, for unknown reasons.
-+
-+Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest
-+cyphers, and possibly an artifact.
-+
-+GM Intrusion: The supernal grabs the character and flies up and away, unless and until the character escapes the grab.
-+
- ### SUPERVILLIANS
-
- People with amazing abilities who use them for evil earn the label of supervillain. This section presents five sample
-@@ -37910,6 +36937,137 @@
- GM intrusion: Just as things seem bleakest for her, Wrath summons a group of assassins waiting in the wings to surround
- the PCs and demand their surrender.
-
-+### SYNTHETIC PERSON 5 (15)
-+
-+Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how
-+they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into
-+"products" that would serve humanity as assistants and companions, but later gained sentience. In other cases, synthetic
-+people are the result of a state-sponsored program to develop war machines or automated assassins that looked like
-+regular people. Another origin for synthetic people is through the design of awakened (and inimical) AIs as part of an
-+effort to kill off all regular biological people. Now they roam their environment looking like anyone else. Some synths
-+try to fit into whatever kind of society they can find. Some may not even know that they are not human. Others are
-+bitter, homicidal, or still retain their programming to kill. Some of these may have even shed some or all of their
-+synthetic skins to reveal the alloyed mechanisms beneath.
-+
-+Motive: Varies
-+
-+Environment: Nearly anywhere, out in plain sight or disguised as a human alone, or in gangs of three to four
-+
-+Health: 24
-+
-+Damage Inflicted: 7 points
-+
-+Armor: 2
-+
-+Movement: Long
-+
-+Modifications: Disguise and one knowledge task as level 6
-+
-+Combat: A punch from a synthetic person can break bones. In addition, some synths (especially of the killer variety) can
-+generate a red-hot plasma sphere once every other round and throw it at a target within long range. The target and all
-+other creatures within immediate range of the target must succeed on a Speed defense task or take 7 points of damage.
-+
-+A synth can take a repair action and regain 10 points of health. A synthetic person at 0 health can't repair itself
-+thusly, but unless the creature is completely dismembered, one may spontaneously reanimate 1d10 hours later with 4
-+points of health.
-+
-+Interaction: Synthetic people that pretend to be (or think that they are) human interact like normal people. But an
-+enraged one or one that's been programmed to kill is unreasoning and fights to the end.
-+
-+Use: A group of refugees who need help turn out to include (or be entirely made up of) synthetic people. Whether or not
-+any of them harbor programs that require that they kill humans is entirely up to the GM.
-+
-+Loot: One or two manifest cyphers could be salvaged from a synth's inactive form.
-+
-+GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
-+
-+### THUNDERING BEHEMOTH 7 (21)
-+
-+When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
-+thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to
-+treelike heights, these fearless predators are powerful and dangerous hunters, even for those armed with advanced or
-+fantastic weaponry. Behemoths use color-changing frills to help them appear like tall trees while they stand in wait for
-+prey, as still as mighty hardwood trunks, until they break cover and spring an ambush. Behemoths can produce
-+extraordinarily loud noises, sometimes simply roaring, but often replicating the stuttering scream of an attacking
-+spacecraft. They use their strange "roars" to confuse, lead astray, and, if possible, stampede prey into killing grounds
-+such as regions of soft sand, off cliff tops, or as often as not, into the waiting mouth of another behemoth.
-+
-+In the sci-fi setting of Numenera, similar creatures are called rumbling dasipelts.
-+
-+Motive: Fresh meat
-+
-+Environment: Forests, alone or in a hunting group (known as a "crash") of two or three
-+
-+Health: 35
-+
-+Damage Inflicted: 9 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Disguise (as trees) as level 8 when unmoving. Deception (sounding as if an attacking spacecraft) as level
-+8. Speed defense as level 3 due to size.
-+
-+Combat: A thundering behemoth can attack a group of creatures (within an immediate area of each other) with a single
-+massive bite. Thanks to its long neck, it can make that attack up to 9 m (30 feet) away. One victim must further succeed
-+on a Might defense task or be caught in the creature's maw, taking 9 additional points of damage each round until it can
-+escape.
-+
-+A thundering behemoth's ability to replicate threatening noises is often used deceptively at a distance, but the
-+creature can use it to stun all targets within immediate range so they lose their next turn on a failed Might defense
-+roll.
-+
-+Interaction: Behemoths have a complex communication system among themselves, using their color-changing frills and
-+modulation of the thunder they produce. They think of humans and most other creatures as food.
-+
-+Use: The sound of fighting spacecraft has repeatedly spooked human colonists on an alien planet, though they have rarely
-+seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to
-+investigate.
-+
-+GM Intrusion: The character avoids being bitten but is batted away by the behemoth'sattack, tumbling a short distance
-+(and taking 5 points of damage).
-+
-+### Tin Woodman 7 (21)
-+
-+Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman's story is a sad one. His beloved axe
-+was enchanted by a wicked witch in order to keep him from his other true love (it's a long story, but suffice it to say
-+that witches who are wicked do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
-+another. A tinsmith kindly replaced Nick's missing body parts (except his heart) with tin prosthetics, but eventually
-+nothing was left of the original human and he became the Tin Woodman.
-+
-+Note that the Tin Woodman will never tell you this story himself, for he has no heart and seeks only revenge: revenge
-+upon the witch who cursed him, upon the tinsmith who did not replace his heart, upon the rain that rusts him. Someday,
-+he will find all the original parts of himself, no matter who they belong to currently, so that he can return to his
-+original form.
-+
-+Motive: Revenge, find his original body parts
-+
-+Environment: Anywhere
-+
-+Health: 21
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 4
-+
-+Movement: Short; immediate if rusted Modifications: Speed defense as level 5 due to rust
-+
-+Combat: Inflicts 7 points of damage with his enchanted axe.
-+
-+Interaction: The Tin Woodman is singularly focused, and cares only about clues that lead to revenge or his original body
-+parts. He does not eat, drink, or sleep, and often comes across as frantic and frenzied.
-+
-+Use: The PCs are hunting the same foe that the Tin Woodman is, and either they join together, or the Tin Woodman tries
-+to prevent them from reaching the foe before he does.
-+
-+Loot: Enchanted axe
-+
-+Enchanted axe (artifact): level 7; inflicts 7 points of damage; can be activated to move a long distance away from the
-+wielder and attack a foe as an action. Depletion: 1 in 1d20 (check each activation)
-+
-+GM intrusion: A character's weapon gets caught in the Tin Woodman's metal body, pulling the weapon out of their hands.
-+
- ### TROLL 6 (18)
-
- A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are
-@@ -37999,6 +37157,45 @@
- GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
- into dangerous terrain.
-
-+### VACUUM FUNGUS 5 (15)
-+
-+Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
-+lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though
-+able to survive in vacuum, the fungus takes on new morphology when sufficient spores find their way into habitable
-+zero-G spaces. Then they fuse together and grow into a bulbous, emerald-hued fruiting body, typically reaching about 1 m
-+(3 feet) in rough diameter, though individuals can grow much larger if not discovered. Sticky and soft to the touch,
-+they are able to grow undetected in the dark corners of cargo holds, in ductworks, hanging from the ceiling of unused
-+crew quarters, and so on.
-+
-+Vacuum fungus may be proof that extra-terrestrial life exists, but that triumph of scientific discovery may seem less
-+important to those who find a clump, because they are incredibly toxic to living creatures.
-+
-+Motive: Reproduction
-+
-+Environment: Anywhere in zero G, as an unreactive ooze in vacuum, or as a fruiting body in atmosphere, alone or in a
-+cluster of three to five
-+
-+Health: 22
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Climbs (adheres) an immediate distance each round
-+
-+Combat: A fruiting body can selectively detonate spore pods along its surface once per round. When a pod detonates,
-+green fluid sprays everywhere within immediate range. Living creatures who fail a Speed defense roll take 6 points of
-+damage from the clinging fluid. An affected target must also succeed on a Might defense roll. On a failure, an affected
-+section of flesh rapidly swells, becoming a bilious green lump, and explodes one round later, having the same effect as
-+a detonating pod.
-+
-+Interaction: No real interaction with vacuum fungus is possible.
-+
-+Use: Scientists are incredibly excited to discover that the strange ooze they've noticed staining the exterior of their
-+research domes is actually a variety of fungal life. They will likely become less excited when they discover the large
-+growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet.
-+
-+GM Intrusion: Striking the vacuum fungus clump causes one of the spore pods to detonate immediately, even though it's
-+out of turn.
-+
- ### VAMPIRE 6 (18)
-
- Vampires are undead creatures, risen from the grave to drink blood. Their very nature and essence are evil and
-@@ -38315,6 +37512,119 @@
- GM intrusion: A PC who moves down one step on the damage track due to damage inflicted by a werewolf must succeed on a
- Might defense roll or be afflicted with the curse of lycanthropy.
-
-+### The West Wind 9 (27)
-+
-+The West Wind has no master, no shackles, no chains. She goes where she will, and woe to those who try to capture or
-+hold her. When she's not blowing through the sky, she takes the shape of a human woman dressed in a sparkling blue
-+tuxedo, her short silver hair pushed back from her face.
-+
-+Not all winds are living creatures. Sometimes the wind is just the wind. But you won't know which is which until you try
-+to talk with it.
-+
-+Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping others
-+
-+Environment: Anywhere she wants to be
-+
-+Health: 40
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Very long
-+
-+Modifications: Speed defense as level 10; sees through and resists trickery, lies, deceit, and intimidation as level 10
-+
-+Combat: Inflicts 6 points of damage to every creature and object she chooses within a very long distance, and knocks
-+them prone.
-+
-+Interaction: Some say the West Wind is cold, but she's really just an introvert and prefers to spend most of her time
-+traveling alone. However, she's actually very warm hearted and is likely to help those in need. She does not respond
-+well to trickery, traps, or attempts to force her hand (unless they're terribly clever or smart, and then she admits
-+grudging respect for the perpetrators).
-+
-+Use: The characters need the West Wind's help to travel somewhere, knock something down, or retrieve something from a
-+hidden place. Someone needs an elegant date to a royal ball or a fairy festival.
-+
-+Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift allies these items, including
-+cyphers, artifacts, and even creatures.
-+
-+GM intrusion: The West Wind lifts a character high in the air and threatens to let them fall.
-+
-+### WHARN INTERCEPTOR 8 (24)
-+
-+Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living
-+battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful
-+(hopefully no more) glide through the depths of space like dormant seeds, seeming for all the galaxy like some strangely
-+whorled asteroid or planetesimal. Who knows how many millennia they passed in this apparently hibernating state? But
-+when that hibernation ends, maybe because some ancient countdown is nearing its end, or because an asteroid miner tried
-+to extract a sample, they open eyes burning with deadly energy, and flex claws of particle-beam fury.
-+
-+Wharn interceptors may be related in some fashion omworwars, so much so that humans sometimes call the latter "wharn
-+cogitators." However, it's impossible that omworwars simply "appropriate" any wharn interceptors they encounter.
-+
-+Motive: Defense
-+
-+Environment: Anywhere floating through the void
-+
-+Health: 53
-+
-+Damage Inflicted: 15 points
-+
-+Armor: 5
-+
-+Movement: Flies a very long distance each round; can maneuver like an autonomous level 5 spacecraft if using extended
-+vehicular combat rules. FTL capable.
-+
-+Modification: Speed defense as level 3 due to size.
-+
-+Combat: Most of the time, wharns are inactive and might look like tumbling rocks. In this state, space voyagers may be
-+able to partly wake one in an attempt to negotiate. However, if a wharn is damaged, or if the passive senses deep in its
-+body wake it for reasons of its own, it becomes aggressive.
-+
-+A wharn's main weapons are its claws, which can extend in an instant, becoming exotic-matter beams able to reach a
-+target up to a light-second away. Unless a target is protected by some kind of force field, the 15 points of damage
-+inflicted ignores Armor. A wharn's eyes can pierce most forms of camouflage, cloaking effects, and cover that is less
-+than about 200 m (650 feet) thick.
-+
-+Interaction: In spite of their ferocious aspect and war-machine heritage, wharn interceptors do not destroy every
-+spacecraft (and void-adapted creature) they come across, or even most. Indeed, sometimes a wharn may attempt to initiate
-+communication via various machine channels. But what comes across are usually nonsense sounds and tones, and sometimes
-+mathematical formulas.
-+
-+Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to
-+destroy the very same object.
-+
-+GM Intrusion: The wharn moves unexpectedly, striking the vehicle the PCs are traveling in, inflicting 8 points of damage
-+to everyone on board.
-+
-+### Wind Children 4 (12)
-+
-+The children of the wind cannot be measured in known numbers, for they are here and there and everywhere. They are not
-+born, so much as borne, by weather patterns, wishes, and wants. Dust devils, gales, and zephyrs are all wind children.
-+
-+Motive: See everything, know everything
-+
-+Environment: Everywhere there is weather, real or magic-made
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Long
-+
-+Combat: Inflicts 4 points of damage with an exhale. Alternatively, can knock a character prone for one round.
-+
-+Interaction: Interacting with wind children is a bit like interacting with a group of mischievous, precocious, and
-+spoiled kids. However, they know many things, having been all over the world, and will often share what they know in
-+exchange for new secrets or knowledge.
-+
-+Use: One of the PCs seeks information about a person, place, or thing. The characters need a surreptitious spy to gather
-+information for them.
-+
-+Loot: Information, secrets, and possibly a cypher or two picked up during their travels.
-+
-+GM intrusion: The wind children grab something precious from one of the characters and start to play a game of "keep
-+away" with it.
-+
- ### WITCH 5 (15)
-
- They studied the old ways at the dark of the moon. They heard the shuffle of unnamed things through the darkling forest,
-@@ -38375,6 +37685,250 @@
- GM intrusion: After a character succeeds on a defense roll against one of the witch's ongoing curse effects, the witch
- immediately tosses a hexbolt at them. If the character is hit, the ongoing curse effect also continues.
-
-+### Witches 5 (15)
-+
-+Witches are complex beings of myriad personalities, desires, and abilities. Sometimes they're the stuff of nightmares,
-+with tales of their exploits keeping children safe in their beds during the darkest hours. Other times they're wise
-+helpers—at least for a little
-+
-+while, or possibly for a price. Often, they're a little of everything, taking on no end of roles throughout their
-+lifetime. They may isolate themselves deep in the dark woods, falsify their way into a royal family, or reside in the
-+middle of town, hiding their identity.
-+
-+But one thing they are, always, is dangerous, for they carry within their hearts and heads knowledge, power, and
-+magic—and a willingness to use all of them when necessary. Motive: Domination of others, power, knowledge, eternal life
-+or beauty, hunger, revenge Environment: Almost anywhere, although most often alone in unique dwellings in the
-+
-+forest, in civilization as healers, or having infiltrated royal families
-+
-+Health: 21
-+
-+Damage Inflicted: 5 points
-+
-+Movement: Short; long if flying
-+
-+Combat: In addition to inflicting damage with their weapon of choice (often a staff or long,
-+
-+curved blade), witches can curse their enemies.
-+
-+They also have a number of spells and abilities at their disposal. These include the
-+
-+Following:
-+
-+Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
-+
-+defense. The familiar could be a large black cat, an owl, a big snake, or some other creature. Killing a witch's
-+familiar is so shocking to a witch that their attacks and Speed defense are hindered for a few days. It's also a way to
-+ensure that the witch never forgives their foe or grants mercy.
-+
-+Glamour: Glamour is an illusion that the witch creates. It may let them look like someone else, appear to be a tree or a
-+bird, or even make them invisible. Seeing through the glamour is a level 8 Intellect task. A failed attempt inflicts 2
-+points of Intellect damage. Once a character sees through the glamour, they cannot unsee it.
-+
-+Heal: The witch touches another creature and heals them for 6 points of damage. Some witches must pull health from
-+another living being in long range in order to use this ability. Pulling health from a living being inflicts 2 points of
-+damage on that being.
-+
-+Imprison: The witch creates a prison within long range and captures a foe inside it as a single action. The prison might
-+be physical (a tower, a cage, a trap, a binding around the body) or mental (they can't move, their muscles are no longer
-+under their control, they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed, or
-+Intellect, depending on the type of imprisonment). If a character is caught, breaking free is a level 5 task (of the
-+appropriate stat).
-+
-+Protect: Places a confinement spell to keep someone from going in or out of a location, building, or room. Those who
-+attempt to pass through the spell but fail take 3 points of Intellect damage and are knocked back. Once the spell
-+activates, it disappears.
-+
-+Revive: This rare and costly ability allows a witch to bring someone back to life, as long as they haven't been dead for
-+more than a year. In order to accomplish this, the witch needs all or part of the body of the dead, a beloved object of
-+the dead's, and the willingness of someone else to take on a curse that results from the magical working (roll on the
-+Curse table to determine the resulting curse). Revive takes ten minutes to cast, and the character returns to life with
-+1 point in all of their Pools.
-+
-+Seduce: Creatures within short range who fail an Intellect defense roll become enamored of the witch. Resisting the
-+witch's persuasion attempts is hindered by two steps until the victim succeeds on an Intellect defense roll; each time
-+they fail to resist the persuasion attempt, the witch's next persuasion attempt is eased by an additional step.
-+
-+Additional abilities: Witches might also have access to the witch abilities in the Cypher System Rulebook. These are
-+charm, hexbolt, shrivel, and vitality. Some witches might have other magical abilities similar to those of enchanters.
-+
-+GM intrusions: The witch's familiar joins the fray, tripping up characters and hindering their actions.
-+
-+Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact or
-+cypher and prepares to use it.
-+
-+#### WITCHES OF THE WORLD
-+
-+Baba Yaga 9 (27)
-+
-+Baba Yaga (sometimes called Frau Trude) lives many lives and has many personalities. She is both one witch and many. She
-+uses her magic to create a new version of herself each time her
-+
-+life takes a new branch, following all of them at once, becoming every version of herself that she might have been.
-+
-+Some versions of Baba Yaga are helpful. Others harmful. Some Baba Yagas live
-+
-+in the woods in a wooden hut that walks around on giant chicken legs, some
-+
-+fly through the sky in a giant mortar and pestle, and some guard any wild spaces that they have deemed important. Some
-+capture and cook young children in a special stove. Some do all of the above.
-+
-+Combat: Baba Yaga can use the following abilities: heal, hexbolt, imprison, protect, revive, shrivel, and vitality.
-+
-+Interaction: It is almost impossible to know which Baba Yaga you have met until you look deep in her eyes (a level 7
-+Intellect task). There, you might see a tiny flame, and in that flame, learn a bit about her life.
-+
-+Use: Baba Yaga has her long, bony fingers in nearly everything that happens. She might be behind the counter at the herb
-+and potion shop, guarding the entrance to a cave full of treasure, or offering her services in breaking (or casting)
-+curses.
-+
-+Loot: 1d6 cyphers, an artifact, and various other odds and ends
-+
-+The Blind Witch 5 (15)
-+
-+The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made of confectionery, which allows
-+her to catch, fatten, and eventually eat any children unlucky enough to get caught in her trap.
-+
-+Modifications: Cooking as level 6, deception and trickery as level 7, seeing through
-+
-+deception and trickery as level 4
-+
-+Combat: She can use the following abilities: charm, protect, and vitality. She is immune to visual effects, including
-+hallucinations.
-+
-+Interaction: The Blind Witch can appear sweet and charming, and might play up her blindness and apparent frailty for
-+sympathy.
-+
-+Use: Characters wandering the woods might come upon a candy house, and woe to them
-+
-+should they take a bite. A rescue mission could lead here.
-+
-+Loot: She usually has at least one magical animal in a cage, along with various children and
-+
-+even adults. Two or three cyphers can be found in her kitchen, along with her magic oven, which bakes children into
-+gingerbread.
-+
-+Dame Gothel 5 (15)
-+
-+Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel cares for one thing above all: her
-+beautiful walled garden, the flowers and vegetables that grow inside it being the envy of all others. Unlike many other
-+witches, she does not harm children and in fact has been known to protect them, at least as long as they are innocent of
-+wrongdoing.
-+
-+Modifications: Gardening and potions as level 6
-+
-+Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
-+
-+Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
-+
-+to those who invade her space in any way, for she has a deep sense of right and wrong and a penchant for revenge upon
-+those who cross her. However, she has been known to help those seeking aid, and is particularly skilled in using what
-+she grows in her garden to aid her magic.
-+
-+Use: The characters need a concoction to heal someone, remove a curse, or help them get pregnant. The characters
-+accidentally trespass on Dame Gothel's space.
-+
-+Loot: Various plants, potions, and cyphers
-+
-+The Sea Witch 6 (18)
-+
-+Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and scheming. She is best known
-+for brewing up life options—for a price. If you want what she's got (and she's got everything), you bring her what she
-+wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .
-+
-+Modifications: Persuasion, intimidation, coercion, and swimming as level 8
-+
-+Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and
-+shrivel.
-+
-+Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she's got on
-+
-+the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house—that's
-+her—always wins.
-+
-+Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
-+
-+small, and the Sea Witch will find a way to put it in their hands and let them walk away
-+
-+thinking they've come out ahead. At least until she comes to collect.
-+
-+Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6
-+cyphers and two artifacts.
-+
-+The Wicked Witch of the West 5 (15)
-+
-+With her three pigtails and diminutive stature, it would be easy to write off the Wicked Witch of the West as a
-+nobody—and many have—but her power lies in the creatures that work for her and in her vast and growing collection of
-+magical footwear.
-+
-+She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give her +2 Armor against water and
-+liquid of all kinds.
-+
-+Modifications: Tasks involving water and the dark as level 3
-+
-+Combat: She carries an umbrella that acts as a heavy weapon, and she can use the following abilities: familiar (pack of
-+wolves, swarm of bees, flock of crows, and an army
-+
-+of flying monkeys), hexbolt, imprison, protect, and shrivel.
-+
-+Interaction: She is volatile in nature and quick to anger. However, she can also be a bit cowardly, and will likely back
-+down in a confrontation (only to send her hordes of magical animals out afterward to do her dirty work).
-+
-+Use: The characters need to find galoshes of fortune and decide to steal a pair from the
-+
-+Wicked Witch of the West. Perhaps they need to make it through the land she presides over and must find a way to get her
-+approval.
-+
-+Loot: Whatever shoes she's wearing (which are very likely an artifact).
-+
-+### Wolf, Big Bad 8 (24)
-+
-+The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
-+immortality, kept alive by the legends that swirl around him, the constant stream of terrorizing tales. Once the stalker
-+of the woods, now he stalks the streets and towns, no longer staying to the shadows, no longer merely hunting girls and
-+grandmothers. As his reputation has grown, so has his appetite. He hungers. He swallows worlds. He will not be
-+contained.
-+
-+Motive: Hunger
-+
-+Environment: Woods, cities, behind you
-+
-+Health: 30
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 1
-+
-+Movement: Long
-+
-+Modifications: Hunting, seeking, and sneaking as level 9
-+
-+Combat: The Wolf 's bite does 8 points of damage. Additionally, he has a variety of abilities that he may use.
-+
-+What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all cloaking abilities,
-+including magical ones.
-+
-+What Big Eyes You Have: Mesmerizes his victims for two rounds, convincing them that he is a friend and that they should
-+do what he suggests.
-+
-+What Big Teeth You Have: Swallows his victim whole, holding them in his belly. It's a level 8 Speed or Might defense
-+task to avoid being eaten whole. Captured characters can attempt to cut themselves free, which requires three successful
-+attacks.
-+
-+Huff and Puff: Exhale creates a wind so strong it can knock over foes, trees, and even houses. Inflicts 6 points of
-+damage to everything within long distance, and knocks most things prone. Once the Wolf uses this ability, he can't use
-+it again for three rounds.
-+
-+Interaction: Despite his constant hunger and his gnawing need to swallow the world, the Wolf makes an interesting ally
-+(provided that he's well fed at the time) for he is smart and cunning, and has myriad tricks for moving through the
-+world.
-+
-+Use: The Big Bad Wolf is a great character to introduce into a modern fairy tale game. Imagine his new iteration as an
-+urban legend, spreading through the internet.
-+
-+GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and
-+that person calls for help from out of the Wolf's mouth.
-+
- ### WORM THAT WALKS 7 (21)
-
- This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the
-@@ -38472,6 +38026,45 @@
-
- GM intrusion: The wraith screams out, summoning 1d6 more wraiths from the afterworld.
-
-+### WRAITH 4 (12)
-+
-+Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy
-+charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing
-+themselves in layers of shroud-like tissue, other times revealing themselves as wispy, elongated things of glowing red
-+plasma. In some settings, wraiths are partners with humans, working in locations where humans would find difficult. In
-+other settings, wraiths went their own way generations earlier, and rediscovering them would be a first contact
-+scenario. Alternatively, wraiths might be a threat to humans, hating humans for having created a species forced to spend
-+its existence in the dark void of space.
-+
-+Motive: Varies with individual or setting
-+
-+Environment: Anywhere in vacuum, though usually with access to some kind of enriched radiation source. Environments with
-+1 G or higher eventually kill wraiths.
-+
-+Health: 15
-+
-+Damage Inflicted: 6 points
-+
-+Movement: Short when flying in zero and low G
-+
-+Modifications: Perception and stealth tasks as level 7
-+
-+Combat: Wraiths can unfold from their concealing shrouds and attack with radioactive limbs for 6 points of Speed damage
-+from ionizing radiation (ignores most Armor), or if available, technological weapons. Some can direct ionizing radiation
-+as long-distance attacks, though doing so costs the wraith 1 point of health. Wraiths are immune to radiation, and
-+attacks using radiation heal a wraith's lost health by the amount of damage the attack would have otherwise afflicted.
-+Gravity of 1 G or greater hinders all wraith actions.
-+
-+Interaction: Wraiths communicate by radio. They react to outsiders as dictated by their place in the setting.
-+
-+Use: A distant space station stops all communication. Investigators are dispatched to find out what happened. Once
-+aboard, they unravel clues that suggest wraiths may have been responsible.
-+
-+Loot: Some wraiths carry valuable items and equipment.
-+
-+GM Intrusion: The attacked character must also succeed on a Might defense, or they take an additional 3 points of
-+ambient damage and contract radiation sickness.
-+
- ### WYVERN 6 (18)
-
- Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan
-@@ -38571,6 +38164,104 @@
-
- GM (group) intrusion: An NPC shrieks, bursts, and births 1d6 juvenile xenoparasites.
-
-+### Yithian 6 (18)
-+
-+The yithians (also known as the Great Race of Yith) were immense wrinkly cones 10 feet (3 m) high, with a head, four
-+limbs, and other organs spreading from the top of their body. They communicated by making noises with their hands and
-+claws, and they moved by gliding their lower surface across a layer of slime, like a slug. Their civilization was
-+destroyed a billion years before the present day, but they transported their minds into new bodies far in the future and
-+may still be encountered observing the past (our present) by telepathically inhabiting human bodies.
-+
-+Motive: Knowledge Environment: Anywhere Health: 22
-+
-+Damage Inflicted: 6 points Armor: 2
-+
-+Movement: Short
-+
-+Modifications: All knowledge as level 8; Intellect defense as level 7; Speed defense as level 5
-+
-+due to size and speed
-+
-+Combat: Although large and hardy, members of the Great Race are ill-suited to physical
-+
-+combat. If they must engage in melee, they use pincer-like claws. They almost always wield artifacts and cyphers,
-+however, which makes them dangerous opponents. Assume that a yithian has one or more of the following abilities arising
-+from advanced technology devices:
-+
-+• Force field that grants them +3 Armor
-+
-+• Mental field that gives them +4 Armor against any mental attack
-+
-+• Ray emitter that inflicts 7 points of damage up to long range
-+
-+• Cloaking field that renders them invisible for up to ten minutes
-+
-+• Stun weapon with short range that makes the target fall unconscious for ten minutes
-+
-+Yithians have the ability to transfer their consciousness backward or forward through time, swapping minds with a
-+creature native to the era they wish to observe. A yithian inhabiting the body of another creature is in complete
-+control of that body. A creature trapped in the body of a yithian must attempt Intellect-based tasks each time it wishes
-+to exert control.
-+
-+For the most part, it is trapped in the yithian's body and is merely along for the ride.
-+
-+It's worth noting that the bodies the yithians use are not their original bodies, but instead the bodies of supremely
-+ancient creatures that they inhabit. The Great Race hails originally from some extraterrestrial world.
-+
-+Interaction: Yithians are not malicious, but they are quite focused and relatively uncaring about other races, such as
-+humans.
-+
-+Use: A yithian projects its mind across the aeons, swapping consciousnesses with the character. While controlling the
-+character's body, the yithian is there mainly to learn and observe, and rarely takes any violent actions.
-+
-+Loot: A yithian encountered in the flesh will have 1d6 manifest cyphers and very likely a technological artifact.
-+
-+GM intrusion:
-+
-+The yithian produces a cypher that has a function that is perfect for its current situation: a teleporter to get away, a
-+protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the
-+character's.
-+
-+### ZERO-POINT PHANTOM 3 (9)
-+
-+Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out
-+of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles,
-+taking the form of a very large, almost spider-like entity of many legs, stalks, and arms. What they're doing when
-+they're not manifest is unknown; are they entombed in nearby solids, phased into another dimension, or do they simply
-+not exist until they are called into being by some random cosmic event? Whatever the case, zero-point phantoms seem to
-+prefer unlit or dimly lit areas in spacecraft and stations far from any planet, when they seem to struggle out of solid
-+surfaces, raising a cloud of shadow.
-+
-+Motive: Hungers for flesh
-+
-+Environment: Anywhere dark
-+
-+Health: 15
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short; short when climbing
-+
-+Modifications: Speed defense as level 4 due to a cloud of shadows surrounding a zero-point phantom
-+
-+Combat: A zero-point phantom attacks with needlelike leg and tentacle tips. A victim that takes damage must succeed on a
-+Might defense task, or become poisoned, the effect of which is to drop them one step on the damage track. The victim
-+must keep fighting off the poison until they succeed or drop three steps on the damage track; however, those who fall to
-+the third step on the damage track from a phantom's poison are not dead. They are paralyzed and can't move for about a
-+minute. If a phantom isn't otherwise occupied, it can grab a paralyzed victim and phase back into non-existence. Most
-+victims phased away in this fashion are never seen again.
-+
-+Zero-point phantoms can stutter in and out of existence on their turn once every few minutes. When they do, they return
-+with full health.
-+
-+Interaction: Zero-point phantoms are about as intelligent as predators like wolves.
-+
-+Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are
-+signs of a struggle, though with what isn't clear,
-+
-+GM (group) Intrusion: Nearby light sources fail. Attacks and defenses against the zero- point phantoms are hindered by
-+two steps for characters unable to see in the dark.
-+
- ### ZOMBIE 3 (9)
-
- Humans transformed into aggressive, hard-to-kill serial killers with no memory of their former existence are called
-@@ -38698,6 +38389,146 @@
- GM intrusion: The character loses their next turn, stunned, after recognizing the assassin to be the same murderer who
- killed someone important to them in the past.
-
-+### Aristocrat 4 (12)
-+
-+Aristocrats are not quite high royalty—they are not kings or queens, nor even princes and princesses—but they are those
-+with money and power enough to wield in dangerous or glorious ways. Knights and barons are typically aristocrats, as are
-+characters like Bluebeard and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect the
-+things that matter to them. Others, of course, prefer to use the darker side of their privileged position.
-+
-+Motive: Money, power, marriage, take who or what they want, protect what they care about Environment: Typically in
-+cities and towns, occasionally off by themselves in large castles and manors
-+
-+Health: 12
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Social engineering, persuasion, intimidation, and lying as level 6
-+
-+Combat: Many aristocrats have had training in combat maneuvers, as is appropriate to their station. Others may wield
-+knives, scalpels, or butcher's tools with precision.
-+
-+Interaction: Interaction with an aristocrat often starts out positive—after all, it is delightful to be in the glow of
-+someone so charming and powerful. For some, the interaction remains positive. A knight is just a knight. For others, a
-+sense of unease begins to settle in after a time, as if there's something not quite right behind the facade.
-+
-+Use: An aristocrat is about to marry and someone is worried about the safety of their future spouse. A knight is
-+outmatched by a dragon or other strong opponent and seeks someone to come to their aid.
-+
-+Loot: Most aristocrats have currency equal to a very expensive item, in addition to fine clothes or medium armor,
-+weapons, and miscellaneous items.
-+
-+GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
-+
-+### Cannibal 3 (9)
-+
-+A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
-+decision was forced by circumstance or made out of some secret, maladaptive urge, cannibals are dangerous because they
-+hide in plain sight, pretending friendship and aid for strangers until their prey lowers their guard. That's when a
-+cannibal strikes. Some cannibals like it raw; others delight in elaborate preparations.
-+
-+Motive: Hungers for human flesh
-+
-+Health: 12
-+
-+Damage Inflicted: 5 points
-+
-+Movement: Short
-+
-+Modifications: Deception, persuasion, intimidation, and tasks related to friendly interaction as level 6
-+
-+Combat: Cannibals use whatever weapon is at hand. They usually don't attack unless they can surprise their prey. When
-+cannibals have surprise, they attack as level 5 creatures and inflict 2 additional points of damage.
-+
-+Interaction: Cannibals seem friendly and charming until they decide you are for dinner. Use: Characters looking for a
-+place to sleep, hide, or stay for the night are invited in by one
-+
-+or more cannibals—perhaps an entire family of them.
-+
-+Loot: A cannibal has currency equivalent to a very expensive item and possibly a cypher.
-+
-+GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
-+on an Intellect defense task or be stunned and lose their next turn.
-+
-+### Child 1 (3)
-+
-+Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
-+more.
-+
-+Motive: Seeking safety, comfort, money, or food; play; bringing joy
-+
-+Environment: With their families, or lost in the world trying to find their way. Sometimes in
-+
-+the employ or care of someone who has found them, stolen them, or otherwise become
-+
-+their guardians, caretakers, or keepers.
-+
-+Health: 3
-+
-+Damage Inflicted: 1 point
-+
-+Movement: Short
-+
-+Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area, people, and activities as level 3
-+
-+Combat: Most children fight only in response to being provoked, threatened, or attacked. They typically use makeshift
-+weapons, such as their fists, a stick, or a toy.
-+
-+Interaction: Children are often smarter, more creative, and more wily than they're given credit for. They may have a lot
-+of knowledge about nearby people, places, and activities that can help the PCs, particularly if there's an exchange of
-+food, money, or other goodies involved.
-+
-+Use: Someone or something is stealing children from the village, and the mayor is offering to pay a large sum to anyone
-+who tracks down the creature and rescues the children. One of the PCs catches a waif stealing from their pack in the
-+night; the child says they've been lost in the woods for days.
-+
-+Loot: Children typically have very little on their person, although they may have a special memento of their family or a
-+close friend.
-+
-+GM intrusions: The child shouts, laughs, or talks too loudly, accidentally drawing the attention of a nearby guard
-+toward a character.
-+
-+Someone mistakenly thinks a character has stolen the child, and attacks them.
-+
-+### Crafter 2 (6)
-+
-+Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
-+aren't particularly agile fighters, they are usually clever and strong, and have a number of familiar tools at their
-+disposal for weapons.
-+
-+Motive: Defense
-+
-+Environment: In their workshops or peddling their trade while traveling
-+
-+Health: 8
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Appropriate craft as level 3
-+
-+Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
-+
-+their work (or to convince you to buy their wares). If they're forced to fight, they will typically use any item they
-+have at hand (such as a rolling pin, butcher's knife, crafting tool, or length of wood).
-+
-+Interaction: Most crafters are happy to talk about their craft or the objects that they've made and have for sale. They
-+take pride in their work, and flattery and attention can go a long way.
-+
-+Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often has obvious long-term
-+benefits, while stealing from them has short-term advantages (and possible long-term disadvantages).
-+
-+Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and materials and anything
-+they've crafted that they're carrying or wearing.
-+
-+GM intrusion: The crafter uses their crafting tool in a way that the character didn't anticipate, putting the character
-+in a disadvantaged position.
-+
- ### CRIME BOSS 3 (9)
-
- A crime boss usually isn't physically powerful but wields power through lies, bribery, and control. Rarely encountered
-@@ -38797,6 +38628,87 @@
- GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
- foes.
-
-+### Huntsman/Woodcutter 2 (6)
-+
-+A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
-+just trying to provide for their family by chopping wood and hunting game.
-+
-+Motive: Follow orders, support their loved ones, protect the innocent
-+
-+Environment: Woods, forests, and other wild lands
-+
-+Health: 8
-+
-+Damage Inflicted: 2 points
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Tracking and pathfinding as level 4
-+
-+Combat: Huntsmen and woodcutters both understand the power of the perfectly aimed
-+
-+shot or swing. They take their time, steady their hand and breath, and hit with precision
-+
-+and force.
-+
-+When they take no action on a turn, their next attack inflicts twice the normal damage. Interaction: Many huntsmen and
-+woodcutters are motivated by a deep need to be loyal,
-+
-+but they're also soft of heart and have a strong moral center. If they're tasked with
-+
-+something they deem unpalatable, they may forgo their promises and go rogue.
-+
-+Use: They are hunting the characters on the orders of a higher authority. They save the PCs
-+
-+from a dangerous foe, then ask for assistance for their own tasks.
-+
-+Loot: In addition to their clothing and mundane weapon, they likely have an expensive
-+
-+token of promise or affection from someone they have helped or who they owe fealty to.
-+
-+GM intrusion: A perfectly timed cut sends a tree down in the direction of the character.
-+
-+### Mad Scientist 4 (12)
-+
-+A mad scientist is someone who delves into areas of science best left unexamined, abandoning ethics and pushing for what
-+can be created without asking if it should be.
-+
-+Motive: Understanding and exploiting reality
-+
-+Environment: Usually in a lab
-+
-+Health: 15
-+
-+Damage Inflicted: 7 points
-+
-+Movement: Short
-+
-+Modifications: Defends as level 6 due to a gadget (or cypher); knowledge of advanced
-+
-+science as level 7
-+
-+Combat: Mad scientists are usually accompanied by security guards, robots, zombies, or
-+
-+some other appropriate creature. A mad scientist can attempt to take command of an enemy's technological device (armor,
-+a weapon, a cypher, a robot, and so on) within short range for up to one minute using a handheld device.
-+
-+Mad scientists usually have access to a long-range energy or high-velocity weapon that inflicts 7 points of damage. They
-+often carry manifest cyphers that increase Armor, confuse opponents' senses, or transform themselves into a form that
-+eases all their actions by two steps.
-+
-+Interaction: Mad scientists are narcissistic and love to monologue about their work. They negotiate but usually are
-+sociopathic and don't care about other people. Some are filled with self-loathing but too far gone to feel they can
-+change.
-+
-+Use: Blackouts and strange noises have been traced to a location found to hold a secret lab where a scientist is
-+creating something amazing and monstrous.
-+
-+Loot: Mad scientists have a few manifest cyphers and possibly an artifact.
-+
-+GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand.
-+
- ### OCCULTIST 5 (15)
-
- Paranormal researchers, cultists, secret practitioners of white magic, and coven members might be occultists. Thanks to
-@@ -38830,6 +38742,77 @@
- in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
- for 3 points of damage.
-
-+### Robber/Thief 4 (12)
-+
-+Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
-+get it any way they can. Some robbers are honorable, stealing only from the rich or the evil. Others will take anything
-+that isn't nailed down or magically protected.
-+
-+Robbers often travel in pairs or small groups of dedicated friends and fellow robbers. Motive: What's yours is mine
-+
-+Environment: Anywhere there's something to be stolen
-+
-+Health: 12
-+
-+Damage Inflicted: 2 points
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level
-+5
-+
-+Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers
-+have a moral code of some sort—it just may not be the code
-+
-+that others abide by. Still, they are willing to listen to reason (and particularly the sound of sliding coins). Robbers
-+are often willing to be hired for jobs that are too difficult for others.
-+
-+Use: Robbers happen upon the place where the characters have made camp, and ask to join them. A group of robbers arrives
-+to steal a thing that the characters are just about to steal themselves.
-+
-+Loot: Depending on whether they've just robbed someone or not, robbers may have anywhere from nothing (other than their
-+weapons and clothing) up to the currency equivalent of a very expensive item.
-+
-+GM intrusion: The robber's arrow manages to hit two foes in a single attack, or the robber shoots two arrows at multiple
-+foes.
-+
-+### Scholar 2 (6)
-+
-+Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically, scholars seek knowledge
-+above all else, and many also are willing to share it with others (sometimes for a price, sometimes just for the joy of
-+sharing knowledge). A scholar's expertise might be general or specific—they may study the world at large or home in on a
-+specific type of magic or fey being, for example.
-+
-+Motive: Find answers, seek knowledge
-+
-+Environment: Schools, libraries, the royal study, laboratories, and anywhere there are sources of information
-+
-+Health: 6
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as level 4
-+
-+Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe's
-+
-+weaknesses (if any) and exploit them in combat. Some scholars might have learned spells or abilities from those they've
-+studied. Others might be examining a useful cypher or artifact, and will use it on their attackers.
-+
-+Interaction: Most scholars are helpful and full of information (whether or not it's useful or true information varies
-+from scholar to scholar). What they don't know, they may be willing to learn or study, if given the proper tools and
-+incentive. However, some scholars are secretive, hoarding their knowledge for their own personal uses.
-+
-+Use: Scholars can be incredible allies, offering clues, hints, and information that can help the characters. However,
-+they may be reclusive and hard to find, hidden away in ancient libraries or secret laboratories.
-+
-+Loot: Most scholars have currency equivalent to a very expensive item and one or two cyphers.
-+
-+GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area.
-+
- ### SECRET AGENT 5 (15)
-
- Secret agents are trained professionals who put their mission before their own well-being, regardless of which
diff --git a/patches/base/018-core-reorg-part-3.patch b/patches/base/018-core-reorg-part-3.patch
deleted file mode 100644
index 59567d6..0000000
--- a/patches/base/018-core-reorg-part-3.patch
+++ /dev/null
@@ -1,32645 +0,0 @@
---- _tmp/ccsrd.md 2025-05-05 12:44:41.501386611 -0500
-+++ _tmp/ccsrd.new.md 2025-05-06 16:19:13.249453972 -0500
-@@ -18227,7 +18227,7 @@
- The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
- fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
-
--### MAGICAL RULES MODULE
-+### FANTASY RULES MODULES
-
- For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
- of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
-@@ -18293,6 +18293,1166 @@
-
- Villager: level 2
-
-+### CRAFTING MAGIC ITEMS
-+
-+Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-+
-+### CRAFTING CYPHERS
-+
-+1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
-+what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
-+System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
-+could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
-+particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
-+its level range, and should always be treated as a level 6 cypher when crafted by a PC.
-+
-+2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
-+exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
-+expensive these materials are, according to the following table.
-+
-+| Cypher Level | Materials Cost |
-+|--------------|--------------------------|
-+| 1 | One inexpensive item |
-+| 2 | Two inexpensive items |
-+| 3 | One moderate item |
-+| 4 | Two moderate items |
-+| 5 | Three moderate items |
-+| 6 | One expensive item |
-+| 7 | Two expensive items |
-+| 8 | Three expensive items |
-+| 9 | One very expensive item |
-+| 10 | Two very expensive items |
-+
-+3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
-+crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
-+in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
-+formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
-+activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
-+skill) to do this sort of crafting; the character cannot attempt the task at all.
-+
-+4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
-+difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
-+they have to spend less time on crafting it. See the table below.
-+
-+For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
-+on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
-+potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
-+and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
-+studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
-+
-+| Assessed Difficulty | Time to Craft |
-+|---------------------|---------------|
-+| 1 | Ten minutes |
-+| 2 | One hour |
-+| 3 | Four hours |
-+| 4 | Nine hours |
-+| 5 | One day |
-+| 6 | Two days |
-+| 7 | One week |
-+| 8 | Three weeks |
-+| 9 | Two months |
-+| 10 | Six months |
-+
-+5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
-+process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
-+crafting task assessed as difficulty 5 requires five subtask successes.
-+
-+The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
-+crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
-+intervals over the course of the full time required to craft the item.
-+
-+> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
-+> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
-+> fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
-+> interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
-+> in a mishap and must be replaced before crafting can continue.
-+>
-+> A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
-+> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
-+> day
-+
-+### ARTIFACT RULES
-+
-+Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
-+When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
-+the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
-+never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
-+recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
-+item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
-+temporarily
-+
-+### CRAFTING ARTIFACTS
-+
-+Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
-+select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-+their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
-+character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
-+handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
-+the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
-+period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
-+telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
-+to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
-+this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
-+the same assessed difficulty
-+
-+### RITUAL MAGIC
-+
-+### TIME
-+
-+Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
-+it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
-+ritual takes from start to finish, once the preparations (if any) are complete.
-+
-+### DIFFICULTY AND SUBTASKS
-+
-+Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
-+a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
-+from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
-+what would make an interesting experience for the players. Instead of having the success or failure of this sort of
-+magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
-+subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
-+a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
-+at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
-+
-+If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
-+time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
-+subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
-+the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
-+assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
-+the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-+
-+### POOL INVESTMENT
-+
-+Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
-+vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
-+could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
-+necessary to prevent a participating PC from dying during the ritual).
-+
-+### ACCELERATED PERFORMANCE
-+
-+The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
-+reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
-+a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
-+time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-+
-+### EXAMPLE RITUALS
-+
-+The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
-+may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
-+might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
-+ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-+
-+### UNDERSTANDING THE EXAMPLES
-+
-+Each ritual is described in the following format.
-+
-+Level: The overall level of the ritual, which determines how many subtasks it has.
-+
-+Time: The preparation time (if any) and performance time.
-+
-+Roles: Things other characters can do to participate and help.
-+
-+Side Effects: Negative consequences for failed rolls or GM intrusions.
-+Reagents: Resources that can help success.
-+
-+Pool: What kind of Pool points the ritual costs.
-+
-+Other Assets: Kinds of abilities that can help success.
-+
-+### BESEECH
-+
-+Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
-+that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
-+makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
-+for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
-+ritual merely gains its attention and gives the characters the opportunity to speak their case.
-+
-+Level: The level of the entity
-+
-+Time: Four hours of preparation, one hour of performance
-+
-+Roles: Chanting, lighting candles, holding gifts/reagents
-+
-+Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
-+entity will consider answering)
-+
-+Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
-+
-+Pool: Might or Intellect
-+
-+Other Assets: Knowledge or control of similar entities
-+
-+Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
-+space to talk in person.
-+
-+### CONJURE THE DEAD
-+
-+Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
-+prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
-+them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
-+the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
-+spirit to obey.
-+
-+Level: The level of the dead spirit
-+
-+Time: Three hours of preparation, one hour of performance
-+
-+Roles: Chanting, holding hands in a circle, manipulating a spirit device
-+
-+Side Effects: Haunting, possession
-+
-+Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
-+
-+Pool: Might or Intellect
-+
-+Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
-+
-+A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
-+accordingly.
-+
-+### CONJURE DEMON
-+
-+Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
-+perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-+about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
-+than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
-+are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
-+it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
-+for the unwanted summoning).
-+
-+Level: The level of the demon
-+
-+Time: Three hours of preparation, one hour of performance
-+
-+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-+
-+Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
-+
-+Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
-+representing anger, destruction, or hatred (according to the desired service)
-+
-+Pool: Might or Intellect
-+
-+Other Assets: Knowledge or control of similar entities, secret name of the demon
-+
-+### CONJURE DEVIL
-+
-+Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
-+perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-+it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
-+km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
-+just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
-+If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
-+interruption).
-+
-+Level: The level of the devil
-+
-+Time: Three hours of preparation, one hour of performance
-+
-+Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
-+
-+Side Effects: Bad smell, curse, infernal mark, possession
-+
-+Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
-+betrayal, deception, or greed (according to the desired service)
-+
-+Pool: Might or Intellect
-+
-+Other Assets: Knowledge or control of similar entities, secret name of the devil
-+
-+### CONJURE ELEMENTAL
-+
-+Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
-+remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-+elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
-+about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
-+its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
-+water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
-+leaves.
-+
-+Level: The level of the elemental
-+
-+Time: Three hours of preparation, one hour of performance
-+
-+Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
-+
-+Side Effects: Damage, weakness toward one kind of attack
-+
-+Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
-+creatures
-+
-+Pool: Might, Speed, or Intellect, depending on the kind of elemental
-+
-+Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
-+
-+Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
-+playing up their strengths are the key to bargaining with them.
-+
-+### CONSECRATION
-+
-+Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
-+very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
-+use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
-+enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
-+area are hindered by two steps.
-+
-+Level: The level of the effects to protect against
-+
-+Time: One hour of preparation, two hours of performance
-+
-+Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
-+other suitable markers)
-+
-+Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
-+
-+Reagents: Silver dust, sacred oil, buried blessed gemstones
-+
-+Pool: Intellect
-+
-+Other Assets: Warding magic, religious knowledge
-+
-+### ENCHANT WEAPON
-+
-+Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
-+next day.
-+
-+Level: 3 or 4
-+
-+Time: Thirty minutes of preparation, one hour of performance
-+
-+Roles: —
-+
-+Side Effects: Weapon attack hindered, higher GM intrusion rate
-+
-+Reagents: Rare oils, gem dust
-+
-+Pool: Speed or Intellect
-+
-+Other Assets: Battle tactics, weapon crafting
-+
-+In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
-+rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-+
-+### ENTOMBMENT
-+
-+Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
-+the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
-+forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
-+vessel.
-+
-+Level: The level of the creature
-+
-+Time: Sixteen hours of preparation, one hour of performance
-+
-+Roles: Chanting, carrying or protecting the vessel
-+
-+Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
-+
-+Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
-+
-+Pool: Intellect
-+
-+Other Assets: Control magic, grappling, imprisoning magic, wards
-+
-+### EXORCISM
-+
-+Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
-+out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-+comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
-+they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
-+fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
-+for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
-+the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
-+
-+Level: The level of the most powerful hostile presence to be exorcised
-+
-+Time: Two hours of preparation, two hours of performance
-+
-+Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
-+incense
-+
-+Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
-+
-+Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
-+
-+Pool: Intellect
-+
-+Other Assets: Warding magic, religious knowledge
-+
-+Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
-+possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-+
-+### FLESH FOR KNOWLEDGE
-+
-+Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
-+permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
-+they see fit). The character experiences painful hallucinations that give them insight and understanding. They
-+immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
-+advancement).
-+
-+Level: Twice the tier of the ability the character wishes to learn
-+
-+Time: One hour of preparation, one hour of performance
-+
-+Roles: Chanting, restraining the subject of the ritual
-+
-+Side Effects: Lasting damage, permanent damage, scarring
-+
-+Reagents: Silver knife, silver vessel
-+
-+Pool: See above
-+
-+Other Assets: Pain tolerance, surgery
-+
-+Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
-+reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
-+points gained through recovery rolls by 2.
-+
-+### PURIFICATION
-+
-+Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
-+or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
-+creature or object, which is then discarded or safely destroyed.
-+
-+Level: The level of the affliction or effect to remove
-+
-+Time: One hour of preparation, two hours of performance
-+
-+Roles: Applying reagents, chanting
-+
-+Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
-+
-+Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
-+the target, scapegoat, silver dust
-+
-+Pool: Might
-+
-+Other Assets: Healing magic, resistance to the target's affliction
-+
-+### RESURRECTION
-+
-+Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
-+completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-+anything that happened after they died.
-+
-+Level: The level of the deceased (at least tier 6 if a PC)
-+
-+Time: Five hours of preparation, two hours of performance
-+
-+Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
-+
-+Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
-+damage
-+
-+Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
-+items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
-+
-+Pool: Might or Intellect
-+
-+Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
-+spirit knowledge, secret name of the deceased
-+
-+A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
-+impaired state on the damage track instead of hale, requiring further rest or healing.
-+
-+### SACRIFICIAL RITE
-+
-+A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
-+the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-+the final destination for the soul (such as placing it in a sword to create a magic item).
-+
-+Level: The level of the creature (at least tier 6 if a PC)
-+
-+Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
-+restraining the creature, slaying the creature
-+
-+Side Effects: Creature rages or escapes, damage, dying curse, haunting
-+
-+Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
-+high as the creature's level)
-+
-+Pool: Might or Intellect
-+
-+Other Assets: Death spells, instant-kill abilities, soul manipulation
-+
-+### MAGICAL TECHNOLOGY
-+
-+To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
-+regular (nonmagical) items.
-+
-+### MAGIC PLUS TECHNOLOGY
-+
-+Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
-+certainly be manifest cyphers or artifacts. Here's an example cypher:
-+
-+### FROZEN TIMEPIECE
-+
-+Level: 1d6 + 2
-+
-+Effect: Creates or transforms into a pocketwatch that seems to be made of ice. Upon activation of the cypher, the user
-+can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
-+else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
-+wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
-+
-+And here's an example artifact:
-+
-+### TRUTH BINOCULARS
-+
-+Level: 1d6 + 2
-+
-+Form: Pair of binoculars with a large runic symbol on them
-+
-+Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
-+through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
-+binoculars.
-+
-+Depletion: 1–2 in 1d100 (check each use)
-+
-+To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
-+you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
-+very different.
-+
-+### TECHNOLOGY THAT INTERACTS WITH MAGIC
-+
-+In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
-+interact and cope with it. Technological devices that are not magical but deal with magic could include:
-+
-+Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
-+magical, it does not function again.
-+
-+Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
-+suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
-+physical damage, the suit rips and no longer functions until it is repaired and resealed.
-+
-+Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
-+signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
-+impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-+
-+### MAGIC THAT INTERACTS WITH TECHNOLOGY
-+
-+In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
-+blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-+
-+### FINDING PRYING EYES
-+
-+Level: 1d6 + 3
-+
-+Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
-+source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
-+this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
-+the location of the listener.
-+
-+### POWER DEVICE
-+
-+Level: 1d6 + 2
-+
-+Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
-+powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
-+flashlight, the battery is fully charged.
-+
-+### SCREEN CONTROL
-+
-+Level: 1d6 + 2
-+
-+Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
-+whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
-+and colors.
-+
-+Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
-+though the technology involved might not have any common principles
-+
-+### MIND CONTROL
-+
-+From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
-+takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-+such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
-+afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
-+magic or on a case-by-case basis.
-+
-+- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
-+ aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
-+ that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
-+ their reasons for those actions.
-+
-+- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
-+ that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
-+ being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
-+ the events but may not realize that someone else was controlling them.
-+
-+- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
-+ small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
-+ means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
-+ and body autonomy were violated.
-+
-+One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
-+For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
-+still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
-+character can be given a specific command, and until they comply with that command their other actions are hindered by
-+one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
-+additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
-+control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
-+have no XP to spend).
-+
-+A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
-+For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-+
-+### MYSTICAL MARTIAL ARTS
-+
-+If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
-+portray the kinds of things characters in such stories can accomplish.
-+
-+- Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
-+ speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
-+ purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
-+ run across water.
-+
-+- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
-+ and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
-+ weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
-+ entirely ignorant of weapons or close combat.
-+
-+- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
-+ attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
-+ is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
-+ with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
-+ and so on.
-+
-+- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
-+ material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
-+ little effort, and true warriors can shatter stones with their blows.
-+
-+- Wounds heal faster. Everyone gains +1 to all recovery rolls.
-+
-+- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
-+ in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
-+ techniques (such as dianxue) but probably mostly from neili.
-+
-+> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
-+> building up and cultivating the energy known as qi and using it for supernatural effects.
-+
-+### POSSESSION
-+
-+Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
-+person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-+attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
-+damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
-+disappears into the character.
-+
-+The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
-+possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
-+to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
-+creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
-+actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
-+while in someone else's body).
-+
-+While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
-+will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
-+controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
-+usually work normally
-+
-+A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
-+hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
-+demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
-+has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
-+defense roll to eject the demon.
-+
-+Possession is like mind control in that it takes away a player's ability to control their character, and that can make
-+some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-+
-+### SECRET AND TRUE NAMES
-+
-+Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
-+including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
-+defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
-+enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
-+learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
-+informed opponent has some kind of advantage against them and deduce that their secret name is involved.
-+
-+Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
-+the Uncover a Secret character arc to do so.
-+
-+### WISHES
-+
-+Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
-+them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
-+do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
-+isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
-+wording that can't be twisted).
-+
-+Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
-+shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
-+create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
-+level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
-+result downward until it's appropriate for the creature's power.
-+
-+Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
-+itself—at least not without some investment of time and other resources, like a character using XP to acquire an
-+artifact.
-+
-+### AWARDING TREASURE
-+
-+It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-+
-+### GOLD
-+
-+The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
-+characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
-+a typical fantasy campaign, the characters should become wealthier as they advance.
-+
-+### MANIFEST CYPHERS
-+
-+The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
-+can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
-+might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
-+premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
-+key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
-+
-+The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
-+of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
-+NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
-+useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
-+are generally considered to be about the same value, although local biases and NPC interests may affect their
-+willingness to trade certain items despite or because of a level disparity
-+
-+### ARTIFACTS
-+
-+Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
-+not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
-+artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
-+new artifacts or replace the ones that deplete.
-+
-+In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
-+what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
-+expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
-+could be worth about the same as an exorbitant item.
-+
-+### DUNGEONS, CASTLES, AND KEEPS
-+
-+This section describes several kinds of common physical features and their game stats. Any of these levels can be
-+adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
-+reinforced by magic so its level is higher, and so on.
-+
-+### WALLS
-+
-+Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
-+by a creature). Anything describing walls in this section also applies to ceilings and floors.
-+
-+- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
-+ blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
-+ Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
-+ paper wall, and a cloth wall is probably level 2.
-+
-+- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
-+ partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
-+ be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
-+ weapons (attacks are hindered).
-+
-+- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
-+ them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
-+ cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
-+ suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
-+ built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
-+ resistant to bashing and slashing weapons (attacks are hindered).
-+
-+- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-+
-+### DOORS
-+
-+Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
-+their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-+the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
-+
-+- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
-+ keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
-+ planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
-+ (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
-+
-+- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
-+ shop.
-+
-+- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
-+ especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
-+
-+- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
-+ center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
-+ piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
-+
-+- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
-+ king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
-+
-+- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
-+ archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
-+ its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
-+
-+- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
-+ necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-+ lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-+
-+### TRAPS
-+
-+One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-+
-+### TRIGGERING TRAPS
-+
-+Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
-+Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
-+activates.
-+
-+### FINDING TRAPS
-+
-+Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
-+presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-+dangers are present.
-+
-+Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
-+before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
-+traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
-+stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
-+anywhere (which means time-based special abilities and cyphers will run out sooner).
-+
-+Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
-+Active searching takes about one round for each immediate area searched. Rather than having the players make separate
-+rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
-+trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
-+they've resolved the first trap.
-+
-+### DISABLING, DAMAGING, AND BYPASSING TRAPS
-+
-+A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
-+same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
-+and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
-+or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
-+sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
-+with special abilities.
-+
-+Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
-+triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
-+hindered by two steps
-+
-+Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
-+character, and the trap's attack is eased because the character placed themselves in harm's way
-+
-+Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
-+hindered by two additional steps).
-+
-+### UNDERSTANDING THE LISTINGS
-+
-+The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
-+standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
-+from the listing.
-+
-+Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
-+reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
-+(always three times the trap's level).
-+
-+Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
-+it has a limited number of uses, and so on.
-+
-+Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
-+attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
-+if it's the normal amount for a trap of its level.
-+
-+Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
-+trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
-+15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
-+stealth (how hard or easy it is to notice the trap).
-+
-+GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
-+possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-+
-+### COMMON TRAP POISONS
-+
-+- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
-+ and one hour.
-+
-+- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
-+ ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
-+
-+- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
-+
-+- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
-+ poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
-+ are ten minutes, one hour, and ten hours.
-+
-+- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
-+ roll.
-+
-+- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
-+ passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
-+ ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
-+ defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
-+ every round.
-+
-+- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
-+ leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
-+ minutes, one hour, and ten hours.
-+
-+- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
-+ hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
-+ time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
-+ then making them groggy for an hour, even if they're awakened early).
-+
-+### ARROW 4 (12)
-+
-+Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
-+hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
-+for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
-+triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
-+releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
-+
-+Damage Inflicted: 4 points
-+
-+Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
-+
-+GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
-+or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-+
-+### CRUSHING WALL 6 (18)
-+
-+A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
-+could be built in its place).
-+
-+A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
-+falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
-+so that triggering the trap makes the area impassible.
-+
-+ A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
-+Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
-+difficult terrain.
-+
-+Damage Inflicted: 6 points (ignores Armor)
-+
-+GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
-+can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
-+and can now reach the characters.
-+
-+### DISINTEGRATION 7 (21)
-+
-+A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
-+any object destroyed by it) turns to dust.
-+
-+Damage Inflicted: 15 points
-+
-+GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
-+ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-+
-+### EXPLOSIVE GLYPH 4 (12)
-+
-+A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
-+acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
-+unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
-+electrified salt water, or a gout of burning oil.
-+
-+Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
-+they make their defense roll.
-+
-+Modifications: Stealth as level 5
-+
-+GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
-+character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
-+curse is removed.
-+
-+### FLOODING ROOM 4 (12)
-+
-+Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
-+creatures in it begin to drown.
-+
-+A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
-+or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
-+starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
-+track.)
-+
-+Damage Inflicted: None until drowning starts
-+
-+Modifications: Defends as level 7
-+
-+GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
-+fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-+
-+### MANGLER 3 (9)
-+
-+A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
-+hindering all actions requiring that hand by one or two steps.
-+
-+A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
-+trapdoor, reducing their movement speed by half.
-+
-+ Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
-+character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
-+lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
-+instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
-+have a glue pot stuck on their hand or foot.
-+
-+Damage Inflicted: 3 points, plus lasting damage
-+
-+Modifications: Stealth as level 4
-+
-+GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
-+fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
-+poison.
-+
-+### NET 3 (9)
-+
-+A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
-+traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-+
-+A variant of this trap is a snare made of sturdy cord or wire.
-+
-+Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
-+roll to break or escape the net)
-+
-+Modifications: Attacks as level 5, defends as level 2
-+
-+GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
-+net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
-+round.
-+
-+### PIT 4 (12)
-+
-+A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
-+multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
-+areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
-+debris.
-+
-+A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
-+enough weight reaches the middle section.
-+
-+Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
-+
-+GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
-+closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
-+hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
-+it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
-+damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
-+falls in.
-+
-+### POISON GAS 3 (9)
-+
-+The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
-+harm, it is likely that the character won't realize at first that they've sprung a trap.
-+
-+A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
-+torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
-+
-+A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
-+creatures.
-+
-+Damage Inflicted: As poison
-+
-+Modifications: Stealth as level 5
-+
-+GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
-+exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
-+companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-+
-+### POISON NEEDLE 5 (15)
-+
-+A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
-+mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-+
-+Damage Inflicted: 1 point (plus poison)
-+
-+Modifications: Stealth as level 6
-+
-+GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
-+releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
-+instead of a poisoned needle, affecting all nearby characters.
-+
-+### PORTCULLIS 5 (15)
-+
-+An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
-+creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-+hindered. Otherwise, it is even chances what side they end up on.
-+
-+A variant of this trap is a solid wall. A magical variant is a force field.
-+
-+Damage Inflicted: 5 points
-+
-+GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
-+portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
-+object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
-+enemies to make ranged attacks on the trapped character.
-+
-+### ROLLING BOULDER 6 (12)
-+
-+A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
-+the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-+
-+A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
-+times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
-+becomes an obstacle.
-+
-+Damage Inflicted: 6 points
-+
-+Modifications: Defends as level 7
-+
-+GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
-+location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
-+is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
-+which jump out as it moves and attack nearby creatures.
-+
-+### SLICING BLADE 5 (15)
-+
-+A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
-+(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
-+the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
-+nearby that allows a creature to reset it manually.
-+
-+Damage Inflicted: 5 points
-+
-+Modifications: Attacks as level 6
-+
-+GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
-+blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
-+the initial attack until it is healed.
-+
-+### SLIDING STAIR 4 (12)
-+
-+A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
-+near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-+resets after a minute or has a manual reset lever at the top or bottom of the stairs.
-+
-+Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
-+
-+GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
-+between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
-+the stairs after the sliding character, inflicting an additional 3 points of damage.
-+
-+### SNAKE PIT 4 (12)
-+
-+The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
-+immediately attack the character and perhaps others in the area.
-+
-+Damage Inflicted: As per the swarm of snakes
-+
-+GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
-+Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-+
-+### SPEAR 4 (12)
-+
-+The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
-+version of an arrow trap, and the same suggestions for that trap apply to this one.)
-+
-+Damage Inflicted: 6 points
-+
-+Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
-+
-+GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
-+of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
-+falling block or an electrical shock
-+
-+### TELEPORTER 6 (18)
-+
-+The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
-+oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
-+usually reserved for trapping creatures for interrogation.
-+
-+Damage Inflicted: None
-+
-+GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
-+(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
-+shark tank, or a boulder in a lava lake.
-+
- ### ADDITIONAL FANTASY EQUIPMENT
-
- In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
-@@ -18406,6 +19566,16 @@
- | Other Items | Notes |
- | Sailing ship (small) | |
-
-+### STARTING GOLD PIECES FOR CHARACTERS
-+
-+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-+
-+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
-+
-+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
-+
-+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-+
- ### MEDIEVAL FANTASY EQUIPMENT
-
- | Category | GP Value |
-@@ -18416,6 +19586,479 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
-+#### FANTASY ARMOR DESCRIPTIONS
-+
-+You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
-+Speed Effort cost of the worst one).
-+
-+Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
-+giant lizard or rhinoceros.
-+
-+Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
-+movement than full plate at the cost of some protection.
-+
-+Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
-+
-+Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
-+
-+Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
-+mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
-+Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
-+dwarven smiths know how to make it).
-+
-+Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
-+mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
-+(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
-+elven smiths know how to make it).
-+
-+Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
-+joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
-+
-+Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
-+fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
-+but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
-+kinds of armor.
-+
-+Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
-+armor, but easier to make, especially by resource-poor crafters.
-+
-+Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
-+your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
-+Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
-+concept.
-+
-+Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
-+called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
-+against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
-+doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
-+
-+Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
-+mail."
-+
-+Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
-+System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
-+
-+| Light Armor | Armor | Speed Effort Additional Cost | Price |
-+|---------------------|-----------|------------------------------|----------|
-+| Heavy cloth | 1\* | 0 | 3 gp |
-+| Hides and furs | 1 | 1 | 10 gp |
-+| Leather jerkin | 1 | 1 | 10 gp |
-+| Padded | 1\* | 0 | 5 gp |
-+| Medium Armor | Armor | Speed Effort Additional Cost | Price |
-+| Beastskin | 2 | 2 | 10 gp |
-+| Breastplate | 2 | 2 | 400 gp |
-+| Brigandine | 2 | 2 | 200 gp |
-+| Chainmail | 2 | 2 | 75 gp |
-+| Dwarven breastplate | 2 | 1 | 8,000 gp |
-+| Elven chainmail | 2 | 0 | 8,000 gp |
-+| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
-+| Full plate | 3 | 0 | 1,500 gp |
-+| Scale | 3 | 0 | 50 gp |
-+| Shield | asset\*\* | | 10 gp |
-+
-+\* Only against piercing and slashing attacks
-+
-+\*\* Using a shield provides the wearer with an asset on Speed defense tasks
-+
-+If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
-+and padded armor should provide no Armor at all.
-+
-+#### FANTASY WEAPONS DESCRIPTIONS
-+
-+Battleaxe: A wooden pole with a blade on one end.
-+
-+Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
-+
-+Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
-+it.
-+
-+Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
-+
-+Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
-+
-+Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
-+crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
-+reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
-+
-+Dagger: A very short blade for stabbing or slicing.
-+
-+Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
-+
-+Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
-+
-+Greatsword: A two-handed version of the broadsword.
-+
-+Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
-+sledgehammer).
-+
-+Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
-+You need two hands to load it.
-+
-+Handaxe: A light, one-handed axe that's good for melee or throwing.
-+
-+Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
-+reload.
-+
-+Heavy mace: A larger, two-handed version of a mace.
-+
-+Javelin: A light spear that's designed to be thrown.
-+
-+Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
-+fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
-+that's spherical, flanged, or knobbed.
-+
-+Maul: A larger version of the hammer, such as a sledgehammer.
-+
-+Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
-+You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
-+of their physical actions are hindered until they take an action to remove it.
-+
-+Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
-+
-+Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
-+pulling an opponent from their mount.
-+
-+Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
-+
-+Rapier: A light sword with a thin blade used for stabbing and slashing.
-+
-+Scimitar: A medium-length sword with a strongly curved blade.
-+
-+Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
-+as a weapon.
-+
-+Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
-+cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
-+to load it. Action to reload.
-+
-+Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
-+
-+Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
-+
-+Trident: A three-pronged spear, often used for spear fishing.
-+
-+Unarmed: A typical punch, kick, or other weaponless attack.
-+
-+Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
-+
-+| Light Weapons (2 points of damage) | Price | Notes |
-+|-------------------------------------|---------|---------------------------------|
-+| Blowgun | 5 gp | Short range |
-+| Blowgun darts (20) | 1 gp | |
-+| Dagger | 2 gp | Can be thrown up to short range |
-+| Hand crossbow | 75 gp | Short range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Handaxe | 5 gp | Can be thrown up to short range |
-+| Net | 1 gp | Can be thrown up to short range |
-+| Rapier | 25 gp | |
-+| Sickle | 1 gp | Short range |
-+| Sling | 1 sp | Short range |
-+| Sling bullets (20) | 5 cp | |
-+| Throwing dart | 5 cp | Short range |
-+| Unarmed (punch, kick, etc) | – | |
-+| Whip | 2 gp | |
-+| Medium Weapons (4 points of damage) | Price | Notes |
-+| Battleaxe | 10 gp | |
-+| Bow | 30 gp | Long range |
-+| Arrows (20) | 1 gp | |
-+| Broadsword | 15 gp | |
-+| Club | 1 sp | |
-+| Crank crossbow | 250 gp | Long range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Light crossbow | 25 gp | Long range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Flail | 10 gp | |
-+| Hammer | 15 gp | |
-+| Javelin | 5 sp | Can be thrown up to long range |
-+| Mace | 10 gp | |
-+| Pick | 10 gp | |
-+| Polearm | 10 gp | |
-+| Quarterstaff | 2 sp | |
-+| Scimitar | 25 gp | |
-+| Spear | 1 gp | Can be thrown up to long range |
-+| Trident | 5 gp | |
-+| Heavy Weapons (6 points of damage) | Price | Notes |
-+| Greataxe | 30 gp | |
-+| Greatsword | 50 gp | |
-+| Heavy crossbow | 50 gp | Long range |
-+| Crossbow bolts (20) | 1 gp | |
-+| Heavy mace | 15 gp | |
-+| Maul | 10 gp | |
-+
-+### RANDOM WEAPON TABLE
-+
-+If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
-+
-+| d100 | Weapon |
-+|--------|----------------|
-+| 01-06 | Battleaxe |
-+| 07 | Blowgun |
-+| 08-13 | Bow |
-+| 14-20 | Broadsword |
-+| 21-23 | Club |
-+| 24 | Crank crossbow |
-+| 25-31 | Dagger |
-+| 32-34 | Flail |
-+| 35-36 | Greataxe |
-+| 37-42 | Greatsword |
-+| 43-48 | Hammer |
-+| 49 | Hand crossbow |
-+| 50-55 | Handaxe |
-+| 56-59 | Heavy crossbow |
-+| 60-61 | Heavy mace |
-+| 62-63 | Javelin |
-+| 64-67 | Light crossbow |
-+| 68-71 | Mace |
-+| 72-74 | Maul |
-+| 75 | Net |
-+| 76 | Pick |
-+| 77-79 | Polearm |
-+| 80-81 | Quarterstaff |
-+| 82-84 | Rapier |
-+| 85-87 | Scimitar |
-+| 88 | Sickle |
-+| 89-91 | Sling |
-+| 92-96 | Spear |
-+| 97 | Throwing dart |
-+| 98-99 | Trident |
-+| 00 | Whip |
-+
-+> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
-+> with.
-+
-+### Adventuring equipment DESCRIPTIONS
-+
-+Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
-+If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-+
-+Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
-+clothes, boots, and three torches.
-+
-+Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
-+Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
-+
-+Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
-+grants an asset for identifying potion cyphers and similar mysterious liquids.
-+
-+Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
-+
-+Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
-+string, 3 feet (1 m) of metal wire, and a handful of nails.
-+
-+Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
-+
-+Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
-+on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
-+assumes the character has already read the book and is looking for relevant information).
-+
-+Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
-+covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
-+were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
-+Speed defense roll or take 2 points of Speed damage (ignores Armor).
-+
-+Candle: A candle burns for one hour and creates dim light in an immediate area.
-+
-+Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
-+
-+Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
-+
-+Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
-+an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
-+
-+Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
-+parts are reusable, but the kit runs out after about five uses.
-+
-+Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
-+creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
-+hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
-+
-+Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
-+lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
-+four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
-+
-+Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
-+traps.
-+
-+Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
-+common set of manacles is level 5.
-+
-+Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
-+with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
-+surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
-+terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
-+roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
-+of fire damage (ignores Armor) on anyone in or moving through the area.
-+
-+Signal horn: This horn can be heard up to a mile away.
-+
-+Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
-+
-+Tent: This has enough room for two humans or three smaller people.
-+
-+Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
-+light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
-+hit something
-+
-+| Item | Price |
-+|------------------------------|-----------|
-+| Acid (flask) | 25 gp |
-+| Adventuring pack | 6 gp |
-+| Alchemist fire (flask) | 50 gp |
-+| Alchemist tools | 50 go |
-+| Backpack | 2 gp |
-+| Bag of heavy tools | 25 gp |
-+| Bag of light tools | 10 gp |
-+| Battering arm | 10 gp |
-+| Bedroll | 1 gp |
-+| Book | 25 gp |
-+| Caltrops, bag | 1 gp |
-+| Candle | 1 sp |
-+| Climbing kit | 25 gp |
-+| Crowbar | 2 gp |
-+| Disguising kit | 25 gp |
-+| Grappling hook | 2 gp |
-+| Healing kit | 5 gp |
-+| Hourglass | 25 gp |
-+| Ink (flask) | 10 gp |
-+| Ink pen | 2 cp |
-+| Iron spikes (10) | 1 gp |
-+| Ladder (10 ft/3m) | 1 sp |
-+| Lamp | 5 sp |
-+| Lantern | 5 gp |
-+| Lockpicks | 25 gp |
-+| Manacles | 2 gp |
-+| Mirror | 5gp |
-+| Musical instrument | 2-50 gp |
-+| Oil (flask) | 1 cp |
-+| Piton | 5 cp |
-+| Pole, wooden | 5 cp |
-+| Pouch or other small rations | 5 sp |
-+| Rations (1 day) | 5 sp |
-+| Rope (50 ft./15m) | 1 gp |
-+| Sack | 1 cp |
-+| Signal horn | 2 gp |
-+| Spyglass | 1,0000 gp |
-+| Tent | 2 gp |
-+| Torch | 1 cp |
-+| Waterskin | 2 sp |
-+
-+### Miscellaneous Items and Services
-+
-+Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
-+lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
-+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
-+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
-+probably a feast for a crowd, with the finest foods and drink available.
-+
-+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
-+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
-+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
-+personal services (such as massages and grooming) included.
-+
-+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
-+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
-+clothing (and jewelry) when they go to their elite galas.
-+
-+Other sorts of miscellaneous items can be found in the Genre chapter.
-+
-+Fantasy clothing descriptions
-+
-+Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
-+shoes, and underclothes.
-+
-+Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
-+an apron and a belt for holding tools.
-+
-+Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
-+styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
-+breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
-+
-+Cold-weather outfit: A heavier set of clothing for protection against cold weather.
-+
-+Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
-+bard, juggler, or acrobat.
-+
-+Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
-+various activities and environments.
-+
-+Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
-+meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
-+times as much.
-+
-+Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
-+blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
-+
-+Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
-+headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
-+
-+Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
-+hood.
-+
-+Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
-+interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
-+representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
-+mystical aspects of wizard clothing.
-+
-+| Item | Price |
-+|-----------------------|-------|
-+| Artisan's outfit | 2 gp |
-+| Ascetic's outfit | 1 gp |
-+| Cold-weather outfit | 6 gp |
-+| Entertainer's costume | 3 gp |
-+| Explorer's outfit | 8 gp |
-+| Fancy outfit | 25 gp |
-+| Peasant's outfit | 1 sp |
-+| Priestly vestments | 5 gp |
-+| Traveler's outfit | 2 gp |
-+| Wizard's outfit | 5 gp |
-+
-+### ANIMALS AND GEAR DESCRIPTIONS
-+
-+Draft horse: A strong horse able to carry or pull heavy loads.
-+
-+Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
-+intruders than it is for accompanying adventurers into dangerous locations.
-+
-+Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
-+as a mount for a smaller-than-human creature such as a dwarf or halfling.
-+
-+Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
-+combat.
-+
-+Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
-+such as a chariot.
-+
-+### ANIMALS AND GEAR
-+
-+| Item | Price |
-+|--------------|------------|
-+| Draft horse | 50 gp |
-+| Guard dog | 25 gp |
-+| Pony | 30 gp |
-+| Riding horse | 75 gp |
-+| Saddle | 10 gp |
-+| Warehouse | 300-500 gp |
-+
-+### FOOD AND LODGING
-+
-+| Item | Price |
-+|----------------------|-------|
-+| Ale, gallon | 2 sp |
-+| Ale, mug | 4 cp |
-+| Banquet (1 person) | 10 gp |
-+| Bread, loaf | 2 cp |
-+| Inn stay (per night) | |
-+| Good | 8 sp |
-+| Common | 5 sp |
-+| Poor | 1 sp |
-+| Meals (per day) | |
-+| Good | 5 sp |
-+| Common | 3 sp |
-+| Poor | 6 cp |
-+| Meat (one serving) | 3 sp |
-+| Wine (bottle) | 10 gp |
-+| Wine (pitcher) | 2 sp |
-+
- ### FANTASY CYPHERS
-
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
-@@ -18703,6 +20346,115 @@
- swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
- template for GMs to follow. Those running a fantasy campaign will likely want to create many magic artifacts.
-
-+If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
-+be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
-+there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
-+collect all of the legendary items carried by a famous hero.
-+
-+The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
-+tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
-+major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
-+minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
-+table.
-+
-+### MINOR FANTASY ARTIFACTS TABLE
-+
-+| 01-02 | Adamantine rope |
-+|-------|-------------------------|
-+| 03-06 | Alchemist bag |
-+| 07-09 | Armored cloth |
-+| 10-15 | Belt of strength |
-+| 16-18 | Bounding boots |
-+| 19-21 | Cat's eye spectacles |
-+| 22-24 | Cloak of elfkind |
-+| 25-26 | Coil of endless rope |
-+| 27-28 | Crown of the mind |
-+| 34 | Crystal ball |
-+| 35-37 | Deflecting shield |
-+| 38-40 | Elfblade |
-+| 41-43 | Enchanted armor |
-+| 44-49 | Exploding arrow |
-+| 50-55 | Gloves of agility |
-+| 56-58 | Gruelmake |
-+| 59-60 | Helm of water breathing |
-+| 61-66 | Mastercraft armor |
-+| 67-72 | Mastercraft weapon |
-+| 73-75 | Mindshield helment |
-+| 76-77 | Pack of storage |
-+| 78-79 | Poisoner's touch |
-+| 80-85 | Protection amulet |
-+| 86-87 | Shield of two skies |
-+| 88-92 | Skill ring |
-+| 93 | Soulflaying weapon\* |
-+| 94-96 | Sovereign key |
-+| 97-98 | Tunneling gauntlets |
-+| 99 | Vorpal sword |
-+| 00 | Whisperer in the ether |
-+
-+### MAJOR FANTASY ARTIFACTS TABLE
-+
-+| 01-03 | Angelic ward\* |
-+|-------|-------------------------------------------------|
-+| 04 | Book of all spells |
-+| 05 | Cloak of Balakar |
-+| 06-07 | Crown of eyes |
-+| 08 | Death's scythe |
-+| 09-10 | Demonflesh |
-+| 11 | Demonic rune blade |
-+| 12-15 | Dragontongue weapon |
-+| 16-18 | Dragontooth soldiers |
-+| 19-20 | Explorer's gloves |
-+| 21-23 | Falcon cloak |
-+| 24-25 | Flying carpet |
-+| 26-27 | Ghostly armor |
-+| 28-30 | Guardian idol |
-+| 31-33 | Hand of glory |
-+| 34-36 | Horn of thunder |
-+| 37-39 | Instant ladder |
-+| 40-43 | Lightening hammer |
-+| 44-47 | Necromantic wand |
-+| 48-50 | Ring of dragon's flight\* |
-+| 51-53 | Ring of fall flourishing |
-+| 54-56 | Ring of invisibility |
-+| 57 | Ring of wishes |
-+| 58-60 | Smooth stepping boots |
-+| 61-62 | Soul-stealing knife |
-+| 63-65 | Spellbook of elemental summoning |
-+| 66 | Spellbook of the amber mage\* |
-+| 67-69 | Staff of black iron |
-+| 70-74 | Staff of healing |
-+| 75-77 | Staff of the prophet |
-+| 78-79 | Storm shack |
-+| 80-83 | Trap runestone |
-+| 84-88 | Wand of firebolts\* |
-+| 89-93 | Wand of spider's webbing |
-+| 94-97 | Witch's broom |
-+| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
-+
-+\* Artifact found in the Fantasy Artifacts section of the Cypher System
-+
-+### ADAMANTINE ROPE
-+
-+Level: 1d6 + 4
-+
-+Form: A 50-foot (15 m) length of black rope
-+
-+Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
-+damage (including attempts to cut it) from anything less than the artifact's level.
-+
-+Depletion: —
-+
-+### ALCHEMIST BAG
-+
-+Level: 1d6
-+
-+Form: Embroidered velvet bag
-+
-+Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
-+bottle or scroll case. These cyphers do not count against a character's cypher limit.
-+
-+Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-+
- ### ANGELIC WARD
-
- Level: 1d6 + 2
-@@ -18716,6 +20468,583 @@
-
- Depletion: 1 in 1d10
-
-+### ARMORED CLOTH
-+
-+Level: 1d6
-+
-+Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
-+
-+Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
-+it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
-+This clothing cannot be worn with armor of any kind.
-+
-+Depletion: —
-+
-+### BELT OF STRENGTH
-+
-+Level: 1d6
-+
-+Form: Thick leather belt with a metal buckle and rivets
-+
-+Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
-+(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
-+normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
-+restored with recovery rolls, healing magic, or similar effects).
-+
-+Depletion: —
-+
-+### BOOK OF ALL SPELLS
-+
-+Level: 1d6 + 2
-+
-+Form: Weighty tome filled with pages of spell runes
-+
-+Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
-+of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
-+
-+When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
-+following table, then rolling on the indicated table in the Cypher System Reference Document:
-+
-+| d6 | Cypher Type |
-+|-----|------------------------------------|
-+| 1–2 | Roll on the Manifest Cypher table |
-+| 3-5 | Roll on the Fantastic Cypher table |
-+| 6 | Roll on the Subtle Cypher table |
-+
-+The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
-+remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
-+
-+As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
-+said that turning to the last page makes the book vanish and appear somewhere else in the world.
-+
-+The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
-+copy, remove, or destroy a page only makes the book turn to a later page on its own.
-+
-+Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
-+1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
-+later page, or disappear and reappear somewhere else in the world.)
-+
-+### BOUNDING BOOTS
-+
-+Level: 1d6 + 1
-+
-+Form: Sturdy but flexible boots
-+
-+Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
-+and running (easing one of these skills by two steps if the artifact is level 6 or higher).
-+
-+Depletion: —
-+
-+### CAT'S EYE SPECTACLES
-+
-+Level: 1d6
-+
-+Form: Pair of dark crystalline spectacles in a dull wooden frame
-+
-+Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
-+short range (or to long range if the artifact is level 5 or higher).
-+
-+Depletion: —
-+
-+### CLOAK OF BALAKAR
-+
-+Level: 1d6 + 3
-+
-+Form: Blue cloak with elaborate designs suggesting blowing wind
-+
-+Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
-+wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
-+artifact's level.
-+
-+Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-+
-+### CLOAK OF ELFKIND
-+
-+Level: 1d6 + 2
-+
-+Form: Thin greyish-green cloak with a cowl and clasp
-+
-+Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
-+everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
-+sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
-+
-+Depletion: 1 in 1d100
-+
-+### CLOAK OF FINERY
-+
-+Level: 1d6 + 1
-+
-+Form: Multilayered cloak of glittering material
-+
-+Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
-+in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
-+granting an asset to all interaction tasks for the next minute.
-+
-+Depletion: 1 in 1d20
-+
-+### COIL OF ENDLESS ROPE
-+
-+Level: 1d6
-+
-+Form: Coil of rope
-+
-+Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
-+no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
-+depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
-+
-+Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-+
-+### CROWN OF EYES
-+
-+Level: 1d6
-+
-+Form: Metallic circlet set with several crystal spheres
-+
-+Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
-+around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
-+the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
-+perception tasks.
-+
-+Depletion: 1 in 1d100
-+
-+### CROWN OF THE MIND
-+
-+Level: 1d6
-+
-+Form: Crown, circlet, headband, diadem, or amulet
-+
-+Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
-+(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
-+normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
-+be restored with recovery rolls, healing magic, or similar effects).
-+
-+Depletion: —
-+
-+### CRYSTAL BALL
-+
-+Level: 1d6 + 3
-+
-+Form: Melon-sized crystalline or glass orb, with or without a support stand
-+
-+Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
-+task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
-+must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
-+misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
-+viewed, and how far away they are.
-+
-+| Familiarity | |
-+|----------------------------------|----------|
-+| Only have name or description | Hindered |
-+| Target has been visited | Eased |
-+| Target is well known to the user | Eased |
-+| Availability | |
-+| Target is willing | Eased |
-+| Target is unwilling | Hindered |
-+| Distance | |
-+| More than 1 mile | Hindered |
-+| More than 10 miles | Hindered |
-+| More than 100 miles | Hindered |
-+
-+These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
-+unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
-+
-+ The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-+activated again.
-+
-+In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
-+communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
-+the creatures can speak to and be heard by the user.
-+
-+Depletion: 1 in 1d20
-+
-+An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
-+against a directly harmful mental spell.
-+
-+### DEATH'S SCYTHE
-+
-+Level: 1d6 + 4
-+
-+Form: Double-handed scythe
-+
-+Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
-+In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
-+higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
-+scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
-+levels of Effort.
-+
-+Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
-+
-+Death manifestation: level 7
-+
-+### DEMONFLESH
-+
-+Level: 1d6 + 1
-+
-+Form: Ball of black leather with vein-like red streaks
-+
-+Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
-+leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
-+invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
-+their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
-+occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
-+wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
-+most Armor, but Armor made to ward against evil or demonic attacks should work against it.
-+
-+Depletion: 1 in 1d20
-+
-+To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-+
-+### DEMONIC RUNE BLADE
-+
-+Level: 1d6 + 4
-+
-+Form: Sword inscribed with demonic runes
-+
-+Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
-+sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
-+dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
-+and it inflicts 4 additional points of damage (for a total of 8 points).
-+
-+If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
-+the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
-+the wielder to exceed their normal Might Pool and Might Edge stats.
-+
-+If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
-+attack roll of 1).
-+
-+Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
-+abilities can be recharged if it kills an "innocent" creature)
-+
-+### DRAGONTONGUE WEAPON
-+
-+Level: 1d6 + 2
-+
-+Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
-+
-+Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
-+hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
-+inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
-+activation.
-+
-+Depletion: 1 in 1d100
-+
-+### DRAGONTOOTH SOLDIERS
-+
-+Level: 1d6 + 1
-+
-+Form: Burlap bag containing a handful of large reptilian teeth
-+
-+ Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
-+user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
-+tooth drawn requires a separate depletion roll.
-+
-+Depletion: 1 in 1d10
-+
-+Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
-+spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-+
-+### ELFBLADE
-+
-+Level: 1d6 + 3
-+
-+Form: Medium sword
-+
-+Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
-+points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
-+sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
-+are within 300 feet (90 m). Depletion: —
-+
-+### ENCHANTED ARMOR L
-+
-+evel: 1d6 + 3
-+
-+Form: Full suit of light, medium, or heavy armor
-+
-+Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
-+It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
-+is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
-+enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
-+higher).
-+
-+The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
-+heat or cold damage (but not Intellect damage).
-+
-+Depletion: —
-+
-+### EXPLODING ARROW
-+
-+Level: 1d6
-+
-+Form: Arrow with runes carved on the shaft and head
-+
-+Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
-+d100 to determine the type of damage.
-+
-+| 01-20 | Acid |
-+|-------|--------------------------------|
-+| 21-40 | Electricity |
-+| 41-60 | Cold |
-+| 61-90 | Fire |
-+| 91-00 | Necromantic (harms only flesh) |
-+
-+Depletion: Automatic
-+
-+One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
-+
-+An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-+
-+### EXPLORER'S GLOVES
-+
-+Level: 1d6
-+
-+Form: Thick but flexible-fingered leather gloves
-+
-+Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
-+while the gloves are activated, but taking any other action while climbing requires a new activation.
-+
-+Depletion: 1 in 1d20
-+
-+### FALCON CLOAK
-+
-+Level: 1d6
-+
-+Form: Cloak made of feathers
-+
-+Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
-+distance each round, or up to 60 miles (97 km) per hour when traveling overland.
-+
-+Depletion: 1 in 1d100
-+
-+Most magic items that turn a character into a different creature make it difficult to use any of the character's special
-+abilities (other than skills) in that form.
-+
-+### FLYING CARPET
-+
-+Level: 1d6 + 1
-+
-+Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
-+
-+Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
-+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-+
-+Depletion: 1 in 1d20
-+
-+### GHOSTLY ARMOR
-+
-+Level: 1d6 + 3
-+
-+Form: Full suit of light, medium, or heavy armor
-+
-+Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
-+It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
-+normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
-+
-+When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
-+artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
-+character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
-+defense.
-+
-+Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
-+provides its full Armor value)
-+
-+To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-+
-+### GLOVES OF AGILITY
-+
-+Level: 1d6
-+
-+Form: Supple leather or cloth gloves
-+
-+Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
-+(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
-+normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
-+restored with recovery rolls, healing magic, or similar effects).
-+
-+Depletion: —
-+
-+### GRUELMAKER
-+
-+Level: 1d6
-+
-+Form: Clay bowl stamped with symbols of fish and birds
-+
-+Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
-+person for one day (or two people if the artifact is level 5 or higher).
-+
-+Depletion: 1 in 1d10
-+
-+### GUARDIAN IDOL
-+
-+Level: 1d6 + 3
-+
-+Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
-+
-+Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
-+activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
-+shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
-+spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
-+to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
-+twenty-four hours or until it has made one hundred attacks, whichever comes first.
-+Depletion: Automatic
-+
-+### HAND OF GLORY
-+
-+Level: 1d6 + 3
-+
-+Form: Dried humanoid hand with candle-tip fingers
-+
-+Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
-+hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
-+unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
-+snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
-+invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
-+container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
-+
-+Depletion: 1 in 1d20
-+
-+### HELM OF WATER BREATHING
-+
-+Level: 1d6
-+
-+Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
-+constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
-+
-+Depletion: 1–2 in 1d100 (check each day)
-+
-+### HORN OF THUNDER
-+
-+Level: 1d6 + 4
-+
-+Form: Large signal horn banded with metal and carved with runes
-+
-+Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
-+m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
-+round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
-+Larger objects might also be toppled.
-+
-+Depletion: 1 in 1d10
-+
-+### INSTANT LADDER
-+
-+Level: 1d6
-+
-+Form: Small lightweight metal rod with gem buttons
-+
-+Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
-+The ladder can be transformed back into its rod form from either end.
-+
-+Depletion: 1 in 1d100
-+
-+A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
-+sequence to expand or collapse it.
-+
-+### LIGHTNING HAMMER
-+
-+Level: 1d6 + 2
-+
-+Form: Massive silver hammer that crackles with electricity
-+
-+Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
-+weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
-+points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
-+outward that deal 5 points of damage to everyone within short range.
-+
-+Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-+
-+### MASTERCRAFT ARMOR
-+
-+Level: 1d6
-+
-+Form: Armor of exceptional quality
-+
-+Effect: This armor grants its wearer an asset for Speed defense rolls.
-+
-+Depletion: —
-+
-+### MASTERCRAFT WEAPON
-+
-+Level: 1d6
-+
-+Form: Weapon of exceptional quality
-+
-+Effect: This weapon grants its wielder an asset for attack rolls made with it.
-+
-+Depletion: —
-+
-+Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
-+or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
-+Equipment, page 34.
-+
-+### MINDSHIELD HELMET
-+
-+Level: 1d6 + 2
-+
-+Form: Lightweight cloth, leather, or metal helmet
-+
-+Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
-+mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
-+
-+Depletion: —
-+
-+### NECROMANTIC WAND
-+
-+Level: 1d6 + 4
-+
-+Form: Bone wand carved with runes
-+
-+Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
-+materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
-+destroyed.
-+
-+This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
-+but each "round of ammo" used or each additional target selected requires an additional depletion roll.
-+
-+Depletion: 1 in 1d10
-+
-+### PACK OF STORAGE
-+
-+Level: 1d6 + 1
-+
-+Form: Leather backpack or haversack with multiple pockets
-+
-+Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
-+on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
-+as much as it is holding.
-+
-+Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
-+pack)
-+
-+### POISONER'S TOUCH
-+
-+Level: 1d6 + 1
-+
-+Form: Very thin transparent glove with faint markings
-+
-+Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
-+on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
-+damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
-+damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
-+
-+Depletion: 1 in 1d10
-+
-+### PROTECTION AMULET
-+
-+Level: 1d6
-+
-+Form: Stylized amulet worn on a chain
-+
-+Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
-+of damage the amulet protects against.
-+
-+| 1-4 | Acid |
-+|-------|-------------|
-+| 5-8 | Cold |
-+| 9-12 | Electricity |
-+| 13-16 | Fire |
-+| 17-20 | Poison |
-+
-+Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-+
- ### RING OF DRAGON'S FLIGHT
-
- Level: 1d6 + 2
-@@ -18727,6 +21056,89 @@
-
- Depletion: 1 in 1d10
-
-+### RING OF FALL FLOURISHING
-+
-+Level: 1d6
-+
-+Form: Gold band inscribed with feather wreath
-+
-+Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
-+
-+Depletion: 1 in 1d100
-+
-+### RING OF INVISIBILITY
-+
-+Level: 1d6
-+
-+Form: Gold band inscribed with characters that are revealed only if ring is heated
-+
-+Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
-+and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
-+
-+Depletion: 1 in 1d20
-+
-+### RING OF WISHES
-+
-+Level: 1d6 + 4
-+
-+Form: Plain gold band
-+
-+Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
-+level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
-+likely the GM will limit its effect.)
-+
-+Depletion: 1–3 in 1d6
-+
-+### SHIELD OF TWO SKIES
-+
-+Level: 1d6 + 2
-+
-+Form: Small hexagonal amulet
-+
-+Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
-+cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
-+
-+Depletion: 1 in 1d100
-+
-+### SKILL RING
-+
-+Level: 1d6
-+
-+Form: Ring carved with sigils appropriate to its granted skill
-+
-+Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
-+This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
-+
-+Depletion: —
-+
-+### SMOOTH-STEPPING BOOTS
-+
-+Level: 1d6 + 1
-+
-+Form: Pair of boots
-+
-+Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
-+speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
-+surfaces (even vertically or upside down) as if under normal gravity.
-+
-+Depletion: 1 in 1d100
-+
-+### SOUL-STEALING KNIFE
-+
-+Level: 1d6
-+
-+Form: Night-black blade in which distant stars are sometimes visible
-+
-+Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
-+inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
-+0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
-+time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
-+
-+As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
-+yet consumed. After answering the third question, the soul is consumed.
-+
-+Depletion: 1 in 1d20 (check each activation)
-+
- ### SOULFLAYING WEAPON
-
- Level: 1d6 + 1
-@@ -18739,6 +21151,18 @@
-
- Depletion: 1 in 1d100
-
-+### SOVEREIGN KEY
-+
-+Level: 1d6 + 2
-+
-+Form: Slender golden key
-+
-+Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
-+glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
-+than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
-+
-+Depletion: 1 in 1d10
-+
- ### SPELLBOOK OF THE AMBER MAGE
-
- Level: 1d6
-@@ -18752,6 +21176,133 @@
-
- Depletion: 1 in 1d20
-
-+### SPELLBOOK OF ELEMENTAL SUMMONING
-+
-+Level: 1d6 + 1
-+
-+Form: Weighty tome filled with pages of spell runes
-+
-+Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
-+of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
-+summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
-+
-+Depletion: 1–3 in 1d20
-+
-+### STAFF OF BLACK IRON
-+
-+Level: 1d6 + 2
-+
-+Form: Staff of black iron set with an eye-shaped crystal headpiece
-+
-+Effect: The wielder can use an action to gain one of the following effects.
-+
-+Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
-+target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
-+
-+Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
-+inflicting damage equal to the artifact level.
-+
-+Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
-+rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
-+
-+The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
-+lightning), but each requires a separate activation and depletion roll.
-+
-+Depletion: 1 in 1d100
-+
-+### STAFF OF HEALING
-+
-+Level: 1d6 + 4
-+
-+Form: Wooden staff capped with a golden icon
-+
-+Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
-+the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
-+free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
-+
-+Depletion: 1 in 1d10
-+
-+### STAFF OF THE PROPHET
-+
-+Level: 1d6 + 2
-+
-+Form: Short wooden staff
-+
-+Effect: The staff has three abilities, each of which requires an action to activate.
-+
-+Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
-+feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
-+can collapse it as an action.
-+
-+Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
-+attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
-+failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
-+couldn't do.
-+Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
-+natural spring in the ground.
-+
-+Depletion: 1 in 1d20
-+
-+### STORM SHACK
-+
-+Level: 1d6 + 3
-+
-+Form: Miniature model of a simple wooden shack
-+
-+Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
-+feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
-+inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
-+duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
-+artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
-+model, which can be taken and reused.
-+
-+Depletion: 1 in 1d100
-+
-+### TRAP RUNESTONE
-+
-+Level: 1d6
-+
-+Form: Pouch with chalk, sealing wax, and an engraved runestone
-+
-+Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
-+First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
-+to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
-+position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
-+explosive spell scroll, a poisonous potion, and so on.
-+
-+The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
-+runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
-+artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
-+type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
-+
-+Depletion: Automatic
-+
-+### TUNNELING GAUNTLETS
-+
-+Level: 1d6 + 1
-+
-+Form: Oversized pair of metallic gauntlets with broad nails
-+
-+Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
-+can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
-+level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
-+that, the tunnel is subject to collapse.
-+
-+Depletion: 1 in 1d20
-+
-+### VORPAL SWORD
-+
-+Level: 1d6 + 3
-+
-+Form: Long sword that sometimes whispers and snickers aloud
-+
-+Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
-+Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
-+decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
-+different effect).
-+
-+Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-+
- ### WAND OF FIREBOLTS
-
- Level: 1d6 + 2
-@@ -18763,6 +21314,425 @@
-
- Depletion: 1 in 1d20
-
-+### WAND OF SPIDER'S WEBBING
-+
-+Level: 1d6 + 1
-+
-+Form: White oak wand
-+
-+Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
-+nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
-+the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
-+it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
-+was caught within it.
-+
-+Depletion: 1 in 1d20
-+
-+### WHISPERER IN THE ETHER
-+
-+Level: 1d6 + 1
-+
-+Form: Small crystal
-+
-+Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
-+(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
-+basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
-+Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
-+right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
-+door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
-+the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
-+guarding.
-+
-+The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
-+Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
-+reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
-+it can often predict outcomes based on logic.
-+
-+Depletion: 1 in 1d20 (check each day)
-+
-+### WITCH'S BROOM
-+
-+Level: 1d6 + 2
-+
-+Form: A 6-foot (2 m) long wooden broom
-+
-+Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
-+(160 km) per hour.
-+
-+The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
-+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
-+minutes.
-+
-+Depletion: 1 in 1d20
-+
-+### FANTASY CHARACTER OPTIONS
-+
-+In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
-+with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
-+Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
-+a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
-+
-+Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
-+Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
-+magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
-+powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
-+Fire. For a healer, choose Works Miracles.
-+
-+Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
-+Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
-+
-+Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
-+Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
-+of Strength, and Rages.
-+
-+Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
-+element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
-+Masters Spells.
-+
-+Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
-+magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
-+
-+- Cleric (death): Consorts With the Dead, Shepherds Spirits
-+
-+- Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
-+
-+- Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
-+
-+- Cleric (light): Blazes With Radiance, Channels Divine Blessings
-+
-+- Cleric (storm): Rides the Lightning, Thunders
-+
-+- Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
-+
-+- Cleric (war): Masters Weaponry (also see options for fighters)
-+
-+Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
-+probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
-+focus, but for more specific options, see the following foci:
-+
-+- Druid (animal companion): Controls Beasts, Masters the Swarm
-+
-+- Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
-+ Ice
-+
-+- Druid (nature affinity): Speaks for the Land
-+
-+- Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
-+
-+Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
-+focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
-+fighting role, see the following:
-+
-+- Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
-+ Bastion.
-+
-+- Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
-+
-+- Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
-+
-+Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
-+are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
-+
-+Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
-+having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
-+Justice, and Operates Undercover.
-+
-+Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
-+merchant character, but the more obvious choice would be a Speaker.
-+
-+Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
-+flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
-+
-+Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
-+Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
-+the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
-+
-+Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
-+(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
-+Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
-+
-+Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
-+(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
-+Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
-+
-+Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
-+study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
-+Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
-+spells. For sorcerers of various magical bloodlines, see the following:
-+
-+- Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
-+
-+- Sorcerer (destiny): Descends From Nobility, Was Foretold
-+
-+- Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
-+
-+- Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
-+ Lightning, Wears a Sheen of Ice
-+
-+- Sorcerer (fey): Takes Animal Shape\*
-+
-+- Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
-+
-+- Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
-+
-+Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
-+magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
-+Entertains.
-+
-+War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
-+an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
-+Enchanted Weapon\*.
-+
-+Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
-+make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
-+interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
-+Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
-+just as well.
-+
-+Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
-+flavor. The best focus that suits this theme is Uses Wild Magic\*.
-+
-+Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
-+opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
-+(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
-+For more specific kinds of wizards, see the following:
-+
-+- Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
-+
-+- Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
-+
-+- Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
-+ Mental Powers, Leads
-+
-+- Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
-+
-+- Wizard (illusionist): Awakens Dreams, Crafts Illusions
-+
-+- Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
-+
-+- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-+
-+### PREPARED VS. SPONTANEOUS SPELLCASTING
-+
-+Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
-+and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
-+them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
-+selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
-+Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-+
-+### NEW FOCI
-+
-+Takes Animal Shape: A shapechanger who can take the form of various animals.
-+
-+Tier 1: Animal Shape
-+
-+Tier 2: Communication
-+
-+Tier 2: Soothe the Savage
-+
-+Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
-+
-+Tier 4: Animal Scrying
-+
-+Tier 5: Hard to Kill
-+
-+Tier 6: Blurring Speed or Lend Animal Shape
-+
-+Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-+
-+Tier 1: Magical Repertoire
-+
-+Tier 1: Cypher Casting
-+
-+Tier 2: Expanded Repertoire
-+
-+Tier 3: Cypher Surge or Faster Wild Magic
-+
-+Tier 4: Expanded Repertoire
-+
-+Tier 5: Magical Training
-+
-+Tier 6: Maximize Cypher or Wild Insight
-+
-+Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
-+
-+Tier 1: Wilderness Life
-+
-+Tier 1: Patient Recovery
-+
-+Tier 2: Wooden Body
-+
-+Tier 3: Tree Companion or Wilderness Awareness
-+
-+Tier 4: Tree Travel
-+
-+Tier 5: Great Tree
-+
-+Tier 6: Dreadwood or Restorative Bloom
-+
-+Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
-+
-+Tier 1: Enchanted Weapon
-+
-+Tier 1: Innate Power
-+
-+Tier 1: Charge Weapon
-+
-+Tier 2: Power Crash
-+
-+Tier 3: Rapid Attack or ThrowEnchanted Weapon
-+
-+Tier 4: Defending Weapon
-+
-+Tier 5: Enchanted Movement
-+
-+Tier 6: Deadly Strike or Spin Attack
-+
-+### NEW ABILITIES
-+
-+Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
-+within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-+animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
-+establish.
-+
-+Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
-+power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-+whether to spend the cost for this ability before you make each attack. Enabler.
-+
-+Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
-+creature to affect it. Enabler.
-+
-+Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
-+of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
-+
-+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-+
-+Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
-+woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
-+make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
-+source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
-+or until they are attacked. Some creatures without minds might be immune to this fear. Action.
-+
-+Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
-+distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
-+on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
-+pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
-+use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
-+feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-+that ability and this one increases to very long. Action.
-+
-+Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
-+know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
-+farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
-+only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-+initiate, ten minutes to complete. Enabler.
-+
-+If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
-+chose this new weapon
-+
-+Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
-+
-+Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
-+cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
-+are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
-+You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
-+
-+Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
-+points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
-+from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
-+necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
-+like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
-+tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
-+tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
-+hiding among normal trees are eased by two steps. Enabler.
-+
-+Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
-+you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
-+instead of your Intellect Edge, as appropriate). Enabler
-+
-+Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
-+transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
-+Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
-+you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
-+into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
-+affected with this ability. Action.
-+
-+A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
-+
-+A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
-+of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
-+change, and the character wouldn't gain any of the creature's magical abilities.
-+
-+Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
-+preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
-+hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
-+preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
-+Enabler.
-+
-+If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
-+whether from preparation or by gaining them automatically as explained in the Cyphers chapter
-+
-+Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
-+spells. Enabler.
-+
-+Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
-+example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
-+only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
-+recovery action. Enabler.
-+
-+Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
-+
-+Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
-+creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
-+a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
-+inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
-+attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
-+level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
-+all targets in the area still take 1 point of damage. Action.
-+
-+Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
-+similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
-+Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
-+produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
-+produce, action to eat.
-+
-+Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
-+or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
-+Enabler.
-+
-+Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
-+creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
-+roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
-+expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
-+Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
-+Action.
-+
-+Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
-+distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
-+can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
-+your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
-+travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
-+and each additional level of Effort beyond that increases it by an additional mile. Action.
-+
-+Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
-+your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
-+gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
-+specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
-+the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
-+ability again until after you've taken a ten-hour recovery action. Enabler.
-+
-+Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
-+benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
-+much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
-+creature of flesh, hindering your Speed defense rolls. Action to change or revert.
-+
-+Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-+
-+### FANTASY SPECIES
-+
-+For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
-+additional options, which a player can choose for their character in place of their descriptor
-+
- Fantasy SPECIES DESCRIPTORS
-
- In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
-@@ -19151,6 +22121,14 @@
-
- ### FANTASY CREATURES AND NPCs BY LEVEL
-
-+The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
-+must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
-+parentheses after its level. The target number is three times the level.
-+
-+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
-+creature of its level.
-+
- | Level | Name |
- |-------|------------------------|
- | 1 | Goblin\* |
-@@ -19623,6 +22601,84 @@
- exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
- character.)
-
-+### OPTIONAL RULES FOR SCIENCE FICTION
-+
-+### SPACE HAZARDS
-+
-+A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
-+more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-+
-+### GRAVITY WELL
-+
-+All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
-+hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
-+associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
-+purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
-+
-+Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
-+error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
-+
-+Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
-+trajectory on a failed piloting task, the difficulty determined by the situation.
-+
-+Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
-+the craft to expend additional power to get free (power it may or may not have)
-+
-+### BLACK HOLE
-+
-+Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
-+couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
-+dilation, and being swallowed.
-+
-+Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
-+event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
-+thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
-+fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
-+
-+A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
-+Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
-+dilation.
-+
-+Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
-+and return to normal space discover that more time has passed than expected, which could range from fairly
-+inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
-+
-+Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
-+gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
-+from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
-+post-singularity AI or ancient ultra.
-+
-+### RADIATION BELT/SOLAR FLARE
-+
-+Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
-+causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
-+unexpected exposure.
-+
-+Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
-+is as serious as you require for the purposes of creating an interesting story.
-+
-+Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
-+minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
-+single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
-+the damage track for each day they fail a Might defense roll until they expire.
-+
-+### ASTEROID/DEBRIS FIELD
-+
-+Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
-+to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-+fantastic settings, or possibly in solar systems other than Earth's.
-+
-+Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
-+pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
-+collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
-+out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
-+debris all impacting nearly simultaneously, with one getting through the shielding.
-+
-+Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
-+asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
-+spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
-+spin, then slide into the cramped space.
-+
- ### OPTIONAL RULES: HARDER SCIENCE FICTION
-
- Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
-@@ -20282,6 +23338,13 @@
-
- ### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-
-+The most important element of each creature is its level. You use the level to determine the target number a PC must
-+reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
-+parentheses after its level. The target number is three times the level.
-+
-+A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+incapacitated.
-+
- | Level | Name | Tech Rating |
- |-------|-----------------------|-------------|
- | 1 | Space rat | Advanced |
-@@ -24745,6 +27808,613 @@
- If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
- gene (perhaps even multiple copies) and can sense others who have it
-
-+### SUPERHERO CHARACTER OPTIONS
-+
-+### NEW FOCI
-+
-+This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
-+are as follows:
-+
-+Copies Superpowers: You can copy others' skills, abilities, and superpowers.
-+
-+Has a Thousand Faces: You can change your appearance to look like anyone else.
-+
-+Ignores Physical Distance: You can teleport from one place to another by briefly passing through a parallel dimension.
-+
-+Sculpts Hard Light: You create physical objects out of hard light that you can use for offense and defense.
-+
-+Shrinks to Minute Size: You can shrink down to the size of a bug and, with enough experience, even smaller.
-+
-+Soars on Amazing Wings: Many superheroes can fly, and some even have wings. You can use your wings for movement,
-+attacks, and defense.
-+
-+Stretches: Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-+
-+> Takes Animal Shape: You can transform yourself into an animal.
-+
-+Touches the Sky: You can summon storms or break them apart.
-+
-+> Wields an Enchanted Weapon: You have a weapon with strange abilities, and your knowledge of its powers has allowed you
-+> to create a unique style of combat with it.
-+>
-+> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
-+
-+### COPIES SUPERPOWERS
-+
-+You can copy others' skills, abilities, and superpowers.
-+
-+Tier 1: Flex Skill
-+
-+Tier 1: Flex Skill
-+
-+Tier 2: Copy Power
-+
-+Tier 3: Steal Power or Wildcard Powers
-+
-+Tier 4: Improved Copying
-+
-+Tier 5: Power Memory
-+
-+Tier 6: Amazing Copying or Multiple
-+
-+Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
-+powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
-+own fire bolts).
-+
-+### HAS A THOUSAND FACES
-+
-+You can change your appearance to look like anyone else.
-+
-+Tier 1: Face Morph
-+
-+Tier 1: Interaction Skills
-+
-+Tier 2: Body Morph
-+
-+Tier 2: War Flesh
-+
-+Tier 3: Disguise Other or Resilience
-+
-+Tier 4: Ageless
-+
-+Tier 4: Think Your Way Out
-+
-+Tier 5: Memory Becomes Action
-+
-+Tier 6: Divide Your Mind or Infer Thoughts
-+
-+GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-+
-+### IGNORES PHYSICAL DISTANCE
-+
-+You can teleport from one place to another by briefly passing through a parallel dimension.
-+
-+Tier 1: Dimensional Squeeze
-+
-+Tier 2: Opportunist
-+
-+Tier 3: Defensive Blinking or Teleportation Burst
-+
-+Tier 4: Short Teleportation
-+
-+Tier 5: Medium Teleportation
-+
-+Tier 6: Teleportation or Teleportive Wound
-+
-+GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
-+continues through the teleport, injuring the character.
-+
-+### SCULPTS HARD LIGHT
-+
-+You create physical objects out of hard light that you can use for offense and defense.
-+
-+Tier 1: Automatic Glow
-+
-+Tier 1: Temporary Light
-+
-+Tier 2: Entangling Force
-+
-+Tier 3: Harder Light or Sculpt Light
-+
-+Tier 4: Greater Enhanced Intellect
-+
-+Tier 5: Improved Sculpt Light
-+
-+Tier 6: Defensive Field or Flight
-+
-+GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-+
-+### SHRINKS TO MINUTE SIZE
-+
-+You can shrink down to the size of a bug and, with enough experience, even smaller.
-+
-+Tier 1: Shrink
-+
-+Tier 1: Beneath Notice
-+
-+Tier 2: Smaller
-+
-+Tier 2: Advantages of Being Small
-+
-+Tier 3: Enlarge or Quick Switch
-+
-+Tier 4: Small Flight
-+
-+Tier 5: Shrink Others
-+
-+Tier 6: Bigger or Tiny
-+
-+GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
-+or under a falling object.
-+
-+A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
-+Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
-+
-+### SOARS ON AMAZING WINGS
-+
-+Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
-+
-+Tier 1: Hover
-+
-+Tier 1: Flight Exertion
-+
-+Tier 2: Wing Weapons
-+
-+Tier 3: Acrobatic Attack or Flying Companion
-+
-+Tier 4: Hard to Hit
-+
-+Tier 5: Up to Speed
-+
-+Tier 6: Hard Target or Defense Master
-+
-+GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
-+target for an unexpected foe.
-+
-+### STRETCHES
-+
-+Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-+
-+Tier 1: Contortionist
-+
-+Tier 1: Far Step
-+
-+Tier 2: Elastic Grip
-+
-+Tier 2: Safe Fall
-+
-+Tier 3: Bypass Barrier or Misdirect
-+
-+Tier 4: Resilience
-+
-+Tier 5: Free to Move
-+
-+Tier 6:Break the Ranks or Not Dead Yet
-+
-+GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
-+weak.
-+
-+### TAKES ANIMAL SHAPE
-+
-+You can transform yourself into an animal.
-+
-+Tier 1: Animal Shape
-+
-+Tier 2: Communication
-+
-+Tier 2: Soothe the Savage
-+
-+Tier 3: Bigger Animal Shape or Greater Beast Form
-+
-+Tier 4: Animal Scrying
-+
-+Tier 5: Hard to Kill
-+
-+Tier 6: Blurring Speed or Lend Animal Shape
-+
-+GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
-+The transformation takes longer than expected.
-+
-+Greater Beast Form applies to using Animal Shape.
-+
-+### TOUCHES THE SKY
-+
-+You can summon storms or break them apart.
-+
-+Tier 1: Hover
-+
-+Tier 2: Wind Armor
-+
-+Tier 3: Bolts of Power or Storm Seed
-+
-+Tier 4: Windrider
-+
-+Tier 5: Cold Burst
-+
-+Tier 6: Control Weather or Wind Chariot
-+
-+GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
-+The weather is seeded by a much smaller effect, and a storm grows out of control.
-+
-+### WIELDS AN ENCHANTED WEAPON
-+
-+You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
-+combat with it.
-+
-+Tier 1: Enchanted Weapon
-+
-+Tier 1: Innate Power
-+
-+Tier 1: Charge Weapon
-+
-+Tier 2: Power Crash
-+
-+Tier 3: Rapid Attack or Throw Enchanted Weapon
-+
-+Tier 4: Defending Weapon
-+
-+Tier 5: Enchanted Movement
-+
-+Tier 6: Deadly Strike or Spin Attack
-+
-+GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
-+action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-+
-+### WIELDS INVISIBLE FORCE
-+
-+You bend light and manipulate beams of force for offense and defense.
-+
-+Tier 1: Vanish
-+
-+Tier 2: Entangling Force
-+
-+Tier 2: Sharp Senses
-+
-+Tier 3: Force Field Barrier or Multi-Vanish
-+
-+Tier 4: Invisibility
-+
-+Tier 5: Defensive Field
-+
-+Tier 6: Concussion or Generate Force Field
-+
-+GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
-+or unexpected attack.
-+
-+### NEW ABILITIES
-+
-+The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
-+
-+Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
-+damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
-+
-+Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
-+infection), you will never die. Enabler.
-+
-+Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
-+can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
-+than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
-+anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
-+
-+Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
-+Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
-+resembles that power (instead of a low-tier ability). Enabler.
-+
-+Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
-+across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
-+three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
-+in strength, your leaping range increases to 1,000 feet (300 m). Action.
-+
-+Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
-+within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-+animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
-+establish.
-+
-+Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
-+immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
-+short range. Enabler.
-+
-+Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
-+attempt are eased. Enabler.
-+
-+Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
-+identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
-+to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
-+retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
-+Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
-+morphing into a humanoid alien). Action.
-+
-+ Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
-+can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
-+example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
-+to open a door, and the illusion of a fireplace hot to the touch.
-+
-+The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
-+attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
-+damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
-+levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
-+
-+You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
-+create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
-+effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
-+minutes pass. Enabler.
-+
-+Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
-+were 2 levels higher. Action.
-+
-+Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
-+activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
-+down to one tenth. Action.
-+
-+Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
-+power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
-+whether to spend the cost for this ability before you make each attack. Enabler.
-+
-+Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
-+with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
-+follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
-+nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
-+you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
-+count.
-+
-+In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
-+target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
-+Action to initiate.
-+
-+Copy Power (2+ Intellect points): You can copy someone else's superpower
-+
-+for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
-+power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
-+and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
-+battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
-+creates a blast of force.
-+
-+In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
-+ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
-+that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
-+use Onslaught.
-+
-+ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
-+
-+Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
-+
-+In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
-+one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
-+
-+Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
-+
-+Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
-+to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
-+attack. Your Speed defense rolls are eased for one minute. Action.
-+
-+Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
-+instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
-+location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
-+through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
-+to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
-+opening size by one-fourth. You land safely when you use this ability. Action.
-+
-+> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
-+> through it is faster than normal movement.
-+
-+Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
-+giving them a form that you are able to assume. This lasts for about ten minutes.
-+
-+In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
-+Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
-+cannot then change back into the altered form. Action.
-+
-+You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
-+disguising a robot, animal, or crystalline alien
-+
-+Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
-+target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
-+hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
-+your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
-+automatically inflicting 4 points of damage each round by squeezing. Enabler.
-+
-+Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
-+distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
-+on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
-+pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
-+use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
-+feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
-+that ability and this one increases to very long. Action.
-+
-+Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
-+know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
-+farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
-+only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
-+initiate; ten minutes to complete. Enabler.
-+
-+Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
-+medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
-+you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
-+already trained to become specialized. Enabler.
-+
-+Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
-+do is move on your turn, you can fly up to a long distance. Enabler.
-+
-+Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
-+aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
-+familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
-+9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
-+suitable replacement. Enabler.
-+
-+Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
-+
-+Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
-+Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
-+that power (instead of a low-tier ability). Enabler.
-+
-+When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
-+ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
-+
-+Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
-+you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
-+instead of your Intellect Edge, as appropriate). Enabler.
-+
-+Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
-+transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
-+Shape ability. For each level of Effort applied,
-+
-+you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
-+revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
-+or someone else) changing form does not affect any other creature affected with this ability. Action.
-+
-+A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
-+
-+Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
-+you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
-+teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
-+Effort. Teleporting to
-+
-+a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
-+level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
-+an additional long distance away to a location you can't see with two passengers costs a total of three levels of
-+Effort. Action.
-+
-+If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-+Teleportation with another tier 4 type ability.
-+
-+Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
-+minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
-+for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
-+fill a long area, or three to fill a very long area). Action.
-+
-+Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
-+the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
-+before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
-+Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
-+of the original cyphers are temperamental cyphers. Action.
-+
-+Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
-+the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
-+level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
-+levels, and so on). Enabler.
-+
-+Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
-+time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
-+can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
-+on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
-+clearly.
-+
-+The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
-+presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
-+creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
-+each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
-+themselves). Action.
-+
-+Power Crash (3+ Intellect points): You strike your enchanted weapon against
-+
-+the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
-+that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
-+center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
-+you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
-+single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
-+and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
-+
-+Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
-+past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
-+hour per level). Enabler.
-+
-+Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
-+action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
-+action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
-+then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
-+then return to small size. Enabler.
-+
-+Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
-+see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
-+to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
-+Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
-+level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
-+an additional short distance away to a location you can't see with one passenger costs a total of three levels of
-+Effort. Action.
-+
-+> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
-+> Teleportation with another tier 4 type ability.
-+
-+Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
-+(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
-+your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
-+normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
-+Effort, and other damage modifiers). You can return to your normal size as part of another action.
-+
-+When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
-+of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
-+from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
-+next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
-+levels of Effort for the third use, and so on).
-+
-+Action to initiate.
-+
-+> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
-+> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
-+
-+Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
-+options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
-+additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
-+duration of Shrink ends for them. Enabler.
-+
-+Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
-+accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
-+you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
-+distance if all you do on your turn is move. Action to initiate.
-+
-+Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
-+temporary points to your Speed Pool. Enabler.
-+
-+Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
-+for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
-+succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
-+task. If they succeed, they regain the use of their ability and you lose it. Enabler.
-+
-+If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
-+ability, or put a power shift in power for it.
-+
-+Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
-+opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
-+Enabler.
-+
-+Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
-+your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
-+it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
-+target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
-+Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
-+3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
-+
-+Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
-+or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
-+in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
-+It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
-+
-+and so on. The object has the approximate mass of the real object and is level 2. Action.
-+
-+Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
-+or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
-+Enabler.
-+
-+Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
-+5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
-+very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
-+become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
-+add 1 more point to your Speed Pool. Enabler.
-+
-+In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
-+
-+one-thousandth of your normal height may be a means of doing so.
-+
-+War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
-+your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
-+light weapons. Enabler.
-+
-+Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
-+level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
-+
-+Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
-+wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
-+
- ### POWER SHIFTS
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
- superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
-@@ -25215,6 +28885,100 @@
- Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
- damage per round; troll regains 3 points of health per round
-
-+### OPTIONAL RULES FOR FAIRYTALE
-+
-+Optional Rule: I Have That!
-+
-+In fairy tales, characters often have exactly the right mundane piece of equipment
-+
-+that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
-+on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
-+to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
-+Item" in
-+
-+that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
-+say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
-+one of their Pocket Items for the appropriate price category.
-+
-+Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
-+less expensive counterparts.
-+
-+The GM has veto power over items that they don't think you could have found or carried.
-+
-+Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
-+who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
-+into a Pocket Item; it remains a thimble.
-+
-+Example Pocket Items
-+
-+Inexpensive
-+
-+• Apple
-+
-+• Ashes (handful)
-+
-+• Breadcrumbs
-+
-+• Butter
-+
-+• Candy
-+
-+• Chalk
-+
-+• Cricket in a cage
-+
-+• Cup
-+
-+• Egg
-+
-+• Fabric
-+
-+• Flyswatter
-+
-+• Glass jar
-+
-+• Glue
-+
-+• Honey
-+
-+• Leather
-+
-+• Magnets
-+
-+• Marbles
-+
-+• Nails
-+
-+• Needle and thread
-+
-+• Paper
-+
-+• Plait of hair
-+
-+• Pot of fat
-+
-+• Pot of grease
-+
-+• Ribbon
-+
-+• Rice (handful)
-+
-+• Straw
-+
-+• Tacks
-+
-+• Wax
-+
-+• Wool
-+
-+Moderate
-+
-+• Bird in a cage
-+
-+• Sewing shears
-+
-+• Thimble
-+
- ### FAIRY TALE ARTIFACTS
-
- Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
-@@ -26070,6 +29834,471 @@
-
- With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-
-+### FAIRYTALE CHARACTER OPTIONS
-+
-+### FAIRYTALE DESCRIPTORS
-+
-+Bewitched
-+
-+You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
-+force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
-+you cursed or blessed by them?
-+
-+You gain the following characteristics:
-+
-+Enchanted: +4 to your Intellect Pool.
-+
-+Skill: You are trained in all tasks involving listening and hearing.
-+
-+Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
-+roll, you can use a player intrusion without spending an XP.
-+
-+Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
-+inability in navigation, tracking, and identifying plants and animals.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
-+
-+2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
-+if there's a connection.
-+
-+3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
-+and voices you hear.
-+
-+4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
-+fit.
-+
-+Changeling
-+
-+Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
-+when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
-+perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
-+is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
-+rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
-+
-+adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
-+
-+You gain the following characteristics:
-+
-+Innovator: +4 to your Intellect Pool.
-+
-+Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
-+of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
-+handled often. You cannot return to your previous
-+
-+appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
-+one minute to complete.
-+
-+Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
-+second attempt and use the higher result. For example, if guards catch you in the queen's
-+
-+chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
-+flee, rolling twice on your roll to get away and taking the higher result. Enabler.
-+
-+Skill: People never know what to think about you. You are trained in deception.
-+
-+Inability: Your fluid nature leaves you less resistant to physical threats. Your Might defense tasks are hindered.
-+
-+Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
-+
-+Additional Equipment: You have an amulet with a strange symbol on it, a link to your truest, deepest self.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
-+
-+2\. You want to discover your true self, and the PCs offered to help you find it.
-+
-+3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
-+
-+4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
-+You hope to do more of that.
-+
-+Fragmented
-+
-+Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
-+unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
-+to embrace all of your selves.
-+
-+You gain the following characteristics:
-+
-+Two Minds: +2 to your Intellect Pool.
-+
-+Skill: You're trained in defense rolls to resist mental effects.
-+
-+Skill: You're trained in all interactions involving lies or trickery.
-+
-+Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
-+or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
-+interaction skill again until after you make a ten-hour recovery roll. Enabler.
-+
-+Inability: Your memory of events and experiences is spotty. You have an inability in memory-related tasks, such as
-+recalling information, memorizing names, and so on.
-+
-+Inability: Staying centered on a single task is difficult for you. You have an inability in tasks requiring focus or
-+concentration.
-+
-+Additional Equipment: You have a journal that you use to keep notes of your experiences and selves.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. While avoiding an entirely different concern, you walked into your current situation.
-+
-+2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
-+
-+3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-+
-+4\. You felt drawn to join the other PCs, but you don't know why.
-+
-+Frumious
-+
-+A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
-+do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
-+way, it seems to cause you—and those around you—grief more often than not.
-+
-+You gain the following characteristics:
-+
-+Manxome: +2 to your Might Pool and +2 to your Speed Pool.
-+
-+Skill: You are quick to respond to being provoked (or even to the perception that you are being provoked). You are
-+trained in initiative actions (to determine who goes
-+
-+first in combat).
-+
-+Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
-+distance away, and short-range character abilities to reach foes a long distance away.
-+
-+Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
-+others to shy away from it. All tasks relating to positive social interactions are hindered.
-+
-+Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
-+situation. All tasks relating to perception are hindered.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
-+
-+2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
-+
-+3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
-+
-+4\. One of the other PCs invited you to join, after they watched you fight.
-+
-+Haunted
-+
-+The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
-+discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
-+filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
-+safer for yourself and those around you.
-+
-+You gain the following characteristics:
-+
-+Fleeting: +4 to your Speed Pool.
-+
-+Skill: You are trained in initiative actions.
-+
-+Skill: You are trained in sensing danger.
-+
-+Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
-+refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
-+into something positive for your character.
-+
-+Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
-+Intellect defense tasks are hindered.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
-+
-+2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
-+
-+3\. One or more of the PCs helped you out when you were having a difficult time.
-+
-+4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
-+adventure is a great way to do so.
-+
-+Lost
-+
-+You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
-+your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
-+aimlessly, without clear purpose or drive.
-+
-+You gain the following characteristics:
-+
-+Skill: You're trained in three areas of knowledge of your choice.
-+
-+Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
-+
-+Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
-+choose to automatically succeed on an initiative task without rolling. You can do
-+
-+this one time, although the ability renews each time you make a ten-hour recovery roll.
-+
-+And Curiouser: For being so lost yourself, you are able to help others find things in the world. Anytime you help
-+someone who is searching for a lost object or person, you are able to point them in the right general direction.
-+
-+Inability: Figuring out how to move through the world is not one of your strongpoints. All tasks involving navigation,
-+map reading, geography, and so on are hindered.
-+
-+Inability: Sometimes being directionless makes it hard to get moving. You have an inability in noncombat Speed-related
-+tasks, such as climbing, jumping, and running.
-+
-+Additional Equipment: You carry a broken compass with you. It was a gift from someone you cared about deeply.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. The PCs came upon you while you were wandering and lost, and invited you to join them.
-+
-+2\. You happened to be in the right place at the right time.
-+
-+3\. You wish to find your path again, and you hope that the PCs will help you do that.
-+
-+4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
-+
-+### FAIRYTALE FOCI
-+
-+Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
-+Cypher System Rulebook.
-+
-+Befriends the Black Dog
-+
-+Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
-+presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
-+
-+Focus Note: Your companion is a black dog of any size or shape. It can be any form— living, dead, crafted (such as a
-+puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other
-+heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that
-+only dogs can offer.
-+
-+Tier 1: Beast Companion
-+
-+Tier 2: Ribbons of Dark Matter
-+
-+Tier 3: Dark Matter Shroud or Stronger Together
-+
-+Tier 4: Improved Companion
-+
-+Tier 5: Dark Matter Structure
-+
-+Tier 6: As If One Creature or Embraced by Darkness
-+
-+Curses the World
-+
-+Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
-+desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
-+
-+Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
-+to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
-+from being hurt again).
-+
-+Tier 1: Terrifying Presence
-+
-+Tier 2: Erase Memories
-+
-+Tier 3: Psychosis or Discerning Mind
-+
-+Tier 4: Mind Games
-+
-+Tier 5: Foul Aura
-+
-+Tier 6: Word of Command or Break Their Mind
-+
-+Feigns No Fear
-+
-+Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
-+how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
-+yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
-+in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
-+
-+Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
-+their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
-+first on the battle line to holler "Seven in one blow!"
-+
-+Tier 1: Surging Confidence
-+
-+Tier 2: Impressive Display
-+
-+Tier 3: Flamboyant Boast or Outlaw Reputation
-+
-+Tier 4: Combat Challenge
-+
-+Tier 5: Band of Desperados
-+
-+Tier 6: Finishing Blow or Heroic Monster Bane
-+
-+Lived Among the Fey
-+
-+You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
-+you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
-+them came back with you and stay with you to this day.
-+
-+Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
-+different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
-+difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
-+character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
-+
-+Tier 1: See the Unseen
-+
-+Tier 2: Bestiary Knowledge
-+
-+Tier 3: Dream Becomes Reality or Find the Hidden
-+
-+Tier 4: Pay It Forward
-+
-+Tier 5: Nightmare
-+
-+Tier 6: Explains the Ineffable or Drawing on Life's Experiences
-+
-+Made a Deal With Death
-+
-+Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
-+figure. You, however, are intimate with Death in all their many forms. Perhaps you are
-+
-+both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
-+with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
-+made a deal with them, one you hope will bring you the
-+
-+closure that you seek.
-+
-+Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining
-+healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to
-+learn how to wield it with precision and focus.
-+
-+Tier 1: Blessing of the Gods (Death)
-+
-+Tier 2: Destined for Greatness
-+
-+Tier 3: Miraculous Health or Quick Death
-+
-+Tier 4: Regeneration
-+
-+Tier 5: Hard to Kill
-+
-+Tier 6: Duel to the Death or Final Defiance
-+
-+Sheds Their Skin
-+
-+You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
-+nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
-+other form secret, safe from prying eyes and listening ears.
-+
-+Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your
-+GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up
-+with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic
-+Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the
-+character to be moving through water regularly.
-+
-+Tier 1: Beast Form
-+
-+Tier 2: Controlled Change
-+
-+Tier 3: Greater Beast Form or Hard Choices
-+
-+Tier 4: Greater Controlled Change
-+
-+Tier 5: Total Awareness
-+
-+Tier 6: Escape Plan or Perfect Control
-+
-+Heartwood Character Arcs
-+
-+Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
-+character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
-+the Cypher System Rulebook.
-+
-+Suggested Heartwood Arcs
-+
-+Become an Advocate
-+
-+You desire to help and support others, especially those who are dealing with difficult situations. This might be related
-+to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
-+number of ways, including being an emotional support
-+
-+system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
-+
-+Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
-+
-+Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
-+can help you.
-+
-+Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
-+to improve.
-+
-+Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
-+
-+Resolution: You reflect on everything you've learned and decide what to do next.
-+
-+Put Down Roots
-+
-+If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
-+seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
-+connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
-+already-established group or organization.
-+
-+Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
-+
-+Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
-+are. You create a safe space for others to do the same.
-+
-+Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
-+others when it's needed.
-+
-+Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
-+them in return.
-+
-+Resolution: You enjoy the benefits of having a supportive group of people in your life.
-+
-+Develop Coping Strategies
-+
-+You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
-+"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
-+
-+Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
-+symptom you'd like to develop a coping strategy for.
-+
-+Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
-+with it. This will likely involve research and consultation.
-+
-+Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
-+they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
-+
-+Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
-+in order for you to succeed.
-+
-+Resolution: You reflect on what you've learned and decide where you want to go from here.
-+
-+Take the Wrong Path
-+
-+Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
-+something the player chooses on a meta level for the character because it makes for an interesting story and sets up
-+possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
-+much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
-+undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
-+
-+Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
-+
-+Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
-+of steps.
-+
-+Step: Briars and Thorns. Your actions hurt yourself and those around you.
-+
-+Climax: Dead End. There is no chance for success here. Only failure.
-+
-+Resolution: You wallow in your own misery.
-+
- ### FAIRY TALE CHARACTER ARCS
-
- Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
-@@ -29597,6 +33826,16 @@
-
- ### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-
-+The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
-+each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
-+against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its
-+level. The target number is three times the level.
-+
-+The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
-+incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
-+NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
-+Listings section in the Cypher System Rulebook.
-+
- | Level | Name | Genre |
- |-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------|
- | 2 | Hivemind child | Aliens, dark magic, science gone wrong |
-@@ -30203,6 +34442,279 @@
- artifacts should probably come with a risk, such as a built-in cost, a drawback, or something else that makes using them
- another way to heighten the tension of the game. Several examples are below.
-
-+Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
-+
-+the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
-+the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
-+haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
-+In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
-+(alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
-+the thing that must be destroyed to make everything safe again (see the Bad Penny module).
-+
-+Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
-+artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
-+unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
-+vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
-+forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
-+find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
-+power source for interstellar travel.
-+
-+> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
-+
-+### LOVECRAFTIAN ARTIFACTS
-+The stories of the mythos often feature strange books or devices (which might be magical or of
-+
-+exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
-+your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
-+find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
-+chapter are:
-+
-+• Brain cylinder
-+
-+• Necronomicon
-+
-+• Pnakotic Manuscripts
-+
-+• Shining trapezohedron
-+
-+### HORROR ARTIFACTS
-+
-+### BOOK OF THOTH
-+
-+Level: 1d6 + 2
-+
-+Form: Bundle of Ancient Egyptian scrolls
-+
-+Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
-+It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
-+or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
-+suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
-+hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
-+
-+Depletion: —
-+
-+### BRAIN CYLINDER
-+
-+Level: 1d6 + 2
-+
-+Form: Metal cylinder with three exterior ports
-+
-+Effect: This device is designed to hold and preserve an intelligent brain, keeping it alive indefinitely. The brain must
-+first be surgically extracted from its natural housing (typically
-+
-+a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
-+shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
-+allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
-+allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
-+but
-+
-+the brain is otherwise helpless, unable to perform physical actions, and completely blind and deaf if disconnected from
-+its machines. Deprived of the illusion of physical stimuli, a human brain trapped in a cylinder is likely to go insane
-+after weeks or months.
-+
-+Depletion: 1 in 1d6 (check each year)
-+
-+Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
-+want to study humans.
-+
-+### CURSED VIDEO
-+
-+Level: 1d6 + 2
-+
-+Form: DVD, film, thumb drive, or videocassette
-+
-+Effect: Anyone who watches this disturbing video must make an Intellect defense roll against the level of the artifact
-+or become cursed. A cursed victim becomes haunted by a malevolent spirit and begins to experience strange phenomena,
-+which eventually kills them. The curse can simultaneously affect a number of people equal to the artifact level (which
-+prevents it from starting a curse epidemic by being broadcast or posted online where thousands of people can see it at
-+once).
-+
-+For some cursed videos, a victim can free themselves of the curse by making another person watch the video, thus passing
-+the curse on to a new victim.
-+
-+Depletion: —
-+
-+### DEMON PUZZLE
-+
-+Level: 1d6 + 4
-+
-+Form: Crystal or device
-+
-+Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
-+user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
-+the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
-+back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
-+the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
-+demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
-+The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
-+demon within short range whose level is lower than the artifact's level.
-+
-+There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
-+similar risks.
-+
-+Depletion: 1 in 1d100
-+
-+### GHOST VAULT
-+
-+Level: 1d6 + 4
-+
-+Form: Large immobile machine Effect: When used in conjunction with a ghost trap, this machine can imprison multiple
-+ghosts (including spirits, phased beings, and similar creatures) for an indefinite amount of time. The total level of
-+ghosts it can store is equal to its level × 20 (so a level 5 vault can hold 100 levels of ghosts). The vault can be used
-+as a ghost trap, but doing so triggers a depletion roll. If the vault is disconnected from its power supply, destroyed,
-+or depletes, the imprisoned ghosts are freed, initially at a rate of one per round but quickly speeding up so that all
-+of them are free within a couple of minutes.
-+
-+Depletion: 1 in 1d20 (check each month)
-+
-+### HUMAN SUIT
-+
-+Level: 1d6
-+
-+Form: Folds of cloth and fleshlike substance (inactive) or a specific human individual (active)
-+
-+Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
-+pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
-+allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
-+adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
-+another human). Human suits usually come with attached clothing.
-+
-+Depletion: 1 in 1d20
-+
-+### MONKEY'S PAW
-+
-+Level: 1d6
-+
-+Form: Mummified monkey's paw
-+
-+Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
-+for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
-+might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
-+others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
-+fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
-+level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
-+level 3 barrier, resurrect a dead level 3
-+
-+person, and so on.
-+
-+Depletion: 1 in 1d6
-+
-+### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
-+
-+Level: 1d6 + 4
-+
-+Form: Grimoire (no reader can long keep the book's exact form in memory)
-+
-+Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
-+which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
-+history. That said, the uses a reader can put the Necronomicon to include the following.
-+
-+• Reference. The grimoire eases by three steps any task related to knowledge of Lovecraftian realms, entities, objects,
-+and related subjects.
-+
-+• Spellbook. The grimoire contains a variety of horrifying spells and rituals, which a reader can attempt to cast by
-+incanting from the tome. They range from simple curses and spells to speak to the dead all the way up to death spells
-+and the summoning of Lovecraftian entities. The GM can let the player describe the kind of spell desired, and then
-+decide if it exists in the Necronomicon. If it does, the spell also likely has an unintended side effect, such as
-+infecting a nearby object or friend with a demonic entity, killing a pet, or driving a nearby NPC insane.
-+
-+Each time the reader references the grimoire or casts a spell from it, the disturbing imagery, phrasing, and general
-+evil nature require them to make a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of
-+Intellect damage, descend one step on the damage track, and take one other action (determined by the GM) motivated by
-+insanity. On a successful roll, they still take 2 points of Intellect damage.
-+
-+There may be damaged copies of the Necronomicon in Greek and a handwritten version that was poorly translated into
-+English and exists only in fragments. Supposedly the original Arabic version was lost or destroyed in a fire.
-+
-+Depletion: —
-+
-+### PNAKOTIC MANUSCRIPTS
-+
-+Level: 1d6 + 2
-+
-+Form: Tome with stony plates binding a sheaf of parchment
-+
-+Effect: When a user reads aloud from the manuscripts, they can create either of the following effects, both of which put
-+them at risk:
-+
-+• Contact the mind of a powerful godlike being. The user must make
-+
-+a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of Intellect damage, descend one step on the
-+damage track, and take one other action (determined by the GM) motivated by insane panic. On a successful roll, they
-+take 2 points of Intellect damage and learn the answer to one question, no matter the scope, from the mind contacted.
-+
-+• Close a portal to a Lovecraftian planet or dimension. This requires reciting a chant from the book and might require
-+an object that somehow relates to the portal (such as a piece of a creature from the destination). The user must make a
-+difficulty 5 Intellect defense roll each round they chant from the manuscript. On a failed roll, they take 4 points of
-+Intellect damage. On a successful roll, they take 2 points of Intellect damage and make progress toward closing the
-+portal. A typical portal requires ten successes to close it. Another person can take over the chant if the previous
-+person stops, but the first Intellect defense roll for their chanting is hindered.
-+
-+Depletion: —
-+
-+### SHINING TRAPEZOHEDRON
-+
-+Level: 1d6 + 3
-+
-+Form: Black spherical stone with red streaks and many irregular facets
-+
-+Effect: Summons a messenger of
-+
-+the Outer Gods (powerful and dangerous Lovecraftian entities): a bat-like, three-eyed creature called the Haunter of the
-+Dark. The messenger can show its summoner wonders of the universe or teach them spells, but it requires human
-+sacrifices, and if allowed to roam, it will hunt and commit murder. The stone is usually stored in a strangely angled
-+hinged box made of yellow metal, decorated with carvings of weird alien beings.
-+
-+Haunter of the Dark: level 6, magical knowledge and stealth as level 8; inflicts 6 points of Intellect damage;
-+automatically banished in any light stronger than dim light
-+
-+Depletion: —
-+
-+### SILGARHO BULLET
-+
-+Level: 1d6
-+
-+Form: Hollow-point bullet
-+
-+Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
-+garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
-+vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
-+materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
-+(this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
-+the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
-+immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
-+through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
-+
-+One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
-+
-+Depletion: Automatic
-+
-+### SPIRIT BOARD
-+
-+Level: 1d6
-+
-+Form: Weathered, flat piece of wood inked with letters and numbers
-+
-+Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
-+One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
-+spelling out words to answer questions from the participants. Each minute that the artifact is used, the users can ask
-+one question from the spirits and get a general answer if one of them makes an Intellect roll (this might be modified by
-+any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
-+task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
-+knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
-+the past is level 7; gaining knowledge of the future is normally impossible.
-+
-+Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
-+contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
-+perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
-+ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
-+while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
-+to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
-+contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
-+the participants.
-+
-+Depletion: 1 in 1d100 (check each session)
-+
- ### BOOK OF INVERSION
-
- Level: 8
-@@ -30420,191 +34932,4036 @@
-
- Survivor, typical: level 3
-
--### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
-+### OPTIONAL RULES FOR THE APOCALYPSE
-
--In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
--be available in trade from other survivors, or in the rare trade town.
-+The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
-+civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
-+every post‑apocalyptic game, such as scavenging and how to repair before‑times machines, the game effects of exposure
-+and starvation, and so on.
-
--### INEXPENSIVE ITEMS
-+Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
-+destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
-
--| | |
--|--------------|-----------------|
--| Weapons | Notes |
--| Knife | Rusty and worn |
--| Light weapon | Won't last long |
--| Wooden club | |
-+And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
-+civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
-
--| | |
--|-------------|-----------------------------|
--| Armor | Notes |
--| Animal hide | |
--| Light armor | Smell hinders stealth tasks |
--| Shield | Asset to Speed defense |
-+Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
-+might find out over the course of the game.
-
--| | |
--|-------------|-----------------------------------------|
--| Other Items | Notes |
--| Candle | |
--| Plastic bag | Useful and ubiquitous (won't last long) |
-+Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
-+scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
-+return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
-+fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
-+running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
-+to the game.
-
--Moderately Priced ITEMS
-+### EXPOSURE, STARVATION, AND DEHYDRATION
-
--| | |
--|---------------------|-------------------------------------------|
--| Weapons | Notes |
--| Handaxe | Light weapon |
--| Knife, multipurpose | Light weapon; asset to small repair tasks |
-+Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
-+post‑apocalyptic scenario, given that survival is a primary theme of the genre.
-
--| | |
--|----------------------|-------------------------------|
--| Other Items | Notes |
--| Gas mask | Breathable air for four hours |
--| Padlock with keys | |
--| Portable lamp, solar | |
-+When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
-+and life span are directly affected.
-
--### EXPENSIVE ITEMS
-+Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-
--| | |
--|----------------------------|--------------------------------------------------------------------|
--| Other Items | Notes |
--| Radiation detector | |
--| Nightvision goggles | |
--| Radiation tent | Prevents radiation damage for three days |
--| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for twelve hours |
-+### EXPOSURE
-+The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
-+degrading.
-
--### SCAVENGING
-+Too Cold
-
--Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
--safety.
-+Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
-+hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
-+brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
-+to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
-
--Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins
--before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task.
--Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of
--these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.
-+In game terms, unprotected characters, or even characters who have less than adequate protection, suffer 1 point of
-+ambient damage per hour in temperatures near or below 32° F (0° C), or 1 point of ambient damage per round in subzero
-+(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
-+Might defense roll each hour or descend one step on the damage track.
-+
-+Too Hot
-+
-+Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
-+can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
-+nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
-+adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
-+minutes to two or three hours.
-+
-+In game terms, PCs in too‑hot conditions suffer 1 point of ambient damage per ten minutes. In addition, a character
-+exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
-+minutes. On a failed roll, the character descends one step on the damage track.
-+
-+### RULE OF THREE
-+
-+One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
-+something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
-+you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
-+environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
-+is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
-+
-+### STARVATION
-+
-+Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
-+take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
-+the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving
-+character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
-+step on the damage track.
-+
-+### DEHYDRATION
-+
-+Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
-+physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
-+day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain
-+lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
-+defense roll each day. On a failed roll, the character descends one step on the damage track.
-+
-+### RADIATION IN THE REAL WORLD
-+
-+Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
-+cancer, and death.
-+
-+When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you
-+predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have
-+since been launched by a doom‑driven survivor group that found an old silo, a before‑times nuclear power plant went
-+critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.
-+
-+Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting
-+with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible
-+mutations.
-+
-+Effect: Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described
-+in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the
-+sections that follow.
-+
-+Telltale Signs of Dangerous Radiation
-+
-+Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
-+is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
-+radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
-+residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
-+
-+Radiation Damage
-+
-+Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination,
-+harms PCs soon after they are exposed.
-+
-+Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of
-+ambient damage per minute each time they fail a difficulty 3 Might defense task; on a success they still take 1 point of
-+ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation
-+during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
-+
-+A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
-+eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
-+Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
-+otherwise compromised, they're generally not subject to radiation sickness.
-+
-+\*Dangerous radiation: Level 3
-+
-+\*Taking iodine tablets eases Might defense rolls against radiation sickness by three steps.
-+
-+Disease: Radiation Sickness
-+
-+Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation
-+sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight
-+loss, and potentially death.
-+
-+Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
-+defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
-+
-+### SCAVENGING, REPAIRING, AND BUILDING
-+
-+Survivors need food and shelter in a world turned upside down.
-+
-+When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
-+must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
-+they search for food, water, and shelter.
-+
-+Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
-+the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
-+following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
-+cross‑reference them to understand how it all works.
-+
-+Food, Water, and Shelter
-+
-+PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
-+reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
-+overrun by raiders and they barely escaped with their lives, or something else.
-+
-+Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
-+before they have a chance of finding food or a refuge.
-+
-+Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
-+table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
-+them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
-+double the amount of resources and have enough for two days for six people.
-+
-+Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
-+especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
-+resources.
-+
-+Food and Water
-
- Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
--but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
--to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
--radioactive, poisoned, or overrun with hostile creatures.
-+but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
-
--The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
--characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
--scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
--The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
--place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
-+Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
-+but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
-
--Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
--task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
--successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
--first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
--days, a group normally gets only a single roll to find useful stuff.
-+Scavenging and Related Tasks
-
--Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
--dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
--be used as currency or barter when the characters find other survivors or arrive at a trade town.
-+| Level | Task |
-+|-------|-------------------------------------------------------------------------------------------------------------------------------------|
-+| 5 | Find enough food and clean water for a group of five characters to eat and drink for one dya |
-+| 5 | Find a place of relative safety to regroup, shelter from the elements, and hide from other dangerous groups or creatures |
-+| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
-+| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
-
--Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in
--the expensive category).
-+Changing Conditions Affect Scavenger Success
-
--Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might
--have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the
--Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
--often it can be disassembled and used as parts to create something else.
-+The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
-+already spent there.
-+
-+Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
-+shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
-+environment.
-+
-+Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
-+make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
-+settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
-+obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
-+
-+Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
-+task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
-+compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
-+dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
-+evident.
-
- ### USEFUL STUFF
-
-+Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
-+stuff is often found along with these basic requirements.
-+
-+When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
-+something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
-+PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
-+each character might find something useful on the table, but on subsequent days, a group normally gets only a single
-+roll.
-+
-+Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
-+
-+Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
-+beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
-+course, could complicate that for any given item.
-+
-+Artifact? As described under Pre‑Apocalyptic Artifacts, almost every nonfood item on the Useful Stuff table could be
-+considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
-+1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
-+
-+Useful Stuff Table
-+
-+Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
-+good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
-+2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
-+
-
-
--
-+
-+
-+
-+
-+
-+
-+
-+
-+01 |
-+Water filter straw or bottle |
-+
-+
-+02 |
-+Windproof matches, box |
-+
-+
-+03 |
-+Gas mask |
-+
-+
-+04 |
-+Soap, shampoo, or other hygiene product |
-+
-+
-+05 |
-+Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Specific Tool Found |
-+ |
-+
-+
-+1 |
-+Manual drill |
-+ |
-+
-+
-+2 |
-+Hammer |
-+ |
-+
-+
-+3 |
-+Tape measure |
-+ |
-+
-+
-+4 |
-+Lever hoist/ratchet/come‑along |
-+ |
-+
-+
-+5 |
-+Screwdriver, multibit |
-+ |
-+
-+
-+6 |
-+Saw |
-+ |
-+
-+
-+7 |
-+Pliers |
-+ |
-+
-+
-+8 |
-+Wrench |
-+ |
-+
-+
-+9 |
-+Level |
-+ |
-+
-+
-+10 |
-+Clamps |
-+ |
-+
-+
-+ |
-+
-+
-+06 |
-+Carabiner |
-+
-+
-+07-08 |
-+Bungee cords |
-+
-+
-+09-10 |
-+Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Specific Tool Found |
-+ |
-+
-+
-+1 |
-+Drill, corded or battery |
-+ |
-+
-+
-+2 |
-+Miter saw, corded |
-+ |
-+
-+
-+3 |
-+Circular saw, corded |
-+ |
-+
-+
-+4 |
-+Table saw, benchtop |
-+ |
-+
-+
-+5 |
-+Welding kit |
-+ |
-+
-+
-+6 |
-+Impact driver, corded or battery |
-+ |
-+
-+
-+7 |
-+Chainsaw, gas, corded, or electric |
-+ |
-+
-+
-+8 |
-+Nail gun, corded, battery, or air‑driven |
-+ |
-+
-+
-+9 |
-+Air compressor |
-+ |
-+
-+
-+10 |
-+Heat gun, corded or battery |
-+ |
-+
-+
-+ |
-+
-+
-+11 |
-+Construction/repair supply (the right material provides an asset to a task that would benefit from its use;
-+counts as one load of construction junk)
-+
-+
-+
-+
-+
-+
-+
-+D6 |
-+Component or Substance |
-+
-+
-+1 |
-+Glue, wood, ceramic, or super |
-+
-+
-+2 |
-+Epoxy, metal welding |
-+
-+
-+3 |
-+Nails, screws, fasteners |
-+
-+
-+4 |
-+Electrician's Tape |
-+
-+
-+5-6 |
-+Duct Tape |
-+
-+
-+ |
-+
-+
-+12 |
-+Nightvision goggles |
-+
-+
-+13 |
-+First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion) |
-+
-+
-+14 |
-+Ammunition handloading tool set (provides an asset to crafting ammunition) |
-+
-+
-+15-16 |
-+Over the counter (OTC) medicine (provides an asset to one qualifying healing‑related task)
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Specific Medicine Found |
-+
-+
-+1 |
-+Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill |
-+
-+
-+2 |
-+Antihistamines, pills or salve |
-+
-+
-+3 |
-+Antacids, pills or chews |
-+
-+
-+4 |
-+Sunscreen, oil or spray |
-+
-+
-+5 |
-+Cold/flu treatment, pills or liquid |
-+
-+
-+6 |
-+Antibiotic, spray or gel |
-+
-+
-+7 |
-+Liquid bandage, spray or liquid |
-+
-+
-+8-9 |
-+Pain and discomfort relief for PMS (blended ingredients) |
-+
-+
-+10 |
-+Anti-nausea, pills or liquid |
-+
-+
-+ |
-+
-+
-+17 |
-+Pads and tampons |
-+
-+
-+18 |
-+Condoms |
-+
-+
-+19 |
-+Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is
-+found)
-+
-+
-+
-+
-+
-+
-+
-+
-+d20 |
-+Condition Treated by Meds |
-+ |
-+
-+
-+1 |
-+Blood clots |
-+ |
-+
-+
-+2 |
-+Hypothyroidism |
-+ |
-+
-+
-+3 |
-+Diabetes |
-+ |
-+
-+
-+4 |
-+High blood pressure |
-+ |
-+
-+
-+5 |
-+Depression and anxiety |
-+ |
-+
-+
-+6 |
-+Heart and artery conditions |
-+ |
-+
-+
-+7 |
-+High cholesterol |
-+ |
-+
-+
-+8 |
-+Bacterial infection |
-+ |
-+
-+
-+9 |
-+Lung issues |
-+ |
-+
-+
-+10 |
-+Seizures and epilepsy |
-+ |
-+
-+
-+11 |
-+Asthma |
-+ |
-+
-+
-+12 |
-+Arthritis |
-+ |
-+
-+
-+13 |
-+Degenerative nerve conditions |
-+ |
-+
-+
-+14 |
-+Cancer |
-+ |
-+
-+
-+15 |
-+Pregnancy prevention and ending |
-+ |
-+
-+
-+16 |
-+Gender dysmorphia |
-+ |
-+
-+
-+17 |
-+Enlarged prostate |
-+ |
-+
-+
-+18 |
-+Ulcers |
-+ |
-+
-+
-+19 |
-+Acid reflux |
-+ |
-+
-+
-+20 |
-+Radiation sickness |
-+ |
-+
-+
-+ |
-+
-+
-+20 |
-+Binoculars |
-+
-+
-+21 |
-+Horse, trained for riding (typically found with a few days of feed) |
-+
-+
-+22 |
-+Magnifying glass |
-+
-+
-+23 |
-+Glasses, readers |
-+
-+
-+24 |
-+Box of black permanent markers |
-+
-+
-+25 |
-+Scissors |
-+
-+
-+26-35 |
-+Food and water (enough for five people for one day)
-+
-+
-+
-
-+
-
-
-
- d100 |
--Item Found |
-+Specific Food/Water Found |
-+ |
-
-
--01–10 |
--Tools (provide an asset to tasks related to repair and crafting) |
-+01–02 |
-+Baby food, jarred |
-+ |
-
-
--11–20 |
--Medicine (provides an asset to one healing-related task) |
-+03–06 |
-+Beans, dried |
-+ |
-
-
--21–25 |
--Binoculars |
-+07–08 |
-+Beans, canned |
-+ |
-
-
--26–35 |
--Chocolate bar or similarly
--sought-after candy or snack |
-+09–12 |
-+Bouillon cubes |
-+ |
-
-
--36–45 |
--Textbook (provides an asset to a knowledge-related task) |
-+13–14 |
-+Canned pasta |
-+ |
-
-
--46–50 |
--Coffee or tea |
-+15–16 |
-+Cereal, breakfast |
-+ |
-
-
--51–55 |
--Gun or rifle with ten shells or bullets |
-+17–18 |
-+Cheese in wax |
-+ |
-
-
--56–60 |
--Flashlight |
-+19–20 |
-+Chocolate, dark |
-+ |
-
-
--61–65 |
--Loot |
-+21–22 |
-+Coffee, instant |
-+ |
-
-
--66–70 |
--Gasoline (2d6 × 10 gallons) |
-+23 |
-+Eggs, fresh |
-+ |
-
-
--71–75 |
--Batteries |
-+24 |
-+Eggs, powdered |
-+ |
-
-
--76–80 |
--Functioning vehicle (sedan, pickup, motorcycle, etc.) |
-+25–26 |
-+Energy bar |
-+ |
-
-
--81–85 |
--Generator |
-+27–28 |
-+Fruit, canned |
-+ |
-
-
--86–90 |
--MRE cache (food and water for six people for 1d6 weeks) |
-+29–30 |
-+Fruit, dried |
-+ |
-
-
--91–95 |
-+31–32 |
-+Fruit, fresh |
-+ |
-+
-+
-+33–34 |
-+Flour, white |
-+ |
-+
-+
-+35–36 |
-+Flour, other |
-+ |
-+
-+
-+37–38 |
-+Honey |
-+ |
-+
-+
-+39–40 |
-+Liquor |
-+ |
-+
-+
-+41–42 |
-+Mayonnaise |
-+ |
-+
-+
-+43–44 |
-+Meat, canned |
-+ |
-+
-+
-+45 |
-+Milk, fresh |
-+ |
-+
-+
-+46 |
-+Milk, powdered |
-+ |
-+
-+
-+47–48 |
-+Mustard |
-+ |
-+
-+
-+49–50 |
-+Nuts |
-+ |
-+
-+
-+51–52 |
-+Oatmeal |
-+ |
-+
-+
-+53–54 |
-+Oil, sealed in can |
-+ |
-+
-+
-+55–56 |
-+Pasta, dried |
-+ |
-+
-+
-+57–58 |
-+Pet food, canned |
-+ |
-+
-+
-+59–60 |
-+Rice, dried |
-+ |
-+
-+
-+61–62 |
-+Salt |
-+ |
-+
-+
-+63 |
-+Snack bag, dried chips, etc. |
-+ |
-+
-+
-+64 |
-+Snack, candy or baked snack |
-+ |
-+
-+
-+65–66 |
-+Soda, can |
-+ |
-+
-+
-+67–68 |
-+Spices |
-+ |
-+
-+
-+69–70 |
-+Sugar |
-+ |
-+
-+
-+71–73 |
-+Tea, in a tin |
-+ |
-+
-+
-+74–75 |
-+Yeast, dry |
-+ |
-+
-+
-+76–77 |
-+Vegetables, canned |
-+ |
-+
-+
-+78–79 |
-+Vegetables, fresh |
-+ |
-+
-+
-+80–87 |
-+Water, bottled |
-+ |
-+
-+
-+88–96 |
-+Water, canned |
-+ |
-+
-+
-+97–98 |
-+Wine, common |
-+ |
-+
-+
-+99–00 |
-+Wine, fine |
-+ |
-+
-+
-+ |
-+
-+
-+36 |
-+Food cache (enough for five people for 1d20 weeks) |
-+
-+
-+37 |
-+Water cache (enough for six people for 1d20 weeks) |
-+
-+
-+38 |
-+Plastic bag (won't last long) |
-+
-+
-+39-45 |
-+Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Topics Covered |
-+ |
-+
-+
-+1 |
-+Plumbing |
-+ |
-+
-+
-+2 |
-+Electronics |
-+ |
-+
-+
-+3 |
-+Gardening |
-+ |
-+
-+
-+4 |
-+Farming |
-+ |
-+
-+
-+5 |
-+Civil engineering |
-+ |
-+
-+
-+6 |
-+Robotics |
-+ |
-+
-+
-+7 |
-+Health |
-+ |
-+
-+
-+8 |
-+Renewables (solar, wind) |
-+ |
-+
-+
-+9 |
-+Smithcraft |
-+ |
-+
-+
-+10 |
-+Chemistry |
-+ |
-+
-+
-+ |
-+
-+
-+46 |
-+Supply stash (roll on this table 1d6 +2 times) |
-+
-+
-+47 |
-+Books (1d10 books of fiction) |
-+
-+
-+48 |
-+Toy wagon |
-+
-+
-+49 |
-+Shopping cart or baby carriage |
-+
-+
-+50 |
-+Wheelbarrow |
-+
-+
-+51 |
-+Skateboard, roller skates/blades, or similar |
-+
-+
-+52 |
-+Can opener or can punch |
-+
-+
-+53 |
-+Gloves |
-+
-+
-+54 |
-+Sunglasses or safety goggles |
-+
-+
-+55 |
-+Ear plugs |
-+
-+
-+56 |
-+Extension cord or power tree |
-+
-+
-+57 |
-+Lighter, butane |
-+
-+
-+58 |
-+Lighter, plasma |
-+
-+
-+59 |
-+Flashlight, battery and/or crank-powered |
-+
-+
-+60-63 |
-+Weapon, melee
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Weapon |
-+ |
-+
-+
-+1 |
-+Sap/blackjack (light) |
-+ |
-+
-+
-+2 |
-+Hand axe (light) |
-+ |
-+
-+
-+3 |
-+Hunting/combat knife (light) |
-+ |
-+
-+
-+4 |
-+Brass knuckles (light) |
-+ |
-+
-+
-+5 |
-+Axe (medium) |
-+ |
-+
-+
-+6 |
-+Baseball bat (medium) |
-+ |
-+
-+
-+7 |
-+Baton (medium) |
-+ |
-+
-+
-+8 |
-+Saber/machete (medium) |
-+ |
-+
-+
-+9 |
-+Bow (medium) |
-+ |
-+
-+
-+10 |
-+Pickaxe (heavy) |
-+ |
-+
-+
-+ |
-+
-+
-+64 |
-+Broom or mop |
-+
-+
-+65 |
-+Padlock with keys |
-+
-+
-+66 |
-+Armor
-+
-+
-+
-+
-+
-+
-+
-+
-+d6 |
-+Specific Armor |
-+ |
-+
-+
-+1 |
-+Leather jacket (light armor) |
-+ |
-+
-+
-+2 |
-+Kevlar vest (medium armor) |
-+ |
-+
-+
-+3 |
-+Lightweight body (medium armor, encumbers as light armor) |
-+ |
-+
-+
-+4 |
-+Riot gear (medium armor) |
-+ |
-+
-+
-+5 |
-+Military body (heavy armor) |
-+ |
-+
-+
-+6 |
-+Crafted from trash cans (variable) |
-+ |
-+
-+
-+ |
-+
-+
-+67 |
-+Bivouac sack |
-+
-+
-+68 |
-+SCUBA gear |
-+
-+
-+69 |
-+Straitjacket |
-+
-+
-+70 |
-+Game, physical (puzzle, board game, RPG) |
-+
-+
-+71 |
-+Canteen |
-+
-+
-+72 |
-+Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
-+
-+
-+73-74 |
-+Vehicle
-+
-+
-+
-+
-+
-+
-+
-+
-+d20 |
-+Specific Vehicle |
-+ |
-+
-+
-+1 |
-+Airplane, prop |
-+ |
-+
-+
-+2 |
-+Ambulance |
-+ |
-+
-+
-+3 |
-+Balloon |
-+ |
-+
-+
-+4 |
-+Boat |
-+ |
-+
-+
-+5 |
-+Bus |
-+ |
-+
-+
-+6 |
-+Car, consumer (gas or EV) |
-+ |
-+
-+
-+7 |
-+Truck, consumer (gas or EV) |
-+ |
-+
-+
-+8 |
-+Fire engine |
-+ |
-+
-+
-+9 |
-+Forklift |
-+ |
-+
-+
-+10 |
-+Garbage truck |
-+ |
-+
-+
-+11 |
-+Helicopter |
-+ |
-+
-+
-+12 |
-+Jet |
-+ |
-+
-+
-+13 |
-+Lawnmower, riding (gas or EV) |
-+ |
-+
-+
-+14 |
-+Motorcycle (gas or EV) |
-+ |
-+
-+
-+15 |
-+Bicycle (pedal or EV‑pedal) |
-+ |
-+
-+
-+16 |
-+Police car |
-+ |
-+
-+
-+17 |
-+Scooter |
-+ |
-+
-+
-+18 |
-+Tractor (gas or EV) |
-+ |
-+
-+
-+19 |
-+Train engine |
-+ |
-+
-+
-+20 |
-+Van |
-+ |
-+
-+
-+ |
-+
-+
-+75-78 |
-+Firearm (usually found with about 10 bullets or shells)
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Specific Firearm |
-+ |
-+
-+
-+1–2 |
-+Handgun (light, short range) |
-+ |
-+
-+
-+3–4 |
-+Handgun (medium, long range) |
-+ |
-+
-+
-+5 |
-+Rifle (medium, long range) |
-+ |
-+
-+
-+6 |
-+Shotgun (heavy, immediate range) |
-+ |
-+
-+
-+7 |
-+Handgun, big (heavy, long range) |
-+ |
-+
-+
-+8 |
-+Assault rifle (heavy, rapid‑fire, long range) |
-+ |
-+
-+
-+9 |
-+Heavy rifle (heavy, very long range) |
-+ |
-+
-+
-+10 |
-+Submachine gun (medium, rapid‑fire, short range) |
-+ |
-+
-+
-+ |
-+
-+
-+79 |
-+Hand grenade (4 points of damage in immediate range) |
-+
-+
-+80 |
- Ammunition cache (100 shells or bullets for 1d6 different weapons) |
-
-+
-+81 |
-+Bolt cutters |
-+
-
--96–97 |
--Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two) |
-+82 |
-+Climbing gear |
-
-
--98–99 |
--Cypher (in addition to any other cyphers the GM awards) |
-+83 |
-+Crowbar |
-+
-+
-+84 |
-+Handcuffs |
-+
-+
-+85 |
-+Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets
-+or shells) |
-
-
-+86-87 |
-+Boots |
-+
-+
-+88 |
-+Power
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Specific Kind of Power |
-+ |
-+
-+
-+1 |
-+Generator (gas) |
-+ |
-+
-+
-+2–3 |
-+Batteries, 4‑pack, household |
-+ |
-+
-+
-+4 |
-+Batteries, 4‑pack, household (rechargeable) |
-+ |
-+
-+
-+5 |
-+Consumer battery recharger |
-+ |
-+
-+
-+6 |
-+Battery, car (12 v) |
-+ |
-+
-+
-+7 |
-+Battery, portable power station (rechargeable) |
-+ |
-+
-+
-+8 |
-+Gasoline (2d6 × 10 gallons) |
-+ |
-+
-+
-+9 |
-+Solar panels, portable |
-+ |
-+
-+
-+10 |
-+Home battery (often connected to solar) |
-+ |
-+
-+
-+ |
-+
-+
-+89 |
-+Lantern, kerosene or battery |
-+
-+
-+90 |
-+Electronics, consumer, general (functional, but without power or network connection, normally considered
-+junk)
-+
-+
-+
-+
-+
-+
-+
-+
-+d10 |
-+Specific Device |
-+ |
-+
-+
-+1 |
-+Smartphone |
-+ |
-+
-+
-+2 |
-+Laptop |
-+ |
-+
-+
-+3 |
-+TV |
-+ |
-+
-+
-+4 |
-+Headphones, wireless or wired |
-+ |
-+
-+
-+5 |
-+Fitness tracker |
-+ |
-+
-+
-+6 |
-+Smart speaker |
-+ |
-+
-+
-+7 |
-+Game console |
-+ |
-+
-+
-+8 |
-+Digital camera |
-+ |
-+
-+
-+9 |
-+Tablet |
-+ |
-+
-+
-+10 |
-+Smartwatch |
-+ |
-+
-+
-+ |
-+
-+
-+91 |
-+Art supplies |
-+
-+
-+92 |
-+Mask, dust and particulates |
-+
-+
-+93 |
-+Rope, nylon |
-+
-+
-+94 |
-+Sleeping bag |
-+
-+
-+95 |
-+Tent |
-+
-+
-+96 |
-+Tires, stored |
-+
-+
-+97 |
-+Toilet paper, stored |
-+
-+
-+98 |
-+Turntable and/or CD player (usually found with supply of old records and/or CDs of music) |
-+
-+
-+99 |
-+Loot (stuff people thought was valuable in the before‑times)
-+
-+
-+
-+
-+
-+
-+
-+
-+d6 |
-+Specific Valuable |
-+ |
-+
-+
-+1 |
-+Silver dollar coin |
-+ |
-+
-+
-+2 |
-+Gold eagle coin |
-+ |
-+
-+
-+3 |
-+Book of rare stamps |
-+ |
-+
-+
-+4 |
-+Framed art |
-+ |
-+
-+
-+5 |
-+Designer wristwatch |
-+ |
-+
-+
-+6 |
-+Jewelry |
-+ |
-+
-+
-+ |
-+
-+
- 00 |
--Artifact (in addition to any other artifacts the GM awards) |
-+Radiation control item
-+
-+
-+
-+
-+
-+
-+
-+
-+d6 |
-+Specific Item |
-+ |
-+
-+
-+1 |
-+Radiation tent (prevents radiation damage for three days) |
-+ |
-+
-+
-+2 |
-+Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours) |
-+ |
-+
-+
-+3 |
-+Handheld radiation detector |
-+ |
-+
-+
-+4 |
-+Radiation badge |
-+ |
-+
-+
-+5–6 |
-+Manual describing radiation remediation best practices |
-+ |
-+
-+
-+ |
-
-
-
-
-+### JUNK
-+
-+Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
-+function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
-+some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to
-+take advantage of the Repairing and Building section described in this optional rule.
-+
-+When to Consult the Table: All characters gain up to three results from the Junk table each time they successfully
-+scavenge for food and water, or a safe place to stay. Junk can sometimes be repaired. It can also be disassembled,
-+warped, melted, or otherwise used to craft or repair something else.
-+
-+How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
-+get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
-+particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
-+with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
-+
-+Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
-+Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
-+equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
-+asking an ally for help; or something else.
-+
-+Junk
-+
-+| | |
-+|-----|-------------------------------------------------------------------------------------------------|
-+| D10 | Variety of Junk |
-+| 1 | Electronic (stereo, DVD/Blu‑ray player, smartphone, electric fan, printer, router, etc.) |
-+| 2 | Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
-+| 3 | Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.) |
-+| 4 | Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.) |
-+| 5 | Glass (vases, windows, bowls, decorative pieces, etc.) |
-+| 6 | Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.) |
-+| 7 | Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.) |
-+| 8 | Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.) |
-+| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
-+| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
-+
-+### REPAIRING AND BUILDING
-+
-+Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
-+craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
-+to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
-+salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
-+even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
-+medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
-+the same grade made before the apocalypse. It just looks less polished.
-+
-+Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
-+perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
-+to their task.
-+
-+Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
-+and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
-+previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
-+moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
-+structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
-+reasonable.
-+
-+Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
-+use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
-+materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
-+hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
-+used, as long as they find specialized tools and instructions to go with it.
-+
-+Repair and Build Time: PCs who reduce the difficulty of a project cannot, generally speaking, reduce the repair or build
-+time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
-+in the Cypher System Rulebook.
-+
-+### EQUIPMENT MAINTENANCE
-+
-+When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
-+a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
-+the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
-+maintenance, PCs should have a chance to fix it.
-+
-+Effect: Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who
-+know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on
-+equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
-+or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
-+their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
-+roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
-+thereafter, unless a special circumstance occurs.
-+
-+Repairing and Crafting Difficulty and Time
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+Difficulty |
-+Project |
-+Repair Time |
-+Build Time |
-+Loads of Junk Required* (for repair) |
-+
-+
-+0 |
-+Tying a rope, finding a rock, etc. |
-+— |
-+Minutes |
-+— |
-+
-+
-+1 |
-+Torch |
-+1 minute |
-+5 minutes |
-+1 construction |
-+
-+
-+2 |
-+Spear, piece of simple furniture |
-+10 minutes |
-+1 hour |
-+1 construction |
-+
-+
-+2 |
-+Lean‑to shelter |
-+10 minutes |
-+1 hour |
-+Deadfall or 1 construction |
-+
-+
-+3 |
-+Bow, door, steps, simple bridge |
-+1 hour |
-+1 day |
-+1 construction |
-+
-+
-+3 |
-+Simple article of clothing |
-+10 minutes |
-+3 hours |
-+1 textile |
-+
-+
-+3 |
-+Light armor |
-+1 hour |
-+10 hours |
-+1 textile |
-+
-+
-+3 |
-+Wheelbarrow |
-+10 minutes |
-+1 hour |
-+1 vehicle |
-+
-+
-+4 |
-+Desk with drawers, other complex furniture |
-+1 hour |
-+1 day |
-+1 construction, 1 plastic, 1 textile |
-+
-+
-+4 |
-+Single plumbing project |
-+3 hours |
-+1 day |
-+1 construction, 1 plastic |
-+
-+
-+4 |
-+Wiring small structure for electricity |
-+3 hours |
-+2 days |
-+1 construction, 1 electronic |
-+
-+
-+4 |
-+Ammunition, 25 rounds |
-+— |
-+2 days |
-+1 chemical, 1 metal |
-+
-+
-+4 |
-+Medium armor |
-+1 hour |
-+1 day |
-+1 metal, 1 textile |
-+
-+
-+5 |
-+Cabin, small |
-+1 day |
-+1 week |
-+2 construction |
-+
-+
-+5 |
-+Motorcycle |
-+1 day |
-+2 months |
-+1 metal, 1 vehicle |
-+
-+
-+5 |
-+Car or truck |
-+2 days |
-+5 months |
-+1 electronic, 1 vehicle |
-+
-+
-+5 |
-+Firearm |
-+3 hours |
-+1 month |
-+1 metal, 1 plastic |
-+
-+
-+5 |
-+Bulb, radio, common electronic items |
-+3 hours |
-+1 month |
-+3 electronic |
-+
-+
-+5 |
-+Heavy armor |
-+1 day |
-+1 month |
-+1 metal, 1 textile, 1 plastic |
-+
-+
-+6 |
-+Generator, transmitter, watch, other
-+complex electronic items |
-+1 day |
-+2 months |
-+5 electronic, 1 vehicle |
-+
-+
-+6 |
-+Cabin, multiple rooms, with amenities |
-+1 week |
-+6 months |
-+4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal |
-+
-+
-+6 |
-+Medicine |
-+1 week |
-+1 month |
-+1 medical |
-+
-+
-+7 |
-+Computer, smartphone, TV, other intricate electronic items |
-+1 week |
-+1 year |
-+2 electronic, 1 plastic, 1 metal |
-+
-+
-+7 |
-+Medical device |
-+1 week |
-+1 year |
-+2 electronic, 1 plastic, 1 metal, 1 medical |
-+
-+
-+7 |
-+Airplane, military vehicle |
-+1 month |
-+2 years |
-+4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle |
-+
-+
-+8 |
-+Spacecraft, chemical rocket propelled |
-+1 month |
-+20 years |
-+8 electronic, 8 plastic, 12 chemical, 20 metal |
-+
-+
-+9–10 |
-+Advanced unearthly technology |
-+Months |
-+Many years |
-+5 unearthly |
-+
-+
-+
-+
-+\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
-+
-+Handloading Tool Set
-+
-+A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
-+to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
-+handloading tools, at the end of which time they have created about 25 bullets.
-+
-+If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
-+can be recharged with 1 load of metal junk and 1 load of chemical junk).
-+
-+### IRONMAN
-+
-+This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
-+people.
-+
-+When to Use: To really drive home the brutality of a post‑apocalyptic survival one‑shot game or short scenario, you can
-+subject your players to this hardcore optional rule.
-+
-+Effect: There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as
-+recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character making a
-+recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This
-+results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character
-+abilities that heal.
-+
-+Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
-+realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
-+for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
-+allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
-+
-+### FRAGILITY
-+
-+This optional rule prevents power creep in PCs.
-+
-+When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps
-+them physically humble.
-+
-+Effect: Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that
-+permanently increases their Pools, they can
-+
-+add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
-+their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
-+player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
-+PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
-+learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
-+adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
-+Front (which permanently increase one or more Pools).
-+
-+### ADVANCED AND ALIEN TECH
-+
-+Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
-+
-+When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
-+crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
-+differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
-+introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
-+
-+Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
-+alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
-+setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
-+but the tech could just as easily stand alone or be part of an End of Days theme.
-+
-+### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
-+
-+In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
-+discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
-+
-+### UNDERSTANDING ADVANCED AND ALIEN TECH
-+
-+Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
-+harder.
-+
-+Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
-+this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
-+successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
-+object, whether it's a manifest cypher or an artifact.
-+
-+However, without training or specialization in alien technology, advanced technology, or something similar (which most
-+starting characters don't have), a character has an inability in understanding advanced and alien tech.
-+
-+Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
-+character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
-+Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
-+intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
-+advanced or alien device in a PC's possession.
-+
-+### ADVANCED AND ALIEN TECH GM INTRUSIONS
-+
-+Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
-+understand how to use it again after resolving the intrusion.
-+
-+| | |
-+|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-+| d10 | Result of Intrusion |
-+| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
-+| 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
-+| 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
-+| 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
-+| 5 | Very bright light flashes from the device, blinding the PC for a few minutes. |
-+| 6 | A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates. |
-+| 7 | Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries. |
-+| 8 | Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours. |
-+| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
-+| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
-+
-+### INCREDIBLE MUTATIONS
-+
-+Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
-+death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
-+engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
-+even PCs, though often with a few drawbacks, too.
-+
-+When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
-+have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
-+environment, magical contamination, or multiple different timelines collapsing into one.
-+
-+Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
-+environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
-+based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
-+
-+Mutated Creatures, Plants, and NPCs
-+
-+The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
-+of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
-+only harmful mutations, but others could have adaptive mutations.
-+
-+Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations,
-+such as the following examples. Their tasks are usually hindered.
-+
-+- An animal with one or more additional, vestigial, limp limbs, or an additional vestigial head that appears almost as a
-+ tumor‑like growth
-+
-+- Oozing a smelly, rotting fluid that stains and slightly burns exposed skin
-+
-+- Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer
-+
-+- Too many extra fingers or arms, making them slow and heavy
-+
-+- Too many extra branches, or too spindly, making the branches prone to breaking
-+
-+- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
-+
-+- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
-+
-+- Single limb or other body part is radically larger than normal, making the creature clumsy
-+
-+- Big clumps of fungal growth that are obviously intrusive and painful
-+
-+Adaptive Mutations
-+
-+A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
-+provide some benefit, as follows.
-+
-+- Fur, hair, or leaves growing in strange fractal patterns. Maybe it glows visibly to attract prey, or glows at a
-+ frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark.
-+
-+- Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
-+ method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
-+
-+- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
-+ and possibly limited flight options.
-+
-+- Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
-+ that glow and change, maybe serving as a mode of communication.
-+
-+- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
-+
-+### OPTIONAL RULE: MUTANT DESCRIPTOR
-+
-+If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
-+with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
-+resulting PC is one that the player wants to play.
-+
-+### OPTIONAL RULE: TRANSITORY MUTATIONS
-+
-+Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
-+that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
-+triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
-+
-+You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
-+transitory mutations, not every PC in your game needs to have a volatile mutation.
-+
-+Volatile Mutations
-+
-+A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
-+usually does not change, and, at their option, one or two cosmetic mutations.
-+
-+Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
-+radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
-+but could cause the one they have to mutate into something else.
-+
-+Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
-+a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot
-+trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
-+triggers require to maintain their current volatile mutation.
-+
-+Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
-+to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
-+choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
-+triggering events noted.
-+
-+Triggering Events:
-+
-+- The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
-+
-+- A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
-+ a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
-+
-+- The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
-+
-+- The character gains a minor effect on a d20 roll and decides the effect is that their volatile mutation changes;
-+ replace with two randomly rolled beneficial mutations. Both are replaced the next time the character gains a new
-+ volatile mutation.
-+
-+- The character gains a major effect on a d20 roll and decides the effect is that their volatile mutation changes;
-+ replace with a random result from the Powerful Mutations table. It is replaced the next time the character gains a new
-+ volatile mutation.
-+
-+- The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
-+ hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
-+ beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
-+
-+Cyphers as Volatile Mutations
-+
-+If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
-+volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
-+mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that
-+usually does not change, plus—at their option—one or two cosmetic mutations.
-+
-+Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
-+
-+- Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
-+ includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
-+
-+- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
-+
-+- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
-+
-+- A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
-+ requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
-+ and increases by one step each additional time the character attempts to reuse the mutation. On a failed roll, the
-+ mutation is replaced.
-+
-+- When the cypher volatile mutation is replaced, roll the level for the new mutation.
-+
-+Other Consequences of Volatile Mutations
-+
-+If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
-+then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
-+their current Pool value, depending on whether they were completely healthy or not.
-+
-+### D100 BENEFICIAL MUTATIONS
-+
-+The following mutations do not require any visible changes or distinctions in the character. In other words, people who
-+have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
-+and never requires an action to "activate."
-+
-+01–05 Strengthened bones: You gain +5 to your Might Pool.
-+
-+06–10 Improved circulation: You gain +5 to your Might Pool.
-+
-+11–15 Improved musculature: You gain +5 to your Might Pool.
-+
-+16–20 Improved nervous system: You gain +5 to your Speed Pool.
-+
-+21–25 Improved neural processes: You gain +5 to your Intellect Pool.
-+
-+26–30 Thick hide: You gain +1 to Armor.
-+
-+31–33 Increased lung capacity: You can hold your breath for five minutes.
-+
-+34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
-+keeping your footing, or retaining your grip.
-+
-+37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
-+slipping from bonds, squeezing through a small opening, and so on.
-+
-+40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
-+tasks.
-+
-+46–50 Suggestive voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
-+
-+51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
-+Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
-+poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
-+
-+54–60 Poison immunity: You are immune to all poisons.
-+
-+61–65 Disease immunity: You are immune to all diseases.
-+
-+66–70 Fire resistance: You have +3 to Armor against damage from fire.
-+
-+71–75 Cold resistance: You have +4 to Armor against damage from cold.
-+
-+76–80 Psychic resistance: You have +3 to Armor against Intellect damage.
-+
-+81–85 Acid resistance: You have +5 to Armor against damage from acid.
-+
-+86–88 Puncture resistance: You have +2 to Armor against damage from puncturing attacks.
-+
-+89–91 Slicing resistance: You have +2 to Armor against damage from slicing attacks.
-+
-+92–94 Bludgeoning resistance: You have +2 to Armor against damage from crushing attacks.
-+
-+95–96 No scent: You cannot be tracked or located by scent, and you never have offensive odors.
-+
-+97–99 Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can
-+detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
-+(far better than a normal human can). Like a hound, you can track creatures by their scent.
-+
-+00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
-+details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
-+granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-+
-+### D100 HARMFUL MUTATIONS
-+Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
-+
-+01–10 Deformed leg: All movement tasks are hindered.
-+
-+11–20 Deformed face/appearance: All pleasant interaction tasks are hindered.
-+
-+21–30 Deformed arm/hand: All tasks involving the arm or hand are hindered.
-+
-+31–40 Malformed brain: All memory‑ or cognitive‑related tasks are hindered.
-+
-+41–45 Mentally vulnerable: All Intellect defense tasks are hindered.
-+
-+46–50 Slow and lumbering: All Speed defense tasks are hindered.
-+
-+51–60 Sickly: All Might defense tasks are hindered.
-+
-+61–63 Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all
-+pleasant interactions (with most creatures, particularly humans).
-+
-+64–66 Useless limb: One of your limbs is unusable or missing.
-+
-+67–71 Useless eye: One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching,
-+and so on) are hindered.
-+
-+72–76 Useless ear: One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.
-+
-+77–84 Weakness in Might: Any time you spend points from your Might Pool, the cost is increased by 1 point.
-+
-+85–92 Weakness in Speed: Any time you spend points from your Speed Pool, the cost is increased by 1 point.
-+
-+93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
-+
-+### CRIPPLING MUTATIONS
-+
-+A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
-+Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
-+and so on. Such mutations prevent a character from being viable.
-+
-+### D100 POWERFUL MUTATIONS
-+
-+The following mutations do not require any visible changes in the character until used. People who have these mutations
-+are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
-+points. Some are actions.
-+
-+01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
-+
-+06–10 No breath: You do not need to breathe. Enabler.
-+
-+11–15 No water: You do not need to drink water to survive. Enabler.
-+
-+16–20 Chameleon skin: Your skin changes colors as you wish. This is an asset in tasks involving hiding. Enabler.
-+
-+21–24 Savage bite: Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a
-+bite attack that inflicts 3 points of damage. Enabler.
-+
-+25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
-+keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
-+tasks for one round. Enabler to use in a task; action to use as an attack.
-+
-+27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
-+
-+31–35 Sense oddity: You can sense the presence of an object or creature possessing fantastic abilities (because of alien
-+technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the
-+precise location. Action.
-+
-+36–40 Stinger in finger: You can make an attack with your hand that inflicts 1 point of damage. If you make a second
-+successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
-+Action.
-+
-+41–44 Stinger in elbow: You can make an attack with your elbow that inflicts 2 points of damage. If you make a second
-+successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
-+Action.
-+
-+45–47 Spit needles: You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If
-+you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage
-+(ignores Armor). Action.
-+
-+48–50 Spit acid: You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.
-+Action.
-+
-+51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
-+(30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
-+target's physical tasks are hindered for one round. Action.
-+
-+54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
-+hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
-+
-+60–62 Disruptive field (electronics) (2 Intellect points): When you wish it, you disrupt devices within immediate range
-+(no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to
-+level 0 or below do not function. Action.
-+
-+63–65 Disruptive field (flesh) (2 Intellect points): When you wish it, you disrupt flesh within immediate range. All
-+creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage
-+rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the
-+area still take 1 point of damage. Action.
-+
-+66–68 Disruptive field (thoughts) (1 Intellect point): When you wish it, you disrupt thoughts within immediate range.
-+Intellect actions for all creatures within range are hindered. Action.
-+
-+69–70 Magnetic flesh: You attract or repel metal when you desire. Not only do small metal objects cling to you, but this
-+mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an
-+asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon. Enabler.
-+
-+71–73 Gravity negation (2 Intellect points): You float slowly into the air. If you concentrate, you can control your
-+movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect
-+lasts for up to ten minutes. Action to initiate.
-+
-+74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
-+is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
-+know that it's within range. You can have more than one active contact at once, but you must establish contact with each
-+target individually. Each contact lasts up to ten minutes. In addition to the normal options for
-+
-+using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
-+contact.
-+
-+81–85 Pyrokinesis (1 Intellect point): You can cause a flammable object you can see within immediate range to
-+spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage. Action.
-+
-+86–90 Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power
-+has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit,
-+capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
-+and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
-+feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
-+situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
-+until its Might Pool is depleted, whichever comes first. Action.
-+
-+91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
-+round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
-+you pass entirely through the barrier. You can't pass through energy barriers. Action.
-+
-+93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
-+used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
-+
-+95–96 Drain power: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per
-+level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the
-+process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller
-+devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.
-+
-+97–99 Regeneration: In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool
-+or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.
-+
-+00 Feed off pain: Any time a creature within immediate range suffers at least 3 points of damage (after Armor
-+subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
-+creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-+
-+### D100 DISTINCTIVE MUTATIONS
-+The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
-+are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
-+
-+01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
-+and see as if in bright light, and see in total darkness as if in very dim light. Enabler.
-+
-+03–04 Extra mouth: You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor‑sharp teeth
-+and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once. Enabler.
-+
-+05–06 Proboscis: You have a long, moth‑like proboscis instead of a mouth. You can speak, but your voice is
-+ever‑so‑slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by
-+inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living)
-+creatures. Also roll on the Beneficial Mutations table. Enabler.
-+
-+07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
-+If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
-+(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
-+
-+10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
-+can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
-+on the Beneficial Mutations table. Enabler.
-+
-+13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
-+involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
-+hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
-+Enabler.
-+
-+16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
-+Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer
-+reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.
-+Enabler.
-+
-+19–21 Tendrils instead of eyes: You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m)
-+long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further,
-+they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial
-+Mutations table. Enabler.
-+
-+22–24 Tendrils instead of legs/feet: Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot
-+is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving
-+grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations
-+table. Enabler.
-+
-+25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
-+recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
-+taking what is normally a one‑action recovery roll. Enabler.
-+
-+27–29 Scaly body: You gain +2 to Armor. Enabler.
-+
-+30–32 Shaggy fur: You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks. Enabler.
-+
-+33–35 Covered in spiny needles/spikes: Any creature striking you with its body automatically suffers 1 point of damage.
-+Enabler.
-+
-+36–38 Quills: You have quills that you can launch from your body to attack a foe within short range. This attack
-+inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action.
-+
-+39–41 Carapace: You gain +2 to Armor. Enabler.
-+
-+42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
-+
-+45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
-+sunlight. Your skin, not surprisingly, is green. Enabler.
-+
-+48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
-+normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures
-+within immediate range on their next turn, hindering their tasks. Enabler.
-+
-+51–53 Extra joint in arms: Your arms are long and jointed so that you have two elbows in each. You have a long reach and
-+can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify
-+your attacks only by using Speed, not Might. Enabler.
-+
-+54–56 Extra joint in legs: Your legs are long and jointed so that you have two knees in each. You have a long stride,
-+and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial
-+Mutations table. Enabler.
-+
-+57–59 Rubbery body: Your bluish‑grey body is rubbery through and through. You can act normally and can stretch just your
-+arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of
-+falling damage. Also roll on the Beneficial Mutations table. Enabler.
-+
-+60–62 Spider legs from torso: In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long,
-+extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and
-+climbing. Also roll on the Beneficial Mutations table. Enabler.
-+
-+63–65 Extra arms: You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This
-+mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.
-+Enabler.
-+
-+66–68 Extra legs: You have two extra legs. They are an asset in any task involving running, keeping your feet, and
-+standing your ground. Also roll on the Beneficial Mutations table. Enabler.
-+
-+69–71 Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in
-+any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations
-+table. Enabler.
-+
-+72–74 Spider eyes: Instead of normal eyes, you have a crown of shiny orb‑like spider eyes. They provide an asset to
-+initiative and perception tasks. Also roll on the Beneficial Mutations table. Enabler.
-+
-+75–77 Snake tail: You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks ninvolving
-+grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table. Enabler.
-+
-+78–80 Snake tail instead of legs: Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the
-+same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp
-+large objects. Also roll on the Beneficial Mutations table. Enabler.
-+
-+81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
-+poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
-+successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
-+tendril (or tail) can't be used for anything else. Action.
-+
-+84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
-+around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
-+on the Beneficial Mutations table. Enabler.
-+
-+87–89 Extra eyes on hands/fingers: You can peek around corners without exposing yourself to danger. This is an asset in
-+initiative and all perception tasks. Also roll on the Beneficial Mutations table. Enabler.
-+
-+90–93 Abnormally large head: Your head is significantly larger than normal, with a bulging forehead and elongated skull.
-+You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles. Enabler.
-+
-+94–96 Aquatic: Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and
-+you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe
-+underwater. Enabler.
-+
-+97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
-+powerful enough to carry you aloft like a bird's wings. Enabler.
-+
-+99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
-+light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
-+touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
-+require you to use both hands. Enabler.
-+
-+\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
-+noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
-+human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
-+
-+### COSMETIC MUTATIONS
-+
-+Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
-+decidedly more or less attractive. They are simply distinguishing alterations.
-+
-+| | |
-+|-------|-------------------------------------------|
-+| d100 | Mutation |
-+| 01–02 | Purple skin |
-+| 03–04 | Green skin |
-+| 05–06 | Red skin |
-+| 07–08 | Yellow skin |
-+| 09–10 | White skin |
-+| 11–12 | Black skin |
-+| 13–14 | Blue skin |
-+| 15 | Purple hair |
-+| 16 | Green hair |
-+| 17 | Red hair |
-+| 18 | Yellow hair |
-+| 19 | White hair |
-+| 20 | Blue hair |
-+| 21 | Striped hair |
-+| 22 | Horns |
-+| 23 | Antlers |
-+| 24 | Extremely hirsute |
-+| 25 | Entirely hairless |
-+| 26 | Scaly skin |
-+| 27 | Leathery skin |
-+| 28 | Transparent skin |
-+| 29 | Skin turns transparent in sunlight |
-+| 30 | Skin changes color in sunlight |
-+| 31 | Very tall |
-+| 32 | Very large |
-+| 33 | Very short |
-+| 34 | Very thin |
-+| 35 | Very long neck |
-+| 36 | Hunched back |
-+| 37 | Long, thin tail |
-+| 38 | Short, broad tail |
-+| 39 | Long arms |
-+| 40 | Short arms |
-+| 41 | Long legs |
-+| 42 | Short legs |
-+| 43 | Bony ridge on face |
-+| 44 | Bony ridge on back |
-+| 45 | Bony ridge on arms |
-+| 46 | Purple eye(s) |
-+| 47 | Red eye(s) |
-+| 48 | Yellow eye(s) |
-+| 49 | White eye(s) |
-+| 50 | Black eye(s) |
-+| 51 | Large eyes |
-+| 52 | Bulbous eyes |
-+| 53 | Two pupils in one eye |
-+| 54 | Large ears |
-+| 55–56 | Pointed ears |
-+| 57–58 | Webbed fingers |
-+| 59–60 | Webbed toes |
-+| 61–62 | Four fingers on each hand |
-+| 63–64 | Six fingers on each hand |
-+| 65 | Long fingers |
-+| 66 | Purple nails |
-+| 67 | Green nails |
-+| 68 | Yellow nails |
-+| 69 | White nails |
-+| 70 | Black nails |
-+| 71 | Blue nails |
-+| 72 | Odd lumps on flesh |
-+| 73 | Useless antennae (like an insect) |
-+| 74 | Extra useless limb |
-+| 75 | Extra useless eye |
-+| 76 | Fleshy frills or useless flagella (small) |
-+| 77 | Useless tendrils (large) |
-+| 78 | Mandibles |
-+| 79–80 | Pointed teeth |
-+| 81 | Tusks |
-+| 82 | Black teeth |
-+| 83 | Red teeth |
-+| 84 | Purple teeth |
-+| 85 | Green teeth |
-+| 86 | Purple lips |
-+| 87 | Green lips |
-+| 88 | Yellow lips |
-+| 89 | White lips |
-+| 90 | Black lips |
-+| 91 | Blue lips |
-+| 92 | Purple spittle |
-+| 93 | Red spittle |
-+| 94 | Yellow spittle |
-+| 95 | White spittle |
-+| 96 | Black spittle |
-+| 97–98 | Distinctive odor |
-+| 99 | Feathers |
-+| 00 | Head crest |
-+
-+**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
-+
-+Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
-+attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
-+
-+Realistic Threats and Hazards
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+01-03 |
-+Blocked road: The road ahead is so filled
-+with abandoned, rusted before‑times vehicles that
-+the PCs must walk if they want to take that route.
-+Walkers are unable to see more than an immediate
-+distance in any direction between the cars. If PCs
-+have a vehicle larger than a bicycle, they'll have to
-+find another way or leave it behind. |
-+
-+
-+04-06 |
-+Setting‑specific element: Choose a hazard
-+from a set piece or optional rule you're using, or if
-+you want to shake things up, roll on the Fantastic
-+Threats and Hazards table. Or just choose the next
-+result on this table. |
-+
-+
-+07-10 |
-+Angry ants (level 2): Thousands of biting
-+ants pour from cracks in the pavement, attacking
-+everything in an immediate area, inflicting 2 points
-+of damage if they hit a target and, on a failed Might
-+defense roll, dazing targets with pain for one round.
-+Even if a target succeeds on its initial Speed defense
-+roll, it takes 1 point of damage because the ants are
-+everywhere. |
-+
-+
-+11-14 |
-+Enraged wasps (level 3): This wasp swarm acts
-+as a single level 3 creature whose stinging attacks
-+ignore Armor. Attacks on the swarm that don't deal
-+area damage inflict only 1 point of damage. |
-+
-+
-+15-17 |
-+Cannibal convoy: A before‑times RV pulls
-+up. It's the current property of a group of four to
-+ten people who make the biofuel the vehicle runs
-+on. They seem nice, but they're actually cannibals
-+thinking of inviting the PCs for dinner. |
-+
-+
-+18-20 |
-+Earthquake, minor (level 3): The ground
-+within long range of an epicenter heaves and shakes
-+for one or more minutes. Each round, creatures in
-+the area take either 3 points of damage due to the
-+general shaking on a failed Speed defense roll, or
-+6 points of damage if they are in or adjacent to a
-+structure or terrain feature shedding debris on a
-+failed Speed defense roll. |
-+
-+
-+21-23 |
-+Radioactive crater (level 3): Inflicts 3 points
-+of ambient damage per round and moves the
-+character one step down the damage track each day
-+they fail a difficulty 5 Might defense task. |
-+
-+
-+24-26 |
-+Radioactive storm (level 3): Treat as a
-+radioactive crater, but one that moves. |
-+
-+
-+27-29 |
-+Exposed electrical wiring, minor (level 3):
-+Inflicts 3 points of damage per round of contact,
-+and the character is stunned and unable to take
-+their next action until they succeed on a difficulty 3
-+Might defense task. |
-+
-+
-+30-33 |
-+Dilapidated infrastructure, minor (level 3):
-+The floor gives way beneath a character who falls
-+30 feet (9 m) on a failed Speed defense roll, taking
-+3 points of ambient damage and moving one step
-+down the damage track. |
-+
-+
-+34-40 |
-+Poisoned waters, minor (level 3): Whether
-+it's water flooding a structure, a stream, a swamp,
-+or a lake, drinking it inflicts 3 points of damage per
-+round for three rounds on a failed Might defense
-+task, and merely getting wet inflicts 1 point of
-+damage per round for three rounds on a failed
-+Might defense task. |
-+
-+
-+41-48 |
-+Bridge, dangerous (level 4+): PCs on an
-+overpass, train trestle, or other bridge must make a
-+Speed defense roll as a section gives way beneath
-+their feet, potentially dropping them 40 to 200 feet
-+(12 to 60 m). |
-+
-+
-+49-53 |
-+Burning structure (level 4): Everything in or
-+within immediate range of this fire takes 4 points of
-+damage each round on a failed Speed defense roll.
-+If PCs can't get away, choking smoke in the area
-+means they must succeed on Might defense rolls
-+each round or suffer 2 points of ambient damage
-+and lose their next action. |
-+
-+
-+54-57 |
-+Choking pollution (level 4): Asbestos and
-+other substances once safely bound up in the
-+infrastructure are loose, sometimes as clouds of
-+dangerous particulate matter inflicting 4 points
-+of damage per round for three rounds on a failed
-+Might defense roll. |
-+
-+
-+58-67 |
-+Raider patrol: Whether on scavenged trucks
-+or motorcycles, or riding mutant pigs bred as war
-+mounts (war pigs), a group of three to six fell riders
-+is bad news. |
-+
-+
-+68-72 |
-+Avalanche (level 5): A rumble precedes the
-+falling snow as an avalanche of snow threatens to
-+bury the PCs. (The avalanche could be debris or
-+rubble instead of snow.) |
-+
-+
-+73-75 |
-+Dilapidated infrastructure, major (level 5):
-+The building, underpass tunnel, or cave collapses,
-+or the bridge over which the vehicle is passing
-+crumbles. Characters suffer 5 points of damage,
-+and on a failed difficulty 5 Speed task are buried
-+under suffocating rubble until they can escape
-+or are rescued. For additional danger, treat as an
-+unstable structure. |
-+
-+
-+76-78 |
-+Disease (level 5+): Even if the world didn't
-+end because of a pandemic, disease threatens the
-+PCs when they meet a group of especially unlucky
-+(and diseased) survivors. |
-+
-+
-+79-80 |
-+Flooded region (level 5): A failed Speed
-+defense roll means the rushing waters envelop
-+the character, inflicting 5 points of damage and
-+moving them a short distance in the direction of the
-+water's flow. A serious flood could further endanger
-+the character. |
-+
-+
-+81 |
-+Firenado (level 5): Fire generates a vortex of
-+flame and smoke, creating a rotating column of
-+air that draws in flames and debris, resulting in a
-+powerful whirlwind of fire. The vortex moves an
-+immediate distance (on a roll of 1–3 on a d6) or a
-+short distance (on a roll of 4–6 on a d6) each round
-+in a random direction, persisting for 1d6 + 2
-+rounds before dispersing. Anyone intersected by
-+the firenado's immediate‑radius area takes 5 points
-+of damage each round on a failed Speed defense
-+roll. The PC must also succeed on a Might defense
-+roll or be pulled up into the firenado, burned
-+for another 5 points of damage, and hurled in a
-+random direction a short distance, which inflicts
-+another 5 points of damage from falling and/or
-+impacting other structures. |
-+
-+
-+82-84 |
-+Poisoned waters, major (level 5): Drinking
-+this slightly glowing water inflicts 5 points of
-+damage per round for three rounds on a failed
-+Might defense task, and merely getting wet inflicts
-+3 points of damage per round for three rounds on a
-+failed Might defense task. |
-+
-+
-+85-86 |
-+Just a bear, but a big one: A regular grizzly
-+bear is always frightening, before or after the end. |
-+
-+
-+87-88 |
-+Nuclear fallout (level 5): Radioactive dust
-+drifts to the ground or precipitates out as rain. PCs
-+in the area suffer 1 point of ambient damage each
-+minute, and if they remain for an hour or longer,
-+they're subject to radiation sickness. |
-+
-+
-+89-91 |
-+Toxic spill (level 5): Sticky orange goo bursts
-+from rusted ancient barrels. Characters who fail a
-+Speed defense task are caught and held in place
-+until they can escape the morass, taking 5 points of
-+damage each round they remain stuck. |
-+
-+
-+92-94 |
-+Unexploded ordnance (level 5): A buried
-+land mine inflicts 5 points of damage to everything
-+within short range if trod upon or otherwise set off. |
-+
-+
-+95-97 |
-+Superstorm (level 6): With the climate
-+destabilized, storms of unprecedented strength
-+sometimes blow, creating winds that inflict 6 points
-+of damage each round targets are exposed. |
-+
-+
-+98-99 |
-+Radiation, extreme (level 8): This area was
-+recently hit by a nuclear bomb or other extreme
-+radioactive event, and those in the area for more
-+than a minute who fail a Might defense roll suffer
-+from radiation sickness. |
-+
-+
-+00 |
-+Unexploded nuclear warhead (level 10): If not
-+defused, it could kill everything in a several‑mile
-+radius and is likely radioactive to boot. |
-+
-+
-+
-+
-+\* Grizzly bear: level 5; health 20; Armor 1
-+
-+\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
-+
-+Fantastic Threats and Hazards
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+1 |
-+Hallucinatory flowers (level 3): The
-+ground floor of the ruin hosts a handful
-+of purplish flowers growing up out of the
-+rubble. A character who gets a puff of the
-+pollen hallucinates their allies are actually
-+cannibals trying to eat the affected character
-+each round until the character succeeds on
-+a Might defense roll. |
-+
-+
-+2 |
-+AI instance, minor (level 3): An artificial
-+intelligence in an old facility attempts to
-+install itself in the wetware (the brain)
-+of humans and any other nearby sapient
-+creatures. Anyone within immediate range
-+of a video screen playing carefully crafted
-+symbols and sounds who fails an Intellect
-+defense roll is stunned, losing their next
-+turn as they stare in rapt attention. If
-+they fail a subsequent defense roll, they
-+come under the control of the AI for one
-+minute, or until they succeed on an Intellect
-+defense roll on their turn. A PC under AI
-+control might stand and do nothing, fall
-+mysteriously unconscious, or take an action
-+to advance the AI's goals. |
-+
-+
-+3-4 |
-+Voracious cockroach swarm (level 3):
-+This swarm, easily covering an area a
-+short distance in diameter, doesn't shrink
-+from the light or from people. Indeed, it
-+seems eerily intelligent, and if threatened,
-+it attacks, inflicting 3 points of damage
-+each round on everything in its area that
-+fails a Speed defense roll, or 1 point on a
-+successful roll. |
-+
-+
-+5 |
-+Animate vegetation (level 4): Kudzu got a
-+lot worse in the aftermath. Characters that
-+fail a Speed defense roll take 4 points of
-+damage each round from strangulation and
-+vine constriction until they can escape |
-+
-+
-+6 |
-+Ashy tide (level 4): A series of powerful
-+wind gusts in the area kicks up a lot of
-+fine grey ash. Except it's not ash—it's a
-+collection of nanobots, each the size of a
-+grain of sand or smaller, called ashy tide. |
-+
-+
-+7-8 |
-+Glowing roach infestation: Four to ten
-+glowing roaches the size of dogs have truly
-+come into their own now that they've grown
-+in stature and intelligence. They have little
-+use for survivors, except as food. |
-+
-+
-+9 |
-+Psychic lichen (level 4): Psychic lichen
-+gently attacks the minds of nearby
-+creatures, causing them to grow tired and
-+nap if they fail an Intellect defense roll. If
-+not awakened, the dozing body serves as
-+food for a new psychic lichen colony. |
-+
-+
-+10 |
-+Strike from the heavens (level 4): A
-+before‑times war satellite becomes active
-+and fires a focused microwave beam at
-+the PCs in the area, inflicting 4 points of
-+damage each round they remain in the area
-+without solid cover and fail a Might defense
-+roll, or 2 points on a successful roll. |
-+
-+
-+11 |
-+Abomination lair: The abomination was
-+a person once, or its ancestors were. Not
-+anymore. |
-+
-+
-+12 |
-+Fiery fissure (level 5): A crack splinters
-+the ground along a newly forming fire‑filled
-+fissure that stretches a long distance,
-+zigging and zagging to catch several more
-+targets than it might otherwise. PCs who fail
-+a Speed defense roll fall in and are burned
-+for 5 points of damage each round until
-+they can climb out or be pulled out with a
-+successful Might task as an action. |
-+
-+
-+13 |
-+Glowing tide (level 5): Veins of
-+yellow‑gold light branching across surfaces
-+(roads, buildings, and bare earth) indicate
-+that nanites are probably active, creating a
-+dangerous area of glowing tide. |
-+
-+
-+14 |
-+Time anomaly (level 5): The PCs
-+encounter a wall of golden light whose
-+interior ripples with lightning. It's a
-+time storm, and either it blocks the PCs'
-+path, or worse, it's gradually sweeping
-+toward the characters. |
-+
-+
-+15 |
-+AI instance, major (level 6): An artificial
-+intelligence in a powered facility attempts
-+to install itself in the wetware (the brain)
-+of humans and any other nearby sapient
-+creatures. Anyone within immediate range
-+of a video screen playing carefully crafted
-+symbols and sounds who fails an Intellect
-+defense roll is stunned, losing their next
-+turn as they stare in rapt attention. If
-+they fail a subsequent defense roll, they
-+come under the control of the AI (because
-+an instance of the AI is running in their
-+head). A target can make a new Intellect
-+defense roll each day to try to reject the
-+control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
-+advance the AI's goals. |
-+
-+
-+16 |
-+Hungry tide (level 6): A greyish‑green
-+mist of nanobots a short distance in
-+diameter drifts in the wind, until the
-+hungry tide senses living organisms
-+and moves a short distance each round
-+toward them. |
-+
-+
-+17 |
-+Quantum singularity (level 6): Attempts
-+to change the past to avert the apocalypse
-+have consequences, including these points
-+of unstable space‑time. Characters who fail
-+an Intellect defense task are teleported a
-+short distance in a random direction and
-+possibly several hours forward in time. |
-+
-+
-+18-19 |
-+Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
-+has wandered directly into the PCs' path. |
-+
-+
-+20 |
-+Mutant bear: The house‑sized
-+radioactive bear, whose roar can be heard
-+for miles, is something to avoid. |
-+
-+
-+
-+
-+### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
-+
-+If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
-+complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
-+settlement or recently secured shelter, or traveling across the wasteland.
-+
-+Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
-+own.
-+
-+01–02 (group): Roll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table
-+if your game includes fantastic elements.
-+
-+03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
-+4 disease that drops them one step on the damage track each day they fail a Might defense roll.
-+
-+05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
-+hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
-+
-+07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
-+bunker containing a zombie hulk.
-+
-+09–10 (group): The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous
-+levels of radiation (level 4).
-+
-+11–12 (group): An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of
-+being claimed by another group of survivors.
-+
-+13–14: The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless
-+they give up their footwear and/or succeed on a difficulty 5 Might task to pull free.
-+
-+15–16: A radioactive spider bites the character, inflicting 3 points of Speed damage (ignores Armor), and on a failed
-+difficulty 3 Might defense roll, the character develops one harmful mutation. Each day the PC can attempt another Might
-+defense roll; with a success, the mutation subsides.
-+
-+17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
-+However, when the fire has burnt out several hours later, the PCs are lost.
-+
-+19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
-+succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
-+and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
-+
-+21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
-+hindered until the PC is treated with appropriate cleansing chemicals.
-+
-+23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
-+
-+25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
-+anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
-+together made off with the item.
-+
-+27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
-+fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Speed
-+damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
-+the next ten hours.
-+
-+29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
-+radioactive bees.
-+
-+\* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
-+dealing 1 Speed damage (ignores Armor) each minute until target is tended
-+
-+31–32 (group): The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as
-+low‑lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on
-+everything in the area, or 2 points on PCs who succeed on a Speed defense roll.
-+
-+33–34: The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a
-+broken bone on a failed difficulty 4 Speed defense roll.
-+
-+35–36 (group): A before‑times radio transmission is received, asking anyone, anywhere, for aid.
-+
-+37–38 (group): Mosquitos the size of hummingbirds attack.
-+
-+\* Mosquitos, giant, swarm: level 3; bite inflicts damage and, on failed Might defense roll, target contracts Nipah
-+
-+39–40: The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a
-+painful clamp until an ally succeeds on a difficulty 6 Might task to remove it.
-+
-+41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
-+their brain.
-+
-+43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
-+attacks, and defense rolls are hindered by two steps for the next few hours.
-+
-+45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
-+Maybe, if they find shelter pronto.
-+
-+47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
-+character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
-+which case it fights to the death.
-+
-+49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
-+they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
-+
-+51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
-+as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
-+turn.
-+
-+53–54: A lurking rattlesnake bites the PC, then slithers off.
-+
-+55–56 (group): When the PCs return to their camp or place of refuge, they find that someone else has stolen all their
-+carefully hoarded stores and wrecked part of the camp.
-+
-+57–58 (group): A pack of seven rabid dogs appears, growling and snarling.
-+
-+\* Rabid dog: level 3, attacks as level 4; Armor 1
-+
-+59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
-+difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
-+
-+61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
-+cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
-+
-+63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
-+through the area for several hours, reducing visibility to an immediate distance.
-+
-+65–66 (group): An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have,
-+and potentially threatening PCs without shelter with a lightning strike (level 7).
-+
-+67–68: An automatic defense system comes back online as PCs pass, deploying a metal‑clad pop‑up turret (level 5). Each
-+minute, it targets the character with a mini‑missile attack that inflicts 10 points of damage (or 3 points even with a
-+successful Speed defense roll).
-+
-+69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
-+bunker, or old military facility.
-+
-+71–72: The character's trusty weapon finally rusts through or otherwise breaks.
-+
-+73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
-+some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
-+Intellect defense roll on their turn to realize what's going on.
-+
-+75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
-+Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
-+roll, is borne along for a while and separated from their allies.
-+
-+77–78 (group): The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of
-+damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
-+pulled up into the vortex and lost.
-+
-+79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
-+previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
-+
-+81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
-+points of damage to PCs that fail a difficulty 4 Speed defense roll.
-+
-+83–84 (group): It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs
-+without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage
-+track.
-+
-+85–86: The character steps on a plant that releases spores blinding them for about a minute.
-+
-+87–88: The character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
-+
-+89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
-+their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
-+
-+91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
-+after their next ten‑hour recovery.
-+
-+93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
-+
-+95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
-+The character's pleasant social interaction tasks are hindered by two steps for two to five days.
-+
-+97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
-+five days.
-+
-+99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
-+but someplace completely different.
-+
-+### POST-APOCALYPTIC CREATURES AND NPCs
-+
-+The most important element of each creature or NPC is its level. The level is the same as the target number used to
-+determine what a player must roll to attack or defend
-+
-+against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
-+listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
-+damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
-+creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
-+health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
-+
-+Building More Creatures and NPCs
-+
-+Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
-+creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
-+
-+Reskin: One way to create new creatures appropriate for your setting is to grab one from any other Cypher System
-+bestiary and change its description just enough so
-+
-+it works in your game
-+
-+Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
-+into a more twisted version of their pre‑apocalypse self.
-+
-+Blighted
-+
-+A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
-+creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
-+average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
-+a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
-+hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
-+could just as easily retain human sentiment despite their deteriorated condition.
-+
-+Effect: Apply the following stat adjustments to a blighted creature.
-+
-+• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
-+average damage, 3 more points of health, and so on).
-+
-+• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
-+
-+• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
-+other creatures might come up with similar tactics or stay in shadows when possible.)
-+
-+• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
-+The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
-+mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
-+creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
-+failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
-+the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
-+creature loses the hindrance described in this paragraph.
-+
-+Creatures By Apocalypse
-+
-+Any Apocalypse
-+
-+Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
-+Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
-+A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
-+
-+Biblical Apocalypse
-+
-+In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
-+also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
-+Famine, and Plague).
-+
-+Nuclear Apocalypse
-+
-+Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
-+fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
-+template.
-+
-+AI Apocalypse
-+
-+Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
-+mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
-+AI zombies.
-+
-+Alien Apocalypse
-+
-+If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
-+potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
-+
-+Temporal Apocalypse
-+
-+If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
-+genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
-+melted.
-+
-+### POST-APOCALYPTIC EQUIPMENT
-+
-+Currency
-+
-+In your setting, you may want a new currency that PCs can use to purchase goods and services
-+
-+that fall into the various price categories. Currency of some sort can be used in places where survivors trust each
-+other enough not to steal or kill for resources.
-+
-+A few options are described here.
-+
-+Loot
-+
-+The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
-+designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
-+established community or trade town, such items might retain some value, though they're worth only a fraction of what
-+they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
-+apocalypse.
-+
-+Ammunition
-+
-+| Price Category | Rounds of Ammo |
-+|----------------|----------------|
-+| Inexpensive | 1 bullet |
-+| Moderate | 10 bullets |
-+| Expensive | 500 bullets |
-+| Very expensive | 1,000 bullets |
-+| Exorbitant | 10,000 bullets |
-+
-+Other Currency Options
-+
-+Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
-+especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
-+item or service.
-+
-+Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
-+in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
-+
-+Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
-+strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
-+stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
-+item or service.
-+
-+Drugs: From over‑the‑counter painkillers to prescription medications, the drugs found in a pharmacy could be the basis
-+for currency. Over time, they would probably become more valuable because people are likely to go through their treasure
-+hoard of aspirin or antibiotic. Thus, one aspirin or other pain‑relief tablet might be worth an inexpensive item or
-+service.
-+
-+Scrip: A large and somewhat organized post‑apocalyptic group might produce its own vouchers or tokens to pay its members
-+for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
-+setting.
-+
-+### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
-+
-+In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
-+be available in trade from other survivors, or in the rare trade town.
-+
-+The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
-+equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
-+
-+Inexpensive Items
-+
-+| Weapons | Notes |
-+|--------------------------|-----------------------------------------------------------------|
-+| Knife | Rusty and worn |
-+| Light weapon, Improvised | Chair, ice skate, frying pan, etc; could break after one combat |
-+| Wooden Club | |
-+
-+| Armor | Notes |
-+|-------------|----------------------------------------------|
-+| Animal hide | Light armor; rank odor hinders stealth tasks |
-+
-+| Other Items | Notes |
-+|---------------------------|-------------------------------------------------------------------------------------|
-+| Candle | |
-+| Duct tape | Useful and ubiquitous |
-+| Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
-+| Matches | Single box or book |
-+| Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
-+| Plastic bag | Use and ubiquitous; won't last long |
-+| Shopping cart/wheelbarrow | |
-+| Sunglasses | |
-+| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
-+
-+Moderately Priced Items
-+
-+| Weapons | Notes |
-+|---------------------|-------------------------------------------|
-+| Hand axe | Light weapon |
-+| Knife, multipurpose | Light weapon, asset to minor repair tasks |
-+| Machete | Medium weapon |
-+| Baseball bat | Medium weapon |
-+
-+| Other Items | Notes |
-+|----------------------------------|-------------------------------------------------------------------------------------|
-+| Backpack | |
-+| Batteries | 4-pack, household (one use or rechargeable) |
-+| Bicycle/skateboard/inline skates | Use requires same attention as other vehicular movement |
-+| Binoculars | Asset for perception tasks at range |
-+| Bolt cutter | Cuts bolts, chains, bars, etc. of up to level 5 |
-+| Climbing gear | Asset for climbing tasks |
-+| Crowbar | Asset for breaking into stuck or locked doors |
-+| First aid kit | Asset for twenty healing tasks before contents used up |
-+| Food, preserved | Single can of food, water, or condiment, typically from before-times |
-+| Gas mask | Breathable air for four hours |
-+| Glasses | Corrects for different vision impairments |
-+| Handcuffs | Level 5 |
-+| Lighter (butane or electric) | Depletes after 1d100 uses (but may be refilled/recharged) |
-+| Matches, windproof | Single container (25 matches) |
-+| Medication, one bottle | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle |
-+| Padlock with keys | Level 5 |
-+| Personal hygiene product, single | Toilet paper roll, menstrual supply, soap, etc. |
-+| Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
-+| Rope | Nylon, 50 ft (16m) |
-+| Sleeping bag | |
-+| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
-+| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
-+| Water filter straw or bottle | Filters water while drinking |
-+
-+Expensive Items
-+
-+| Weapons | Notes |
-+|-----------------|-------------------------------|
-+| Handgun, light | Light weapon, short range |
-+| Handgun, medium | Medium weapon, long range |
-+| Bow | Medium weapon, long range |
-+| Rifle | Medium weapon, long range |
-+| Shotgun | Heavy weapon, immediate range |
-+
-+| Armor | Notes |
-+|-------------|--------------|
-+| Kevlar vest | Medium armor |
-+| Riot gear | Medium armor |
-+
-+| Other Items | Notes |
-+|------------------------------|----------------------------------------------------------------|
-+| Ammo handloading tools | Asset (and needed supplies) for creating ammunition |
-+| Hazmat suit | Light armor, +2 Armor against chemical and radiation damage |
-+| Nightvision goggles | See in darkness as if dim light at long range |
-+| Radiation detector, handheld | Immediate range |
-+| Radiation tent | Prevents damage from environmental radiation |
-+| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
-+
-+Very Expensive Items
-+
-+| Weapons | Notes |
-+|----------------|-----------------------------------------------|
-+| Handgun, heavy | Heavy weapon, long range |
-+| Assault rifle | Heavy weapon, rapid-fire weapon, long range |
-+| Rifle, heavy | Heavy weapon, 300-foot (90 m) range |
-+| Submachine gun | Medium weapon, rapid-fire weapon, short range |
-+
-+| Armor | Notes |
-+|------------------------|----------------------------------------|
-+| Lightweight body armor | Medium armor, encumbers as light armor |
-+| Military body armor | Heavy armor |
-+
-+| Other Items | Notes |
-+|-------------|------------------------------------------------------------------------------------|
-+| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
-+| Horse | Trained for riding (typically found with a few days of feed) |
-+
-+Post-Apocalyptic Cyphers
-+
-+Subtle Cyphers
-+
-+Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
-+it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
-+
-+Optional Rule: Transferring Subtle Cyphers
-+
-+A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
-+effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
-+the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
-+of the character activating the cypher, not the recipient.
-+
-+Manifest Cyphers
-+
-+Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
-+it fell, or the technology or magic that caused the end of the world.
-+
-+Scavenger Subtle Cyphers
-+
-+Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
-+subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
-+ammo, or other needful things.
-+
-+Discovering Scavenger Subtle Cyphers: Anytime PCs in your game are eligible for discovering a subtle cypher, consider
-+giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle
-+cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
-+
-+Using a Scavenger Subtle Cypher: The character uses their action to activate the scavenger subtle cypher, as usual. At
-+the end of their turn, they gain the indicated resource.
-+
-+| D20 | Cypher |
-+|-------|---------------------|
-+| 1-2 | Ammunition |
-+| 3-4 | Construction supply |
-+| 5-6 | Edible food |
-+| 7 | Firearm |
-+| 8-9 | First aid |
-+| 10-11 | How-to manual |
-+| 12 | Medicine |
-+| 13-14 | Melee weapon |
-+| 15 | Potable liquid |
-+| 16 | Transport |
-+| 17 | Useful clothing |
-+| 18 | Useful thing |
-+| 19-20 | Useful tool |
-+
-+Ammunition
-+
-+Level: 1d6 + 1
-+
-+Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
-+firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
-+
-+Construction Supply
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
-+
-+| D6 | Component or Substance |
-+|-----|-------------------------------|
-+| 1 | Glue, wood, ceramic, or super |
-+| 2 | Epoxy, metal welding |
-+| 3 | Nails, screws, fasteners |
-+| 4 | Electrician's tape |
-+| 5-6 | Duct tape |
-+
-+Edible Food
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
-+a gallon (4 L).
-+
-+| D100 | Food |
-+|-------|------------------------------------|
-+| 01-03 | Baby food, jarred |
-+| 04-06 | Beans, canned |
-+| 07-08 | Beans, dehydrated |
-+| 09-12 | Bouillon cubes |
-+| 13-14 | Canned pasta |
-+| 15-16 | Cereal, breakfast |
-+| 17-18 | Cheese in wax |
-+| 19-20 | Chocolate, dark |
-+| 21-22 | Coffee, instant |
-+| 23 | Eggs, fresh |
-+| 24 | Eggs, powdered |
-+| 25-26 | Energy bar |
-+| 27-28 | Fruit, canned |
-+| 29-30 | Fruit, dried |
-+| 31-34 | Fruit, fresh |
-+| 35-40 | Honey |
-+| 41-42 | Mayonnaise |
-+| 43-44 | Meat, canned |
-+| 45-47 | Milk, powdered |
-+| 48-50 | Nuts |
-+| 51-53 | Oatmeal |
-+| 54-56 | Pasta, dried |
-+| 57-58 | Pet food, canned |
-+| 59-62 | Rice, dried |
-+| 63-72 | Snack bag, dried chips, candy, etc |
-+| 73-83 | Sugar, bulk |
-+| 84-97 | Vegetables, canned |
-+| 98-00 | Vegetables, fresh |
-+
-+Firearm
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
-+discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
-+effect of a GM intrusion, the firearm breaks (but could be repaired).
-+
-+| D10 | Specific firearm |
-+|-----|--------------------------------------------------|
-+| 1 | Handgun (light, shortrange) |
-+| 2 | Light crossbow (medium, long range) |
-+| 3 | Handgun (medium, long range) |
-+| 4 | Heavy crossbow (heavy, long range) |
-+| 5 | Rifle (medium, long range) |
-+| 6 | Shotgun (heavy, immediate range) |
-+| 7 | Handgun, big (heavy, long range) |
-+| 8 | Assault rifle (heavy, rapid-fire, long range) |
-+| 9 | Heavy rifle (heavy, very long range) |
-+| 10 | Submachine gun (medium, rapid-fire, short range) |
-+
-+First Aid
-+
-+Level: 1d6 + 1
-+
-+Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
-+cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
-+
-+How-To Manual
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
-+knowledge task.
-+
-+| D10 | Topics |
-+|-----|--------------------------|
-+| 1 | Plumbing |
-+| 2 | Electronics |
-+| 3 | Gardening |
-+| 4 | Farming |
-+| 5 | Civil engineering |
-+| 6 | Robotics |
-+| 7 | Health |
-+| 8 | Renewables (solar, wind) |
-+| 9 | Smithcraft |
-+| 10 | Chemistry |
-+
-+Medicine
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
-+Other medicines are preventative.
-+
-+Special: A character who suffers from one of these medical conditions, without treatment, descends one step on the
-+damage track every month or so.
-+
-+| D20 | Condition Treated |
-+|-----|-------------------------------------|
-+| 1 | Radiation sickness (iodine tablets) |
-+| 2 | Hypothyroidism |
-+| 3 | Diabetes |
-+| 4 | High blood pressure |
-+| 5 | Depression and anxiety |
-+| 6 | Heart and artery condition |
-+| 7 | High cholesterol |
-+| 8 | Bacterial infection |
-+| 9 | Lung issues |
-+| 10 | Seizures |
-+| 11 | Asthma |
-+| 12 | Arthritis |
-+| 13 | Degenerative nerve condition |
-+| 14 | Cancer |
-+| 15 | Pregnancy prevention/termination |
-+| 16 | Gender dysmorphia |
-+| 17 | Enlarged prostate |
-+| 18 | Ulcers |
-+| 19 | Acid reflux |
-+| 20 | Blood clots |
-+
-+Melee Weapon
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain.
-+
-+| D10 | Weapon |
-+|-----|---------------------------------------------------------|
-+| 1 | Sap/blackjack (light) |
-+| 2 | Hand axe (light) |
-+| 3 | Hunting/combat knife (light) |
-+| 4 | Brass knuckles (light weapon, deals 3 points of damage) |
-+| 5 | Axe (medium) |
-+| 6 | Baseball bat (medium) |
-+| 7 | Baton (medium) |
-+| 8 | Saber/machete (medium) |
-+| 9 | Bow (medium) |
-+| 10 | Pickaxe (heavy) |
-+
-+Potable Liquid
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
-+
-+| D10 | Liquid |
-+|-----|--------------------------|
-+| 1 | Milk, fresh |
-+| 2-3 | Milk, bottled/canned |
-+| 4-5 | Soda, can |
-+| 6-7 | Liquor |
-+| 8-9 | Water, bottled or canned |
-+| 10 | Wine |
-+
-+Transport
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain.
-+
-+| D10 | Transport |
-+|-----|--------------------------------------------------|
-+| 1 | Roller skates |
-+| 2 | Inline skates |
-+| 3 | Skateboard |
-+| 4-6 | Bicycle |
-+| 7 | Moped/scooter, gas or electric |
-+| 8 | Hang glider |
-+| 9 | Motorcycle, gas or electric |
-+| 10 | Two-wheeled, self-balancing personal transporter |
-+
-+Useful Clothing
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain.
-+
-+| D10 | Garment |
-+|-----|---------------------------------------------------------------------------|
-+| 1 | Cold-weather coat |
-+| 2 | Raincoat |
-+| 3 | Leather jacket (light armor) |
-+| 4 | Boots |
-+| 5 | Motorcycle leathers (light armor) |
-+| 6 | Kevlar vest (medium armor) |
-+| 7 | Lightweight body armor (medium armor, encumbers as light) |
-+| 8 | Riot gear (medium armor) |
-+| 9 | Military body armor (heavy armor) |
-+| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
-+
-+Useful Thing
-+
-+Level: 1d6 + 1
-+
-+Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
-+character can choose which item they obtain from the table.
-+
-+Useful Tool
-+
-+Level: 1d6 + 1
-+
-+Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
-+choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
-+
-+| D20 | Tool |
-+|-----|---------------------------|
-+| 1 | Manual drill |
-+| 2 | Hammer |
-+| 3 | Chainsaw, gas or electric |
-+| 4 | Lever hoist |
-+| 5 | Screwdriver |
-+| 6 | Saw |
-+| 7 | Pliers |
-+| 8 | Wrench |
-+| 9 | Level |
-+| 10 | Tape measure |
-+| 11 | Crowbar |
-+| 12 | Drill, electric |
-+| 13 | Nail gun |
-+| 14 | Air compressor |
-+| 15 | Heat gun, electric |
-+| 16 | Scissors |
-+| 17 | Binoculars |
-+| 18 | Lighter |
-+| 19 | Can opener |
-+| 20 | Box of black markers |
-+
-+Additional Post-Apocalyptic Manifest Cyphers
-+
-+Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
-+activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
-+effect through direct manipulation before burning out or dispersing.
-+
-+Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
-+as the effects described for the new manifest cyphers in the following section.
-+
-+Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
-+ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
-+situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
-+on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
-+the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
-+stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
-+
-+AI-Fashioned Manifest Cyphers
-+
-+| D10 | Cypher |
-+|-----|-------------------------|
-+| 1 | AI instance |
-+| 2 | Armor breach |
-+| 3 | Data wipe |
-+| 4 | Denature nanotech |
-+| 5 | Detonation (prion) |
-+| 6 | Disassembler |
-+| 7 | Disassembler, ephemeral |
-+| 8 | Fabricator, civil |
-+| 9 | Fabricator, military |
-+| 10 | Smartdust |
-+
-+### AI INSTANCE
-+
-+Level: 1d6 + 1
-+
-+Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
-+this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
-+answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
-+instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
-+somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
-+knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
-+terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
-+actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
-+
-+### ARMOR BREACH
-+
-+Level: 1d6
-+
-+Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
-+for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
-+coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
-+### 6).
-+
-+### DATA WIPE
-+
-+Level: 1d6 + 2
-+
-+Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
-+is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
-+is permanently wiped from the hardware (or wetware, if installed on a living creature).
-+
-+### DENATURE NANOTECH
-+
-+Level: 1d6 + 3
-+
-+Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
-+lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
-+area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
-+denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
-+or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
-+target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
-+by nanotech, the creature would become so much inert biological matter.
-+
-+### DETONATION (PRION)
-+
-+Level: 1d6 + 2
-+
-+Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
-+damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
-+begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
-+first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
-+Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
-+is equal to or higher than the cypher's level take damage from the cypher for only one round.
-+
-+### DISASSEMBLER
-+
-+Level: 1d6 + 1
-+
-+Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
-+destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
-+cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
-+whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
-+distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
-+effectiveness of any Armor worn by targets by 1.
-+
-+### DISASSEMBLER, EPHEMERAL
-+
-+Level: 1d6 + 2
-+
-+Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
-+temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
-+time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
-+course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
-+moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
-+being disassembled.
-+
-+### FABRICATOR, CIVIL
-+
-+Level: 1d6 + 1
-+
-+Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
-+until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
-+equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
-+chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
-+the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
-+inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
-+less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
-+
-+A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
-+
-+### FABRICATOR, MILITARY
-+
-+Level: 1d6 + 1
-+
-+Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
-+weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
-+ammunition.
-+
-+### SMARTDUST
-+
-+Level: 1d6 + 2
-+
-+Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
-+number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
-+activity that occurs in that location no matter how far they are from it.
-+
-+### PRE-APOCALYPTIC ARTIFACTS
-+
-+One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
-+commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
-+impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the
-+item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every
-+nonfood item on the Useful Stuff table is also a pre‑apocalyptic artifact. Give most of these items a depletion of 1 in
-+1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to
-+being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
-+before‑times Useful Stuff objects into artifacts with a specific depletion.
-+
-+Book
-+
-+Level: 1d6
-+
-+Form: Textbook, how‑to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
-+
-+Effect: This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
-+hour has an asset on a related Intellect task.
-+
-+Depletion: 1 in 1d100
-+
-+Faraday Cake
-+
-+Level: 3
-+
-+Form: Container made of metal mesh, of variable size (usually up to the size of a room)
-+
-+Effect: Blocks electromagnetic signals from reaching the interior of the cage.
-+
-+Depletion: —
-+
-+Salvaged Car
-+
-+Level: 1d6
-+
-+Form: Rusted vehicle, with parts cobbled together from multiple before‑times vehicles
-+
-+Effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
-+
-+Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
-+
-+Water Filter
-+
-+Level: 1d6 + 1
-+
-+Form: Large pitcher with built‑in filter
-+
-+Effect: Purifies enough drinking water for one character per artifact level every day.
-+
-+Depletion: 1 in 1d20 (check each day used)
-+
- ### POST-APOCALYPTIC ARTIFACTS
-
- Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
- available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
- related to some kind of alien invasion, artifacts would include even stranger items.
-
-+The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
-+retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
-+of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
-+be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
-+apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
-+or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
-+have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
-+triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
-+install itself on the PC's wetware (mind).
-+
-+| D20 | Apocalypse | Artifact |
-+|-------|-----------------------|--------------------------|
-+| 1-2 | Retro-futuristic | Autodoc\* |
-+| 3-4 | Alien | Carbonizer |
-+| 5-6 | Retro-futuristic | Enviroscanner\* |
-+| 7 | Alien or AI-fashioned | Memory Eraser |
-+| 8 | Retro-futuristic | Military exoskeleton\* |
-+| 9 | AI-fashioned | Mutation Inducer |
-+| 10-12 | AI-fashioned | Nanorifle |
-+| 13 | Retro-futuristic | Rocket first\* |
-+| 14-16 | Retro-futuristic | Rocket-propelled grenade |
-+| 17 | End Times | Seal of Solomon |
-+| 18 | End Times | Spear of Destiny |
-+| 19 | Retro-futuristic | Terahertz scanner\* |
-+| 20 | Alien | Transfer discs |
-+
-+\*Artifacts presented in the Cypher System Rulebook
-+
- ### AUTODOC
-
- Level: 1d6
-@@ -30616,6 +38973,18 @@
-
- Depletion: 1 in 1d10
-
-+Carbonizer
-+
-+Level: 1d6 + 1
-+
-+Form: Tiny silver device with multiple prong‑like barrels
-+
-+Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
-+damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
-+carbonizer is turned completely to dust.
-+
-+Depletion: 1 in 1d20
-+
- ### ENVIROSCANNER
-
- Level: 1d6
-@@ -30629,6 +38998,29 @@
-
- Depletion: 1 in 1d10 (check per use of scanning function)
-
-+Memory Eraser
-+
-+Level: 1d6 + 1
-+
-+Form: Handheld reflective mass
-+
-+Effect: A flash of nano‑textured light erases the last few minutes of memory in all creatures within immediate range
-+that the user makes a successful Intellect attack on (one attack roll per target).
-+
-+Depletion: 1 in 1d20
-+
-+Mutation Inducer
-+
-+Level: 1d6 + 1
-+
-+Form: Handheld reflective device with gradually evolving fractal textures
-+
-+Effect: A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
-+gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a
-+powerful mutation. Mutations gained by the inducer fade within about a day.
-+
-+Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
-+
- ### MILITARY EXOSKELETON
-
- Level: 1d6 + 1
-@@ -30640,6 +39032,20 @@
-
- Depletion: 1 in 1d10
-
-+Nanorifle
-+
-+Level: 1d6 + 2
-+
-+Form: Sleek two‑handed reflective device with gradually evolving fractal textures
-+
-+Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
-+The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
-+level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
-+hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
-+usually works with the user to exert control over the target. Control lasts for about a minute.
-+
-+Depletion: 1 in 1d100
-+
- ### ROCKET FIST
-
- Level: 1d6 + 2
-@@ -30662,6 +39068,35 @@
-
- Depletion: 1 in 1d6
-
-+Seal of Solomon
-+
-+Level: 1d6 + 2
-+
-+Form: Signet ring bearing a star design
-+
-+Effect: The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
-+by making a successful Intellect attack roll against a target within short range. An affected target must do as
-+requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or
-+higher). The ring also grants the wearer the ability to understand and communicate with animals.
-+
-+Depletion: 1 in 1d100
-+
-+Spear of Destiny
-+
-+Level: 7
-+
-+Form: Heavy spear of ancient manufacture
-+
-+Effect: Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
-+Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack
-+with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed
-+instead.
-+
-+Depletion: —
-+
-+Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
-+the character for 7 points of ambient damage each round they use it.
-+
- ### TERAHERTZ SCANNER
-
- Level: 1d6 + 1
-@@ -30675,6 +39110,146 @@
-
- Depletion: 1 in 1d20
-
-+Transfer Discs
-+
-+Level: 1d6 + 1
-+
-+Form: Two or more matching discs 3 feet (1 m) in diameter
-+
-+Effect: The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
-+a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by
-+stepping on each intervening disc between their current location and their desired location. To deploy a disc as their
-+action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect‑based roll.
-+
-+Depletion: 1 in 1d20 (check after each day of use)
-+
-+### SCAVENGING
-+
-+Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
-+safety.
-+
-+Food and Shelter: Generally speaking, characters must spend two to four hours searching through the rubble and ruins
-+before succeeding. Finding enough food for a group of characters to eat for one day is a difficulty 5 Intellect task.
-+Finding a place of relative safety to regroup and rest is also difficulty 5. Characters who succeed on either one of
-+these also get to roll up to once each day on the Useful Stuff table and three times on the Junk table.
-+
-+Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
-+but sometimes it includes fresh fruits and vegetables found growing wild or cultivated by other survivors. Safe places
-+to hole up include homes, RVs, offices, apartments, or any location that can be secured and defended and isn't
-+radioactive, poisoned, or overrun with hostile creatures.
-+
-+The difficulty of succeeding at finding food, water, and a safe place varies by location and by how many days the
-+characters have already spent in one location. Each week the PCs spend at the same location hinders subsequent
-+scavenging tasks and requires that they succeed on a new task to determine if the place they're staying is still safe.
-+The result of failing to find food and water is obvious. If the PCs fail at the task of finding (or keeping) a safe
-+place, their presence is noticed by hostile forces, or they face a result from the Wasteland Threats table.
-+
-+Useful Stuff: Food, water, and a safe place to rest are the most important finds, and are the basis of each scavenging
-+task. But other obviously useful stuff is often found along with these basic requirements. When a group of characters
-+successfully finds either food and water or a safe place, consult the Useful Stuff table up to once per day. If it's the
-+first day the PCs have searched in a particular area, each character might find something useful, but in succeeding
-+days, a group normally gets only a single roll to find useful stuff.
-+
-+Useful stuff also includes a "loot" entry. Loot includes collectible coins from before the apocalypse, such as silver
-+dollars and gold eagles. It also includes jewelry and artwork that survived the disaster and related material that can
-+be used as currency or barter when the characters find other survivors or arrive at a trade town.
-+
-+Items found on the Useful Stuff table are generally expensive or exorbitant items (except for firearms, which start in
-+the expensive category).
-+
-+Junk: Characters who find food and water also find lots of junk. They are free to ignore that junk, but some PCs might
-+have a use for what they find, especially those with the Scavenges focus. All characters gain up to three results on the
-+Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
-+often it can be disassembled and used as parts to create something else.
-+
-+### USEFUL STUFF
-+
-+
-+
-+
-+
-+
-+
-+
-+d100 |
-+Item Found |
-+
-+
-+01–10 |
-+Tools (provide an asset to tasks related to repair and crafting) |
-+
-+
-+11–20 |
-+Medicine (provides an asset to one healing-related task) |
-+
-+
-+21–25 |
-+Binoculars |
-+
-+
-+26–35 |
-+Chocolate bar or similarly
-+sought-after candy or snack |
-+
-+
-+36–45 |
-+Textbook (provides an asset to a knowledge-related task) |
-+
-+
-+46–50 |
-+Coffee or tea |
-+
-+
-+51–55 |
-+Gun or rifle with ten shells or bullets |
-+
-+
-+56–60 |
-+Flashlight |
-+
-+
-+61–65 |
-+Loot |
-+
-+
-+66–70 |
-+Gasoline (2d6 × 10 gallons) |
-+
-+
-+71–75 |
-+Batteries |
-+
-+
-+76–80 |
-+Functioning vehicle (sedan, pickup, motorcycle, etc.) |
-+
-+
-+81–85 |
-+Generator |
-+
-+
-+86–90 |
-+MRE cache (food and water for six people for 1d6 weeks) |
-+
-+
-+91–95 |
-+Ammunition cache (100 shells or bullets for 1d6 different weapons) |
-+
-+
-+96–97 |
-+Helpful stranger (level 1d6 + 2, stays with the PCs for a week or two) |
-+
-+
-+98–99 |
-+Cypher (in addition to any other cyphers the GM awards) |
-+
-+
-+00 |
-+Artifact (in addition to any other artifacts the GM awards) |
-+
-+
-+
-+
- ### Post-Apocalyptic SPECIES DESCRIPTORS
-
- In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
-@@ -30756,6 +39331,781 @@
-
- 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
-
-+### POST-APOCALYPTIC CHARACTER OPTIONS
-+
-+Alternate Character Roles
-+
-+Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
-+after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
-+more sense to let your players choose roles for characters in a modern game.
-+
-+### DESCRIPTORS
-+
-+In addition to the descriptors in the Cypher System Rulebook, you can widen the options
-+
-+available to the players, allowing them to choose from the descriptors presented here for
-+
-+their characters. A subset of the descriptors in this chapter are species descriptors, which
-+
-+may or may not be appropriate for your players, depending on your setting.
-+
-+Rust and Redemption Descriptors
-+
-+Standard: Bitter, Hopeful, Rusted, Shiny
-+
-+Species: Canien, Felis, Flutter, Mutant
-+
-+Bitter
-+
-+Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
-+giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
-+it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
-+yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
-+possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
-+decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
-+
-+You gain the following characteristics:
-+
-+Skeptical: +4 to your Intellect Pool.
-+
-+Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
-+
-+Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
-+
-+Inability: You have a hard time not letting bitterness stain everything you do. Interaction tasks are hindered.
-+
-+Additional Equipment: You have a keepsake from whoever wronged you. It could be an object they once possessed, a picture
-+of them, or something else you associate with what makes you so bitter.
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
-+
-+2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
-+
-+3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
-+
-+4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-+
-+Canien
-+
-+You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
-+and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
-+decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
-+so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
-+of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
-+suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
-+that a newcomer may be a friend you just don't know yet.
-+
-+You gain the following characteristics:
-+
-+Dogged: +2 to your Might Pool.
-+
-+Skill: You are naturally vigilant. You are trained in perception tasks.
-+
-+Skill: You are playful. You are trained in tasks involving playing physical games.
-+
-+Loyal: If an ally within immediate range descends one or more steps on the damage
-+
-+track, you can take an action immediately but in a restricted fashion. You can use this action either to move the
-+willing ally up to an immediate distance or to attempt a healing task on your ally.
-+
-+Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
-+
-+Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
-+Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
-+ruined, at least until it is repaired.
-+
-+Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first
-+
-+adventure.
-+
-+1\. One of the other PCs needed help, and you obliged without a second's hesitation.
-+
-+2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
-+
-+3\. Aggression got the better of you, and now you're running from the fallout of that experience.
-+
-+4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
-+
-+out or keep an eye on them.
-+
-+Felis
-+
-+You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
-+fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
-+elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
-+or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
-+are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a
-+warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.
-+
-+You gain the following characteristics:
-+
-+Crafty: +2 to your Intellect Pool.
-+
-+Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
-+
-+Skill: You are agile. You are trained in tasks involving balancing and movement.
-+
-+Darksight: You can see in dim light as though it were bright light and see in darkness as though it were dim light.
-+Enabler.
-+
-+Claws: You are practiced in making unarmed claw attacks (light weapon). Enabler.
-+
-+Light on Your Paws: You ignore the first 4 points of damage you would otherwise suffer from a fall. Enabler.
-+
-+Jumpy: Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a
-+difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full
-+movement away from whoever surprised you.
-+
-+Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
-+
-+Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
-+flee.
-+
-+2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
-+
-+3\. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
-+
-+4\. You got lost. The PCs found you and invited you to join their group.
-+
-+Flutter
-+
-+You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
-+down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
-+"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
-+ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
-+way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
-+
-+As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
-+and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
-+animal still roaming the world.
-+
-+You gain the following characteristics:
-+
-+Quick: +2 to your Speed Pool.
-+
-+Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
-+
-+Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
-+Enabler.
-+
-+Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
-+
-+Inability: You are confused by bright light. Perception tasks are hindered in bright light.
-+
-+Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
-+described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
-+difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
-+momentum to move you.
-+
-+On a failure, you fly erratically as your action, possibly into the ground, a wall, or the midst of enemies you were
-+trying to avoid. Enabler.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
-+
-+2\. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
-+
-+3\. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
-+
-+4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
-+
-+Hopeful
-+
-+Despite civilization's fall, you're optimistic about what the future could bring, confident
-+
-+that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
-+better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
-+confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
-+blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
-+other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
-+mistakes.
-+
-+You gain the following characteristics:
-+
-+Spirited: +4 to your Intellect Pool.
-+
-+Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
-+
-+Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
-+free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
-+level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
-+
-+Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
-+are hindered.
-+
-+Inability: You're spirited but not fast. All movement-related tasks are hindered.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
-+
-+2\. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
-+
-+3\. To make good on a promise to help, you came with the other PCs.
-+
-+4\. You answered a cry for help when another PC got in over their head.
-+
-+Mutant
-+
-+Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
-+ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
-+other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
-+might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
-+want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
-+
-+You gain the following characteristics:
-+
-+Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
-+it is rolled for randomly; you don't select it.
-+
-+• Two beneficial mutations rolled randomly.
-+
-+• Three beneficial mutations plus one harmful mutation, all rolled randomly
-+
-+• One powerful mutation and one harmful mutation, both rolled randomly.
-+
-+• One beneficial mutation, one distinctive mutation, and one harmful mutation, all rolled randomly.
-+
-+Distinctive Mutations: You can choose if you want to have distinctive mutations or not. If you do, choose the number, up
-+to four distinctive mutations, which are rolled for randomly. (If the GM is using the transitory mutations optional
-+rule, you can only choose to have up to three distinctive mutations.)
-+
-+Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
-+or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
-+with the GM to ensure that what's been rolled is a character you want to play.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
-+
-+2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
-+
-+3\. You wanted to get away from a bad situation, so you went with the PCs.
-+
-+4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
-+mission.
-+
-+Rusted
-+
-+Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
-+itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
-+seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
-+is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
-+However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
-+prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.
-+
-+You gain the following characteristics:
-+
-+Resilient: +2 to your Might Pool or +2 to your Intellect Pool or +1 to all three Pools.
-+
-+Skill: Hard knocks have toughened you; you are trained in either Might defense tasks or Intellect defense tasks (choose
-+one).
-+
-+Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
-+composing, public speaking, painting, sculpture, dancing, or something similar.
-+
-+Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
-+real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
-+hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
-+involving using both hands are hindered.
-+
-+Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
-+missing eye.
-+
-+Initial Link to the Starting Adventure:
-+
-+1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
-+involved in your current situation.
-+
-+2\. You're afraid of what might happen if the other PCs fail.
-+
-+3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
-+
-+4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
-+heard about the group's task.
-+
-+Shiny
-+
-+You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
-+sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
-+effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
-+inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
-+When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
-+but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
-+
-+You gain the following characteristics:
-+
-+Lithe: +2 to your Speed Pool.
-+
-+Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
-+trained in driving that kind of vehicle.
-+
-+Skill: You know how to get out of the way. You are trained in Speed defense tasks.
-+
-+Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
-+maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
-+that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
-+normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
-+you make a recovery roll. Enabler.
-+
-+Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
-+
-+Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
-+
-+Additional Equipment: You have a treasured object that is literally shiny in bright light, such as a polished
-+stainless-steel sphere, a silver coin, a pocket watch from the before-times, or something else small and easily carried.
-+
-+Initial Link to the Starting Adventure:
-+
-+From the following list of options, choose how you became involved in the first adventure.
-+
-+1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
-+
-+2\. The first word that popped into your head upon seeing the PCs was "shiny."
-+
-+3\. You think the tasks ahead will present you with unique and fulfilling challenges.
-+
-+4\. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.
-+
-+The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the
-+scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
-+abilities), use the optional rule for scavenging, repairing, and building in this book instead.
-+
-+### FOCI
-+
-+This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
-+these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
-+than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
-+
-+Merges Mind With Machine
-+
-+You were raised in an underground bunker by Milly, an AI instance installed in your
-+
-+brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
-+replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
-+intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
-+to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
-+to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
-+know about how things work on the surface and the things people have done to stay alive in the past twenty years.
-+
-+Connection: Choose one of the following, or choose one of the Focus Connections
-+
-+in the Cypher System Rulebook.
-+
-+1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
-+
-+2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
-+get them for you at half price.
-+
-+3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
-+is up to the other PC, although they may not be able to consciously recall it.
-+
-+4\. Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds,
-+hindering their actions.
-+
-+Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
-+keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
-+
-+Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
-+
-+Major Effect Suggestion: An ally or indicated target can take an additional action.
-+
-+Tier 1:
-+
-+Interface
-+
-+Tier 2:
-+
-+Robot Assistant
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
-+
-+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
-+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
-+knowledge about the situation. Enabler.
-+
-+Machine Telepathy
-+
-+Tier 4:
-+
-+Machine Bond
-+
-+Network Tap
-+
-+Tier 5:
-+
-+Greater Enhanced Intellect
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
-+
-+Master Machine
-+See the Future
-+
-+Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
-+
-+Prepped for the End
-+
-+You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
-+survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
-+repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
-+You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
-+
-+takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
-+you prepped wisely.
-+
-+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-+
-+1\. Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them
-+rather than seeking revenge for using your resources.
-+
-+2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
-+what that means now is difficult to say.
-+
-+3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
-+
-+4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
-+
-+Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical
-+instrument (such as a harmonica).
-+
-+Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before‑times, and their actions in
-+the next round are hindered as they regain their balance.
-+
-+Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
-+
-+Tier 1:P
-+
-+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
-+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
-+type of light armor available in the area, such as a leather jacket. Enabler.
-+
-+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
-+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
-+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
-+no closer than about 5 miles (8 km) from each other.
-+
-+• Food cache (enough food for six people for twelve weeks)
-+
-+• Water cache (enough clean water for six people for twelve weeks)
-+
-+• Ammunition cache (400 shells or bullets for four different weapons)
-+
-+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
-+shells)
-+
-+Enabler.
-+
-+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
-+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
-+
-+Tier 2:
-+
-+Tinker
-+
-+Weather the Vicissitudes
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
-+
-+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
-+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
-+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
-+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
-+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
-+complete.
-+
-+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
-+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
-+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
-+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
-+
-+Tier 4:
-+
-+Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
-+one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
-+would otherwise obtain. Enabler.
-+
-+Tier 5:
-+
-+Ambusher
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.
-+
-+Discipline of Watchfulness
-+
-+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
-+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
-+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
-+work out the details. Action.
-+
-+Raids
-+
-+When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
-+anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
-+whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
-+something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
-+turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
-+with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
-+(and those who might recognize you as a raider) done with you?
-+
-+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-+
-+1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
-+other PCs so far.
-+
-+2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
-+
-+3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
-+
-+4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
-+raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
-+
-+Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
-+as a raider to those familiar with the mark.
-+
-+Minor Effect Suggestion: You restore 2 points to your Might Pool.
-+
-+Major Effect Suggestion: You or an ally get an immediate extra attack.
-+
-+Tier 1:
-+
-+Ignore the Pain
-+
-+Wilderness Life
-+
-+Tier 2:
-+
-+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
-+
-+Fearsome Reputation
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
-+
-+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
-+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
-+
-+presence. Enabler.
-+
-+Grand Deception
-+
-+Tier 4:
-+
-+Greater Frenzy
-+
-+Tier 5:
-+
-+Using the Environment
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
-+
-+Deep Consideration
-+
-+Twisting the Knife
-+
-+Remembers the Past
-+
-+You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
-+everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
-+and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
-+This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
-+that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
-+that would otherwise go unharvested.
-+
-+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-+
-+1\. Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way
-+they look or the way they act, and that is what first drew you to them.
-+
-+2\. Pick one other PC. You saved their life because you found them trapped in a before‑times ruin and you knew how best
-+to free them.
-+
-+3\. Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your
-+life.
-+
-+4\. Pick one other PC. This character comes from the same place you do, and you knew each other as children.
-+
-+Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
-+you an asset on a related task if you spend ten minutes perusing the book ahead of time.
-+
-+Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
-+probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
-+
-+Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
-+
-+Tier 1:
-+
-+Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
-+potentially be turned into useful things) in the ruins of what came before. Enabler.
-+
-+Knowledge Skills
-+
-+Tier 2:
-+
-+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
-+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
-+complete. Enabler.
-+
-+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
-+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
-+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
-+building. Enabler.
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
-+
-+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
-+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
-+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
-+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
-+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
-+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
-+to initiate.
-+
-+Tier 4:
-+
-+Improvise
-+
-+Tier 5:
-+
-+Task Specialization
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Skill With Attacks, Skill With Defense, or Use the Network as your tier 6 ability.
-+
-+Skill With Attacks
-+
-+Skill With Defense
-+
-+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
-+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
-+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
-+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
-+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
-+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
-+
-+Walks the Wasteland
-+
-+Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
-+determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
-+whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
-+mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
-+you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
-+water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
-+anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
-+of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
-+to scavenge from the ruins. Appearance doesn't matter; actions do.
-+
-+Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
-+
-+1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
-+their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
-+tomorrow.
-+
-+2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
-+
-+3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
-+that place exists any longer is something you and that character should decide.
-+
-+4\. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health,
-+and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is
-+up to them.
-+
-+Additional Equipment: You have a piece of before‑times equipment with three analog dials that measure temperature, air
-+pressure, and humidity. (You also know the names for the instruments nestled behind
-+
-+those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device,
-+you have an asset on weather prediction tasks extending into the next day.
-+
-+Minor Effect Suggestion: You restore 2 points to your Might Pool.
-+
-+Major Effect Suggestion: Your next action is eased by two steps.
-+
-+Tier 1:
-+
-+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
-+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
-+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
-+
-+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
-+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
-+
-+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
-+spend at least ten minutes practicing with it first. Enabler.
-+
-+Tier 2:
-+
-+Devoted Defender
-+
-+Hardened by the End: You're trained in Might defense tasks.
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain
-+Apocalyptic Stare.
-+
-+Hard to Hit
-+
-+Rapid Attack
-+
-+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
-+
-+Tier 4:
-+
-+Improved Recovery
-+
-+Push on Through
-+
-+Tier 5:
-+
-+Ignore the Pain
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
-+
-+Using What's Available
-+
-+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
-+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
-+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
-+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
-+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
-+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
-+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
-+
- ### Historical
-
- Setting your campaign in World War 2, the Renaissance, or the 1930s can be fun and interesting. However, setting it in
-@@ -30871,6 +40221,4457 @@
- by extension more recent historical periods—contained fascinating and useful objects that were anachronistic for their
- period. Most such artifacts were likely the creations of philosophers, lone geniuses, and similar figures.
-
-+### OPTIONAL MODERN FANTASY RULES
-+
-+### CANTRIPS
-+
-+Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
-+ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
-+smartphone, use a light cantrip. Instead of running a dishwasher or vacuum cleaner, use a cleaning cantrip. Instead of
-+using a megaphone, use a voice‑amplifying cantrip.
-+
-+Cantrips are generally not powerful enough to directly affect an unwilling creature or damage an unattended object. In
-+the rare case that using a cantrip might cause actual harm, change, or damage, the attack roll for the cantrip is
-+hindered by two steps (unless otherwise noted).
-+
-+Any PC can learn two cantrips by spending 2 XP. How they learn them depends on the setting—they might need to study with
-+a mentor, take a specific college class, pay for an informative ritual, study a magical book, invent it on their own,
-+unlock some previously unrealized potential within themselves, and so on. Learning cantrips does not count toward
-+character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
-+like other character abilities.
-+
-+Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
-+NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
-+can know a number of cantrips equal to their level.
-+
-+The following are examples of typical cantrips in a modern fantasy setting:
-+
-+Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
-+within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
-+around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
-+Action.
-+
-+A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
-+described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
-+
-+1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
-+ to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
-+ moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
-+ short distance. Action.
-+
-+
-+
-+1. Candles Cantrip (1 Intellect point): You create up to four candle-like lights that move to your mental commands (but
-+ no farther away than how far you can reach), lasting about ten minutes. Each light can be a different color. Action.
-+
-+
-+
-+1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
-+ creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
-+ target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
-+ ice. Action.
-+
-+
-+
-+1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
-+ the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
-+ an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
-+ removing wrinkles. Action.
-+
-+Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
-+be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
-+a few days. Action.
-+
-+1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
-+ driver who can pick you up within a couple of minutes. If you use this cantrip in a remote area where drivers are
-+ scarce, results can get strange; for example, the car and driver might be ghosts, you might have to share your ride
-+ with a dangerous supernatural creature, or you might arrive at your destination minutes before or hours after you
-+ were picked up. Action.
-+
-+
-+
-+1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
-+ it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
-+ normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
-+
-+
-+
-+1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
-+ to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
-+ thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
-+
-+
-+
-+1. Darkness Cantrip (1 Intellect point): You suppress light in a cubic or spherical area about 1 foot (30 cm) across
-+ within an immediate distance. Outdoors or in bright light, this area becomes very dim; otherwise, it becomes
-+ darkness. When you create this area, decide if it remains at a specific location (such as on a desk) or if it is
-+ attached to some part of you (such as your head or left hand) and moves with you. The cantrip ends after about a
-+ minute. Action.
-+
-+
-+
-+1. Erase Cantrip (1 Intellect point): You erase up to a page of text from a typical surface (such as paper, parchment,
-+ wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
-+ writing requires an Intellect-based attack roll. Action.
-+
-+> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
-+
-+1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
-+ within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
-+ (such as ants or fleas) within 1 cubic foot. The spell is accompanied by a quick bolt of black and yellow energy.
-+ Action.
-+
-+> Exterminate Cantrip is an exception to the rule that trying to cause direct harm with a cantrip is hindered by two
-+> steps. A swarm whose level is 1 or higher is unaffected by this cantrip, even though the individual creatures in the
-+> swarm might be.
-+
-+1. Extra Chair Cantrip (1 Intellect point): A table you touch somehow has room (and a chair) for one more person to
-+ comfortably sit there without affecting anyone else at the table. This lasts anywhere from ten minutes to an hour,
-+ or less if the person in the extra chair leaves for more than a few minutes. Action.
-+
-+
-+
-+1. Extra Fries Cantrip (1 Intellect point): You update a recent fast food or delivery order so that when it arrives, it
-+ includes an additional order of French fries or other side available from the restaurant (tater tots, coleslaw,
-+ mashed potatoes, and so on). Sometimes this happens for free, and sometimes you have to pay an additional charge.
-+ Remember to tip your server. Action.
-+
-+Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
-+minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
-+Intellect-based attack roll against them to inflict 1 point of damage. Action.
-+
-+Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
-+
-+Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
-+lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
-+Action.
-+
-+Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
-+its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
-+more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
-+of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
-+Action.
-+
-+1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
-+ family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
-+ "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
-+ against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
-+ minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
-+
-+
-+
-+1. Gather Cantrip (1 Intellect point): You gather a scattered bunch of items into a small space, as if you had spent a
-+ minute sweeping them together with your hands or a broom. This affects about 1 square yard (1 sq m), up to an
-+ immediate distance away. The cantrip is mainly useful for collecting things that have been spilled, or for making it
-+ easier to clean up a room. Action.
-+
-+
-+
-+1. Ghostly Wings Cantrip (1 Intellect point): You sprout a pair of ghostly wings that immediately unfurl, then vanish a
-+ few seconds later. If you cast this cantrip while falling, you reduce the damage from the fall by 1 point. Enabler.
-+
-+
-+
-+1. Green Light Cantrip (1 Intellect point): You tweak the traffic lights at an intersection within long range so that
-+ one of them turns green within a few seconds. The other lights in that system automatically adjust to compensate
-+ (turning yellow and then red for cross traffic). Depending on that traffic system, the light remains green anywhere
-+ from about ten seconds to a minute. Enabler.
-+
-+Hand Cantrip (1 Intellect point): You levitate or manipulate an object of 10 pounds (4.5 kg) or less at up to a short
-+distance. The effect is not particularly strong—about the same strength as trying to push, pull, or twist something just
-+using the strength of your hand (without your arm). Action.
-+
-+1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
-+ be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
-+ anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
-+ seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
-+
-+
-+
-+1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
-+ button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
-+ where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
-+ can toggle these switches on or off in any combination. Action.
-+
-+
-+
-+1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
-+ volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
-+ distance without effort. Action.
-+
-+Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
-+(like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
-+specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
-+distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
-+mask lasts for about a minute. If removed, the mask immediately disappears. Action.
-+
-+Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
-+break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
-+be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
-+against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
-+there). You can use this ability multiple times on the same object to repair larger breaks. Action.
-+
-+1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
-+ see within a long distance. The target hears it as if you had whispered it in their ear. Action.
-+
-+Mystic Eyes Cantrip (1 Intellect point): You change the appearance of your eyes. If you just change their color to a
-+different hue (such as to blue, green, or brown), the change lasts for an hour. If you change them to something unusual,
-+such as red, yellow, solid black, or glowing, it only lasts for a minute. Action.
-+
-+Obedient Flames Cantrip (1 Intellect point): You affect flames within a short distance, making them appear brighter or
-+dimmer, flicker strangely, or change color. This lasts for one minute. You can affect up to several dozen candles, a few
-+torches, or one typical campfire with each casting of the cantrip. Action.
-+
-+1. Open and Close Cantrip (1 Intellect point): You open or close a small object within short range, such as a bag, box,
-+ bottle, footlocker, window, or lightweight door. This cantrip cannot lock or unlock locks. Action.
-+
-+
-+
-+1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
-+ ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
-+ The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
-+
-+
-+
-+1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
-+ The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
-+ can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
-+ (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
-+ mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
-+
-+
-+
-+1. Quiet Cantrip (1 Intellect point): You muffle the noise from one target within a short distance for a few seconds.
-+ Breaking a window or knocking a glass off the table would be no louder than someone tapping their finger on the
-+ glass. An obnoxious security alarm would only be as loud as a computer speaker. A ringing phone would be barely
-+ audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
-+ more than an immediate distance on their turn. Action.
-+
-+> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
-+> you're using a cantrip, by default that attack roll is hindered by two steps
-+
-+Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
-+your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
-+it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
-+The rainbow gives off light like a candle and lasts about a minute. Action.
-+
-+1. Reshape Cantrip (1 Intellect point): You change the shape of a metal, glass, or stone object you touch into a
-+ different shape. For example, you could turn a coin into a ring, a cup into a plate, or a piece of glass into
-+ something resembling a gemstone. This normally lasts about a minute, but the object tends to revert early if anyone
-+ else touches or examines it too closely. Action.
-+
-+
-+
-+1. Smoke Cantrip (1 Intellect point): You create a harmless puff of smoke within an immediate distance. The smoke fills
-+ about a 1-foot (30 cm) cube and dissipates over the next few rounds. You decide if the smoke is white, grey, blue,
-+ brown, green, red, or yellow. Action.
-+
-+
-+
-+1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
-+ to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
-+ distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
-+ closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
-+
-+Stitch Cantrip (1 Intellect point): You sew two touched pieces of cloth or thin leather together, up to about 2 square
-+yards (1.5 sq m). The stitches are of the same quality of hand stitching by a tailor or leatherworker of reasonable
-+skill. You choose the path of the stitches, so you could create a piece of clothing by casting this cantrip several
-+times. Instead of sewing together two items, you can unravel the stitches of a touched object, affecting up to 2 square
-+yards (1.5 sq m). Action.
-+
-+Tattoo Cantrip (1 Intellect point): You create an image on your skin, as if tattooed there by a reasonably talented
-+artist. The image can be no larger than your hand, and consists of just one color. You can cast this cantrip multiple
-+times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
-+
-+1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
-+ or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
-+ within a short distance. Action.
-+
-+
-+
-+1. Tie Cantrip (1 Intellect point): You control a piece of string, rope, or twine within short range, causing it to tie
-+ itself to another object within 1 foot (30 cm) of it, using any sort of simple, common knot (such as a square knot).
-+ Instead of tying a knot, you can cast this cantrip on a simple knot within short range, untying it. Action.
-+
-+
-+
-+1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
-+ The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
-+ mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
-+ volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
-+ original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
-+ (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
-+ illusion vanishes. Action to create; action to modify.
-+
-+Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
-+earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
-+Action.
-+
-+Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
-+range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
-+Action.
-+
-+1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
-+ as if it had gone through an automatic car wash. Very large or very dirty cars may require multiple castings. The
-+ cantrip works on motorcycles, bicycles, and other small vehicles as well. Action.
-+
-+
-+
-+1. Wet or Dry Cantrip (1 Intellect point): You alter the moisture level of an object or area within immediate range,
-+ affecting about a 1-foot (30 cm) cube or one set of clothing. If you want the target to be wetter, it is dampened as
-+ if you poured a cup of water on it. If you want it drier, it is dried as if you hung it out in the sun on a warm
-+ day. Action.
-+
-+
-+
-+1. Wireless Network Cantrip (1 Intellect point): You improve wireless network reception in an immediate area for ten
-+ minutes. This improves poor or average reception to full strength and zero bars to at least one bar. When you cast
-+ this cantrip, you decide if this improved reception affects everyone in the area or just you. Action.
-+
-+
-+
-+1. Wrap Cantrip (1 Intellect point): You use available materials to wrap up an object within an immediate distance. The
-+ wrapped object must fit within a 1-foot (30 cm) cube. For example, you could wrap a gift box with decorative paper,
-+ wrap a piece of paper around a letter to create an envelope, or wrap a pile of potatoes with burlap to create an
-+ easily carried bundle. Action.
-+
-+
-+
-+1. Youth Cantrip (1 Intellect point): You change the appearance of your face so you look about ten years younger than
-+ your normal appearance, lasting about an hour. Action.
-+
-+Optional Rules: Learning Cantrips
-+
-+In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
-+phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
-+have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
-+the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
-+way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
-+"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
-+
-+### COVENS
-+
-+Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
-+with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
-+coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
-+join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
-+connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
-+might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
-+benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
-+required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
-+from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
-+the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
-+spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
-+characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
-+anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
-+coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
-+working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
-+Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
-+character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
-+each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
-+a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
-+
-+For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
-+
-+> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
-+> to reach a higher tier
-+
-+Joining A Coven
-+
-+Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
-+and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
-+in difficulty accordingly. Characters receive their talisman once the ritual is complete.
-+
-+Coven Talismans
-+
-+A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
-+Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
-+talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
-+
-+Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
-+"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
-+person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
-+the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
-+with each use, a character's coven talisman automatically depletes if they break from the coven.
-+
-+Advancing Within A Coven
-+
-+Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
-+a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
-+achieved something that aligns with the coven's mission and values.
-+
-+To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
-+quietly
-+
-+Breaking From A Coven
-+
-+If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
-+But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
-+were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer
-+use their coven abilities.
-+
-+To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then
-+take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
-+completing the ritual, they regain that rank within the coven and can access spells accordingly.
-+
-+Forming A New Coven
-+
-+Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
-+
-+- What's the coven called?
-+
-+- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
-+ the coven to be known for?
-+
-+- What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
-+ Fair? Determined? Kind? Loyal? Wealthy?
-+
-+- What does the coven talisman look like?
-+
-+- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
-+
-+Selecting Coven Abilities
-+
-+Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
-+the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
-+abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven
-+ability based on what obstacles they expect their characters to face.
-+
-+The Cypher System Rulebook divides abilities by both category and power level, which is helpful in narrowing down your
-+options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for
-+ranks 5 and 6.
-+
-+Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
-+possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
-+1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
-+afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
-+
-+If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
-+ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
-+to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-+
-+Magical Crafting Skills
-+
-+Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
-+"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
-+potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
-+all sorts of crafted magic items.
-+
-+### EXCEEDING CYPHER LIMITS
-+
-+Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
-+game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
-+effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
-+1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
-+The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
-+ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every
-+additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
-+
-+Side Effects of Exceeding Cypher Limits
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+01-02 |
-+Hair of everyone in immediate range stands straight out |
-+
-+
-+03-04 |
-+Ugly faces manifest on surfaces in the area |
-+
-+
-+05-06 |
-+Character's skin color changes to something unusual (blue, orange purple) |
-+
-+
-+07-08 |
-+Character's footprints are glowing red arrows |
-+
-+
-+09-10 |
-+Flowers in short range wilt and dissolve into stinky goo |
-+
-+
-+11-12 |
-+Character's skin grows fishlike eyes, which dry and fall off like scabs |
-+
-+
-+13-14 |
-+Internet speeds within short range slow to a crawl |
-+
-+
-+15-16 |
-+Character develops prominent skin rash resembling corporate logos |
-+
-+
-+17-18 |
-+Character says the word "sexy" in place of any adjective |
-+
-+
-+19-20 |
-+Dogs bark angrily at the character |
-+
-+
-+21-22 |
-+Character sheds fingernails, quickly replaced by circuit boards |
-+
-+
-+23-24 |
-+Character keeps seeing UFOs |
-+
-+
-+25-26 |
-+Cypher randomizes names and icons of nearby apps |
-+
-+
-+27-28 |
-+Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each
-+hour |
-+
-+
-+29-30 |
-+Cypher becomes overcharged (acts
-+as +1 level) and erratic (tasks to use
-+it are hindered) |
-+
-+
-+31-32 |
-+Character's hand sometimes turns
-+into a battered plastic duplicate and
-+falls off, with a new hand growing to
-+replace it within seconds |
-+
-+
-+33-34 |
-+Character compelled to dig through
-+nearby trash cans in search of
-+discarded batteries |
-+
-+
-+35-36 |
-+Character's head surrounded by
-+floating illusions of rude gestures
-+and inappropriate words |
-+
-+
-+37-38 |
-+Character's vision distorted so all
-+writing appears undecipherably
-+blurred |
-+
-+
-+39-40 |
-+Birds creepily follow the character
-+and sometimes call their name |
-+
-+
-+41-42 |
-+Character frequently drops business
-+cards with publicly viewable links to
-+their browser history |
-+
-+
-+43-44 |
-+Cypher reads aloud all text visible
-+within short range |
-+
-+
-+45-46 |
-+Cypher makes frequent beeping
-+noise like a large truck backing up |
-+
-+
-+47-48 |
-+Cypher grows hard legs and noisily
-+follows the character, hindering
-+interaction and stealth tasks |
-+
-+
-+49-50 |
-+Cypher coats itself in a sticky
-+honey-like substance |
-+
-+
-+51-52 |
-+Character's thoughts broadcasted to
-+everyone within long range |
-+
-+
-+53-54 |
-+Character followed by a cloud of
-+clothing-eating moths |
-+
-+
-+55-56 |
-+Random cypher vanishes, leaving
-+behind a handful of wet soil |
-+
-+
-+57-58 |
-+Character's voice is digitally
-+distorted and difficult to understand,
-+hindering interaction tasks |
-+
-+
-+59-60 |
-+Character quotes commercial jingles
-+and catchphrases every few minutes |
-+
-+
-+61-62 |
-+Character or cypher emits a strong
-+smell of asphalt or gasoline |
-+
-+
-+63-64 |
-+Bugs frequently fly into character's
-+mouth when they speak |
-+
-+
-+65-66 |
-+Open flames in short range give off
-+noisy sparks like small fireworks |
-+
-+
-+67-68 |
-+Character feels intoxicated by a mild
-+hallucinogen, hindering all tasks |
-+
-+
-+69-70 |
-+Character sets off nearby car alarms |
-+
-+
-+71-72 |
-+Character's eyes shine like powerful
-+flashlights, hindering their visual
-+perception tasks |
-+
-+
-+73-74 |
-+Any coffee within immediate range
-+tastes like nickels |
-+
-+
-+75-76 |
-+Causes short circuits in nearby wired
-+electronics |
-+
-+
-+77-78 |
-+Character receives frequent spam
-+phone calls about nonexistent
-+services (engine moisturizing,
-+aspirin condensation, aligning
-+apartment chakras) |
-+
-+
-+79-80 |
-+Character followed by flying camera
-+drones |
-+
-+
-+81-82 |
-+Magical interference suppresses
-+the cypher's function unless the
-+character spends 4 Intellect points
-+to cleanse its aura |
-+
-+
-+83-84 |
-+Magical interference decreases
-+character's Intellect Edge by 2 |
-+
-+
-+85-86 |
-+Attracts an internet d@emon |
-+
-+
-+87-88 |
-+Attracts a zorp |
-+
-+
-+89-90 |
-+Character gets jittery (hindered
-+Speed-based tasks) unless they
-+chain-smoke cigarettes |
-+
-+
-+91 |
-+Character's bones become brittle,
-+hindering Might tasks |
-+
-+
-+92 |
-+Cypher is painfully cold to the touch,
-+inflicting 1 point of damage each
-+round it touches bare skin |
-+
-+
-+93 |
-+Character occasionally is hurled
-+horizontally an immediate distance
-+with great force (typically 4 points of
-+ambient damage) |
-+
-+
-+94 |
-+Character develops severe allergy to
-+a common food ingredient (wheat,
-+eggs, citrus) |
-+
-+
-+95 |
-+Vehicle brake lines within short
-+range dramatically rupture |
-+
-+
-+96 |
-+Electronic devices within short range
-+tend to lose power, overheat, or
-+catch fire |
-+
-+
-+97 |
-+Character frequently steps on nails,
-+broken glass, or other sharp things
-+(1 or 2 points of damage, ignores
-+Armor) |
-+
-+
-+98 |
-+Character always bites their own
-+tongue (1 point of damage, ignores
-+Armor) whenever they cast a spell |
-+
-+
-+99 |
-+Two cyphers begin fighting each
-+other with switchblades and energy
-+blasts, must be restrained or
-+separated |
-+
-+
-+00+ |
-+Cypher functions normally, but
-+explodes like a grenade shortly after
-+it is activated or the magic ends |
-+
-+
-+
-+
-+### FAMILIARS
-+
-+In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
-+as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
-+vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
-+might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
-+harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
-+magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
-+
-+CONTENT WARNING: This section talks about the death of pets.
-+
-+Standard Pet
-+
-+The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
-+the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
-+magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
-+(although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
-+after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
-+which gives them a level 1 creature.
-+
-+If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast
-+Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.
-+
-+As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
-+creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
-+
-+Unusual Familiar
-+
-+There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
-+world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
-+capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
-+
-+If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
-+character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird
-+or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or
-+rhinoceros.
-+
-+History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
-+alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
-+sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
-+their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
-+and modifiers.
-+
-+Magical Familiar
-+
-+This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
-+familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
-+familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
-+far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
-+type of familiar, a character should choose the Bound Magic Familiar ability.
-+
-+Soulbound Familiar
-+
-+This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
-+bond between the character and familiar that makes them both vulnerable in certain ways.
-+
-+For this type of familiar, a character should choose the Soul Familiar ability.
-+
-+Modifying A Familiar
-+
-+The following character abilities can be used to improve your familiar or the connection you have with it. (Although
-+most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
-+beast companion.)
-+
-+Tier 3: Stronger Together
-+
-+Tier 4: Beast Eyes
-+
-+Tier 5: Improved Companion
-+
-+Tier 6: As If One Creature
-+
-+### REVIVING ARTIFACTS
-+
-+While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
-+this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
-+might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
-+bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
-+to steal a prototype power source to get their artifact back in working condition.
-+
-+Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
-+be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
-+that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
-+depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
-+depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
-+artifact's depletion to "automatic."
-+
-+### OPTIONAL MODERN MAGIC FLAVOR
-+
-+### MODERN MAGIC FLAVORS
-+
-+Charms and Figments Flavor
-+
-+Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
-+disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
-+few spells in the other.
-+
-+Tier 1:
-+
-+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
-+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
-+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
-+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
-+
-+Fast Talk
-+
-+Goad
-+
-+Impart Ideal
-+
-+Mental Link
-+
-+Minor Illusion
-+
-+Tier 2:
-+
-+Calm Stranger
-+
-+Cloud Personal Memories
-+
-+Illusory Duplicate
-+
-+Misdirect Blame
-+
-+Tier 3:
-+
-+Advanced Command
-+
-+Illusory Disguise
-+
-+Soothe the Savage
-+
-+Tier 4:
-+
-+Calm
-+
-+Major Illusion
-+
-+Mind Control
-+
-+Psychic Burst
-+
-+Psychic Suggestion
-+
-+Tier 5:
-+
-+Crowd Control
-+
-+Mind Games
-+
-+Projection
-+
-+Tier 6:
-+
-+Flee
-+
-+Terrifying Image
-+
-+Cozy Magic Flavor
-+
-+Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
-+bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
-+
-+Tier 1:
-+
-+Advice From A Friend
-+
-+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
-+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
-+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
-+a short sentence or a few words.
-+
-+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
-+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
-+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
-+
-+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
-+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
-+
-+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
-+above that, you can check on an additional ten creatures. Action.
-+
-+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
-+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
-+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
-+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
-+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
-+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
-+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
-+up to one minute to complete.
-+
-+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
-+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
-+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
-+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
-+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
-+asset on one task of their choosing within one hour.
-+
-+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
-+affects one additional creature. Action per target to initiate.
-+
-+Tier 2:
-+
-+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
-+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
-+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
-+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
-+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
-+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
-+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
-+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
-+apply to this ability. Action.
-+
-+Adorable Animal: level 1, positive social interactions as level 3
-+
-+Fetch
-+
-+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-+transmitting an STI. This protection lasts for ten hours. Action.
-+
-+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
-+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
-+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
-+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
-+disappearing. Action.
-+
-+Telepathic
-+
-+Tier 3:
-+
-+Informer
-+
-+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
-+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
-+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
-+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
-+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
-+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
-+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
-+
-+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
-+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
-+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
-+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
-+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
-+
-+Tier 4:
-+
-+Able Assistance
-+
-+Pay it Forward
-+
-+Thinking Ahead
-+
-+Tier 5:
-+
-+Group Friendship
-+
-+Undo
-+
-+Tier 6:
-+
-+Drawing on Life's Experiences
-+
-+Stimulate
-+
-+Telepathic Network
-+
-+Divination Flavor
-+
-+Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
-+hidden places, and discover secrets.
-+
-+Tier 1:
-+
-+Babel
-+
-+Scan
-+
-+Third Eye
-+
-+Tier 2:
-+
-+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
-+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
-+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
-+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
-+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-+alien, high-technology, or other mysterious devices. Action.
-+
-+Mind Reading
-+
-+Open Mind
-+
-+Premonition
-+
-+See History
-+
-+Tier 3:
-+
-+Creature Insight
-+
-+Device Insight
-+
-+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
-+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
-+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
-+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
-+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
-+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
-+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
-+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
-+ability, you can reach an additional week further into the past. Action.
-+
-+Retrieve Memories
-+
-+Tier 4:
-+
-+Reading the Room
-+
-+Remote Viewing
-+
-+Sensor
-+
-+Tier 5:
-+
-+Knowing the Unknown
-+
-+Read the Signs
-+
-+True Sense
-+
-+Tier 6:
-+
-+See Through Time
-+
-+Modern Magic Flavor
-+
-+Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
-+These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
-+from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
-+playing guitar).
-+
-+Tier 1:
-+
-+Cantrips (choose any four)
-+
-+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
-+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
-+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
-+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
-+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
-+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
-+
-+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
-+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
-+works as if you were carrying your device with you and using it directly (meaning the network notes your current
-+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
-+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
-+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
-+to initiate.
-+
-+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
-+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
-+
-+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
-+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
-+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
-+task. Once this free level of Effort is used, the magic ends. Action.
-+
-+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
-+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
-+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
-+morning). Action.
-+
-+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
-+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
-+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
-+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
-+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
-+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
-+
-+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
-+or a mobile payment service such as Apple Pay, PayPal, or Venmo
-+
-+Ward
-+
-+Tier 2:
-+
-+Charm Machine
-+
-+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
-+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
-+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
-+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
-+
-+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
-+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
-+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
-+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
-+more firearms; each level of Effort affects one additional target. Action or enabler.
-+
-+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
-+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
-+cost is 2 Intellect points plus 1 point per level of the device. Action.
-+
-+Safe Fall
-+
-+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-+transmitting an STI. This protection lasts for ten hours. Action.
-+
-+Third Eye
-+
-+Tier 3:
-+
-+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
-+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
-+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
-+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
-+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-+alien, high-technology, or other mysterious devices. Action.
-+
-+Network Tap
-+
-+Sensor
-+
-+Tier 4:
-+
-+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
-+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
-+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
-+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
-+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
-+use Effort to increase the target level that can be affected by 1. Action.
-+
-+Soothe the Savage
-+
-+Tier 5:
-+
-+Granite Wall
-+
-+Tower of Will
-+
-+Tier 6:
-+
-+Information Gathering
-+
-+Trust to Luck
-+
-+Protection Flavor
-+
-+Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
-+creatures, and intrusive mental powers.
-+
-+Tier 1:
-+
-+Closed Mind
-+
-+Resonance Field
-+
-+Ward
-+
-+Tier 2:
-+
-+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-+transmitting an STI. This protection lasts for ten hours. Action.
-+
-+Trained Without Armor
-+
-+Wind Armor
-+
-+Tier 3:
-+
-+Energy Protection
-+
-+Force Field Barrier
-+
-+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
-+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
-+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
-+twenty-four hours. Action.
-+
-+Tier 4:
-+
-+Counter Danger
-+
-+Elemental Protection
-+
-+Poison Resistance
-+
-+Tier 5:
-+
-+Defensive Field
-+
-+Nothing but Defend
-+
-+Tower of Intellect
-+
-+Toer 6:
-+
-+Reactive Field
-+
-+Untouchable
-+
-+### MODERN FANTASY EQUIPMENT
-+
-+In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
-+available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
-+expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
-+real-world item because items used with magic usually require higher quality or specific materials.
-+
-+Inexpensive Items
-+
-+| Item | Notes |
-+|------------------------|-------------------------------------------------------|
-+| Bottle | |
-+| Bowl | |
-+| Box | |
-+| Candle | |
-+| Candle Holder | |
-+| Crystals | |
-+| Figurine | |
-+| Fresh or dried flowers | |
-+| Incense | |
-+| Mason Jar | |
-+| Metal needles | |
-+| Mortar and pestle | Required for some magic and crafting |
-+| Pendulum | |
-+| Poster | Diagrams of herbs and medicinal plants |
-+| Sealing wax | Used in some rituals and for sealing letters |
-+| Seashells | |
-+| Smudging stick | For cleansing an area and warding off negative energy |
-+| Tea | |
-+
-+Moderately Priced Items
-+
-+| Item | Notes |
-+|-------------------------|-------------------------------------------------------|
-+| Altar | Required for some rituals |
-+| Altar cloth | Required for covering a ritual altar |
-+| Artwork | Painting, drawing, or a high-quality print |
-+| Athame | Required for some magic |
-+| Boline | Required for some magic |
-+| Broom | |
-+| Chalice | Required for some magic |
-+| Crystal ball | Nonmagical sphere, required for some divination magic |
-+| Decorative headband | Antlers, branches, flowers, and so on |
-+| Drinking horn | Required for some magic |
-+| Formal cloak | |
-+| Grimoire | Notebook for magical information |
-+| Jewelry | |
-+| Lantern | |
-+| Old book | Asset on knowledge related tasks |
-+| Plant | Provides herbs or supportive energy |
-+| Pouch | Leather or velvet |
-+| Rune set | Required for some divination spells |
-+| Set of small stones | Required for some magic |
-+| Signet | For use with sealing wax |
-+| Skull (human or animal) | |
-+| Spirit board | |
-+| Staff | |
-+| Tarot deck | |
-+| Vintage clothing | |
-+| Wand | |
-+
-+Expensive Items
-+
-+| Item | Notes |
-+|-------------------------------|--------------------------------------|
-+| Cauldron | Required for some magic and crafting |
-+| Cloth canopy | For covering a meditation corner |
-+| Cloth tapestry | |
-+| Frog pond | Labor and materials to build one |
-+| Wedding dress (off the shelf) | |
-+
-+Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
-+specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
-+hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
-+board for a ritual to talk to a dead person.
-+
-+### MODERN FANTASY CRAFTING MATERIALS
-+
-+An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
-+more price categories higher.
-+
-+Often, a material with sentimental value to the magician is worth one price category more than its default value.
-+
-+Inexpensive Materials
-+
-+• Base metals (copper, aluminum, iron, and so on)
-+
-+• Beer
-+
-+• Book (fiction, history)
-+
-+• Candle
-+
-+• Cheese
-+
-+• Clay or ceramic
-+
-+• Coffee
-+
-+• Combustible fuel (lamp oil, kerosene, gasoline)
-+
-+• Common animal (chicken, cow, tuna) parts, non‑renewable\*
-+
-+• Common animal parts (chicken, cow, tuna), renewable\*
-+
-+• Common fabric (denim, linen, polycotton, polyester, quilting cotton, wool)
-+
-+• Common stone (granite, sandstone, slate)
-+
-+• Common wood (pine, hemlock)
-+
-+• Dry food goods (nuts, beans, grains)
-+
-+• Edible mushrooms
-+
-+• Eggs
-+
-+• Flowers or flower petals
-+
-+• Fruit or vegetables
-+
-+• Glass
-+
-+• Hard alcohol
-+
-+• Houseplant
-+
-+• Human hair or nails
-+
-+• Ink
-+
-+• Leaves
-+
-+• Meat
-+
-+• Ornamental stones (agate, obsidian, quartz, turquoise)
-+
-+• Paint
-+
-+• Pastries
-+
-+• Plant-based drug (aspirin, opium, tobacco, cannabis)
-+
-+• Roots
-+
-+• Rubber
-+
-+• Salt
-+
-+• Sand
-+
-+• Seawater
-+
-+• Smoke
-+
-+• Soil or mulch
-+
-+• Sugar
-+
-+• Tea
-+
-+• Water
-+
-+• Wax
-+
-+• Wine
-+
-+Moderately Priced Materials
-+
-+• Book or textbook
-+
-+• Custom seal matrix (such as a family crest or a magician's personal rune)
-+
-+• Dust from an outdoor wedding
-+
-+• Earth from a grave
-+
-+• Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin)
-+
-+• Fine stone (marble)
-+
-+• Fine wood (oak, juniper, mesquite, redwood)
-+
-+• Firearm
-+
-+• Human blood
-+
-+• Human teeth
-+
-+• Incense
-+
-+• Knife
-+
-+• Lantern
-+
-+• Leather
-+
-+• Live music
-+
-+• Mushrooms (hallucinogenic, poisonous)
-+
-+• Musical instrument
-+
-+• Noble gas (helium, neon, argon)
-+
-+• Painting
-+
-+• Semi-precious stones (jasper, moonstone, onyx)
-+
-+• Shoes
-+
-+• Small sculpture
-+
-+• Stone from a grave marker
-+
-+• Sword
-+
-+• Uncommon animal (monkey, snake, lizard) parts, non-renewable\*
-+
-+• Uncommon animal (monkey, snake, lizard) parts, renewable\*
-+
-+• Water from a hot spring
-+
-+• Well water
-+
-+Expensive Materials
-+
-+• Air from a mountaintop
-+
-+• Bottled lightning
-+
-+• Cypher, level 1–5
-+
-+• Exotic animal (elephant, reindeer, tiger) parts, non renewable\*
-+
-+• Exotic animal (elephant, reindeer, tiger) parts, renewable\*
-+
-+• Exotic wood (manzanita, sequoia)
-+
-+• Flame kindled from a burning house
-+
-+• Flame kindled from a funeral pyre
-+
-+• Human bones
-+
-+• Human organs
-+
-+• Meteorite
-+
-+• Pearl
-+
-+• Precious metals (gold, silver)
-+
-+• Precious stones (amber, amethyst, jade, topaz)
-+
-+• Raindrops from a powerful storm
-+
-+• Stone that has been in darkness for at least a century
-+
-+• Wood from a used coffin
-+
-+• Wood from a wine cask
-+
-+Very Expensive Materials
-+
-+• Air from a person's last breath
-+
-+• Baby's first laugh
-+
-+• Cypher, level 6–10
-+
-+• Dream of an infant
-+
-+• Exotic metals (rare earths, uranium ore)
-+
-+• Gemstone (diamond, opal, ruby, sapphire)
-+
-+Exorbitant Materials
-+
-+• Wood from an ancient tree
-+
-+### MODERN MAGIC CYPHERS
-+
-+The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
-+modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
-+immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs
-+can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their
-+weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their
-+extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
-+fantastic effects.
-+
-+Manifest Cypher Forms
-+
-+The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
-+the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only
-+difference is the look and feel (campaign flavor) in the story.
-+
-+Example Modern Fantasy Cyphers
-+
-+Random Cyphers
-+
-+| D00 | Cypher |
-+|-------|-------------------------|
-+| 01-02 | Absolute Power |
-+| 03 | Algomancy |
-+| 04-05 | Ambiance |
-+| 06-07 | Anywhere web |
-+| 08-09 | Below the law |
-+| 10-11 | Best gift |
-+| 12-13 | Beverage bestie |
-+| 14 | Borrowed familiar |
-+| 15 | Brain overclock |
-+| 16 | Burn your bridges |
-+| 17-18 | Burner phone |
-+| 19 | Cloak of the crafter |
-+| 20-21 | Dancing on air |
-+| 22 | Dumpster fire |
-+| 23 | Duplicity window |
-+| 24-25 | EasyMagic App |
-+| 26-27 | Exceptional engine |
-+| 28 | Extrovert shield |
-+| 29 | Fade to black |
-+| 30-31 | Faraday ward |
-+| 32 | Fey collar |
-+| 33 | Ghost tag |
-+| 34 | Girl moss |
-+| 35-36 | Got your back |
-+| 37 | Gravity denied |
-+| 38 | Great hair day |
-+| 39-40 | Growwell |
-+| 41 | Handwave |
-+| 42 | Hashtag |
-+| 43-44 | Here all along |
-+| 45-46 | Instant automobile |
-+| 47-48 | Instant delivery |
-+| 49-50 | Instant motorcycle |
-+| 51-52 | Lie to me |
-+| 53 | Light 'em up |
-+| 54-55 | Lucky charm |
-+| 56-57 | Magic aura tracker |
-+| 58 | Malware cyphers |
-+| 59 | Mental load alleviator |
-+| 60 | Merciful memory |
-+| 61 | Next you |
-+| 62-63 | No take backs |
-+| 64 | Pickpocket |
-+| 65-66 | Pocket protector |
-+| 67 | Portal stone |
-+| 68-69 | Power device |
-+| 70-71 | Power house |
-+| 72 | Presto change-o |
-+| 73 | Puzzle box |
-+| 74-75 | Quick pic |
-+| 76 | Quick pickup |
-+| 77 | Real fake |
-+| 78-79 | Repair module |
-+| 80 | Safe space |
-+| 81 | Screen control |
-+| 82 | Social battery |
-+| 83 | Soul saver |
-+| 84-85 | Stay down |
-+| 86 | Take me there |
-+| 87-88 | Talk to me |
-+| 89 | Teleportation block |
-+| 90-91 | Through the window |
-+| 92 | Time ticket |
-+| 93 | Tunnel traverser |
-+| 94-95 | What the doctor ordered |
-+| 96-97 | Who's looking |
-+| 98 | Wire wraith |
-+| 99 | Wrecking balls |
-+| 00 | You're safe now |
-+
-+### APPS AS CYPHERS
-+
-+Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
-+phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
-+need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
-+someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
-+
-+Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
-+downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
-+directly from the person who created it. Some campaign settings might have physical app stores, while others might
-+require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
-+might be something you download into a modified body part or integrated piece of hardware.
-+
-+Absolute Power
-+
-+Level: 1d6 + 4
-+
-+Form: App, battery, bone
-+
-+Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
-+as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
-+phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
-+power requirement.
-+
-+Algomancy
-+
-+Level: 1d6 + 3
-+
-+Form: App, bookmark, tarot card
-+
-+Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
-+engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
-+number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
-+They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
-+and ease their friends' next action.
-+
-+Ambiance
-+
-+Level: 1d6 + 1
-+
-+Form: Key fob, feather, DVD
-+
-+Effect: Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for ten
-+minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
-+starting or stopping music through any available medium, starting a fire, and so on.
-+
-+Anywhere Web
-+
-+Level: 1d6 + 2
-+
-+Form: Spiderweb, key fob, key
-+
-+Effect: Allows you to access and interact with the internet from anywhere, without needing any type of physical device,
-+including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of you, type as if
-+there were a keyboard, hear as if there were speakers, and speak as if into a microphone. Others you choose within
-+immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
-+places where there is no internet connectivity and lasts for ten minutes per cypher level.
-+
-+Below the Law
-+
-+Level: 1d6 + 2
-+
-+Form: App, temporary tattoo, patch
-+
-+Effect: Once activated, the cypher makes it difficult for any member of the law or people in a position of power to
-+perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and so on. All
-+tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
-+bonds, and so on. The effect lasts for ten minutes per cypher level.
-+
-+Best Gift
-+
-+Level: 1d6
-+
-+Form: Granny square, key, candle
-+
-+Effect: The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can hold
-+in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
-+the recipient will truly love.
-+
-+Beverage Bestie
-+
-+Level: 1d6
-+
-+Form: App, mug, charm
-+
-+Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
-+their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
-+beverage, their location, or when they will wish for it—the magic takes care of it.
-+
-+Borrowed Familiar
-+
-+Level: 1d6
-+
-+Form: Feather, cat's whisker, figurine of a dog
-+
-+Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
-+clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
-+becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
-+creature cannot be harmed, but at the end of its time, it fades away.
-+
-+Brain Overclock
-+
-+Level: 1d6 + 3
-+
-+Form: App, mushroom, hair clip
-+
-+Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
-+capacity.
-+
-+Roll for effect:
-+
-+| D6 | Effect |
-+|-----|---------------------------------------------------------------|
-+| 1 | Increases Intellect Edge by 1 for one hour |
-+| 2 | Trained in Intellect Defense for one hour |
-+| 3 | Add +1 damage to all Intellect-based attacks for one hour |
-+| 4 | Eases all Intellect-based attacks for one hour |
-+| 5 | Restores Intellect Pool to full |
-+| 6 | Become trained in two noncombat Intellect skills for one hour |
-+
-+Burn Your Bridges
-+
-+Level: 1d6
-+
-+Form: App, candle, bones
-+
-+Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
-+covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
-+or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
-+actions hindered by two steps.
-+
-+Burner Phone
-+
-+Level: 1d6
-+
-+Form: Key fob, charm, hair clip
-+
-+Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
-+a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
-+contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
-+connections, but has no internet access or other functions other than sending and receiving calls and texts.
-+
-+The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable (like a
-+mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
-+speaking a command word or physically breaking it.
-+
-+Cloak of the Crafter
-+
-+Level: 1d6
-+
-+Form: Oil, moss, granny square
-+
-+Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
-+hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
-+level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
-+of the cypher) in the pockets of the cloak.
-+
-+Dancing on Air
-+
-+Level: 1d6 + 1
-+
-+Form: Feather, bullet, charm
-+
-+Effect: The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and whatever
-+surface is below them. They can move normally as if walking across a smooth, flat surface. This works even if the
-+substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
-+cypher level.
-+
-+Dumpster Fire
-+
-+Level: 1d6 + 3
-+
-+Form: Matchbook, coaster, rope
-+
-+Effect: Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all
-+creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions the user
-+takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
-+creatures (such as attempting to inspire them) are hindered by one step.
-+
-+Duplicity Window
-+
-+Level: 1d6 + 1
-+
-+Form: Sticker, flyer, stamp
-+
-+Effect: When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from the
-+other side. While this illusion might be used in a simple way, such as creating a blackout window on a car, it could
-+also be much more complex, such as creating an elaborate dance party inside an otherwise empty apartment. The illusion
-+level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
-+eyes. The effect lasts for ten minutes per cypher level.
-+
-+Exceptional Engine
-+
-+Level: 1d6 + 2
-+
-+Form: Herbs, battery, flip lighter
-+
-+Effect: When activated near an engine, computer, device, program, or piece of machinery, the affected target works
-+exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
-+a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
-+
-+Extrovert Shield
-+
-+Level: 1d6 + 1
-+
-+Form: Carved figure, bones, building blocks
-+
-+Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
-+on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
-+a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
-+makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
-+
-+Fade to Black
-+
-+Level: 1d6 + 2
-+
-+Form: Mirror, lapel pin, spiderweb
-+
-+Effect: Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like
-+their own shadow, is two-dimensional, and can move through any space where light could shine through. As a shadow, the
-+user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
-+attacks against them inflict +1 point of damage.
-+
-+Faraday Ward
-+
-+Level: 1d6 + 3
-+
-+Form: App, pocket handkerchief, lapel pin
-+
-+Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
-+electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
-+per cypher level.
-+
-+Fey Collar
-+
-+Level: 1d6 + 3
-+
-+Form: Collar, knitted scarf, necklace
-+
-+Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
-+to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
-+Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
-+cypher level and then disintegrates.
-+
-+Ghost Tag
-+
-+Level: 1d6
-+
-+Form: Spray paint, feather, lipstick
-+
-+Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
-+spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
-+touch the tag and hear the entirety of the message.
-+
-+Girl Moss
-+
-+Level: 1d6
-+
-+Form: Mushroom, chalk, seed packet
-+
-+Effect: The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly
-+indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to hiding,
-+sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
-+breaks the effect.
-+
-+Got Your Back
-+
-+Level: 1d6
-+
-+Form: Napkin, straw, coaster
-+
-+Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
-+substance whose level is equal to or less than the cypher level. The effect lasts for one day.
-+
-+Gravity Denied
-+
-+Level: 1d6
-+
-+Form: App, feather, balloon
-+
-+Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
-+run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
-+this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
-+choice).
-+
-+Great Hair Day
-+
-+Level: 1d6
-+
-+Form: Hair clip, twigs, bones
-+
-+Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
-+hours, they have an asset in all confidence-based actions, social and otherwise.
-+
-+Growwell
-+
-+Level: 1d6
-+
-+Form: Herbs, seed packet, bouquet of flowers
-+
-+Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
-+water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
-+
-+Handwave
-+
-+Level: 1d6 + 4
-+
-+Form: Fingerless glove, ring, temporary tattoo
-+
-+Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
-+
-+Hashtag
-+
-+Level: 1d6
-+
-+Form: App, flyer, electronic stylus
-+
-+Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
-+will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
-+from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
-+if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
-+of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
-+
-+This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
-+create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
-+instead.
-+
-+Here All Along
-+
-+Level: 1d6 + 4
-+
-+Form: App, needle and thread, ID card
-+
-+Effect: Allows the user to instantly create a long trail on the internet for someone that they just made up. This
-+includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
-+stays on the internet forever.
-+
-+Instant Automobile
-+
-+Level: 1d6 + 2
-+
-+Form: Key, charm, temporary tattoo
-+
-+Effect: Creates or transforms into a large automobile that can carry up to eight people. The user or other characters
-+must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks relating
-+to its movement, and at cypher level 7 and higher, the automobile can move a short distance each round under its own
-+power. The automobile lasts for a day, after which it vanishes.
-+
-+> The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a
-+> station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
-+> vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
-+> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
-+> particularly "sexy" motorbike.
-+
-+Instant Delivery
-+
-+Level: 1d6 + 3
-+
-+Form: App, feather, stamp
-+
-+Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
-+instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
-+than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
-+their location. Within a round of having left the user, the package will arrive within a short distance of the
-+recipient.
-+
-+Instant Motorcycle
-+
-+Level: 1d6 + 2
-+
-+Form: Playing card, key, metal flask
-+
-+Effect: Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem).
-+The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle grants an
-+asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
-+each round under its own power. The motorcycle lasts for a day, after which it vanishes.
-+
-+Lie To Me
-+
-+Level: 1d6 + 4
-+
-+Form: Contact lenses, goggles, mask
-+
-+Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
-+of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
-+
-+Light 'Em Up
-+
-+Level: 1d6 + 4
-+
-+Form: Laser light pointer, pair of glasses, key fob
-+
-+Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
-+beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
-+and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
-+
-+Lucky Charm
-+
-+Level: 1d6
-+
-+Form: Worry stone, fuzzy dice, deck of cards
-+
-+Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
-+something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
-+appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
-+using this cypher grants the player a player intrusion without having to spend 1 XP.
-+
-+Magic Aura Tracker
-+
-+Level: 1d6
-+
-+Form: App, bus ticket, 3D glasses
-+
-+Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
-+capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
-+to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
-+readings. This lasts for five hours per cypher level.
-+
-+Mental Load Alleviator
-+
-+Level: 1d6 + 4
-+
-+Form: Worry stone, pen, figurine
-+
-+Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
-+the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
-+Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
-+
-+Merciful Memory
-+
-+Level: 1d6
-+
-+Form: Candle, charm, 3D glasses
-+
-+Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
-+Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
-+altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
-+involving the memory (such as talking to the person the memory's about) are eased.
-+
-+Next You
-+
-+Level: 1d6 + 2
-+
-+Form: Comb, mirror, hair pin
-+
-+Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
-+include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
-+made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
-+
-+No Take Backs
-+
-+Level: 1d6
-+
-+Form: Temporary tattoo, playing card, skein of yarn
-+
-+Effect: Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the
-+user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect the user
-+from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
-+all of it and then pops.
-+
-+Pickpocket
-+
-+Level: 1d6 + 1
-+
-+Form: App, stone, key fob
-+
-+Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
-+is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
-+the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
-+to or less than the level of the pickpocket cypher).
-+
-+Pocket Protector
-+
-+Level: 1d6 + 2
-+
-+Form: Metal flask, flip lighter, book
-+
-+Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
-+to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
-+activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
-+
-+Portal Stone
-+
-+Level: 1d6
-+
-+Form: Stone, marble, baseball
-+
-+Effect: Placing an object beneath the portal stone and letting it rest there for one round shifts it to an
-+undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
-+by holding the portal stone and whispering the name of the object.
-+
-+Power Device
-+
-+Level: 1d6 + 2
-+
-+Form: App, flip lighter, seed packet
-+
-+Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
-+powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
-+flashlight, the battery is fully charged.
-+
-+Power House
-+
-+Level: 1d6
-+
-+Form: Stone, wood, building box
-+
-+Effect: Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of
-+the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
-+all nonliving things inside it disintegrate.
-+
-+Presto Change-O
-+
-+Level: 1d6 + 2
-+
-+Form: Skein of yarn, key fob, key
-+
-+Effect: Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher
-+level for the next day. This could be a minor alteration, such as changing the paint color and the license plate number,
-+or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new vehicle must be able to
-+traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
-+into a plane or a race car).
-+
-+Puzzle Box
-+
-+Level: 1d6 + 2
-+
-+Form: Building block, flip lighter, locket
-+
-+Effect: Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the
-+cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and cannot take
-+any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
-+permanently, unless they are released by magic or until the user chooses to let them out.
-+
-+Quick Pic
-+
-+Level: 1d6 + 2
-+
-+Form: App, pen, stone with a hole in it
-+
-+Effect: Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind for
-+the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
-+At the end of 24 hours, all versions of the image, including the one in their head, disappear.
-+
-+Quick Pickup
-+
-+Level: 1d6
-+
-+Form: App, key, fidget toy
-+
-+Effect: For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly appears.
-+This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
-+GM determines.
-+
-+Real Fake
-+
-+Level: 1d6
-+
-+Form: App, playing card, ticket
-+
-+Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
-+instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
-+verifying features. The duplicate lasts for a number of days equal to the cypher level.
-+
-+Repair Module
-+
-+Level: 1d6 + 2
-+
-+Form: Remote control, bullet, needle and thread
-+
-+Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
-+artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
-+any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
-+for the length of the repair. The repair takes one minute per level of the machine.
-+
-+Safe Space
-+
-+Level: 1d6 + 3
-+
-+Form: App, knitted scarf, letter
-+
-+Effect: Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a
-+bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that
-+time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
-+or interact with anything outside their safe space. While in their safe space, they restore a number
-+
-+of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
-+though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
-+
-+Screen Control
-+
-+Level: 1d6 + 2
-+
-+Form: App, mirror, granny square
-+
-+Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
-+whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
-+and colors.
-+
-+Social Battery
-+
-+Level: 1d6
-+
-+Form: Battery, doll, feather
-+
-+Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
-+including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
-+
-+Soul Saver
-+
-+Level: 1d6 + 1
-+
-+Form: Egg, battery, cross-stitch square
-+
-+Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
-+level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
-+stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
-+Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
-+their maximum health or Might Pool.
-+
-+Stay Down
-+
-+Level: 1d6
-+
-+Form: Nail polish, glove, stick
-+
-+Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
-+single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
-+rounds equal to the cypher level.
-+
-+Take Me There
-+
-+Level: 1d6
-+
-+Form: Crayon, chalk, lipstick
-+
-+Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
-+least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
-+is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
-+thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
-+
-+Talk to Me
-+
-+Level: 1d6 + 2
-+
-+Form: Spiderweb, flyer, building blocks
-+
-+Effect: The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone
-+gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of questions
-+equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
-+something they saw or heard in the area, something they felt, or who made them.
-+
-+Teleportation Block
-+
-+Level: 1d6 + 4
-+
-+Form: Bird's nest, remote control, building block
-+
-+Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
-+that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
-+such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
-+out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
-+cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
-+
-+Through the Window
-+
-+Level: 1d6
-+
-+Form: App, mirror, flyer
-+
-+Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
-+front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
-+they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
-+wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
-+for ten minutes per cypher level or until they choose to end it.
-+
-+Time Ticket
-+
-+Level: 1d6 + 3
-+
-+Form: Bus ticket, moss, remote control
-+
-+Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
-+on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
-+not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
-+how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
-+companions, if any, enjoy the same benefit as long as they stick with the user.
-+
-+Tunnel Traverser
-+
-+Level: 1d6 + 2
-+
-+Form: Coveralls, poncho, knitted scarf
-+
-+Effect: When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel through
-+small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user are hindered by two
-+steps (or three steps if the cypher is level 5 or higher), even by magic or security systems. The spaces must be at
-+least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
-+per cypher level.
-+
-+What the Doctor Ordered
-+
-+Level: 1d6 + 1
-+
-+Form: Potion, herbs, candle
-+
-+Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
-++3 to their next recovery roll.
-+
-+Who's Looking
-+
-+Level: 1d6 + 3
-+
-+Form: Remote control, glass eye, stone with a hole
-+
-+Effect: For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, or
-+tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
-+so on.
-+
-+Wire Wraith
-+
-+Level: 1d6
-+
-+Form: Wire, broken electronics, phone charger
-+
-+Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
-+level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
-+While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
-+foes. It lasts for a number of rounds equal to the cypher level.
-+
-+Wrecking Balls
-+
-+Level: 1d6 + 2
-+
-+Form: Baseball, bouncy ball, marble
-+
-+Effect: When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and
-+then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
-+(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
-+
-+You're Safe Now
-+
-+Level: 1d6 + 3
-+
-+Form: Suspenders, lapel pin, spiderweb
-+
-+Effect: Once the user activates the cypher, it protects them from ambient damage. The next time they would take ambient
-+damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
-+to the cypher level).
-+
-+Software Cyphers
-+
-+EasyMagic.App
-+
-+Level: 1d6 + 2
-+
-+Form: App
-+
-+Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
-+purpose of casting spells.
-+
-+When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
-+internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
-+
-+Malware Cyphers
-+
-+EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
-+user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
-+(lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
-+well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
-+
-+The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
-+in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
-+are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
-+an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
-+user activates the cypher).
-+
-+Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
-+the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
-+take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
-+passwords or photos, and so on.
-+
-+Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-+
-+### MODERN MAGIC ARTIFACTS
-+
-+If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
-+be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
-+many artifacts a character can bear.
-+
-+| D00 | Artifact |
-+|-------|---------------------------------------|
-+| 01-02 | Accessories sold separately |
-+| 03-04 | Ask me anything |
-+| 05-06 | Atheneum of the mind card |
-+| 07-08 | Attempted murder |
-+| 09-10 | Battery of the vanquished |
-+| 11-12 | Blade of the roses |
-+| 13-14 | Book of the baker |
-+| 15-16 | Breakaway bag |
-+| 17-18 | Busy box |
-+| 19-20 | Cats hide their paws |
-+| 21-22 | Cloud storage |
-+| 23-24 | Cloud thief |
-+| 25-26 | Color cannon |
-+| 27-28 | Combat glasses |
-+| 29-31 | Crow friend |
-+| 32-33 | Crown of the high king |
-+| 34-35 | Dragon pen |
-+| 36-37 | Eau de blood and monsters |
-+| 38-39 | Ecosensitive fridge magnets |
-+| 40-41 | Flying carpet |
-+| 42-43 | Gift from the fairy queen |
-+| 44-45 | Goodest gargoyle |
-+| 46-47 | Harrowing blade |
-+| 48-49 | History's fickle hands |
-+| 50-51 | Keys of close to you |
-+| 52-53 | Living copycat |
-+| 54-55 | Magician's protective amulet |
-+| 56-57 | Malware genie |
-+| 58-60 | Meatboy |
-+| 61-62 | My friend Lockness |
-+| 63-64 | Pearls of your grandmother, the witch |
-+| 65-66 | Poor magician's lunchbox |
-+| 67-68 | Rainbow suspenders |
-+| 69-71 | Ring of reflected bullets |
-+| 72-74 | Scarf of love and death |
-+| 75-76 | Song of the siren |
-+| 77-79 | Speed readers |
-+| 80-82 | Tattoo of the tiger |
-+| 83-84 | Tattoo of tomorrow's edge |
-+| 85-87 | Tattoo of true shot |
-+| 88-89 | Time is a circle |
-+| 90-91 | Umbrella of no-touch |
-+| 92-93 | Vanity of the vanities |
-+| 94-96 | Witch wand |
-+| 97-98 | Witch's broom |
-+| 99 | Wonder onesie |
-+| 00 | Your mama's biker jacket |
-+
-+Artifact Rules
-+
-+Artifacts are more powerful than common equipment or cyphers.
-+
-+Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
-+designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
-+last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
-+be used only once.
-+
-+Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
-+abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
-+recharge artifacts, at least temporarily.
-+
-+Example Modern Fantasy Artifacts
-+
-+Accessories Sold Separately
-+
-+Level: 1d6
-+
-+Form: Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop
-+computer, dazzling outfit, and so on.
-+
-+Effect: The action figure carries a number of accessories equal to the artifact level. When the button on their back is
-+pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they
-+become functional. They remain this way for a day.
-+
-+Roll a d20 for each accessory the action figure might carry.
-+
-+Depletion: 1 in 1d20
-+
-+| D20 | Accessory |
-+|-----|------------------------------------------------------------------------------------------|
-+| 1 | Light weapon (includes ammo) |
-+| 2 | Medium weapon (includes ammo) |
-+| 3 | Heavy weapon (includes ammo) |
-+| 4 | Light armor |
-+| 5 | Medium armor |
-+| 6 | Heavy armor |
-+| 7 | Laptop computer |
-+| 8 | Cell phone |
-+| 9 | Doctor bag (eases healing tasks) |
-+| 10 | Dazzling outfit (eases social interactions) |
-+| 11 | Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) |
-+| 12 | Bag of light tools |
-+| 13 | Puppy (level 1) |
-+| 14 | Kitten (level 1) |
-+| 15 | Dinosaur (level 1) |
-+| 16 | Fiction book |
-+| 17 | Nonfiction book |
-+| 18 | Backpack (empty) |
-+| 19 | Guitar |
-+| 20 | Inflatable couch |
-+
-+Ask Me Anything
-+
-+Level: 1d6 + 1
-+
-+Form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
-+
-+Effect: The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
-+questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if
-+the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what
-+will happen, but they usually offer at least one piece of concrete, actionable information.
-+
-+Depletion: 1 in 1d20
-+
-+Atheneum of the Mind Card
-+
-+Level: 1d6
-+
-+Form: Metal and glass card about the size and shape of a library card
-+
-+Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
-+agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
-+24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
-+skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
-+"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
-+maybe not in woodworking or cooking). They can only borrow one person's mind each day.
-+
-+Depletion: 1 in 1d00
-+
-+Attempted Murder
-+
-+Level: 1d6 + 4
-+
-+Form: Tattoo of a flock of crows located anywhere on the body
-+
-+Effect: When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
-+immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time.
-+
-+Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
-+
-+Battery of the Vanquished
-+
-+Level: 1d6 + 4
-+
-+Form: Small metal pipe that's been etched with elaborate symbols
-+
-+Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
-+into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
-+died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
-+(even if this temporarily puts them above their maximum Pool).
-+
-+Depletion: 1 in 1d6
-+
-+Blade of the Roses
-+
-+> Level: 1d6 + 2
-+>
-+> Form: Handcrafted sword etched with vines and roses
-+>
-+> Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
-+> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
-+> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
-+> one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
-+> on their turn.
-+
-+Depletion: 1 in 1d00 (check each first successful attack)
-+
-+Book of the Baker
-+
-+> Level: 1d6
-+>
-+> Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
-+>
-+> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
-+> eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
-+
-+Depletion: 1 in 1d20
-+
-+Breakaway Bag
-+
-+> Level: 1d6 + 4
-+>
-+> Form: Backpack, purse, or duffel covered in patches
-+>
-+> Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
-+> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
-+> these patches as the objects they once were, and only the user can turn them back into their original items (doing so
-+> takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
-+> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
-+
-+Depletion: 1 in 1d20 (roll each time a magic item is added)
-+
-+Busy Box
-+
-+Level: 1d6
-+
-+Form: Small wooden box with a remote opener
-+
-+Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
-+are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
-+box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
-+whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
-+to long range away.
-+
-+Depletion: 1 in 1d20
-+
-+Cats Hide Their Paws
-+
-+Level: 1d6 + 2
-+
-+Form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
-+
-+Effect: The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
-+unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
-+
-+Depletion: 1 in 1d00 (check each day)
-+
-+Cloud Storage
-+
-+Level: 1d6 + 2
-+
-+Form: Palm-sized device with a carabiner attached
-+
-+Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
-+add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
-+
-+Depletion: 1 in 1d20 (check each time an app is added)
-+
-+Cloud Thief
-+
-+> Level: 1d6
-+>
-+> Form: Ring that alters to perfectly fit the wearer (in size and appearance)
-+>
-+> Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
-+> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
-+> can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
-+> hold one app at a time, and that app does count against the user's cypher limit.
-+
-+Depletion: 1 in 1d20
-+
-+Color Cannon
-+
-+> Level: 1d6
-+>
-+> Form: Can of spray paint modified to spray from three different nozzles
-+>
-+> Effect: Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
-+> the user.
-+>
-+> Fear. Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number
-+> of rounds equal to the artifact level.
-+>
-+> Stun. Sprays a target within short range with a beam of color that stuns them for one round, making them lose their
-+> next action.
-+>
-+> Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
-+> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
-+> is tagged, the tag works even if they remove their shirt).
-+
-+Depletion: 1 in 1d20
-+
-+Combat Glasses
-+
-+> Level: 1d6 + 2
-+>
-+> Form: Pair of stylish sunglasses
-+>
-+> Effect: The glasses analyze a foe and display information about the best places to strike them as well as how best to
-+> avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an
-+> asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each
-+> foe, and the glasses can only assist against one foe at a time.
-+
-+Depletion: 1 in 1d6 (check after each foe)
-+
-+Crow Friend
-+
-+Level: 1d6 + 4
-+
-+Form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
-+
-+Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
-+offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
-+own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
-+on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
-+
-+Depletion: 1 in 1d00 (roll each time the crows arrive)
-+
-+Crown of the High King
-+
-+Level: 1d6 + 3
-+
-+Form: Pair of over-the-ear headphones that sparkle in the light
-+
-+Effect: When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
-+find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the
-+royalty they obviously are. All social interactions are eased.
-+
-+Depletion: 1 in 1d00 (roll each day)
-+
-+Dragon Pen
-+
-+> Level: 1d6 + 2
-+>
-+> Form: Quill made from a green feather
-+>
-+> Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
-+> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
-+> is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
-+> until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
-+> If a creature is made, it does the bidding of the user.
-+>
-+> Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
-+> focus, can use the pen as part of casting their spells, easing the task of casting the spell.
-+
-+Depletion: 1 in 1d10
-+
-+Eau de Blood of Monsters
-+
-+> Level: 1d6 + 4
-+>
-+> Form: Red crystal bottle filled with amber perfume
-+>
-+> Effect: This perfume is specially created to be used by a single person. To activate it for the first time, the user
-+> must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The
-+> result smells amazing to them but is not noticeable to anyone else.
-+>
-+> After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
-+> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
-+>
-+> Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
-+> damage.
-+
-+Depletion: 1 in 1d20
-+
-+Ecosensitive Fridge Magnets
-+
-+Level: 1d6
-+
-+Form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
-+
-+Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
-+can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
-+creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
-+throwing them).
-+
-+Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
-+continue to function
-+
-+Flying Carpet
-+
-+Level: 1d6 + 1
-+
-+Form: Small woven rug, large enough for several people to sit on
-+
-+Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
-+activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
-+
-+Depletion: 1 in 1d20
-+
-+Gift from the Fairy Queen Level: 1d6 + 2
-+
-+Form: Glass eye that shines with a beautiful inner light
-+
-+Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
-+the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
-+level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
-+
-+Depletion: —
-+
-+Goodest Gargoyle
-+
-+> Level: 1d6 + 2
-+>
-+> Form: Small lapel pin of a winged, grinning gargoyle
-+>
-+> Effect: Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and
-+> attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
-+> blast of water that deals damage equal to its level. The gargoyle lasts for a day.
-+
-+Depletion: 1 in 1d20
-+
-+Harrowing Blade Level: 1d6 + 1
-+
-+Form: Long black blade with a carved stone handle
-+
-+Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
-+and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
-+ignore Armor. The foe does not need to be corporeal for the attack to be successful.
-+
-+Depletion: —
-+
-+History's Fickle Hands
-+
-+> Level: 1d6
-+>
-+> Form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
-+>
-+> Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
-+> the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
-+> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
-+> the present or future. The connection stays open for ten minutes per artifact level.
-+
-+Depletion: 1 in 1d6
-+
-+Keys of Close to You
-+
-+Level: 1d6 + 4
-+
-+Form: Two small gold keys, each with a simple bow
-+
-+Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
-+representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
-+instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
-+there must be no magical barriers in place that are higher level than the artifact.
-+
-+Depletion: 1 in 1d20 (check each teleportation)
-+
-+Living Copycat
-+
-+Level: 1d6
-+
-+Form: Collection of metal magnets in a small tin
-+
-+Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
-+an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
-+of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
-+The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
-+
-+Depletion: 1 in 1d20
-+
-+Magician's Protective Amulet
-+
-+Level: 1d6 + 2
-+
-+Form: Silver medallion bearing several magical symbols
-+
-+Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
-+
-+Depletion: 1 in 1d20 (check each spell attack)
-+
-+Malware Genie
-+
-+Level: 1d6 + 2
-+
-+Form: Thumb drive with the image of a lamp engraved on it
-+
-+Effect: Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
-+assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish
-+granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or
-+for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per
-+day.
-+
-+Depletion: 1 in 1d6
-+
-+Meatboy
-+
-+Level: 1d6
-+
-+Form: Ring with a generic human face design
-+
-+Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
-+meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
-+melts into reddish goo, and vanishes.
-+
-+Depletion: 1 in 1d20
-+
-+My Friend Lockness
-+
-+Level: 1d6 + 3
-+
-+Form: Silver lapel pin in the shape of the Loch Ness monster
-+
-+Effect: When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
-+lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as
-+lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would
-+normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher).
-+
-+Depletion: 1 in 1d00
-+
-+Pearls of Your Grandmother, the Witch
-+
-+Level: 1d6 + 2
-+
-+Form: Elegant necklace made of pearls with unusual colors and shapes
-+
-+Effect: Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
-+involve finding, sourcing, locating, and purchasing craft-related items are also eased.
-+
-+Depletion: —
-+
-+Poor Magician's Lunchbox
-+
-+Level: 1d6
-+
-+Form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
-+
-+Effect: The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
-+bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact
-+is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free.
-+
-+Depletion: 1 in 1d10
-+
-+Rainbow Suspenders
-+
-+Level: 1d6
-+
-+Form: Bright rainbow suspenders that adjust to fit the wearer perfectly
-+
-+Effect: When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
-+provide +1 Armor against Intellect damage.
-+
-+Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
-+
-+Ring of Reflected Bullets
-+
-+Level: 1d6
-+
-+Form: Red gold ring engraved with a chaotic bullet pattern
-+
-+Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
-+defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
-+effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
-+practiced with this attack.
-+
-+Depletion: 1 in 1d20
-+
-+Scarf of Love and Death
-+
-+> Level: 1d6
-+>
-+> Form: Hand-knitted scarf with a tag that says MADE WITH LOVE
-+>
-+> Effect: When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to
-+> switch the effect.
-+>
-+> Love: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the
-+> artifact is level 5 or higher).
-+>
-+> Death: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action
-+> and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
-+
-+Depletion: 1 in 1d20 (roll each activation)
-+
-+Song of the Siren
-+
-+> Level: 1d6 + 3
-+>
-+> Form: Safety whistle in the shape of a woman with bird wings and a fish tail
-+>
-+> Effect: Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song.
-+> The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an
-+> Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor).
-+
-+Depletion: 1 in 1d6
-+
-+Speed Readers
-+
-+> Level: 1d6
-+>
-+> Form: Reading glasses with blue-hued lenses
-+>
-+> Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
-+> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
-+> least a few rounds, depending on the length of the item.
-+>
-+> For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
-+> actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained
-+> knowledge disappears. They can only use the speed readers on the same item once.
-+
-+Depletion: 1 in 1d20
-+
-+Tattoo of the Tiger
-+
-+Level: 1d6 + 2
-+
-+Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
-+
-+Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
-+impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
-+way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
-+its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
-+as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
-+stats. The form lasts for ten minutes per artifact level.
-+
-+Depletion: 1 in 1d20
-+
-+> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
-+> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
-+> their body.
-+
-+Tattoo of Tomorrow's Edge
-+
-+Level: 1d6 + 3
-+
-+Form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
-+
-+Effect: Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools.
-+However, all of their Pools are permanently reduced by 1 each time.
-+
-+Depletion: 1 in 1d6
-+
-+Tattoo of True Shot
-+
-+Level: 1d6
-+
-+Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
-+
-+Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
-+bow, gun, or throwing knife.
-+
-+Depletion: 1 in 1d10
-+
-+Time is a Circle
-+
-+> Level: 1d6 + 4
-+>
-+> Form: Watch with no face and no hands
-+>
-+> Effect: The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
-+> shows them a video of what they were experiencing in the past or will experience in the future (depending on what time
-+> they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The
-+> video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the
-+> past is always accurate, the video of the future shows one of many possible futures and may not come true.
-+
-+Depletion: 1 in 1d6 (roll each use)
-+
-+Umbrella of No-Touch
-+
-+> Level: 1d6 + 3
-+>
-+> Form: Umbrella that folds down to the size of a credit card
-+>
-+> Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
-+> attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
-+> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
-+
-+Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
-+
-+Vanity of the Vanities
-+
-+> Level: 1d6
-+>
-+> Form: Handheld mirror or small vanity with a special button shaped like a crown
-+>
-+> Effect: The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
-+> they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of
-+> the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
-+
-+Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
-+it continues to function as a normal mirror
-+
-+Witch Wand Level: 1d6
-+
-+Form: Wooden wand of exceptional quality
-+
-+Effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
-+
-+Depletion: —
-+
-+Witch's Broom
-+
-+Level: 1d6 + 2
-+
-+Form: Long wooden broom
-+
-+Effect: As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
-+100 miles (160 km) per hour.
-+
-+The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
-+time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
-+minutes.
-+
-+Depletion: 1 in 1d20
-+
-+Wonder Onesie
-+
-+Level: 1d6 + 4
-+
-+Form: Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
-+perfectly.
-+
-+Effect: When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
-+higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all
-+Intellect defense rolls.
-+
-+Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
-+ability, after which it still functions as armor.)
-+
-+Your Mama's Biker Jacket
-+
-+Level: 1d6 + 4
-+
-+Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
-+
-+Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
-+persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
-+
-+Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+
-+1-2 |
-+Metal spikes appear along the sleeves,
-+shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact
-+level. |
-+
-+
-+3-4 |
-+The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds
-+equal to the artifact level. |
-+
-+
-+5-6 |
-+The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an
-+Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset
-+on combat tasks, such as attacking and
-+defending, for a number of rounds equal to the artifact level. |
-+
-+
-+
-+
-+### MODERN MAGIC CHARACTER OPTIONS
-+
-+### DESCRIPTORS
-+
-+Most of these descriptors are for characters who are or become significantly nonhuman
-+
-+nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
-+descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
-+even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
-+any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
-+either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
-+
-+It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
-+
-+Chimera
-+
-+You have a blend of animal attributes; you may be a well-known mythological creature,
-+
-+like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
-+
-+boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
-+
-+protection from attacks and the elements. Depending on your dexterity—and whether you
-+
-+have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
-+
-+to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
-+
-+usually more likely to run toward conflict than away from it.
-+
-+You gain the following characteristics:
-+
-+Fur and Hide: +1 to Armor.
-+
-+Animal Strength: +1 to your Might Pool.
-+
-+Charging Ahead: You're trained in initiative.
-+
-+For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
-+
-+Ham-fisted: Tasks requiring fine motor skills are hindered.
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
-+one.
-+
-+2\. You need supplies to adapt a legendary weapon perfectly to your physique.
-+
-+3\. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
-+
-+4\. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
-+
-+Chimera Advancement:
-+
-+Athlete
-+
-+Dual Light Wield
-+
-+Enhanced Might
-+
-+Enhanced Speed
-+
-+Fists of Fury
-+
-+Frenzy
-+
-+Dragon
-+
-+You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
-+your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
-+to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
-+languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
-+an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
-+
-+Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
-+
-+You gain the following characteristics:
-+
-+Dragon Form: You have both a humanoid form and a dragon form, and you can switch forms up to four times in a 24-hour
-+period. In dragon form, your Speed defense tasks are hindered due to your size. Enabler.
-+
-+Tough: +2 to your Might Pool.
-+
-+Fireproof: +2 Armor against damage inflicted by fire or heat.
-+
-+Wings (1 Might point): When you have wings, you can fly a long distance as your action, or a short distance as part of
-+another action, for up to ten minutes total. Enabler.
-+
-+Teeth: You are skilled in making unarmed bite attacks, which are a medium weapon in your dragon form and a light weapon
-+in. your humanoid form. Enabler.
-+
-+Spitting Flames (1+ Might point): You can breathe a ball of fire at a target within short range, inflicting 3 points of
-+fire damage. In addition to the normal options for using Effort, you can use Effort to affect more targets; each level
-+of Effort affects one additional target. Action.
-+
-+Inability: Cold weather makes you want to burrow somewhere cozy and go dormant. Speed tasks are hindered when the
-+temperature falls below 50°F (10°C).
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
-+
-+2\. You're hoping to find a specific discontinued currency to add to your hoard.
-+
-+3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
-+
-+4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
-+attacks.
-+
-+Dragon Advancement:
-+
-+Danger Sense
-+
-+Defensive Field
-+
-+Enhanced Might
-+
-+Enhanced Might Edge
-+
-+Enlarge
-+
-+Training in Spitting Flames
-+
-+Ghost
-+
-+Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
-+among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
-+whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
-+descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
-+
-+You gain the following characteristics:
-+
-+Ghostly Wisdom: +2 to your Intellect Pool.
-+
-+Sneaky: You're trained in stealth and intimidation.
-+
-+Incorporeal: You're trained in Speed defense.
-+
-+Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
-+catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
-+séance or summoning).
-+
-+Insubstantial: All physical attacks are hindered.
-+
-+Dead: Positive social interaction tasks with living creatures are hindered.
-+
-+Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
-+inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. You're on a journey to make amends with someone you wronged in life.
-+
-+2\. You're looking for the resting place of your physical body so you can be resurrected.
-+
-+3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
-+
-+4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
-+
-+Ghost Advancement:
-+
-+Duplicate
-+
-+Question the Spirits
-+
-+See the Unseen
-+
-+Speaker for the Dead
-+
-+Surprise Attack
-+
-+Walk Through Walls
-+
-+Hunter
-+
-+You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
-+of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
-+your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
-+you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
-+conscripted once more.
-+
-+You gain the following characteristics:
-+
-+Agile: +2 to your Speed Pool.
-+
-+Equestrian: You're trained in handling and riding horses.
-+
-+Sword Hand: You're proficient with two-handed swords and can use them without penalty.
-+
-+Hearing the Dead: You're skilled in all social interactions with ghosts.
-+
-+The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
-+hounds. Tasks requiring concentration are hindered.
-+
-+Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
-+computers, pop culture, and recent history are hindered.
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
-+of their relative's brave deeds.
-+
-+2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
-+and you've taken it upon yourself to protect them.
-+
-+3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
-+
-+4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
-+
-+Nix
-+
-+You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
-+tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
-+have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
-+doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
-+react to threats—especially in water, where you maneuver with deadly accuracy.
-+
-+You gain the following characteristics:
-+
-+Transformation: When submerged in water, you transform into a fish/human hybrid with gills, fins, sharp teeth, and a
-+tail. This transformation is automatic. Enabler.
-+
-+Unchillable: +2 Armor against damage caused by cold or ice.
-+
-+Sharp Teeth: You are skilled in making an unarmed bite attack, which is a medium weapon in your aquatic form and a light
-+weapon in your humanoid form. Enabler.
-+
-+Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
-+
-+Close to Nature: You're skilled in identifying plants and animals.
-+
-+Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
-+
-+Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
-+mental attacks.
-+
-+Inability: When you're in water, attacks using weapons are hindered.
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. The other PCs were stranded in a shipwreck, and you saved them.
-+
-+2\. A factory is polluting your local body of water, and you're looking for revenge.
-+
-+3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
-+
-+4\. You've been sent to search for a rare plant, believed by many to be extinct.
-+
-+Nix Advancement:
-+
-+Calm Stranger
-+
-+Enhanced Speed
-+
-+Restful Presence
-+
-+Ruin Lore
-+
-+Soothe the Savage
-+
-+Wilderness Life
-+
-+Sylph
-+
-+You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
-+you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
-+currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
-+machinations.
-+
-+You gain the following characteristics:
-+
-+Master Plans: +2 to your Intellect or Speed Pool.
-+
-+Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
-+another action, for up to ten minutes total. Enabler.
-+
-+Top-Down Strategy: You're skilled in logistics and planning.
-+
-+Sharp Vision: You're trained in visual perception.
-+
-+Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
-+direction) for the next twelve hours. Action.
-+
-+Fragile: Might defense tasks are hindered.
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
-+
-+2\. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
-+
-+3\. You need help with a spell that will enable you to communicate with birds of prey.
-+
-+4\. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
-+
-+Sylph Advancement:
-+
-+Enhanced Intellect
-+
-+Enhanced Speed
-+
-+Eyes Adjusted
-+
-+Influence Swarm
-+
-+Precision
-+
-+Shock
-+
-+Unmagical
-+
-+You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
-+and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
-+maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
-+You've learned to compensate for this problem and even turn it into an advantage in some cases.
-+
-+An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
-+them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
-+
-+Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
-+supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
-+want to play up their not inherently magical nature.
-+
-+You gain the following characteristics.
-+
-+Make Do With the Mundane: +1 to each of your Pools.
-+
-+Resistant to Magic: You are trained in all defense rolls against magic, spells, and magical effects.
-+
-+Inability: All actions using magic (including casting spells and using magic objects) are hindered.
-+
-+Magical Failure: Your unmagical nature means magic goes awry more often. For any task relating to or interacting with
-+magic, you trigger a GM intrusion on a d20 roll of 1 or 2.
-+
-+Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
-+adventure.
-+
-+1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
-+
-+2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
-+them.
-+
-+3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
-+
-+4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
-+
-+### FOCI AND CHARACTER ABILITIES
-+
-+This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
-+description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
-+suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
-+playing.
-+
-+Codes Magic Apps
-+
-+You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
-+boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
-+them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
-+a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
-+your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
-+sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
-+clothing).
-+
-+Connection:
-+
-+1\. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket,
-+failing grade, clingy relationship, and so on).
-+
-+2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
-+
-+3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
-+your tasks with computers and magical lore are hindered.
-+
-+4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
-+creating a duplicate of one of yours).
-+
-+Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
-+
-+Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
-+
-+Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
-+
-+Tier 1:
-+
-+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
-+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
-+
-+Tier 2:
-+
-+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
-+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
-+Enabler.
-+
-+Connected
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Confidence Artist or Master Magical Programmer as your tier 3 ability.
-+
-+Confidence Artist
-+
-+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
-+Enabler.
-+
-+Tier 4:
-+
-+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
-+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
-+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
-+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
-+
-+Tier 5:
-+
-+Knowing the Unknown
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Call in Favor or Usurp Cypher as your tier 6 ability.
-+
-+Call in Favor
-+
-+Usurp Cypher
-+
-+Conjures Bullets
-+
-+You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
-+interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
-+a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
-+down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
-+spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
-+preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
-+clothing.
-+
-+Connection:
-+
-+1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
-+forgiven you or still resent you for it.
-+
-+2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
-+with your own spells, but the PC must be touchingyour gun while you fire it.
-+
-+3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
-+
-+4\. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a
-+whisper to them.
-+
-+Additional Equipment: Medium or heavy handgun.
-+
-+Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
-+
-+Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
-+someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
-+
-+Tier 1:
-+
-+Practiced With Guns
-+
-+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
-+standard bullet for it as part of your attack action with that weapon.
-+
-+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
-+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
-+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
-+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
-+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
-+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
-+
-+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
-+times or the one shot is passing through or ricocheting off each target.
-+
-+Tier 2:
-+
-+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
-+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
-+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
-+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
-+more firearms; each level of Effort affects one additional target. Action or enabler.
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
-+
-+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
-+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
-+of Intellect Effort to it. Enabler.
-+
-+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
-+
-+Tier 4:
-+
-+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
-+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
-+
-+Tier 5:
-+
-+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
-+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
-+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
-+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
-+fire a bullet and teleport along its path.
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
-+
-+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
-+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
-+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
-+
-+Special Shot
-+
-+Hunts Witches
-+
-+You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
-+pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
-+to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
-+good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
-+weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
-+appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
-+what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
-+pouch of magic-thwarting herbs given to you by your mentor.
-+
-+What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
-+consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
-+organization of people who know how to use magic.
-+
-+Connection:
-+
-+1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
-+
-+2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
-+over other people.
-+
-+3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
-+
-+4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
-+convinced you to start hunting witches.
-+
-+Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
-+years (or decades or centuries) with their advice and discoveries about witches.
-+
-+Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
-+they're still able to defend themselves).
-+
-+Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
-+courage and think of a new strategy.
-+
-+Tier 1:
-+
-+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
-+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
-+
-+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
-+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
-+yourself understood to them. Enabler.
-+
-+Tier 2:
-+
-+Will of Legend
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
-+
-+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
-+additional points of damage. Enabler.
-+
-+Misdirect
-+
-+Tier 4:
-+
-+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
-+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
-+early are eased by two steps until you break free. Enabler.
-+
-+Tier 5:
-+
-+Greater Skill with Attacks
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
-+
-+Hard to Kill
-+
-+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
-+additional points of damage. Enabler.
-+
-+Inks Spells on Skin
-+
-+Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
-+is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
-+to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
-+keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
-+those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
-+clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
-+spellcaster.
-+
-+Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
-+on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
-+given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
-+one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
-+meditation, after which you can swap one readied spell.
-+
-+The Inks Spells on Skin focus works similarly to the Masters Spells focus. The GM may consider allowing characters with
-+either of these foci to choose abilities from either focus when they advance to a new tier.
-+
-+Connection:
-+
-+1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
-+them or not.
-+
-+2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
-+be interested in learning it.
-+
-+3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
-+your corresponding tattoo is.
-+
-+4\. Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense
-+their general direction and distance from you.
-+
-+Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
-+
-+Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
-+
-+Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
-+
-+Tier 1:
-+
-+Fleet of Foot
-+
-+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
-+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
-+
-+Tier 2:
-+
-+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
-+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
-+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
-+is enclosed in a light-proof container or wrapping. Action.
-+
-+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
-+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
-+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
-+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
-+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
-+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
-+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
-+
-+Tier 3:
-+
-+Ability Choice: Choose any two of the following as your tier 3 ability: Command, Lightning Flash, or Outwit.
-+
-+Command
-+
-+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
-+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
-+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
-+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
-+
-+Outwit
-+
-+Tier 4:
-+
-+Elemental Protection
-+
-+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
-+unable to take actions for one round. Action.
-+
-+Tier 5:
-+
-+Bypass Barrier
-+
-+Granite Wall
-+
-+Tier 6:
-+
-+Ability Choice: Choose any two of the following as your tier 6 ability: Divide Your Mind, Petrify, or Summon Demon.
-+
-+Divide Your Mind
-+
-+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
-+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
-+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
-+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
-+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
-+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
-+Action.
-+
-+Summon Demon
-+
-+Is A Car Wizard
-+
-+Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
-+that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
-+finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
-+dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
-+yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
-+interferes with your ability to control a car or cast a spell.
-+
-+Connection:
-+
-+1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
-+taken you up on it yet.
-+
-+2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
-+stunt for a viral video, or to avoid a bad situation.
-+
-+3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
-+somehow weren't hurt at all.
-+
-+4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
-+contact with that person in a while.
-+
-+Additional Equipment: A reasonably fast car.
-+
-+Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a
-+direction of your choice.
-+
-+Major Effect Suggestion: The foe is knocked prone and loses their next action.
-+
-+Tier 1:
-+
-+Driver
-+
-+Tier 2:
-+
-+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
-+
-+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
-+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
-+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
-+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
-+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
-+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
-+the car. Enabler.
-+
-+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
-+magic, or Hollywood special effects.
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Expert Driver or Perfect Parking Space as your tier 3 ability.
-+
-+Expert Driver
-+
-+1Perfect Parking Space (3 Intellect points):
-+
-+You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
-+you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
-+a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
-+cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
-+one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
-+at a level 4 Intellect task. Action to initiate.
-+
-+Tier 4:
-+
-+Enhanced Intellect
-+
-+Tier 5:
-+
-+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
-+levels of Intellect Effort to it. Enabler.
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
-+
-+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
-+allowing you to mentally give it orders from a long distance away. This control
-+
-+includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
-+(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
-+combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
-+drive one car and magically
-+
-+control another car at the same time). If you are driving the car you're controlling with this ability, your driving
-+tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
-+another vehicle, and so on) are eased. Enabler.
-+
-+Trick Driver
-+
-+Learned From the Classics
-+
-+Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
-+comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
-+You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
-+who's always eager to learn more—evidenced by your lengthy reading list.
-+
-+Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
-+
-+1\. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and
-+research.
-+
-+2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
-+
-+3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
-+
-+4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
-+ethics, and so on).
-+
-+Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
-+
-+Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as
-+part of your current action.
-+
-+Tier 1:
-+
-+Enhanced Intellect
-+
-+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
-+in research. Enabler.
-+
-+Tier 2:
-+
-+Flex Skill
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Enhanced Intellect Edge or Repeated Rituals as your tier 3 ability.
-+
-+Enhanced Intellect Edge
-+
-+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
-+eased by two steps. Enabler
-+
-+Tier 4:
-+
-+Knowing the Unknown
-+
-+Tier 5:
-+
-+Mind of a Leader
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Greater Enhanced Intellect or Mental Magic as your tier 6 ability.
-+
-+Greater Enhanced Intellect
-+
-+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
-+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
-+
-+Practices Moon Magic
-+
-+The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
-+makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
-+friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams
-+of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your
-+foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest
-+light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey
-+clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or
-+tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like
-+buttons) usually have moonstones.
-+
-+Connection:
-+
-+1\. Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance
-+and even allowing you to shoot around corners.
-+
-+2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
-+feel the need to prove them wrong.
-+
-+3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
-+they're right in front of you.
-+
-+4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
-+on yourself, you can use it on them (and vice versa).
-+
-+Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
-+
-+Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
-+which lands an immediate distance away.
-+
-+Tier 1:
-+
-+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
-+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
-+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
-+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
-+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
-+form is. Action.
-+
-+Tier 2:
-+
-+Eyes Adjusted
-+
-+Inspire Aggression
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Nightstrike or Spur Effort as your tier 3 ability. Whichever one you choose, you also gain
-+Moon Adaptation.
-+
-+Nightstrike
-+
-+Spur Effort
-+
-+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
-+
-+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
-+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
-+
-+Tier 4:
-+
-+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
-+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
-+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
-+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
-+
-+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
-+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
-+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
-+
-+Tier 5:
-+
-+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
-+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
-+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
-+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
-+targets. Action.
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Precognition or True Senses as your tier 6 ability.
-+
-+Precognition
-+
-+True Senses
-+
-+Steers The Coven
-+
-+Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
-+and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
-+responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
-+you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
-+coalition of magicians who look to you for guidance, protection, and problem-solving.
-+
-+Connection:
-+
-+1\. Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or
-+belonging to another coven with contrary goals.
-+
-+2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
-+somehow a threat to it.
-+
-+3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
-+you're starting anew or trying to rekindle the old friendship.
-+
-+4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
-+protecting them.
-+
-+Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short
-+distance away on their next turn.
-+
-+Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the
-+conflict (although they may return later).
-+
-+Tier 1:
-+
-+Community Activist
-+
-+Community Knowledge
-+
-+Tier 2:
-+
-+Shepherd's Fury
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.
-+
-+Inspire Action
-+
-+True Guardian
-+
-+Tier 4:
-+
-+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
-+participants are eased by two steps. Enabler
-+
-+Tier 5:
-+
-+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
-+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
-+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
-+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
-+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
-+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
-+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
-+
-+Deep Consideration
-+
-+Drawing on Life's Experiences
-+
-+Transmits Energy
-+
-+Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
-+Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
-+of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
-+energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
-+
-+Connection:
-+
-+1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
-+
-+2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
-+trust you with their secrets.
-+
-+3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
-+At the time they seemed to think it was funny.
-+
-+4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
-+
-+Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
-+Speed Pools.
-+
-+Major Effect Suggestion: You gently drain 5 points of energy from your foe, which you can divide between your Might and
-+Speed Pools.
-+
-+Tier 1:
-+
-+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
-+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
-+
-+Tier 2:
-+
-+Drain Creature
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
-+
-+Buddy System
-+
-+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
-+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
-+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
-+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
-+roll.) Action to initiate.
-+
-+Tier 4:
-+
-+Store Energy
-+
-+Tier 5:
-+
-+Share the Power
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
-+
-+Explosive Release
-+
-+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
-+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
-+seamlessly, as part of the same action. Enabler.
-+
-+Drain at a Distance
-+
-+Turns Decay to Growth
-+
-+You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
-+you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
-+something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
-+garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
-+methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
-+you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
-+
-+Connection:
-+
-+1\. Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate
-+distance away when you cast them.
-+
-+2\. Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can
-+provide them with medicinal mushrooms).
-+
-+3\. Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad,
-+or neutral thing).
-+
-+4\. Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when
-+within a short distance of each other.
-+
-+Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
-+
-+Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
-+
-+Tier 1:
-+
-+Wilderness Lore
-+
-+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
-+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
-+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
-+Action.
-+
-+Tier 2:
-+
-+Wilderness Explorer
-+
-+Tier 3:
-+
-+Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
-+
-+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
-+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
-+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
-+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
-+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
-+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
-+
-+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
-+area to allow you to use Reading Decomposition.
-+
-+Grasping Foliage
-+
-+Necromancy
-+
-+Tier 4:
-+
-+If you have Necromancy, your tier 4 ability is Greater Necromancy. If you have Reading Decomposition, your tier 4
-+ability is Rewind Rot.
-+
-+Greater Necromancy
-+
-+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
-+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
-+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
-+
-+Tier 5:
-+
-+Insect Eruption
-+
-+Tier 6:
-+
-+Ability Choice: Choose either Restore Life or Word of Death as your tier 6 ability.
-+
-+Restore Life
-+
-+Word of Death
-+
-+### NEW ABILITIES (MODERN MAGIC)
-+
-+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
-+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
-+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
-+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
-+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
-+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
-+
-+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
-+Intellect-based attack roll against the network's level (typically level 4) to watch them.
-+
-+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
-+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
-+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
-+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
-+
-+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
-+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
-+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
-+rounds. The blackout otherwise lasts for one minute. Action.
-+
-+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
-+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
-+Edge instead of your Intellect Edge. Enabler.
-+
-+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
-+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
-+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
-+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
-+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
-+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
-+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
-+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
-+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
-+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
-+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
-+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
-+familiar.
-+
-+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
-+
-+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
-+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
-+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
-+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
-+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
-+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
-+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
-+wild bird that got inside your house. Action.
-+
-+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
-+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
-+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
-+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
-+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
-+
-+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
-+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
-+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
-+vanishes. Action.
-+
-+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
-+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
-+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
-+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
-+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
-+Action.
-+
-+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
-+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
-+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
-+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
-+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
-+
-+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
-+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
-+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
-+Action.
-+
-+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
-+through a Network Dead Zone spell.
-+
-+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
-+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
-+target by 1. Action.
-+
-+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
-+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
-+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
-+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
-+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
-+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
-+
-+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
-+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
-+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
-+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
-+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
-+
-+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
-+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
-+for you like the best combination of a pet and a close friend.
-+
-+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
-+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
-+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
-+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
-+(avian, swimmer, and so on).
-+
-+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
-+this range, you can only sense each other's general level of well-being.
-+
-+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
-+activate or maintain.
-+
-+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
-+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
-+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
-+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
-+
-+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
-+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
-+attacks and defenses against you are eased.
-+
-+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
-+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
-+damage track. If you die, your familiar instantly dies.
-+
-+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
-+1d6 days.
-+
-+Enabler.
-+
-+Soul familiar: level 2, Speed defense as level 4 due to size
-+
-+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
-+anything other than what they appear to be.
-+
-+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
-+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
-+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
-+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
-+the stasis effect immediately ends. Action.
-+
- ## Creatures
-
- This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
-@@ -31011,6 +44812,153 @@
-
- GM intrusion: The abomination isn't dead; it stands up on the following round at full health.
-
-+### AI ZOMBIE 3 (9)
-+
-+An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
-+other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
-+a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
-+shambling because of an injection of nano repair bots).
-+
-+AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
-+destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
-+problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
-+"terminal" from which to act and observe the world.
-+
-+Motive: Follow dictates of AI that created or that controls them
-+
-+Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
-+
-+Health: 12
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Immediate
-+
-+Modifications: Speed defense as level 2; perception tasks as level 7
-+
-+Combat: AI zombies fight on, no matter the odds, usually attacking by biting.
-+
-+When AI zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as
-+one level 5 creature, inflicting 5 points of damage.
-+
-+AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
-+each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
-+allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
-+off from ambient radio signals, they do not regain health each round.)
-+
-+That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
-+miniscule machines that move a target down one step on the damage track each day a Might defense roll is failed. Targets
-+killed by the process later animate as AI zombies, compelled to serve an AI instance.
-+
-+Interaction: AI zombies often serve some distant AI and may sometimes speak with its voice. But if cut off from its
-+intelligence source, the zombie itself becomes a food seeking monster, more likely to eat someone than to represent an
-+artificial mind.
-+
-+Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
-+lingering AI zombies.
-+
-+### ANGEL OF THE APOCALYPSE 7 (21)
-+
-+If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
-+the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
-+end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
-+forces of Hell to oppose.
-+
-+Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are
-+somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be
-+equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose
-+them.
-+
-+Motive: Instigate the biblical apocalypse; fight the forces of Hell
-+
-+Environment: Almost anywhere, usually alone or fighting Hell's armies
-+
-+Health: 27
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 3
-+
-+Movement: Short; long when flying
-+
-+Modifications: Speed defense as level 5 due to size; perception and detecting falsehoods as level 8
-+
-+Combat: The angel of the apocalypse attacks twice each round with their greatsword.
-+
-+An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
-+stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
-+their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
-+
-+The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
-+to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
-+points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
-+their trumpet, they usually can't blow it again for several rounds.
-+
-+Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
-+supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
-+their persuasion skill and/or the importance of their need, the angel may give that character aid in the form of healing
-+or direct help immediately or at some promised future date.
-+
-+Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
-+overhead.
-+
-+### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
-+
-+An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
-+motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
-+and some want to take over the world—at any cost.
-+
-+AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are
-+machines with organic parts or can use such machines as servitors.
-+
-+Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
-+whether long acting or concocted to fit the situation at hand.
-+
-+\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
-+level 5.
-+
-+Motive: Varies
-+
-+Environment: Almost anywhere
-+
-+Health: 23
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 2
-+
-+Movement: None, or instantly to any networked machine able to host them
-+
-+Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
-+creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
-+from electricity (or Intellect damage, which ignores Armor).
-+
-+An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
-+creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an
-+Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
-+defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
-+defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
-+action to advance the AI's goals.
-+
-+AIs can control other lower level computer systems and sometimes even nanobots.
-+
-+Some targets of AI instance installation never recover, becoming AI zombies. Besides AI zombies, an AI may also rely on
-+guardians (such as mechanical soldiers or CRAZRs made to their own design).
-+
-+Unless the PCs can track a given AI to their original computing core, damage to one may just be damage done to a
-+terminal. Thus, even if an AI is seemingly destroyed, they might exist as another instance somewhere else. However, over
-+time, alternate instances may collect different data and thus develop different memories and motivations.
-+
-+Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
-+they can create cyphers and artifacts, which they often deploy in combat.
-+
-+Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
-+voice often sounds surprisingly human.
-+
-+Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
-+
-+Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
-+
- ### ARTIFICIAL INTELLIGENCE (AI) 8 (24)
-
- If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as
-@@ -31057,6 +45005,55 @@
- GM Intrusion: The AI knows a phrase and series of images to flash at a particular PC to stun them for around as it
- attempts to upload an instance of itself into their mind.
-
-+### BARGAINER FIEND 3 (9)
-+
-+Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
-+or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
-+forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
-+tempt and advise mortals.
-+
-+Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
-+whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
-+are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
-+
-+Motive: Bargain for souls
-+
-+Environment: Anywhere humans can be found
-+
-+Health: 9
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Deception as level 5
-+
-+Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
-+throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
-+
-+The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
-+client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
-+exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
-+mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
-+their superiors, and the price is higher, but usually still manageable.
-+
-+A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with devil
-+horns) or return to their natural form. They can assume the guise of a specific human (such as a person their client
-+knows) only if that human is dead or has an agreement with a bargainer fiend.
-+
-+Interaction: Bargainer fiends serve at the pleasure of their infernal masters, and they know their lives are forfeit if
-+they ever fail. This colors their interactions with clients; they will say anything to accomplish their mission, and
-+their only true loyalty is to the fiend who created and controls them.
-+
-+Use: A motivational speaker offers to teach clients confidence and charm, with great results. An old sorcerer knows some
-+rare magic for those willing to pay a steep price. A mysterious person has been seen visiting people in the terminal
-+ward of various hospitals.
-+
-+Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
-+their material riches are hell-crafted and not safe to carry for long.
-+
- ### BASILISK 5 (15)
-
- A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and
-@@ -31376,6 +45373,65 @@
-
- GM intrusion: Thecharacter's cypherexplodes when touchedby cambion demonfire on a failed Speeddefense task.
-
-+### CANNIBAL 3 (9)
-+
-+Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
-+charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
-+advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
-+
-+Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
-+term practitioners.
-+
-+Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight,
-+pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey
-+raw; others delight in elaborate preparations.
-+
-+Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals
-+are dangerous.
-+
-+Motive: Hunger for human flesh
-+
-+Environment: In areas where food is scarce; alone, or in groups of four to ten
-+
-+Health: 12
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Deception, persuasion, intimidation, and friendly interaction as level 6
-+
-+Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
-+with more resources rely on long range firearms and rifles until they run out of ammunition.
-+
-+In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
-+can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
-+on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
-+turn. See the Cannibal Severing Bite Effects table.
-+
-+Interaction: A friendly and charming cannibal may remain so indefinitely, unless they decide a PC is perfect for dinner.
-+
-+Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals. A
-+group of raiders the PCs must negotiate with are also revealed to be cannibals.
-+
-+Loot: A cannibal has currency equivalent to an expensive item.
-+
-+Cannibal Severing Bite Effects
-+
-+D6 Effects
-+
-+1 End of nose
-+
-+2 Little finger
-+
-+3 Chunk from forearm
-+
-+4 Chunk from leg
-+
-+5 Ear; target's perception task that rely on hearing are hindered until target adapts
-+
-+6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
-+
- ### Cat Sidhe 4 (12)
-
- Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches and now have shifted permanently
-@@ -32093,6 +46149,64 @@
-
- GM Intrusion: The devolved detonates upon its death, inflicting 6 points of damage on everything in immediate range.
-
-+### DIVINITY OF THE CITY 8 (24)
-+
-+Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
-+They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
-+Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
-+Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
-+mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
-+graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
-+might have gargoyle wings.
-+
-+Motive: Defense; protection; power
-+
-+Environment: Urban landscapes
-+
-+Health: 75
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 4
-+
-+Movement: Short; long when flying
-+
-+Combat: Divinities attack a foe up to a long distance away with a spell related to their connection (sending a pack of
-+rabid raccoons after a foe, lifting a highway, or having a mural attack). These attacks inflict 8 points of damage on a
-+single target or, if the divinity chooses, the attack hits all targets within short range of the destination for 6
-+points of damage.
-+
-+Most divinities have a close-range attack as well, such as turning into a coyote and attacking their target with tooth
-+and claw or grabbing a painted weapon out of a wall mural.
-+
-+Divinities also have a number of additional spells, including:
-+
-+Animate: Turns any material into an animate level 4 creature. The creature has a mind and will of its own, and acts just
-+as that type of creature would act if it were born instead of created.
-+
-+Forever Space: Creates an endless length of alleys, roads, or bridges between itself and all characters it chooses
-+within long range. Characters must succeed on a level 5 Intellect defense task to find an exit. While moving through the
-+forever space, characters take 2 points of Intellect damage (ignores Armor) each round.
-+
-+Heal: The divinity heals themself, a creature, or an object for 5 points of damage.
-+
-+Illusion: Divinities can cast elaborate and convincing illusions over their domain, making the area seem more appealing,
-+beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
-+level 8 task.
-+
-+Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
-+landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
-+endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
-+positively with a Divinity of Urban Creatures.
-+
-+Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
-+negotiate to prevent death and destruction. In addition to situations where a divinity clashes with those who would
-+exploit them, they may have information or unique magic (such as an unlocking spell) that the characters need to reach a
-+goal.
-+
-+Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
-+related to some aspect of their domain.
-+
- ### DJINNI 7 (21)
-
- Djinn inhabit unseen dimensions beyond the visible universe. Just like normal creatures, djinn are individuals, and they
-@@ -32409,6 +46523,45 @@
- GM intrusion: A character within range of the earth elemental's earthquake attack must succeed on a Speed defense roll
- or be covered in an avalanche from a collapsing structure or cliff face.
-
-+### ELEMENTAL, ELECTRICITY 4 (12)
-+
-+Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
-+glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
-+substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
-+appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
-+
-+Motive: Explore and shock
-+
-+Environment: Anywhere electricity can easily reach
-+
-+Health: 24
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short; very long with electrical conduction
-+
-+Modifications: Attacks and Speed defense as level 5 due to quickness; stealth as level 2 due to buzzing noise
-+
-+Combat: An electricity elemental strikes twice each round with a limb, or fires one bolt of electricity at a target
-+within short range.
-+
-+As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
-+machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
-+damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
-+drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
-+or have a depletion of 1 in 1d10 for this purpose).
-+
-+An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
-+An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
-+and they don't like doing it.
-+
-+Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
-+they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
-+10% chance the elemental breaks free of the spell and attacks or flees.
-+
-+Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
-+every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
-+
- ### ELEMENTAL, THORN 6 (18)
-
- The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies
-@@ -33183,6 +47336,155 @@
- activate in a
- less-than-ideal fashion.
-
-+### FOUR HOURSEMEN OF THE APOCALYPSE
-+
-+### BEAST 6 (18)
-+
-+Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
-+misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
-+websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
-+gloves. His hair is white, too.
-+
-+Motive: Spread lies; incite others to rabid acts of cruelty
-+
-+Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
-+
-+Health: 24
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 1
-+
-+Movement: Short; long when mounted or riding
-+
-+Modifications: Deception as level 8
-+
-+Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and
-+deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making
-+two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and
-+must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies
-+attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.
-+
-+As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
-+at the next nearest location that previously experienced a mass shooting or genocidal act.
-+
-+Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
-+perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
-+
-+Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
-+white.
-+
-+### SWORD 6 (18)
-+
-+Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
-+world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
-+started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
-+massive sword—or assault rifle—the color of blood.
-+
-+Motive: Hunger for combat; incite war
-+
-+Environment: Almost anywhere war is waged and/or with one or more of the Four
-+
-+Health: 24
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 3
-+
-+Movement: Short; usually has a red mount or vehicle nearby
-+
-+Modifications: Attacks as level 8
-+
-+Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
-+moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
-+(with no hindrance despite the range) or two long range attacks.
-+
-+As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to
-+normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take
-+6 points of damage from shrapnel, or 2 points even with a successful roll.
-+
-+As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
-+at the next nearest location that previously experienced war.
-+
-+Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
-+she's just as happy to start one herself, especially as part of a false flag operation.
-+
-+Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
-+
-+### FAMINE 6 (18)
-+
-+Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
-+groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
-+shaped ends that can also be used as an improvised scale.
-+
-+Motive: Starve the living; destabilize organized groups
-+
-+Environment: Almost anywhere people are starving and/or with one or more of the Four
-+
-+Health: 24
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 1
-+
-+Movement: Short; usually has a black mount or vehicle nearby
-+
-+Modifications: Intellect defense as level 8
-+
-+Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a
-+single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held
-+helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from
-+the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all
-+creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets
-+in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track.
-+As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
-+at the next nearest location that previously experienced death through starvation or other privation.
-+
-+Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about
-+mouthwatering foods and drinks the hungrier those nearby are.
-+
-+Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
-+someone all in black on a black motorcycle appears on the road ahead.
-+
-+### PLAGUE 6 (18)
-+
-+Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
-+black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
-+drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
-+
-+Motive: Death
-+
-+Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the
-+Four
-+
-+Health: 24
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 1
-+
-+Movement: Short; usually has a pale green mount or vehicle nearby
-+
-+Modifications: Might defense as level 8
-+
-+Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her
-+action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the
-+target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one
-+step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If
-+Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply
-+touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the
-+target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again
-+if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round,
-+and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or
-+due to old age.
-+
-+Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
-+humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
-+promises that it's only a temporary stay of death.
-+
-+Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
-+"human" wearing a black and pale green evening gown.
-+
- ### Fundamental Angel 7 (21)
-
- Fundamental angels are mysterious holy beings that maintain and guard fundamental concepts of the universe, such as
-@@ -33282,6 +47584,109 @@
- GM intrusion: The hound flares with energy and the character must succeed on a Might defense task or go blind for ten
- minutes.
-
-+### GAMMA WORM 6 (18)
-+
-+Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
-+themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
-+over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
-+too late.
-+
-+Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
-+to eradicate human life as part of their terraforming efforts to change Earth to their liking.
-+
-+Motive: Hunger for flesh; eliminate humans
-+
-+Environment: Almost anywhere
-+
-+Health: 18
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 2 (immune to radiation)
-+
-+Movement: Short; short when burrowing
-+
-+Modifications: Stealth as level 8 when psychic field active; Speed defense as level 5 due to size; ability to see
-+through tricks as level 4
-+
-+Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
-+once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
-+struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
-+up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
-+
-+Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
-+lasts until they attack or move more than an immediate distance on their turn.
-+
-+Gamma worms are vulnerable to cold; in chilly conditions, their Speed defense is hindered by four steps. In addition,
-+cold attacks ignore their Armor.
-+
-+Interaction: Gamma worms act like prey driven monsters, but they may have a secret language and purpose (if aliens
-+placed them on Earth to hasten the apocalypse or kill survivors in the post apocalyptic world).
-+
-+Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
-+
-+### GARGOYLE 4 (12)
-+
-+Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
-+that way forever. Most alternate between dormancy and animated life during the course of their long existence.
-+
-+Although their original purpose was to guard places, they are excellent at guarding almost anything, including other
-+living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid
-+friends, companions, and even familiars.
-+
-+Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not
-+always) have wings.
-+
-+Motive: Guarding
-+
-+Environment: Cities, especially on older buildings
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 3
-+
-+Movement: Short; long while flying
-+
-+Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
-+
-+Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
-+is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
-+entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
-+each attack.
-+
-+Gargoyles can see in darkness as if it were daylight.
-+
-+Gargoyles have a number of additional combat options and other abilities at their disposal, including the following:
-+
-+Awaken Friend: Awaken another gargoyle out of its inanimate state and ask it to help. This other gargoyle must be within
-+short range, it acts on the same initiative as the asking gargoyle, and it can take actions starting the turn after it
-+is awakened.
-+
-+Bulwark: Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to
-+stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
-+cannot move or attack, but they can return to their normal size as part of another action.
-+
-+Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
-+object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
-+(Typically, the gargoyle relies on its Armor to absorb most of this damage.)
-+
-+Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
-+everyone in its path.
-+
-+Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
-+into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
-+"grumpy sunshine" and often quite funny.
-+
-+Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
-+or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
-+from their customary perch.
-+
-+Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However,
-+few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
-+offer up a nickname, usually something similar, at least until they learn to trust someone fully.
-+
- ### GHOST 4 (12)
-
- Sounds with no apparent origin, such as the tap of footsteps on the stair, knocking behind the walls, crying from empty
-@@ -33559,6 +47964,66 @@
- GM intrusion: The goblin poisoned its knife. If struck, the character must make a Might defense roll or immediately move
- one step down the damage track.
-
-+### GLOWING ROACH 2 (6)
-+
-+Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
-+roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
-+basements.
-+
-+Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.
-+
-+Motive: Hunger for flesh
-+
-+Environment: Anywhere dark, usually in nests of four to ten (or more)
-+
-+Health: 6
-+
-+Damage Inflicted: 2 points
-+
-+Armor: 2
-+
-+Movement: Short; short when flying
-+
-+Modifications: Speed defense as level 3 due to small size; perception as level 5
-+
-+Combat: A glowing roach attacks with radioactive mandibles. When four glowing roaches act together, they can make a
-+single attack as a level 4 creature inflicting 4 points of damage. Targets damaged by a group of glowing roaches must
-+also succeed on a difficulty 4 Might defense task or face additional consequences from the effects of radiation and
-+slashing mandibles, as determined on the Glowing Roach Effects table. The effects are cumulative and last until a target
-+makes a recovery roll.
-+
-+Sometimes a single glowing roach mutates further, allowing it to grow into a 20 foot (6 m) long monstrosity. Thankfully,
-+these monstrous glowing roaches are rare and seldom come out into the light.
-+
-+Roaches dislike bright illumination: in sunlight or other bright light, glowing roach attacks are hindered.
-+
-+\*Monstrous glowing roach: level 5, Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in
-+a check on the Glowing Roach Effects table
-+
-+Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
-+of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
-+human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
-+all the ways people used to exterminate roaches in the before times.
-+
-+Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
-+
-+Glowing Roach Effects
-+
-+D6 Effect
-+
-+1 Head wound: Intellect defense tasks hindered
-+
-+2 Wounded leg: Speed defense tasks hindered
-+
-+3 Gut wound: Might defense tasks hindered
-+
-+4 Spit in eye: Perception tasks hindered
-+
-+5 Limb numb: Physical tasks hindered
-+
-+6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
-+such fantastic elements.
-+
- ### GODMIND 10 (30)
-
- Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all
-@@ -33855,6 +48320,108 @@
- GM intrusion: A harpy snatches something a character is wearing or carrying on a failed Speed defense roll. The harpy
- throws away or flees with the stolen item
-
-+### HAUNTED CAR 5 (15)
-+
-+Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
-+the ability to drive themselves, and a love for the smell of blood on asphalt.
-+
-+A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
-+can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
-+attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
-+driver to turn them away or hunting them down on its own.
-+
-+A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short
-+range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it
-+was made) as threats or taunts toward its next victims.
-+
-+A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can
-+operate any moveable part of itself (doors, locks, trunk, and so on).
-+
-+> Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
-+>
-+> A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac
-+> focus or, if they can use magic, the Is a Car Wizard focus.
-+
-+Motive: Violence and vengeance
-+
-+Environment: Anywhere cars can go
-+
-+Health: 20
-+
-+Damage Inflicted: 6 points
-+
-+Armor: 2 or 3
-+
-+Movement: Long (or faster outside of combat)
-+
-+Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise
-+
-+Combat: A haunted car attacks by colliding with or running over a foe, inflicting 6 points of damage. If the car does
-+nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional
-+5 points of damage. If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and
-+choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to
-+eject the passenger through the windshield.
-+
-+A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can
-+reach an overland speed of up to 100 miles per hour (160 kph).
-+
-+A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
-+by actively repairing the car.
-+
-+Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
-+to intimidate and threaten anyone it wants to kill.
-+
-+Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
-+
-+Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
-+worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
-+. . .
-+
-+### HELL MARY 5 (15)
-+
-+Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
-+demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
-+of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.
-+
-+Now she is a demon, built of blood and bone and sustained purely by revenge.
-+
-+Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if
-+the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their
-+need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.
-+
-+In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
-+of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
-+the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
-+where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
-+herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
-+unworthy of revenge, unless they provoke her in some way.
-+
-+Motive: Revenge
-+
-+Environment: Anywhere with a mirror
-+
-+Health: 15
-+
-+Damage Inflicted: 5 points
-+
-+Movement: Short
-+
-+Modifications: Intimidation as level 7
-+
-+Combat: Hell Mary merely has to scream at, strangle, or scratch a foe within immediate range to inflict 5 points of
-+Intellect damage (ignores Armor).
-+
-+She can curse a creature within short range to experience intense fear, stunning them for a minute or until they succeed
-+at an Intellect defense roll to break free.
-+
-+She can possess a willing summoner for a few rounds in order to enact revenge on their behalf. During this time her
-+summoner can only watch, feel, and listen as Hell Mary gets them their retribution.
-+
-+Interaction: Hell Mary only cares about one thing— revenge. All other topics are likely to fall upon deaf ears.
-+
-+Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
-+revenge (rightfully or wrongfully) upon a character.
-+
- ### Hivemind Child 2 (6)
-
- A hivemind family is a scouting expedition of part-alien creatures sent to study and infiltrate human society, either
-@@ -33971,6 +48538,53 @@
- GM intrusion: When a hollow knight is destroyed, a gauntlet flies up, grabs a character, and won't let go. A difficulty
- 7 Might task is required to pry it loose
-
-+### HOOKED BLOSSOM 2 (6)
-+
-+Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
-+sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
-+an alluring perfume.
-+
-+If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that
-+end in a single hook like digit.
-+
-+Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused
-+beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to
-+hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later
-+consumption.
-+
-+Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3
-+ambient damage
-+
-+Motive: Hunger for flesh
-+
-+Environment: In groups of five or more anyplace touched by radiation, mutation, or AI genetic‑nanotech engineering
-+
-+Health: 6
-+
-+Damage Inflicted: 3 points
-+
-+Armor: 2
-+
-+Movement: Short; immediate when climbing
-+
-+Modifications: Speed defense as level 4 due to size; disguise as level 6 when not moving
-+
-+Combat: A mature blossom attacks twice with its hooks, inflicting damage with each strike. If a blossom hitsa target,
-+the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
-+the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
-+hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
-+creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
-+a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
-+remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
-+a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
-+form, a hooked blossom resembles a flower with a metallic stem, which is dangerous when active. In direct sunlight, a
-+rooted hooked blossom regains 1 point of health each round.
-+
-+Interaction: Hooked blossoms act much like animal predators, though they are not concerned with self‑preservation.
-+
-+Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
-+pleasant perfume drifting on the breeze.
-+
- ### HUNGRY HAZE
-
- Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for
-@@ -34196,6 +48810,67 @@
- passed. They all have strange marks and wounds, but no one remembers why. One character—an NPC or follower—might even be
- missing.
-
-+### INTERNET D@EMON 3 (9)
-+
-+Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
-+mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
-+harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
-+an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
-+constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
-+quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
-+dangerous techno-magical creature.
-+
-+Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
-+
-+> Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
-+> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
-+> non-sentient programs.
-+>
-+> Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
-+> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
-+> character planned for.
-+
-+Motive: Hunger for magic
-+
-+Environment: Computers, smart devices, and areas with strong wireless internet access
-+
-+Health: 9
-+
-+Damage Inflicted: 3 points
-+
-+Armor: 1
-+
-+Movement: Short; travels through the internet at nearly instantaneous speed
-+
-+Modifications: Speed defense, perception, and stealth as level 5
-+
-+Combat: A d@emon outside of an internet‑connected device attacks by siphoning magic from a creature within short range,
-+inflicting 3 points of Intellect damage (ignores Armor). However, usually the d@emon prefers to remain hidden within a
-+computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
-+
-+When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
-+with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
-+strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
-+perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
-+
-+If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
-+forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
-+transmission speeds) or immediately manifest in its visible physical form. If manifested, a d@emon attempts to feed on
-+the weakest foe in the area, and once it is sated it leaves the area (breaking off combat if possible) to find a
-+high-speed wireless internet connection so it can transmit itself far away in search of another victim.
-+
-+> Once per day, an internet d@emon can create a malware magical app cypher (such as EasyMagic.app), placing it in an app
-+> store (physical or online) or sending out a burst of emails with a link to where the app can be downloaded.
-+>
-+> Interaction: D@emons are persistent and reasonably clever. They can be bargained with or bribed, but they tend to be
-+> greedy and would rather hide or pretend to leave than make a deal.
-+>
-+> Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
-+> aggressive mode when discovered or if starved.
-+
-+Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
-+a meditation aid cypher.
-+
- ### JOTUNN (NORSE GIANT)
-
- Jotunns are a type of giant—large, somewhat intelligent, bad-tempered, and cultured in their own way, but generally
-@@ -34716,6 +49391,60 @@
- GM intrusion: The destroyed soldier explodes in a gout of flame, black smoke, and steam, inflicting 6 points of damage
- to all within immediate range.
-
-+### MELTED 4 (12)
-+
-+Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
-+not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
-+supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
-+composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
-+energy.
-+
-+Motive: Surcease from constant pain; absorb more sapient beings
-+
-+Environment: Groups of three to five roaming the ruins
-+
-+Health: 15
-+
-+Damage Inflicted: 4 points; see Combat
-+
-+Movement: Short
-+
-+Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future
-+
-+Combat: The melted attack with two claws.
-+
-+If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
-+melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
-+
-+A given melted may also have a trait associated with the transdimensional energy they burn with.
-+
-+Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused
-+state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent
-+on finding and absorbing scientists.
-+
-+Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.
-+
-+Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor
-+reinforcer or a sonic detonation.
-+
-+Transdimensional Energy Enhancement
-+
-+D6 Effect
-+
-+1 Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
-+
-+2 Healing factor: Regains 2 health each round
-+
-+3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
-+
-+4 Gravitic repulsion: Flies a long distance each round
-+
-+5 Dimensional instability: Teleports up to a long distance before or after each attack
-+
-+6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all
-+creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
-+with other affect creatures, or creatures in alternate dimensions
-+
- ### MERFOLK 3 (9)
-
- Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down.
-@@ -35533,6 +50262,51 @@
- GM Intrusion: The photonomorph uses its ability to create a hard- light object or effect that is perfect for aiding it
- for the situation at hand.
-
-+### POLLUTION GOBLIN 2 (6)
-+
-+Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
-+Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
-+green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
-+polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
-+immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
-+up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
-+organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
-+away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
-+elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
-+in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
-+realize they've been deceived, and they always make sure to punish someone who fools them.
-+
-+Motive: Hunger for flesh; spreading filth
-+
-+Environment: Anywhere there is pollution, in groups of three to ten
-+
-+Health: 8
-+
-+Damage Inflicted: 3 points
-+
-+Armor: 1 (5 against poison and radiation)
-+
-+Movement: Short; short when climbing
-+
-+Modifications: Might defense as level 3; perception and stealth as level 5; see through deception as level 1
-+
-+Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
-+one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
-+
-+A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
-+a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
-+and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
-+success ends the sickness).
-+
-+Pollution goblins regain 2 points of health per round.
-+
-+Interaction: Pollution goblins have a rudimentary understanding of whatever human language is dominant in their area.
-+Most conversations with them are about acquiring food and protecting and expanding their territory (which means
-+spreading contaminants over a wider area).
-+
-+Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
-+the area is already poisoned and will take time and money to contain and clean up.
-+
- ### POSTHUMAN 7 (21)
-
- Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With
-@@ -35788,6 +50562,174 @@
-
- Use: The Snow Queen guards the entrance to a place the characters need to enter.
-
-+### RADIOACTIVE BEAR 7 (21)
-+
-+Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
-+AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
-+(6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely.
-+Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.
-+
-+Motive: Hunger for flesh and radiation
-+
-+Environment: Anywhere radioactive
-+
-+Health: 35
-+
-+Damage Inflicted: 7 points
-+
-+Armor: 1 (immune to radiation)
-+
-+Movement: Short
-+
-+Modifications: Speed defense as level 4 due to size; perception as level 8
-+
-+Combat: Creatures within immediate range of a radioactive bear are irradiated on a failed Might defense task, hindering
-+their tasks on their next turn.
-+
-+The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
-+from radiation sickness, the bear regains 5 points of health.
-+
-+On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
-+escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
-+action.
-+
-+As an action, the bear can cough forth a radioactive cloud once every few hours (and again if the bear is killed),
-+targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
-+
-+If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
-+mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
-+flesh.
-+
-+In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
-+
-+Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
-+let potential prey pass it by, assuming they don't antagonize the bear.
-+
-+Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
-+giving chase.
-+
-+### RAIDER
-+
-+Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
-+look human. But beneath that veneer, they're feral.
-+
-+Motive: Raid and kill for what they want
-+
-+Environment: Groups of four to six roaming the ruins
-+
-+Interaction: If a raider believes a just met survivor has food, water, or shelter, or might prove to be a threat
-+immediately or at any later date, they laugh off any suggestion of parley and attack.
-+
-+Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
-+
-+### FELL RIDER 3 (9)
-+
-+Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
-+machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
-+protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
-+bones are sewn through their wild, greasy hair as decoration.
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 1
-+
-+Movement: Short; long while riding motorcycle
-+
-+Modifications: Motorcycle repair and modification as level 5; stealth tasks as level 0 due to screaming engines
-+
-+Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
-+against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
-+If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
-+regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
-+These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
-+not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
-+damage track.
-+
-+Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
-+
-+### MARAUDER 3 (9)
-+
-+Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
-+after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
-+they torture targets to death and take flesh trophies.
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points; see Combat
-+
-+Movement: Short; short when climbing
-+
-+Modifications: Stealth and deception tasks as level 5
-+
-+Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
-+with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
-+action, their attacks are eased and inflict 6 points of damage.
-+
-+Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
-+of Speed damage (ignores Armor) each round for three rounds.
-+
-+### WARLORD 5 (15)
-+
-+A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
-+where survival is valued above all else.
-+
-+Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish
-+helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand.
-+A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.
-+
-+Motive: Control through fear and brutality
-+
-+Environment: Usually in the company of five to twenty raiders
-+
-+Health: 25
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 3
-+
-+Movement: Short
-+
-+Modifications: Defends as level 6 due to nearby raiders willing to take no actions other than defend the warlord
-+
-+Combat: Warlords attack twice each round with bladed or spiked melee weapons or ranged firearms. When possible, they
-+fight from an open canopy vehicle (driven by another raider).
-+
-+A warlord directly leads the raiders they command, fighting at the forefront but also issuing orders. Underlings deal 1
-+additional point of damage when the warlord can see them and issue commands.
-+
-+Most warlords have a specific additional advantage they can pull out to win a fight. See the table below.
-+
-+Interaction: Warlords have lackeys and lieutenants that interact with outsiders. They prefer to make pronouncements and
-+threats from on high.
-+
-+Use: The museum, lab, or other important structure the characters wanted to visit to carry out their mission has fallen
-+under the control of a warlord and a dozen or more raiders.
-+
-+Loot: A warlord may carry an artifact.
-+
-+Unique Warlord Advantage
-+
-+D6 Advantage
-+
-+1 Rocket launcher (level 7): long‑range weapon inflicts 7 points of damage on targets in an immediate area (depletion:
-+1–2 in 1d6)
-+
-+2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
-+(depletion: 1 in 1d10)
-+
-+3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
-+
-+4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
-+1d10)
-+
-+5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
-+
-+6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
-+satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
-+roll, and 2 points on those who succeed (depletion: automatic)
-+
- ### RAVAGE BEAR 4 (12)
-
- A ravage bear is a hideous predator that hunts entirely by sense of smell. It is blind and nearly deaf, but it still
-@@ -36981,6 +51923,60 @@
-
- GM Intrusion: The character is blinded for one or two rounds after being struck by the synth's searing plasma ball.
-
-+### TELEVISION THOUGHTFORM 3 (9)
-+
-+A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
-+unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
-+world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
-+that they're a manifestation of a fictional television program, but over time they usually come to realize their
-+artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
-+adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
-+
-+> A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
-+> philosophy has a similar concept called a "tulpa."
-+>
-+> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
-+> media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
-+> to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
-+
-+Motive: Acceptance; adjustment to the real world
-+
-+Environment: Anywhere their fictional self would feel comfortable
-+
-+Health: 9
-+
-+Damage Inflicted: 3 or 6 points (see below)
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Intellect defense as level 4; assuming their fictional role as level 5
-+
-+Combat: Television thoughtforms attack using whatever methods are appropriate for their character. For most people, this
-+means improvised weapons like chairs and baseball bats, inflicting 3 points of damage. Battle-competent characters such
-+as police officers, sci-fi soldiers, and fantasy heroes tend to use lethal weapons like pistols and swords, inflicting 6
-+points of damage.
-+
-+Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
-+changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
-+instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
-+on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
-+automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
-+change has happened.
-+
-+Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
-+thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
-+different as a rebellion against how they were "forced" to act.
-+
-+> Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
-+> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
-+> local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
-+> information about the media they're from.
-+
-+Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
-+interesting cypher.
-+
- ### THUNDERING BEHEMOTH 7 (21)
-
- When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A
-@@ -37157,6 +52153,68 @@
- GM intrusion: The tyrannosaurus's tail swings around and knocks the character tumbling out of short range and possibly
- into dangerous terrain.
-
-+### URBAN BROWNIE 3 (9)
-+
-+While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
-+with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
-+decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of
-+labor.
-+
-+Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
-+themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
-+shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
-+pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
-+cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
-+they live in and can be seen during the day.
-+
-+A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
-+treated them so poorly.
-+
-+Motive: Comfort and security
-+
-+Environment: Homes and shops where food is present
-+
-+Health: 9
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
-+### 4
-+
-+Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
-+
-+Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
-+to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
-+
-+Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
-+difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
-+roll to break free.
-+
-+No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
-+indistinguishable from the object, and the effect lasts for one minute or until they take a combat action.
-+
-+Put That Anywhere: Move an item within short range in such a way that it trips up and injures a foe, such as slamming a
-+door closed, knocking a rake across a pathway, or dropping a chandelier from the ceiling. The foe takes 3 points of
-+damage and, depending on the circumstances, may be knocked prone if they fail a Might defense roll.
-+
-+> Shine-Shine-Shine: Spend two rounds making a (willing) person, place, or thing so pretty that it is wonderful to look
-+> upon. All foes are unable to look away for one round and lose their next action. All allies are bolstered by the
-+> beauty and gain an asset on their next action.
-+>
-+> Interaction: Brownies are typically mischievous and tricky, with a love of puns, riddles, and puzzles. They appreciate
-+> those who appreciate them and are a bit like crows in that they long-remember the faces of those who have helped or
-+> harmed them.
-+
-+Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
-+antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
-+by nonmagical people, so they often witness secret events and have interesting information.
-+
-+> \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
-+> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
-+> labor outdoors in all manner of weather—provided they're well-rewarded.
-+
- ### VACUUM FUNGUS 5 (15)
-
- Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine
-@@ -37384,6 +52442,56 @@
- GM intrusion: The vat reject also has a radioactive sting. On a failed Might defense roll, the character struck by the
- reject descends one step on the damage track.
-
-+### VULTURE SPIRIT 3(9)
-+
-+Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
-+that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
-+shake.
-+
-+Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
-+already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
-+well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
-+patients.
-+
-+Motive: Consume anguish
-+
-+Environment: Anywhere pain and misery can be found
-+
-+Health: 10
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short
-+
-+Modifications: Intellect defense, perception, and stealth as level 5
-+
-+Combat: Vulture spirits are rarely violent; they attack when threatened, to defend chosen allies, or out of desperation.
-+A dying vulture spirit may use their last strength to pounce on a creature they judge to be an easy target, subsequently
-+using the pain they inflict to restore their own health.
-+
-+Vulture spirits gain 1 point of health for every minute spent in physical contact with someone (other than a vulture
-+spirit) experiencing pain or suffering, such as a creature below half its normal health or Pool points, a debilitated
-+PC, or someone with a chronic illness. Recovery rolls made while in contact with a vulture spirit are increased by 3
-+points.
-+
-+A vulture spirit can use the following magical abilities.
-+
-+Recalling the Worst: Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense
-+roll, they take 4 points of damage and lose their next action as they relive their worst memory.
-+
-+Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
-+action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
-+for one round.
-+
-+Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
-+screeching, clicking, and trilling when stressed. Though they forage for pain to consume alone, they prefer to live in
-+large groups.
-+
-+Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
-+mistake the spirit as the cause of the trouble rather than incidental to it.
-+
-+Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
-+
- ### WARDROID 6 (18)
-
- When star troopers need heavy support, they sometimes bring in wardroids. These fearsome robots, standing about 8 feet
-@@ -37881,6 +52989,65 @@
-
- Loot: Whatever shoes she's wearing (which are very likely an artifact).
-
-+### WITCHFOX 4 (12)
-+
-+A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
-+walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
-+stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
-+Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
-+older, wiser, and more powerful.
-+
-+Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
-+example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
-+someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
-+
-+Witchfoxes are also known as vulps or fox sorcerers.
-+
-+Motive: Preying on or living in human society; knowledge and power
-+
-+Environment: Anywhere humans can live, or houses or dens in the forest
-+
-+Health: 15
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short
-+
-+Modifications: Disguise and social interaction as level 6
-+
-+Combat: A witchfox in fox form can attack with their bite, and in human form they use human weapons, but in general they
-+prefer magic. Most witchfoxes can use the following abilities.
-+
-+Bewilder: The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their
-+allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the
-+character succeeds on an
-+
-+Intellect defense roll as part of their turn.
-+
-+Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
-+heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
-+
-+Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
-+their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
-+revert to their fox form as part of another action.
-+
-+Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
-+glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long distance.
-+
-+Magical Blast: The witchfox attacks a creature within short range with electricity, fire, or poison, inflicting 4 points
-+of Might or Speed damage (ignores Armor).
-+
-+Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
-+true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
-+or flee if negotiations turn against them.
-+
-+Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
-+personal attitude and the reaction of the player characters. They like to trade secrets they know in exchange for safety
-+and companionship.
-+
-+Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
-+leaves, twigs, stones, and scrap paper, all covered with illusions.
-+
- ### Wolf, Big Bad 8 (24)
-
- The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is a beast of near
-@@ -38317,6 +53484,105 @@
- been successful, in addition to the normal effect, the zombie's arm comes free and animates as a separate level 2
- zombie.
-
-+### ZOMBIE HULK 5 (15)
-+
-+Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
-+a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
-+or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
-+and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
-+
-+ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
-+quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
-+ferocity make it hard to escape.
-+
-+Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
-+damage each; retains 1 health if attack roll result that would have downed it was an even number
-+
-+Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, or whatever it is that nourishes the zombie in
-+the setting)
-+
-+Environment: Almost anywhere, alone or with other zombie varieties
-+
-+Health: 23
-+
-+Damage Inflicted: 8 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Speed defense as level 3 due to size; perception as level 7
-+
-+Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
-+
-+Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
-+again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
-+clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
-+hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
-+a previously caught target.
-+
-+If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
-+number; otherwise, the zombie is reduced to 1 point of health instead.
-+
-+Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
-+typically a mindless, unreasoning monster.
-+
-+Use: Just when it seems like the characters understand the situation with zombies, a zombie hulk appears, making it
-+clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
-+ways can they mutate and evolve?
-+
-+### ZORP 1 (3)
-+
-+Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
-+up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
-+somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
-+up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
-+kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
-+little poops in the middle of the floor.
-+
-+Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
-+hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
-+vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
-+others.
-+
-+> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
-+> nowee!"
-+>
-+> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
-+> "playing possum."
-+
-+Motive: Mischief and curiosity
-+
-+Environment: Anywhere there is potential for trouble
-+
-+Health: 6
-+
-+Damage Inflicted: 2 points
-+
-+Movement: Short; immediate when climbing or jumping
-+
-+Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
-+
-+Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but
-+they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
-+tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
-+
-+Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
-+in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
-+resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
-+will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
-+gets the better of them.)
-+
-+Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from
-+attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
-+
-+Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
-+They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
-+important things.
-+
-+Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
-+cypher.
-+
- ## NPCs
-
- The NPCs in this chapter are generic examples of nonplayer characters that can be used in many genres.
-@@ -38424,6 +53690,76 @@
-
- GM intrusions: The aristocrat's house has a sentient door or lock that suddenly begins to yell about intruders.
-
-+### BARD 3 (9)
-+
-+A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
-+musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
-+creating fascinating tales and dramatic speeches.
-+
-+Motive: Entertainment, interaction, and novel experiences
-+
-+Health: 10
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
-+
-+Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
-+bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
-+range.
-+
-+A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
-+friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
-+two steps, turning invisible for a minute, or negating sound for a minute.
-+
-+Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
-+critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
-+
-+Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
-+they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
-+the will of a crowd against them.
-+
-+Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
-+moderately priced item and one or two cyphers.
-+
-+### BERSERKER 3 (9)
-+
-+A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
-+choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
-+wild beasts.
-+
-+Motive: Glory in battle
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 1 (or 3 when berserk)
-+
-+Movement: Short
-+
-+Modifications: Climbing, jumping, running, and Speed defense as level 4
-+
-+Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
-+can't easily get close to their foes.
-+
-+A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
-+fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
-+relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
-+raging berserker fights only with melee weapons and won't retreat from battle.
-+
-+ Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
-+throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
-+or honor.
-+
-+Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
-+and picks fights with the local toughs.
-+
-+Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
-+group might have a cypher that enhances strength or toughness.
-+
- ### Cannibal 3 (9)
-
- A cannibal is someone who has decided that eating other people is not only necessary but desirable. Whether this
-@@ -38454,6 +53790,39 @@
- GM intrusion: The cannibal reveals a severed and gnawed- upon body part of a previous victim. The character must succeed
- on an Intellect defense task or be stunned and lose their next turn.
-
-+### CHANGELING 3 (9)
-+
-+Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
-+raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
-+agent for the fey, but thoroughly enjoying their life among humans.
-+
-+Motive: Serving the fey; finding their place in the world
-+
-+Health: 9
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Might defense as level 2; deception, disguise, and stealth as level 4
-+
-+Combat: Changelings use human weapons.
-+
-+A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
-+is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
-+
-+Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
-+
-+Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
-+fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
-+usually reveals an odd quirk or attitude.
-+
-+Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
-+family member is actually a changeling.
-+
-+Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
-+thing that doesn't quite belong (and might secretly be a cypher or artifact).
-+
- ### Child 1 (3)
-
- Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family members, child brides, and
-@@ -38494,6 +53863,50 @@
-
- Someone mistakenly thinks a character has stolen the child, and attacks them.
-
-+### CORPORATE MAGE 4 (12)
-+
-+A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
-+similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
-+interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
-+the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
-+
-+Lawyer: level 2, law and intimidation as level 4
-+
-+Bodyguard: level 2; Armor 1; short-range pistol inflicts 4 damage
-+
-+Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.
-+
-+Motive: Accomplish the goals of their employer
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 1 (from spell)
-+
-+Movement: Short
-+
-+Modifications: Intellect defense as level 5
-+
-+Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
-+short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
-+allowed or effective.
-+
-+A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
-+for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a nondescript role (such
-+as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
-+headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
-+
-+Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
-+so, but they aren't afraid to make a demonstration of supernatural force when necessary.
-+
-+Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
-+far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
-+the law.
-+
-+Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
-+or two expensive items.
-+
- ### Crafter 2 (6)
-
- Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers, and cooks. While most crafters
-@@ -38562,6 +53975,45 @@
-
- GM intrusion: The crime boss uses a clever trick or cypher to block all incoming attacks in a given round of combat.
-
-+### DEMON HUNTER 3 (9)
-+
-+In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
-+the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
-+once befriended they have a habit of showing up just when help is needed.
-+
-+Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.
-+
-+> Exceptional hunter: level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as
-+> level 7; health 20; attacks deal 6 damage
-+
-+Motive: Hunt down and defeat their chosen foes
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Movement: Short
-+
-+Modifications: Attacks and Intellect defense as level 4; perception, tracking, and creature lore as level 5
-+
-+Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
-+in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
-+numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
-+hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
-+
-+Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
-+paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
-+
-+Use: A couple of rough-looking drifters arrive in a classic car, looking for trouble. Someone who seems to be a meek
-+professor turns out to secretly be a hunter.
-+
-+Loot: Hunters carry equipment needed for their job, cash, and perhaps an old book (cypher) with an ability relevant to
-+their current prey.
-+
-+Priest: level 2, religious lore and all interaction tasks as level 6
-+
-+Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
-+
- ### DETECTIVE 3 (9)
-
- Detectives are usually veterans of their organization (such as the police, city watch, marshals, space command, and so
-@@ -38594,6 +54046,109 @@
- GM intrusion: The detective intuits the character's next attack and moves perfectly so that an ally of the character
- takes the attack instead.
-
-+### DRUID 4 (12)
-+
-+A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
-+plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
-+society-hating hermits in others.
-+
-+Motive: Protecting nature
-+
-+Health: 12
-+
-+Damage Inflicted: 4 points
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Nature lore, perception, and stealth as level 5
-+
-+Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
-+tools such as daggers and sickles.
-+
-+A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
-+4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
-+into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
-+black bear, hawk, viper, or wolf.
-+
-+Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
-+exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
-+sapient trees, satyrs, and so on).
-+
-+Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
-+and hunters who stray too far from civilization.
-+
-+Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
-+cyphers or perhaps an artifact.
-+
-+### DWARF 4(12)
-+
-+A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
-+to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
-+
-+Motive: Defense, loyalty, honor
-+
-+Health: 15
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 2
-+
-+Movement: Short
-+
-+Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
-+
-+Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
-+their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
-+damage.
-+
-+Dwarf leaders are usually officers or priests.
-+
-+ Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
-+them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
-+sturdy hammer.
-+
-+Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
-+with a human city leader—or redress for an old insult.
-+
-+Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
-+as tools or exploration gear) and perhaps a cypher or two.
-+
-+### ELF 4 (12)
-+
-+An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
-+Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
-+the most beautiful sunset, or the perfect love song.
-+
-+Motive: Curiosity
-+
-+Health: 12
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 1
-+
-+Movement: Short
-+
-+Modifications: Perception, Speed defense, and any two noncombat skills as level 5
-+
-+Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
-+fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
-+
-+A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
-+or repairing clothing.
-+
-+Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
-+from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
-+humor.
-+
-+Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
-+said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
-+
-+Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
-+curios and mementos, and usually a cypher.
-+
- ### GUARD 2 (6)
-
- Guards keep the peace but don't usually show much initiative. Ultimately, they do as they're ordered by their superiors,
-@@ -38628,6 +54183,38 @@
- GM intrusion: 1d6 local citizens intervene on the guard's behalf, calling for more guards or even fighting the guard's
- foes.
-
-+### HALFLING 3 (9)
-+
-+A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
-+or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
-+folk as scouts, burglars, and loyal companions.
-+
-+Motive: Defense, comfort
-+
-+Health: 9
-+
-+Damage Inflicted: 3 points
-+
-+Armor: 0 or 1
-+
-+Movement: Short
-+
-+Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
-+
-+Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
-+creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
-+ally so they can attack a foe's back and legs.
-+
-+Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
-+determined when they need to be, though some might complain about wanting to go home.
-+
-+Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
-+halflings as lookouts and cutpurses, sometimes disguised as human children.
-+
-+Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
-+or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
-+bag of tools.
-+
- ### Huntsman/Woodcutter 2 (6)
-
- A huntsman may be in the employ of a powerful magic user, protecting a section of the woods they consider their own, or
-@@ -38742,6 +54329,83 @@
- in place until they succeed on a Might-based task to escape. Each round the character fails to escape, the hand squeezes
- for 3 points of damage.
-
-+### PALADIN 4 (12)
-+
-+Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
-+and most of them expect to die in battle against an evil foe.
-+
-+Motive: Protecting the innocent, destroying evil
-+
-+Health: 15
-+
-+Damage Inflicted: 5 points
-+
-+Armor: 2 or 3
-+
-+Movement: Short
-+
-+Modifications: Attacks and Might defense as level 5
-+
-+Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
-+draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
-+(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
-+defense).
-+
-+Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
-+presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
-+creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
-+
-+Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
-+evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
-+area." However, they are not fools and won't throw away their lives for nothing.
-+
-+Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
-+villain to smite.
-+
-+Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
-+lucky enough to have an artifact (usually a weapon or armor).
-+
-+### PHARMACEUTICAL SORCERER 3 (9)
-+
-+A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
-+one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
-+remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from
-+their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.
-+
-+Assistant: level 2, healing as level 3
-+
-+Motive: Healing and promoting good health
-+
-+Health: 9
-+
-+Damage Inflicted: 3 points
-+
-+Movement: Short
-+
-+Modifications: Medicine, herbs, and healing as level 5
-+
-+Combat: Pharmaceutical sorcerers prefer to avoid combat, but they can attack with short-range nonlethal spells or drugs
-+that inflict 4 points of Might or Intellect damage (ignores Armor).
-+
-+A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
-+identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
-+patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
-+such as administering vaccines, applying topical medicines, and splinting broken bones.
-+
-+A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
-+of running their health practice. They are generally on good terms with doctors, licensed therapists, nurses,
-+magic-using priests, and other professionals in the health field.
-+
-+Interaction: Pharmaceutical sorcerers are compassionate, intelligent, and well-informed. They want to help people, but
-+sometimes are stymied by paperwork, laws, and lack of money.
-+
-+Use: Pharmaceutical sorcerers are usually support characters using their magic to heal others and prevent harm. Their
-+extensive knowledge of helpful magic, medicinal herbs, and health science makes them useful for diagnosing strange
-+symptoms and ruling out minor afflictions to find the real cause of a problem.
-+
-+Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
-+cypher or some interesting payment from a patient.
-+
- ### Robber/Thief 4 (12)
-
- Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want what you have, and they're willing to
-@@ -41580,962 +57244,6 @@
-
- (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
-
--### EXAMPLE FANTASY ARTIFACTS
--
--The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two
--tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for
--major items (artifacts that do). A GM running a campaign where magic is subtle, weak, or otherwise limited can use the
--minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
--table.
--
--### MINOR FANTASY ARTIFACTS TABLE
--
--| 01-02 | Adamantine rope |
--|-------|-------------------------|
--| 03-06 | Alchemist bag |
--| 07-09 | Armored cloth |
--| 10-15 | Belt of strength |
--| 16-18 | Bounding boots |
--| 19-21 | Cat's eye spectacles |
--| 22-24 | Cloak of elfkind |
--| 25-26 | Coil of endless rope |
--| 27-28 | Crown of the mind |
--| 34 | Crystal ball |
--| 35-37 | Deflecting shield |
--| 38-40 | Elfblade |
--| 41-43 | Enchanted armor |
--| 44-49 | Exploding arrow |
--| 50-55 | Gloves of agility |
--| 56-58 | Gruelmake |
--| 59-60 | Helm of water breathing |
--| 61-66 | Mastercraft armor |
--| 67-72 | Mastercraft weapon |
--| 73-75 | Mindshield helment |
--| 76-77 | Pack of storage |
--| 78-79 | Poisoner's touch |
--| 80-85 | Protection amulet |
--| 86-87 | Shield of two skies |
--| 88-92 | Skill ring |
--| 93 | Soulflaying weapon\* |
--| 94-96 | Sovereign key |
--| 97-98 | Tunneling gauntlets |
--| 99 | Vorpal sword |
--| 00 | Whisperer in the ether |
--
--### MAJOR FANTASY ARTIFACTS TABLE
--
--| 01-03 | Angelic ward\* |
--|-------|-------------------------------------------------|
--| 04 | Book of all spells |
--| 05 | Cloak of Balakar |
--| 06-07 | Crown of eyes |
--| 08 | Death's scythe |
--| 09-10 | Demonflesh |
--| 11 | Demonic rune blade |
--| 12-15 | Dragontongue weapon |
--| 16-18 | Dragontooth soldiers |
--| 19-20 | Explorer's gloves |
--| 21-23 | Falcon cloak |
--| 24-25 | Flying carpet |
--| 26-27 | Ghostly armor |
--| 28-30 | Guardian idol |
--| 31-33 | Hand of glory |
--| 34-36 | Horn of thunder |
--| 37-39 | Instant ladder |
--| 40-43 | Lightening hammer |
--| 44-47 | Necromantic wand |
--| 48-50 | Ring of dragon's flight\* |
--| 51-53 | Ring of fall flourishing |
--| 54-56 | Ring of invisibility |
--| 57 | Ring of wishes |
--| 58-60 | Smooth stepping boots |
--| 61-62 | Soul-stealing knife |
--| 63-65 | Spellbook of elemental summoning |
--| 66 | Spellbook of the amber mage\* |
--| 67-69 | Staff of black iron |
--| 70-74 | Staff of healing |
--| 75-77 | Staff of the prophet |
--| 78-79 | Storm shack |
--| 80-83 | Trap runestone |
--| 84-88 | Wand of firebolts\* |
--| 89-93 | Wand of spider's webbing |
--| 94-97 | Witch's broom |
--| 98-00 | Roll twice on the Minor Fantasy Artifacts table |
--
--\* Artifact found in the Fantasy Artifacts section of the Cypher System
--
--### ADAMANTINE ROPE
--
--Level: 1d6 + 4
--
--Form: A 50-foot (15 m) length of black rope
--
--Effect: This length of rope has the flexibility of ordinary rope but a hardness greater than steel. It is impervious to
--damage (including attempts to cut it) from anything less than the artifact's level.
--
--Depletion: —
--
--### ALCHEMIST BAG
--
--Level: 1d6
--
--Form: Embroidered velvet bag
--
--Effect: This bag can contain up to one cypher per artifact level, as long as each is no larger than a typical potion
--bottle or scroll case. These cyphers do not count against a character's cypher limit.
--
--Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
--
--### ARMORED CLOTH
--
--Level: 1d6
--
--Form: Suit of typical clothing (robe, dress, jerkin and breeches, and so on)
--
--Effect: This clothing is soft and flexible, as expected, except when it is struck or crushed with force, at which point
--it hardens, providing +1 to Armor. It then immediately returns to its normal state (which is in no way encumbering).
--This clothing cannot be worn with armor of any kind.
--
--Depletion: —
--
--### BELT OF STRENGTH
--
--Level: 1d6
--
--Form: Thick leather belt with a metal buckle and rivets
--
--Effect: The belt enhances the strength and endurance of the wearer. This increases the wearer's maximum Might Pool by 5
--(or by 7 if the artifact is level 6 or higher). If the wearer removes the belt, any excess Might points above their
--normal maximum Might Pool are lost; if they wear the belt again, the points do not automatically return (they must be
--restored with recovery rolls, healing magic, or similar effects).
--
--Depletion: —
--
--### BOOK OF ALL SPELLS
--
--Level: 1d6 + 2
--
--Form: Weighty tome filled with pages of spell runes
--
--Effect: This mysterious spellbook is said to contain knowledge of hundreds of spells—perhaps even all spells. Each set
--of facing pages includes the magical runes for one spell and a description of the spell and how to use it.
--
--When a character first opens the book, the GM randomly determines what type of spell is shown by rolling on the
--following table, then rolling on the indicated table in the Cypher System Reference Document:
--
--| d6 | Cypher Type |
--|-----|------------------------------------|
--| 1–2 | Roll on the Manifest Cypher table |
--| 3-5 | Roll on the Fantastic Cypher table |
--| 6 | Roll on the Subtle Cypher table |
--
--The bearer can cast the spell on the page as if it were a cypher with a level equal to the book's level. This doesn't
--remove the spell from the page (it can be cast again and again), but it does require a depletion roll.
--
--As part of another action, the bearer can turn the page to find a new spell, but only forward, never backward. It is
--said that turning to the last page makes the book vanish and appear somewhere else in the world.
--
--The artifact always remembers the last page it was turned to. Opening the book always presents that page. Attempting to
--copy, remove, or destroy a page only makes the book turn to a later page on its own.
--
--Depletion: 1 in 1d100 (Check each time the book is used or the bearer turns a page. The chance of depletion increases by
--1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
--later page, or disappear and reappear somewhere else in the world.)
--
--### BOUNDING BOOTS
--
--Level: 1d6 + 1
--
--Form: Sturdy but flexible boots
--
--Effect: The boots assist the wearer's every step to make jumping and running easier. The boots are an asset for jumping
--and running (easing one of these skills by two steps if the artifact is level 6 or higher).
--
--Depletion: —
--
--### CAT'S EYE SPECTACLES
--
--Level: 1d6
--
--Form: Pair of dark crystalline spectacles in a dull wooden frame
--
--Effect: Outside, the wearer can see at night as if it were daylight. Inside, the wearer can see in pitch darkness up to
--short range (or to long range if the artifact is level 5 or higher).
--
--Depletion: —
--
--### CLOAK OF BALAKAR
--
--Level: 1d6 + 3
--
--Form: Blue cloak with elaborate designs suggesting blowing wind
--
--Effect: The wearer can calm winds of the artifact's level or lower in a radius of 1 mile (1.5 km). Up to once a day, the
--wearer can create a destructive windstorm up to that size, lasting one minute; this storm's level is equal to half the
--artifact's level.
--
--Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
--
--### CLOAK OF ELFKIND
--
--Level: 1d6 + 2
--
--Form: Thin greyish-green cloak with a cowl and clasp
--
--Effect: When activated (by drawing the hood over the wearer's head), the cloak takes on the colors and textures of
--everything around the wearer for ten minutes (or one hour if the artifact is level 8 or higher). This eases hiding and
--sneaking tasks by two steps. While the cloak is activated, the wearer can also see in the dark.
--
--Depletion: 1 in 1d100
--
--### CLOAK OF FINERY
--
--Level: 1d6 + 1
--
--Form: Multilayered cloak of glittering material
--
--Effect: This cloak is woven of beautiful fibers and set with dazzling gems. It automatically fits itself to its wearer
--in the most flattering way. When activated, it enhances the wearer's appearance, voice, tone, and even their grammar,
--granting an asset to all interaction tasks for the next minute.
--
--Depletion: 1 in 1d20
--
--### COIL OF ENDLESS ROPE
--
--Level: 1d6
--
--Form: Coil of rope
--
--Effect: The coil of rope can be let out at a rate of 50 feet (15 m) per round; however, no end to the rope can be found
--no matter how long the user uncoils it. The rope retains its incredible length until recoiled or until it becomes
--depleted. If cut, any length beyond the coil's initial 50 feet crumbles into powder after a round or two.
--
--Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
--
--### CROWN OF EYES
--
--Level: 1d6
--
--Form: Metallic circlet set with several crystal spheres
--
--Effect: It takes one round to activate the crown. When activated, the crystal spheres separate from the crown and fly
--around the wearer at immediate range for an hour. The wearer can see anything the crystal spheres can see. This allows
--the wearer to peek around corners without being exposed to danger. This gives the wearer an asset in initiative and all
--perception tasks.
--
--Depletion: 1 in 1d100
--
--### CROWN OF THE MIND
--
--Level: 1d6
--
--Form: Crown, circlet, headband, diadem, or amulet
--
--Effect: The crown augments the mind and thoughts of the wearer. This increases the wearer's maximum Intellect Pool by 5
--(or by 7 if the artifact is level 6 or higher). If the wearer removes the crown, any excess Intellect points above their
--normal maximum Intellect Pool are lost; if they wear the crown again, the points do not automatically return (they must
--be restored with recovery rolls, healing magic, or similar effects).
--
--Depletion: —
--
--### CRYSTAL BALL
--
--Level: 1d6 + 3
--
--Form: Melon-sized crystalline or glass orb, with or without a support stand
--
--Effect: This allows the user to scry (view) remote locations and creatures. The user must make a difficulty 2 Intellect
--task to activate the crystal ball, then use an action trying to make it show a person or location they know. The user
--must succeed at an Intellect task against the level of the target; otherwise, the crystal shows only indistinct or
--misleading images. The task roll is modified by how familiar the target is to the user, how available they are to be
--viewed, and how far away they are.
--
--| Familiarity | |
--|----------------------------------|----------|
--| Only have name or description | Hindered |
--| Target has been visited | Eased |
--| Target is well known to the user | Eased |
--| Availability | |
--| Target is willing | Eased |
--| Target is unwilling | Hindered |
--| Distance | |
--| More than 1 mile | Hindered |
--| More than 10 miles | Hindered |
--| More than 100 miles | Hindered |
--
--These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
--unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
--
-- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
--activated again.
--
--In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
--communication with the viewed area. All creatures in the area can sense the user's presence and hear their voice, and
--the creatures can speak to and be heard by the user.
--
--Depletion: 1 in 1d20
--
--An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
--against a directly harmful mental spell.
--
--### DEATH'S SCYTHE
--
--Level: 1d6 + 4
--
--Form: Double-handed scythe
--
--Effect: This scythe functions as a heavy weapon. In addition, it instantly kills level 1 or level 2 creatures it hits.
--In addition to the normal options for using Effort, the user can choose to use a level of Effort to affect a
--higher-level target; each level of Effort applied increases the level of creature that can be instantly killed by the
--scythe. Thus, to instantly kill a level 5 target (three levels above the normal limit), the wielder must apply three
--levels of Effort.
--
--Depletion: 1 in 1d20 (check per killing effect; upon depletion, a manifestation of Death appears to reclaim its blade)
--
--Death manifestation: level 7
--
--### DEMONFLESH
--
--Level: 1d6 + 1
--
--Form: Ball of black leather with vein-like red streaks
--
--Effect: When activated, the ball liquefies and coats the body of the user for one hour, appearing to be a form-fitting
--leather suit veined with pathways of dully glowing blood. As an action, the wearer can become invisible. While
--invisible, they are specialized in stealth and Speed defense tasks. This effect ends if they do something to reveal
--their presence or position—attacking, casting a spell, using an ability, moving a large object, and so on. If this
--occurs, they can regain the remaining invisibility effect by taking an action to focus on hiding their position. The
--wearer can inflict 3 points of damage with a touch by releasing a dark crackle of demonic power. This attack ignores
--most Armor, but Armor made to ward against evil or demonic attacks should work against it.
--
--Depletion: 1 in 1d20
--
--To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
--
--### DEMONIC RUNE BLADE
--
--Level: 1d6 + 4
--
--Form: Sword inscribed with demonic runes
--
--Effect: This longsword functions as a medium weapon, but it is actually a powerful demon transformed into the shape of a
--sword. The demon cannot speak directly to the wielder, but it can make its desires known by emitting bass rumbles and
--dirgelike melodies, and by pulling in the direction of its desire. The sword eases all attacks made with it by one step,
--and it inflicts 4 additional points of damage (for a total of 8 points).
--
--If the wielder kills a creature with the sword, the sword eats the creature's spirit and transfers some of its energy to
--the wielder, adding 5 points to their Might Pool and increasing their Might Edge by 1. This lasts for an hour and allows
--the wielder to exceed their normal Might Pool and Might Edge stats.
--
--If the wielder misses with an attack, the blade sometimes hits an ally of the wielder instead (this always happens on an
--attack roll of 1).
--
--Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
--abilities can be recharged if it kills an "innocent" creature)
--
--### DRAGONTONGUE WEAPON
--
--Level: 1d6 + 2
--
--Form: Weapon that roars with red flame when activated, trailing a stream of black smoke
--
--Effect: This weapon functions as a normal weapon of its type. If the wielder uses it to attack a foe, upon a successful
--hit, the wielder decides whether to activate the flame. Upon activation, the weapon lashes the target with fire,
--inflicting additional points of damage equal to the artifact level. The effect lasts for one minute after each
--activation.
--
--Depletion: 1 in 1d100
--
--### DRAGONTOOTH SOLDIERS
--
--Level: 1d6 + 1
--
--Form: Burlap bag containing a handful of large reptilian teeth
--
-- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
--user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
--tooth drawn requires a separate depletion roll.
--
--Depletion: 1 in 1d10
--
--Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
--spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
--
--### ELFBLADE
--
--Level: 1d6 + 3
--
--Form: Medium sword
--
--Effect: This sword can be used as a normal medium sword that deals 2 additional points of damage (for a total of 6
--points). The short sword can cut through any material of its level or lower with ease, owing to its exceptional
--sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
--are within 300 feet (90 m). Depletion: —
--
--### ENCHANTED ARMOR L
--
--evel: 1d6 + 3
--
--Form: Full suit of light, medium, or heavy armor
--
--Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
--It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor (or +2 if the artifact
--is level 7 or higher) beyond what it would normally provide. For example, chainmail is medium armor (2 Armor), so
--enchanted chainmail provides a total of 3 Armor (for artifact level 6 or lower) or 4 Armor (for artifact level 7 or
--higher).
--
--The additional Armor provided by the magic also applies to damage that often isn't reduced by typical armor, such as
--heat or cold damage (but not Intellect damage).
--
--Depletion: —
--
--### EXPLODING ARROW
--
--Level: 1d6
--
--Form: Arrow with runes carved on the shaft and head
--
--Effect: The arrow explodes when it strikes something, inflicting its level in damage to all within immediate range. Roll
--d100 to determine the type of damage.
--
--| 01-20 | Acid |
--|-------|--------------------------------|
--| 21-40 | Electricity |
--| 41-60 | Cold |
--| 61-90 | Fire |
--| 91-00 | Necromantic (harms only flesh) |
--
--Depletion: Automatic
--
--One advantage of an exploding arrow over a detonation cypher is that the arrow doesn't count toward your cypher limit.
--
--An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
--
--### EXPLORER'S GLOVES
--
--Level: 1d6
--
--Form: Thick but flexible-fingered leather gloves
--
--Effect: The wearer can cling to or climb any surface for up to one hour. Even level 10 climbing tasks become routine
--while the gloves are activated, but taking any other action while climbing requires a new activation.
--
--Depletion: 1 in 1d20
--
--### FALCON CLOAK
--
--Level: 1d6
--
--Form: Cloak made of feathers
--
--Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long
--distance each round, or up to 60 miles (97 km) per hour when traveling overland.
--
--Depletion: 1 in 1d100
--
--Most magic items that turn a character into a different creature make it difficult to use any of the character's special
--abilities (other than skills) in that form.
--
--### FLYING CARPET
--
--Level: 1d6 + 1
--
--Form: Silken rug with repeating designs bordered with a pattern that suggests scudding clouds
--
--Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
--activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
--
--Depletion: 1 in 1d20
--
--### GHOSTLY ARMOR
--
--Level: 1d6 + 3
--
--Form: Full suit of light, medium, or heavy armor
--
--Effect: This armor is carefully crafted and reinforced with magic to be stronger and more protective than typical armor.
--It is armor according to its type (light, medium, or heavy), but it grants an additional +1 Armor beyond what it would
--normally provide. For example, chainmail is medium armor (2 Armor), so ghostly chainmail provides 3 Armor.
--
--When activated, the armor randomly makes the wearer ghostly and immaterial for ten minutes (or for one hour if the
--artifact is level 9 or higher), which hinders attacks on the wearer by two steps without hindering any of the
--character's abilities. Special multidimensional weapons or attacks (such as abilities meant to harm ghosts) ignore this
--defense.
--
--Depletion: 1 in 1d10 (for the ghostly defense ability, but after depletion, the suit still functions as normal armor and
--provides its full Armor value)
--
--To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
--
--### GLOVES OF AGILITY
--
--Level: 1d6
--
--Form: Supple leather or cloth gloves
--
--Effect: The gloves enhance the dexterity and reflexes of the wearer. This increases the wearer's maximum Speed Pool by 5
--(or by 7 if the artifact is level 6 or higher). If the wearer removes the gloves, any excess Speed points above their
--normal maximum Speed Pool are lost; if they wear the gloves again, the points do not automatically return (they must be
--restored with recovery rolls, healing magic, or similar effects).
--
--Depletion: —
--
--### GRUELMAKER
--
--Level: 1d6
--
--Form: Clay bowl stamped with symbols of fish and birds
--
--Effect: The bowl fills itself to the brim with a bland-tasting tan porridge that provides enough nutrition for one
--person for one day (or two people if the artifact is level 5 or higher).
--
--Depletion: 1 in 1d10
--
--### GUARDIAN IDOL
--
--Level: 1d6 + 3
--
--Form: Demonic idol on top of a thin metal leg that is 1 foot (30 cm) tall
--
--Effect: It takes two rounds to balance this artifact on its metal leg, and then it requires an action to activate. When
--activated, the idol stares at the activating character and nearby creatures for five rounds, memorizing their faces and
--shapes. After that, if anything the idol doesn't recognize (and is larger than a mouse) comes within long range, it
--spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up
--to ten times per round, but it never attacks the same target more than once per round. It remains on watch for
--twenty-four hours or until it has made one hundred attacks, whichever comes first.
--Depletion: Automatic
--
--### HAND OF GLORY
--
--Level: 1d6 + 3
--
--Form: Dried humanoid hand with candle-tip fingers
--
--Effect: A hand of glory has several potential uses, including the following. In all cases, the candles making up the
--hand must be lit and burning to produce an effect. Insensibility: A target within short range is held motionless and
--unable to take actions as long as the lit hand remains within range (or until the target is attacked or otherwise
--snapped out of the trance). Invisibility: User is invisible for up to one minute while holding the hand. While
--invisible, the user is specialized in stealth and Speed defense tasks. Thief 's Passage: A locked or barred door or a
--container whose level is less than or equal to the hand's level becomes unlocked when touched by the hand.
--
--Depletion: 1 in 1d20
--
--### HELM OF WATER BREATHING
--
--Level: 1d6
--
--Form: Green metal helm with a scaly or fishy motif Effect: The wearer's head is enveloped in a tight bubble of air that
--constantly renews itself, allowing them to breathe underwater indefinitely, speak normally, and so on.
--
--Depletion: 1–2 in 1d100 (check each day)
--
--### HORN OF THUNDER
--
--Level: 1d6 + 4
--
--Form: Large signal horn banded with metal and carved with runes
--
--Effect: This massive instrument can barely be held or carried by a single person. When activated, it emits a 50-foot (15
--m) wide cone of pure sonic force out to long range. Any creature in that area is knocked prone and stunned for one
--round, losing its action. Unfixed items the size of a human or smaller are toppled and/or moved at least 5 feet (1.5 m).
--Larger objects might also be toppled.
--
--Depletion: 1 in 1d10
--
--### INSTANT LADDER
--
--Level: 1d6
--
--Form: Small lightweight metal rod with gem buttons
--
--Effect: When activated, the rod extends and produces rungs so that it can be used as a ladder up to 28 feet (9 m) long.
--The ladder can be transformed back into its rod form from either end.
--
--Depletion: 1 in 1d100
--
--A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
--sequence to expand or collapse it.
--
--### LIGHTNING HAMMER
--
--Level: 1d6 + 2
--
--Form: Massive silver hammer that crackles with electricity
--
--Effect: This hammer functions as a normal heavy weapon. However, if the wielder uses an action to activate it, the
--weapon radiates electricity for one round. If used to attack on the next round, the hammer inflicts an additional 10
--points of electricity damage. The user can choose to strike the ground instead, sending shockwaves of electricity
--outward that deal 5 points of damage to everyone within short range.
--
--Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
--
--### MASTERCRAFT ARMOR
--
--Level: 1d6
--
--Form: Armor of exceptional quality
--
--Effect: This armor grants its wearer an asset for Speed defense rolls.
--
--Depletion: —
--
--### MASTERCRAFT WEAPON
--
--Level: 1d6
--
--Form: Weapon of exceptional quality
--
--Effect: This weapon grants its wielder an asset for attack rolls made with it.
--
--Depletion: —
--
--Depending on the game world, mastercraft armor and weapons might be magical, mundanely crafted with exceptional quality,
--or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
--Equipment, page 34.
--
--### MINDSHIELD HELMET
--
--Level: 1d6 + 2
--
--Form: Lightweight cloth, leather, or metal helmet
--
--Effect: The wearer gains 3 Armor that protects against Intellect damage only. Further, attempts to affect the wearer's
--mind are hindered (or hindered by two steps if the artifact is level 7 or higher).
--
--Depletion: —
--
--### NECROMANTIC WAND
--
--Level: 1d6 + 4
--
--Form: Bone wand carved with runes
--
--Effect: This wand emits a faint short-range beam of sickly violet light that affects only organic creatures and
--materials. Living targets hit by the beam move one step down the damage track. Nonliving organic targets are likely
--destroyed.
--
--This device is a rapid-fire weapon and thus can be used with the Spray or Arc Spray abilities that some characters have,
--but each "round of ammo" used or each additional target selected requires an additional depletion roll.
--
--Depletion: 1 in 1d10
--
--### PACK OF STORAGE
--
--Level: 1d6 + 1
--
--Form: Leather backpack or haversack with multiple pockets
--
--Effect: This pack's mouth can be loosened to open as wide as 6 feet (2 m) in diameter. It is larger on the inside than
--on the outside, and can carry up to 500 pounds (226 kg) or 10 cubic feet (.3 cubic m). The pack weighs about one-tenth
--as much as it is holding.
--
--Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
--pack)
--
--### POISONER'S TOUCH
--
--Level: 1d6 + 1
--
--Form: Very thin transparent glove with faint markings
--
--Effect: When the wearer activates the glove (which might require speaking a command word or tracing a specific pattern
--on its surface), it secretes a small amount of poison. The next creature the wearer touches with the glove takes Speed
--damage equal to the artifact level (ignores Armor) and must make a new Might defense roll each round or suffer the
--damage again until either they succeed at the defense roll or five rounds pass, whichever comes first.
--
--Depletion: 1 in 1d10
--
--### PROTECTION AMULET
--
--Level: 1d6
--
--Form: Stylized amulet worn on a chain
--
--Effect: The amulet reduces one type of damage by an amount equal to the artifact level. Roll a d20 to determine the kind
--of damage the amulet protects against.
--
--| 1-4 | Acid |
--|-------|-------------|
--| 5-8 | Cold |
--| 9-12 | Electricity |
--| 13-16 | Fire |
--| 17-20 | Poison |
--
--Depletion: 1 in 1d6 (check each time the amulet reduces damage)
--
--### RING OF FALL FLOURISHING
--
--Level: 1d6
--
--Form: Gold band inscribed with feather wreath
--
--Effect: The wearer of the ring can fall any distance safely, landing easily and upright.
--
--Depletion: 1 in 1d100
--
--### RING OF INVISIBILITY
--
--Level: 1d6
--
--Form: Gold band inscribed with characters that are revealed only if ring is heated
--
--Effect: The wearer of the ring becomes invisible for one minute. While invisible, the wearer is specialized in stealth
--and Speed defense tasks. The effect ends if they attack or spend points from a Pool for any reason.
--
--Depletion: 1 in 1d20
--
--### RING OF WISHES
--
--Level: 1d6 + 4
--
--Form: Plain gold band
--
--Effect: The user makes a wish, and it is granted, within limits. The level of the effect granted is no greater than the
--level of the artifact, as determined by the GM, who can modify the effect accordingly. (The larger the wish, the more
--likely the GM will limit its effect.)
--
--Depletion: 1–3 in 1d6
--
--### SHIELD OF TWO SKIES
--
--Level: 1d6 + 2
--
--Form: Small hexagonal amulet
--
--Effect: Upon activation, the amulet creates a faint glow around the wearer that provides +2 to Armor against heat and
--cold (or +3 for artifact level 6 and higher). The effect lasts for ten minutes.
--
--Depletion: 1 in 1d100
--
--### SKILL RING
--
--Level: 1d6
--
--Form: Ring carved with sigils appropriate to its granted skill
--
--Effect: This ring grants its wearer knowledge of a specific skill, such as climbing, jumping, history, or persuasion.
--This grants the wearer training in that skill (or in two skills if the artifact is level 5 or higher).
--
--Depletion: —
--
--### SMOOTH-STEPPING BOOTS
--
--Level: 1d6 + 1
--
--Form: Pair of boots
--
--Effect: When the boots are activated, for the next hour the wearer can move across rough or difficult terrain at normal
--speed, walk up walls, and even walk across liquids. In areas of low or no gravity, the wearer can walk along hard
--surfaces (even vertically or upside down) as if under normal gravity.
--
--Depletion: 1 in 1d100
--
--### SOUL-STEALING KNIFE
--
--Level: 1d6
--
--Form: Night-black blade in which distant stars are sometimes visible
--
--Effect: This knife functions as a normal light weapon. However, if the wielder wishes, on a successful attack, it
--inflicts additional damage (ignores Armor) equal to the artifact's level. If damage from the dagger reduces a target to
--0 health, the target's soul is drawn into the blade. The soul remains trapped there for up to three days, after which
--time it is consumed. (Alternatively, the wielder can release the soul to whatever its fate would otherwise be.)
--
--As a separate activation, the wielder can ask three questions of a creature whose soul is trapped in the blade and not
--yet consumed. After answering the third question, the soul is consumed.
--
--Depletion: 1 in 1d20 (check each activation)
--
--### SOVEREIGN KEY
--
--Level: 1d6 + 2
--
--Form: Slender golden key
--
--Effect: When touched to a lock or the surface of a sealed object (such as a chest, envelope, or urn), the key briefly
--glows and attempts to open the target. Sealed objects fall open like peeled fruits if their level is equal to or less
--than the artifact level, and locks open easily if their level is equal to or less than the artifact level.
--
--Depletion: 1 in 1d10
--
--### SPELLBOOK OF ELEMENTAL SUMMONING
--
--Level: 1d6 + 1
--
--Form: Weighty tome filled with pages of spell runes
--
--Effect: When the user incants from the spellbook and succeeds at a level 3 Intellect task, they can summon an elemental
--of one specific kind described in the book (earth, fire, thorn, or some other type). The elemental appears and does the
--summoner's bidding for up to one hour, unless it somehow breaks the geas created by the book.
--
--Depletion: 1–3 in 1d20
--
--### STAFF OF BLACK IRON
--
--Level: 1d6 + 2
--
--Form: Staff of black iron set with an eye-shaped crystal headpiece
--
--Effect: The wielder can use an action to gain one of the following effects.
--
--Influence: The wielder makes a mental attack on a creature within immediate range by providing a suggestion. An affected
--target follows any suggestion during its next turn that doesn't cause direct harm to itself or its allies.
--
--Lightning: The wielder discharges a bolt of lightning that attacks all targets along a straight line out to long range,
--inflicting damage equal to the artifact level.
--
--Shield: For one hour, the wielder gains the protective effect of using a normal shield (an asset on their Speed defense
--rolls). This effect is invisible and doesn't require them to hold a shield; merely touching the staff is sufficient.
--
--The staff can have more than one effect ongoing at a time (such as using the shield ability and blasting someone with
--lightning), but each requires a separate activation and depletion roll.
--
--Depletion: 1 in 1d100
--
--### STAFF OF HEALING
--
--Level: 1d6 + 4
--
--Form: Wooden staff capped with a golden icon
--
--Effect: The staff emits a short-range beam of silvery light that affects only living creatures. A living creature hit by
--the beam moves up one step on the damage track. A target that is not down on the damage track can immediately make a
--free recovery roll (or, for NPCs, regain a number of points of health equal to three times their level).
--
--Depletion: 1 in 1d10
--
--### STAFF OF THE PROPHET
--
--Level: 1d6 + 2
--
--Form: Short wooden staff
--
--Effect: The staff has three abilities, each of which requires an action to activate.
--
--Sea Passage. Creates a dry route through a body of water. The route is approximately 20 feet (6 m) wide, up to 1,000
--feet (300 m) deep, and as long as the body of water is wide. The path remains open for up to four hours, or the wielder
--can collapse it as an action.
--
--Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite
--attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a
--failed Might defense roll. The snake obeys the wielder's verbal commands, but it can't do anything a regular snake
--couldn't do.
--Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a
--natural spring in the ground.
--
--Depletion: 1 in 1d20
--
--### STORM SHACK
--
--Level: 1d6 + 3
--
--Form: Miniature model of a simple wooden shack
--
--Effect: Activating the artifact transforms it over the next few rounds into a simple wooden shack that is 10 feet by 10
--feet (3 m by 3 m) with a thin door. Everything inside the area of the full-size shack is protected from most forms of
--inclement weather for one hour (or ten hours for artifact level 6 and higher). Leaving or entering the shack before the
--duration is up makes it harmlessly collapse upon itself unless the character succeeds on a Speed roll against the
--artifact's level. If collapsed early or the duration runs out, the shack collapses into sticks, dust, and the miniature
--model, which can be taken and reused.
--
--Depletion: 1 in 1d100
--
--### TRAP RUNESTONE
--
--Level: 1d6
--
--Form: Pouch with chalk, sealing wax, and an engraved runestone
--
--Effect: A simple cypher (such as a potion or scroll) can be modified with this set of implements to turn it into a trap.
--First, the cypher is attached to a surface with the sealing wax, then the user must make a difficulty 4 Intellect task
--to draw the runestone symbols around the edge of the cypher with the chalk and place the runestone in the correct
--position. When the trap is triggered, the cypher is activated, so people often use straightforward cyphers such as an
--explosive spell scroll, a poisonous potion, and so on.
--
--The trigger can react to a specified movement within 3 feet (1 m)—a door opening, a creature or object moving past the
--runestone, and so on. The higher the level of the artifact, the more sophisticated the trigger. For example, a level 4
--artifact's trigger might be based on a creature's size or weight, a level 5 artifact can trigger based on a specific
--type of creature, and a level 6 artifact can trigger based on recognizing an individual creature.
--
--Depletion: Automatic
--
--### TUNNELING GAUNTLETS
--
--Level: 1d6 + 1
--
--Form: Oversized pair of metallic gauntlets with broad nails
--
--Effect: When activated, for one hour the gauntlets let the wearer burrow up to an immediate distance each round. They
--can burrow through most soils and even some stone, but only through material whose level is lower than the artifact
--level. Burrowing leaves behind a tunnel with a diameter of 5 feet (1.5 m) that remains stable for several hours. After
--that, the tunnel is subject to collapse.
--
--Depletion: 1 in 1d20
--
--### VORPAL SWORD
--
--Level: 1d6 + 3
--
--Form: Long sword that sometimes whispers and snickers aloud
--
--Effect: The vorpal sword cuts through any material of a level lower than its own. It is a medium weapon that ignores
--Armor of a level lower than its own. On a natural attack roll of 19 or 20, the suggested minor or major effect is
--decapitation if the artifact is higher level than the foe (use this only if the foe has a head; otherwise, choose a
--different effect).
--
--Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
--
--### WAND OF SPIDER'S WEBBING
--
--Level: 1d6 + 1
--
--Form: White oak wand
--
--Effect: This wand produces a long-range stream of grey spider's webbing that entangles a target and holds it stuck to
--nearby surfaces. Entangled victims can't move or take actions that require movement. Targets whose level is higher than
--the wand's level can usually break free within one or two rounds. The entangling web is highly flammable, and if ignited
--it burns away over the course of one round, but the intense heat inflicts damage equal to the artifact level on whatever
--was caught within it.
--
--Depletion: 1 in 1d20
--
--### WHISPERER IN THE ETHER
--
--Level: 1d6 + 1
--
--Form: Small crystal
--
--Effect: The bearer of this crystal can telepathically communicate with an immortal being whose location is unknown
--(probably another dimension or a godly or infernal realm). The user can converse with the intelligence on an ongoing
--basis, but in general, the whisperer can share a useful bit of information, insight, or advice about once every day.
--Sometimes, this translates into an asset on one of the user's actions. For example, the intelligence can suggest the
--right phrase to make friends with a shopkeeper to get a good deal, the right tools to use while trying to break open a
--door, or the right place to put a shield to deflect an incoming attack. Sometimes the information is more broad, such as
--the right road to take to reach the next town or why a group of monsters is attacking the caravan the bearer is
--guarding.
--
--The whisperer's willingness and ability to converse varies considerably. Sometimes it is quite chatty and offers advice.
--Other times, it must be convinced, cajoled, or tricked into giving information. And sometimes, it is entirely absent for
--reasons it will not explain. The whisperer's knowledge base is broad but not omniscient. It cannot see the future, but
--it can often predict outcomes based on logic.
--
--Depletion: 1 in 1d20 (check each day)
--
--### WITCH'S BROOM
--
--Level: 1d6 + 2
--
--Form: A 6-foot (2 m) long wooden broom
--
--Effect: As a vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to 100 miles
--(160 km) per hour.
--
--The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
--time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
--minutes.
--
--Depletion: 1 in 1d20
--
- Skills and Other Abilities
-
- Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
-@@ -42648,15357 +57356,6 @@
- likely to wipe out the group by accident. Character death is unlikely unless the PCs have already been through a number
- of other encounters and are worn down.
-
--### ADDITIONAL RULES AND SUPPLEMENTARY CONTENT FROM: THE STARS ARE FIRE, GODFORSAKEN, WE ARE ALL MAD HERE, CLAIM THE SKY,
--### STAY ALIVE, RUST AND REDEMPTION, IT'S ONLY MAGIC, AND CYPHER SHORTS
--
--### OPTIONAL RULES
--
--### OPTIONAL MODERN FANTASY RULES
--
--### CANTRIPS
--
--Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
--ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
--smartphone, use a light cantrip. Instead of running a dishwasher or vacuum cleaner, use a cleaning cantrip. Instead of
--using a megaphone, use a voice‑amplifying cantrip.
--
--Cantrips are generally not powerful enough to directly affect an unwilling creature or damage an unattended object. In
--the rare case that using a cantrip might cause actual harm, change, or damage, the attack roll for the cantrip is
--hindered by two steps (unless otherwise noted).
--
--Any PC can learn two cantrips by spending 2 XP. How they learn them depends on the setting—they might need to study with
--a mentor, take a specific college class, pay for an informative ritual, study a magical book, invent it on their own,
--unlock some previously unrealized potential within themselves, and so on. Learning cantrips does not count toward
--character advancement. There is no limit to how many cantrips a PC can learn. In all other respects, cantrips work just
--like other character abilities.
--
--Unless the theme of the setting is that everyone is quite proficient in magic, it's probably best to limit an individual
--NPC to knowing just a couple of cantrips, with many people not knowing any at all. A reasonable guideline is that an NPC
--can know a number of cantrips equal to their level.
--
--The following are examples of typical cantrips in a modern fantasy setting:
--
--Bee Cantrip (1 Intellect point): You summon a nearby level 0 bee, housefly, gnat, or similar flying pest to a spot
--within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins flying
--around, possibly landing on a creature. The cantrip doesn't work if there are no suitable pests within a short distance.
--Action.
--
--A level 0 creature isn't a threat to a character and is instantly killed if hit. However, tiny creatures like the ones
--described in the Bee and Bug cantrips usually have a level 2 modifier for Speed defense because of their size.
--
--1. Bug Cantrip (1 Intellect point): You summon a nearby level 0 spider, cockroach, silverfish, or similar crawling pest
-- to a spot within an immediate distance. The pest acts normally and (appearing in an unfamiliar area) probably begins
-- moving around, possibly crawling on a creature. The cantrip doesn't work if there are no suitable pests within a
-- short distance. Action.
--
--
--
--1. Candles Cantrip (1 Intellect point): You create up to four candle-like lights that move to your mental commands (but
-- no farther away than how far you can reach), lasting about ten minutes. Each light can be a different color. Action.
--
--
--
--1. Chill Cantrip (1 Intellect point): You lower the temperature of a target within short range. If the target is a
-- creature, for the next couple of rounds they feel like they're standing under an air conditioning vent. If the
-- target is an object no larger than a 1-foot (30 cm) cube, you cool it down as if you'd dunked it into a bucket of
-- ice. Action.
--
--
--
--1. Clean Cantrip (1 Intellect point): You remove dirt, mud, and similar substances from one set of clothing (such as
-- the clothes you're wearing), about 1 cubic foot of loose material (clothes, curtains, a box of toys, and so on), or
-- an immediate area on a surface (such as a wall or floor). When used on clothing, this also does a decent job of
-- removing wrinkles. Action.
--
--Color Cantrip (1 Intellect point): You change the color of an object, or you brighten or dull its color. The object can
--be up to about 1 cubic foot in size and up to a short distance away. If used to change a creature's hair color, it lasts
--a few days. Action.
--
--1. Convenient Rideshare Cantrip (1 Intellect point): When using a rideshare or taxi app, you are connected with a
-- driver who can pick you up within a couple of minutes. If you use this cantrip in a remote area where drivers are
-- scarce, results can get strange; for example, the car and driver might be ghosts, you might have to share your ride
-- with a dangerous supernatural creature, or you might arrive at your destination minutes before or hours after you
-- were picked up. Action.
--
--
--
--1. Cooking Cantrip (1 Intellect point): You accelerate the preparation and cooking of one dish, reducing the time until
-- it's ready by about ten minutes. (Time-consuming cooking, such as a large turkey, requires multiple castings.) Under
-- normal circumstances, this doesn't burn, overcook, or otherwise ruin the dish. Action.
--
--
--
--1. Cut Cantrip (1 Intellect point): You cut an object up to level 2 as if using a sharp knife or a pair of scissors, up
-- to an immediate distance away. For example, this works on rope, candles, food, cloth, paper, or even a thin wire or
-- thin chain necklace. The object usually gives off harmless blue sparks when it's cut. Action.
--
--
--
--1. Darkness Cantrip (1 Intellect point): You suppress light in a cubic or spherical area about 1 foot (30 cm) across
-- within an immediate distance. Outdoors or in bright light, this area becomes very dim; otherwise, it becomes
-- darkness. When you create this area, decide if it remains at a specific location (such as on a desk) or if it is
-- attached to some part of you (such as your head or left hand) and moves with you. The cantrip ends after about a
-- minute. Action.
--
--
--
--1. Erase Cantrip (1 Intellect point): You erase up to a page of text from a typical surface (such as paper, parchment,
-- wood, or plastic) within immediate range. The writing slowly disappears over a few seconds. Affecting magical
-- writing requires an Intellect-based attack roll. Action.
--
--> Erase Cantrip doesn't remove fingerprints, impressions in the paper, or other evidence that writing used to be there.
--
--1. Exterminate Cantrip (1 Intellect point): You create a bolt of energy that kills one common vermin creature (level 0)
-- within a short distance, such as a fly, worm, cockroach, or mouse. One casting can affect multiple smaller creatures
-- (such as ants or fleas) within 1 cubic foot. The spell is accompanied by a quick bolt of black and yellow energy.
-- Action.
--
--> Exterminate Cantrip is an exception to the rule that trying to cause direct harm with a cantrip is hindered by two
--> steps. A swarm whose level is 1 or higher is unaffected by this cantrip, even though the individual creatures in the
--> swarm might be.
--
--1. Extra Chair Cantrip (1 Intellect point): A table you touch somehow has room (and a chair) for one more person to
-- comfortably sit there without affecting anyone else at the table. This lasts anywhere from ten minutes to an hour,
-- or less if the person in the extra chair leaves for more than a few minutes. Action.
--
--
--
--1. Extra Fries Cantrip (1 Intellect point): You update a recent fast food or delivery order so that when it arrives, it
-- includes an additional order of French fries or other side available from the restaurant (tater tots, coleslaw,
-- mashed potatoes, and so on). Sometimes this happens for free, and sometimes you have to pay an additional charge.
-- Remember to tip your server. Action.
--
--Fire Crown Cantrip (1 Intellect point): You create a crown-like manifestation of fire on your head that lasts for ten
--minutes. The fire doesn't burn you. If anyone touches it or makes a melee attack aimed at your head, you can make a free
--Intellect-based attack roll against them to inflict 1 point of damage. Action.
--
--Variants of Fire Crown Cantrip create a crown of lightning, smoke, ice, water, or thorns.
--
--Firework Cantrip (1 Intellect point): You create an illusory firework within short range, which bursts with sparkling
--lights and a loud pop. The effect is obviously an illusion but might distract or startle people who aren't expecting it.
--Action.
--
--Flavor Cantrip (1 Intellect point): You touch one plate or bowl of food or one large glass or mug of liquid, improving
--its flavor. This doesn't affect the nutritional value or texture, nor does it fix spoiled food; it just makes it taste
--more to your preference (so you could eat spoiled meat or moldy vegetables and they'd taste fine). You decide the sort
--of flavor change—more or less spicy, salty, savory, sweet, and so on, in any combination appropriate for food or drink.
--Action.
--
--1. Forbidden Topic Cantrip (1 Intellect point): Wards an immediate area (enough to cover a large table at a holiday
-- family gathering) against conversation about a topic of your choice, such as "the election," "Mommy's trial," or
-- "that Cordell kid." Anytime someone in the area attempts to talk about this topic, make an Intellect-based roll
-- against them; success means they either talk about something else or remain silent. The cantrip lasts for ten
-- minutes or until you fail an Intellect-based roll to stop someone from talking about that topic. Action.
--
--
--
--1. Gather Cantrip (1 Intellect point): You gather a scattered bunch of items into a small space, as if you had spent a
-- minute sweeping them together with your hands or a broom. This affects about 1 square yard (1 sq m), up to an
-- immediate distance away. The cantrip is mainly useful for collecting things that have been spilled, or for making it
-- easier to clean up a room. Action.
--
--
--
--1. Ghostly Wings Cantrip (1 Intellect point): You sprout a pair of ghostly wings that immediately unfurl, then vanish a
-- few seconds later. If you cast this cantrip while falling, you reduce the damage from the fall by 1 point. Enabler.
--
--
--
--1. Green Light Cantrip (1 Intellect point): You tweak the traffic lights at an intersection within long range so that
-- one of them turns green within a few seconds. The other lights in that system automatically adjust to compensate
-- (turning yellow and then red for cross traffic). Depending on that traffic system, the light remains green anywhere
-- from about ten seconds to a minute. Enabler.
--
--Hand Cantrip (1 Intellect point): You levitate or manipulate an object of 10 pounds (4.5 kg) or less at up to a short
--distance. The effect is not particularly strong—about the same strength as trying to push, pull, or twist something just
--using the strength of your hand (without your arm). Action.
--
--1. Hide Cantrip (1 Intellect point): You conceal one target within immediate range for about a minute. The target can
-- be no larger than a typical rabbit, or several objects no larger than dice. The target is basically invisible to
-- anyone in front of you, but the illusion doesn't work on anyone to your side or behind you. (If someone is intent on
-- seeing the invisible target, make an Intellect-based attack roll against them to hide it from their view.) Action.
--
--
--
--1. Light Switch Cantrip (1 Intellect point): You toggle up to four light controls (such as a wall switch or a lamp's
-- button, knob, or pull cord) within short range. You must be able to see these light controls or have a clear idea of
-- where they are (such as turning on your front porch light and living room floor lamp from outside your home). You
-- can toggle these switches on or off in any combination. Action.
--
--
--
--1. Loudness Cantrip (1 Intellect point): You amplify your voice, allowing you to speak at up to three times your normal
-- volume. This isn't enough to harm anyone, but you can speak comfortably to a large crowd or across a very long
-- distance without effort. Action.
--
--Mask Cantrip (1 Intellect point): You create a costume mask on the face of a creature you touch. The mask can be simple
--(like a domino mask), fancy (like a masquerade ball mask), or deceptive (like a Halloween costume mask of a monster or
--specific person). The mask is obviously just a mask, not a disguise, but a deceptive mask viewed from at least a short
--distance away might fool someone into thinking it's a real face, providing an asset to disguise tasks at this range. The
--mask lasts for about a minute. If removed, the mask immediately disappears. Action.
--
--Mending Cantrip (1 Intellect point): You touch a broken object of up to level 3 and attempt to magically repair a single
--break or tear in it, such as a cracked stone wall, a shattered hand mirror, or a torn piece of clothing. The damage can
--be no larger than about what you can cover with both of your open hands. If you succeed at an Intellect-based roll
--against the object's level, you repair it (although it still shows signs of being previously broken, and may be fragile
--there). You can use this ability multiple times on the same object to repair larger breaks. Action.
--
--1. Message Cantrip (1 Intellect point): You whisper a short message (about five to ten seconds) to a creature you can
-- see within a long distance. The target hears it as if you had whispered it in their ear. Action.
--
--Mystic Eyes Cantrip (1 Intellect point): You change the appearance of your eyes. If you just change their color to a
--different hue (such as to blue, green, or brown), the change lasts for an hour. If you change them to something unusual,
--such as red, yellow, solid black, or glowing, it only lasts for a minute. Action.
--
--Obedient Flames Cantrip (1 Intellect point): You affect flames within a short distance, making them appear brighter or
--dimmer, flicker strangely, or change color. This lasts for one minute. You can affect up to several dozen candles, a few
--torches, or one typical campfire with each casting of the cantrip. Action.
--
--1. Open and Close Cantrip (1 Intellect point): You open or close a small object within short range, such as a bag, box,
-- bottle, footlocker, window, or lightweight door. This cantrip cannot lock or unlock locks. Action.
--
--
--
--1. Pen Cantrip (1 Intellect point): You write with your finger on a surface for up to ten minutes as if using a common
-- ballpoint pen. The "ink" immediately dries once you write, but it can be smeared or cleaned up like a normal pen.
-- The ink is blue, black, or dark brown, decided when you cast this cantrip. Action.
--
--
--
--1. Present Cantrip (1 Intellect point): You teleport an object within an immediate distance into your upturned hand.
-- The item has to be something you're carrying (such as a gem in your pouch or a dagger in your boot), something you
-- can see (such as a coffee cup or mobile phone on the other side of the table), or something you know is within range
-- (such as a note you saw someone put in their pocket). The cantrip affects one small object (for example, a cup or
-- mobile phone) or up to a dozen smaller items from the same location (perhaps coins or dice). Action.
--
--
--
--1. Quiet Cantrip (1 Intellect point): You muffle the noise from one target within a short distance for a few seconds.
-- Breaking a window or knocking a glass off the table would be no louder than someone tapping their finger on the
-- glass. An obnoxious security alarm would only be as loud as a computer speaker. A ringing phone would be barely
-- audible. If you cast this on a willing creature, they gain an asset on stealth tasks for one round if they move no
-- more than an immediate distance on their turn. Action.
--
--> Affecting an unwilling creature (or something they're carrying) with an ability requires an attack roll to succeed. If
--> you're using a cantrip, by default that attack roll is hindered by two steps
--
--Rainbow Cantrip (1 Intellect point): You create a softly glowing band of colors resembling a rainbow, extending from
--your hand to an object or willing creature within short range. The far end doesn't move (a creature could move away from
--it by going around a corner or out of range). You can anchor your end in place or allow it to move when your hand moves.
--The rainbow gives off light like a candle and lasts about a minute. Action.
--
--1. Reshape Cantrip (1 Intellect point): You change the shape of a metal, glass, or stone object you touch into a
-- different shape. For example, you could turn a coin into a ring, a cup into a plate, or a piece of glass into
-- something resembling a gemstone. This normally lasts about a minute, but the object tends to revert early if anyone
-- else touches or examines it too closely. Action.
--
--
--
--1. Smoke Cantrip (1 Intellect point): You create a harmless puff of smoke within an immediate distance. The smoke fills
-- about a 1-foot (30 cm) cube and dissipates over the next few rounds. You decide if the smoke is white, grey, blue,
-- brown, green, red, or yellow. Action.
--
--
--
--1. Sprout Cantrip (1 Intellect point): You make seeds sprout at an accelerated rate, causing a week's worth of growth
-- to happen in just a few moments. The seeds must be within a 1-foot (30 cm) cube and no more than an immediate
-- distance from you. If the seeds are in viable soil, they take root as if planted there. If cast on immature or
-- closed flowers, they bloom. If cast on a piece of unripe fruit, it immediately ripens. Action.
--
--Stitch Cantrip (1 Intellect point): You sew two touched pieces of cloth or thin leather together, up to about 2 square
--yards (1.5 sq m). The stitches are of the same quality of hand stitching by a tailor or leatherworker of reasonable
--skill. You choose the path of the stitches, so you could create a piece of clothing by casting this cantrip several
--times. Instead of sewing together two items, you can unravel the stitches of a touched object, affecting up to 2 square
--yards (1.5 sq m). Action.
--
--Tattoo Cantrip (1 Intellect point): You create an image on your skin, as if tattooed there by a reasonably talented
--artist. The image can be no larger than your hand, and consists of just one color. You can cast this cantrip multiple
--times to create a larger tattoo, use more colors, or both. The image lasts about an hour. Action.
--
--1. Throwing Stone Cantrip (1 Intellect point): You summon a nearby object of stone, brick, concrete, cement, asphalt,
-- or a similar hard and common mineral to your hand. The cantrip doesn't work if there are no suitable loose materials
-- within a short distance. Action.
--
--
--
--1. Tie Cantrip (1 Intellect point): You control a piece of string, rope, or twine within short range, causing it to tie
-- itself to another object within 1 foot (30 cm) of it, using any sort of simple, common knot (such as a square knot).
-- Instead of tying a knot, you can cast this cantrip on a simple knot within short range, untying it. Action.
--
--
--
--1. Tiny Illusion Cantrip (1 Intellect point): You create a single image of a creature or object within immediate range.
-- The image must fit within a 1-foot (30 cm) cube. The image can move (for example, you could make the illusion of a
-- mouse jump or crawl around), but it can't leave the area defined by the cube. The illusion includes sound (up to the
-- volume of a person's normal speaking voice) but not smell. It lasts for one minute, but if you want to change the
-- original illusion significantly—such as making a creature appear to be wounded— you must concentrate on it again
-- (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the
-- illusion vanishes. Action to create; action to modify.
--
--Tremor Cantrip (1 Intellect point): You make the ground or floor vibrate within a short area, feeling similar to a mild
--earthquake. Other objects on the floor might vibrate or slide (no more than a hand's span) because of this vibration.
--Action.
--
--Warm Cantrip (1 Intellect point): You raise the temperature in a very small area (about 1 cubic foot) within short
--range, enough to make someone's face feel flushed or warm a drink to about the temperature of freshly served coffee.
--Action.
--
--1. Wash Car Cantrip (1 Intellect point): You clean the outside of a typical passenger automobile within immediate range
-- as if it had gone through an automatic car wash. Very large or very dirty cars may require multiple castings. The
-- cantrip works on motorcycles, bicycles, and other small vehicles as well. Action.
--
--
--
--1. Wet or Dry Cantrip (1 Intellect point): You alter the moisture level of an object or area within immediate range,
-- affecting about a 1-foot (30 cm) cube or one set of clothing. If you want the target to be wetter, it is dampened as
-- if you poured a cup of water on it. If you want it drier, it is dried as if you hung it out in the sun on a warm
-- day. Action.
--
--
--
--1. Wireless Network Cantrip (1 Intellect point): You improve wireless network reception in an immediate area for ten
-- minutes. This improves poor or average reception to full strength and zero bars to at least one bar. When you cast
-- this cantrip, you decide if this improved reception affects everyone in the area or just you. Action.
--
--
--
--1. Wrap Cantrip (1 Intellect point): You use available materials to wrap up an object within an immediate distance. The
-- wrapped object must fit within a 1-foot (30 cm) cube. For example, you could wrap a gift box with decorative paper,
-- wrap a piece of paper around a letter to create an envelope, or wrap a pile of potatoes with burlap to create an
-- easily carried bundle. Action.
--
--
--
--1. Youth Cantrip (1 Intellect point): You change the appearance of your face so you look about ten years younger than
-- your normal appearance, lasting about an hour. Action.
--
--Optional Rules: Learning Cantrips
--
--In some fantasy settings, cantrips are commonly available, but not everyone knows how to cast them (in the same way that
--phone and computer apps are common, but not everyone knows how to code an app). When someone tries to learn a cantrip,
--have them attempt a level 3 Intellect-based task (skills such as magical lore affect this). If they succeed, they learn
--the cantrip. If they fail, they don't. A PC only spends the 2 XP to learn cantrips when they succeed at this roll. This
--way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
--"cram" for this test, including expending Effort, getting help, or using an appropriate asset.
--
--### COVENS
--
--Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
--with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
--coven grants characters additional abilities, which you gain separately from the standard advancement track. When you
--join a coven, you start at rank 1 within that coven, and over time can advance to rank 6. Rank is a measurement of your
--connection to the coven, and doesn't necessarily correspond to your character tier—for example, a high-tier character
--might have a low rank in their coven. However, your coven rank cannot exceed your character tier. The primary magical
--benefit of joining a coven is gaining access to its spells: a set of character abilities that all members (of the
--required rank) can use. These spells are usually tailored to the coven's interests and purpose, and are sorted by rank
--from 1 to 6. Because a character's rank within a coven starts at 1 when they join, a new member of a coven has access to
--the coven's rank 1 spell. When the character advances to rank 2, they immediately gain access to the coven's rank 2
--spell, and so on. You can think of covens as similar to flavors, in that they allow the GM and players to modify
--characters with abilities. Unlike choosing an ability from a flavor, a character doesn't have to trade away or swap
--anything to choose or use a coven spell—they have access to these spells automatically according to their rank in the
--coven. For example, if the rank 1 spell for the Benevolent Bakers uses the Resist the Elements ability (handy for
--working over a hot stove all day), any character who joins the Benevolent Bakers automatically gains Resist the
--Elements, without having to spend extra XP to learn it or trade away a type ability for it. It's possible for a
--character to belong to multiple covens, as long as the covens don't have opposed goals. Characters advance their rank in
--each coven separately, so a particular character might be rank 1 in the Chronographers and rank 3 in the Foretellers. If
--a character leaves or is removed from their coven, they immediately lose access to all of that coven's spells.
--
--For magician NPCs in a coven, the GM can assume that their rank is equal to their NPC level (with a maximum of 6).
--
--> Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
--> to reach a higher tier
--
--Joining A Coven
--
--Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
--and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
--in difficulty accordingly. Characters receive their talisman once the ritual is complete.
--
--Coven Talismans
--
--A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
--Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
--talismans might include a necklace, a pin, and a keychain, all with the same whisk design.
--
--Coven talismans are a type of artifact, with a level equal to the character's rank within the coven and a depletion of
--"—." The talisman is what allows the character to use their coven abilities; if the talisman isn't on the character's
--person or within short range, all of the character's coven magic is hindered by two steps. When a person advances within
--the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
--with each use, a character's coven talisman automatically depletes if they break from the coven.
--
--Advancing Within A Coven
--
--Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
--a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
--achieved something that aligns with the coven's mission and values.
--
--To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
--quietly
--
--Breaking From A Coven
--
--If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
--But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
--were to knowingly poison someone. This causes their coven talisman to become depleted, meaning that they can no longer
--use their coven abilities.
--
--To restore their place in the coven, a disgraced character must begin by making amends with the other members. They then
--take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
--completing the ritual, they regain that rank within the coven and can access spells accordingly.
--
--Forming A New Coven
--
--Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
--
--- What's the coven called?
--
--- What are one or two goals for the coven's magic? What do they want to learn how to do? What skill do the players want
-- the coven to be known for?
--
--- What are a few succinct values? What do the players agree are the most important things a magician can be? Competent?
-- Fair? Determined? Kind? Loyal? Wealthy?
--
--- What does the coven talisman look like?
--
--- What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
--
--Selecting Coven Abilities
--
--Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
--the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
--abilities on an ongoing basis—rather than choosing them all at once—means that the players can choose their next coven
--ability based on what obstacles they expect their characters to face.
--
--The Cypher System Rulebook divides abilities by both category and power level, which is helpful in narrowing down your
--options. Choose a low-tier ability for ranks 1 and 2, a mid-tier ability for ranks 3 and 4, and a high-tier ability for
--ranks 5 and 6.
--
--Because covens form around unifying goals and principles, coven abilities should stack upon each other wherever
--possible. A coven of entomologists learning to summon and control leaf bugs might progress from Influence Swarm at rank
--1 to Control Swarm at rank 2, Call Swarm at rank 3, and so on, eventually reaching Insect Eruption at rank 6. Don't be
--afraid to be specific! Joining a coven gives characters the opportunity to become experts in a narrow field.
--
--If a pre-existing ability doesn't capture what the players and GM are looking for, the GM is always free to create new
--ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
--to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
--
--Magical Crafting Skills
--
--Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
--"crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
--potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
--all sorts of crafted magic items.
--
--### EXCEEDING CYPHER LIMITS
--
--Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
--game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
--effect stops or reverts if the cypher is activated or leaves the area. If a PC is exceeding their cypher limit, roll
--1d00 and consult this table to see what happens (roll anywhere from once per hour to once per day, as fits the story).
--The table is set up so the first entries are weird but generally harmless, the middle ones are annoying, and the last
--ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d00 roll for every
--additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
--
--Side Effects of Exceeding Cypher Limits
--
--
--
--
--
--
--
--
--
--
--
--01-02 |
--Hair of everyone in immediate range stands straight out |
--
--
--03-04 |
--Ugly faces manifest on surfaces in the area |
--
--
--05-06 |
--Character's skin color changes to something unusual (blue, orange purple) |
--
--
--07-08 |
--Character's footprints are glowing red arrows |
--
--
--09-10 |
--Flowers in short range wilt and dissolve into stinky goo |
--
--
--11-12 |
--Character's skin grows fishlike eyes, which dry and fall off like scabs |
--
--
--13-14 |
--Internet speeds within short range slow to a crawl |
--
--
--15-16 |
--Character develops prominent skin rash resembling corporate logos |
--
--
--17-18 |
--Character says the word "sexy" in place of any adjective |
--
--
--19-20 |
--Dogs bark angrily at the character |
--
--
--21-22 |
--Character sheds fingernails, quickly replaced by circuit boards |
--
--
--23-24 |
--Character keeps seeing UFOs |
--
--
--25-26 |
--Cypher randomizes names and icons of nearby apps |
--
--
--27-28 |
--Character takes on the outward appearance of a different intelligent species (chimera, nix, and so on) each
--hour |
--
--
--29-30 |
--Cypher becomes overcharged (acts
--as +1 level) and erratic (tasks to use
--it are hindered) |
--
--
--31-32 |
--Character's hand sometimes turns
--into a battered plastic duplicate and
--falls off, with a new hand growing to
--replace it within seconds |
--
--
--33-34 |
--Character compelled to dig through
--nearby trash cans in search of
--discarded batteries |
--
--
--35-36 |
--Character's head surrounded by
--floating illusions of rude gestures
--and inappropriate words |
--
--
--37-38 |
--Character's vision distorted so all
--writing appears undecipherably
--blurred |
--
--
--39-40 |
--Birds creepily follow the character
--and sometimes call their name |
--
--
--41-42 |
--Character frequently drops business
--cards with publicly viewable links to
--their browser history |
--
--
--43-44 |
--Cypher reads aloud all text visible
--within short range |
--
--
--45-46 |
--Cypher makes frequent beeping
--noise like a large truck backing up |
--
--
--47-48 |
--Cypher grows hard legs and noisily
--follows the character, hindering
--interaction and stealth tasks |
--
--
--49-50 |
--Cypher coats itself in a sticky
--honey-like substance |
--
--
--51-52 |
--Character's thoughts broadcasted to
--everyone within long range |
--
--
--53-54 |
--Character followed by a cloud of
--clothing-eating moths |
--
--
--55-56 |
--Random cypher vanishes, leaving
--behind a handful of wet soil |
--
--
--57-58 |
--Character's voice is digitally
--distorted and difficult to understand,
--hindering interaction tasks |
--
--
--59-60 |
--Character quotes commercial jingles
--and catchphrases every few minutes |
--
--
--61-62 |
--Character or cypher emits a strong
--smell of asphalt or gasoline |
--
--
--63-64 |
--Bugs frequently fly into character's
--mouth when they speak |
--
--
--65-66 |
--Open flames in short range give off
--noisy sparks like small fireworks |
--
--
--67-68 |
--Character feels intoxicated by a mild
--hallucinogen, hindering all tasks |
--
--
--69-70 |
--Character sets off nearby car alarms |
--
--
--71-72 |
--Character's eyes shine like powerful
--flashlights, hindering their visual
--perception tasks |
--
--
--73-74 |
--Any coffee within immediate range
--tastes like nickels |
--
--
--75-76 |
--Causes short circuits in nearby wired
--electronics |
--
--
--77-78 |
--Character receives frequent spam
--phone calls about nonexistent
--services (engine moisturizing,
--aspirin condensation, aligning
--apartment chakras) |
--
--
--79-80 |
--Character followed by flying camera
--drones |
--
--
--81-82 |
--Magical interference suppresses
--the cypher's function unless the
--character spends 4 Intellect points
--to cleanse its aura |
--
--
--83-84 |
--Magical interference decreases
--character's Intellect Edge by 2 |
--
--
--85-86 |
--Attracts an internet d@emon |
--
--
--87-88 |
--Attracts a zorp |
--
--
--89-90 |
--Character gets jittery (hindered
--Speed-based tasks) unless they
--chain-smoke cigarettes |
--
--
--91 |
--Character's bones become brittle,
--hindering Might tasks |
--
--
--92 |
--Cypher is painfully cold to the touch,
--inflicting 1 point of damage each
--round it touches bare skin |
--
--
--93 |
--Character occasionally is hurled
--horizontally an immediate distance
--with great force (typically 4 points of
--ambient damage) |
--
--
--94 |
--Character develops severe allergy to
--a common food ingredient (wheat,
--eggs, citrus) |
--
--
--95 |
--Vehicle brake lines within short
--range dramatically rupture |
--
--
--96 |
--Electronic devices within short range
--tend to lose power, overheat, or
--catch fire |
--
--
--97 |
--Character frequently steps on nails,
--broken glass, or other sharp things
--(1 or 2 points of damage, ignores
--Armor) |
--
--
--98 |
--Character always bites their own
--tongue (1 point of damage, ignores
--Armor) whenever they cast a spell |
--
--
--99 |
--Two cyphers begin fighting each
--other with switchblades and energy
--blasts, must be restrained or
--separated |
--
--
--00+ |
--Cypher functions normally, but
--explodes like a grenade shortly after
--it is activated or the magic ends |
--
--
--
--
--### FAMILIARS
--
--In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
--as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
--vary greatly from setting to setting. A familiar might be just a pet or comfort animal, with no special abilities. They
--might have an empathic or telepathic connection with their person. They might be an extension of the person's soul, with
--harm to the familiar causing harm to the person. They might be a fully supernatural creature, able to assist with
--magical tasks or provide advice. A magical world might only have one of these kinds of familiars, or any of them.
--
--CONTENT WARNING: This section talks about the death of pets.
--
--Standard Pet
--
--The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
--the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
--magical abilities in any way, and is not meant to help in combat. Their death doesn't cause the character physical harm
--(although it probably causes emotional harm, just like the loss of any pet), and the character can gain a new familiar
--after a certain amount of time. For this type of familiar, a character should choose the Critter Companion ability,
--which gives them a level 1 creature.
--
--If the character wants a bigger or tougher creature that is otherwise still a normal animal, they should choose Beast
--Companion, which gives them a level 2 creature, but otherwise works the same as Critter Companion.
--
--As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
--creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
--
--Unusual Familiar
--
--There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
--world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
--capybara-bats, and raven‑snakes), those kinds of creatures are valid choices for a familiar.
--
--If a familiar is a creature whose body is created by the bond with a magician (instead of an existing beast that the
--character finds and binds with magic), the GM could allow a familiar to look like an extinct animal, such as a dodo bird
--or Compsognathus dinosaur, or even a permanently miniature version of a large creature such as an elephant or
--rhinoceros.
--
--History and fantasy literature has suggested other forms for familiars, such as fiendish-looking imps, tiny dragons,
--alchemy-crafted homunculi, fairies, intelligent floating skulls, and spirits resembling human children. Exactly what
--sorts of unusual familiars are available in the setting is up to the GM, but their appearance generally doesn't affect
--their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
--and modifiers.
--
--Magical Familiar
--
--This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
--familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
--familiar) the fact that it can't truly die. The disadvantages of this kind of familiar are that they cannot travel too
--far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
--type of familiar, a character should choose the Bound Magic Familiar ability.
--
--Soulbound Familiar
--
--This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
--bond between the character and familiar that makes them both vulnerable in certain ways.
--
--For this type of familiar, a character should choose the Soul Familiar ability.
--
--Modifying A Familiar
--
--The following character abilities can be used to improve your familiar or the connection you have with it. (Although
--most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
--beast companion.)
--
--Tier 3: Stronger Together
--
--Tier 4: Beast Eyes
--
--Tier 5: Improved Companion
--
--Tier 6: As If One Creature
--
--### REVIVING ARTIFACTS
--
--While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
--this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
--might take an artifact to a well-known repair person who charges a pretty penny for their services, they could make a
--bargain with a powerful entity who has special magic to bring items back to life, or they might sneak into a corporation
--to steal a prototype power source to get their artifact back in working condition.
--
--Typically, a revived artifact has the same depletion rate as it did when it was new. However, some repairs or fixes may
--be less substantial than others. In this case, move the depletion rate down to the next smaller die type. So an artifact
--that started at 1 in 1d00 would now be 1 in 1d20 (and if repaired again, might be 1 in 1d10). If the artifact's
--depletion is already using a d6, double the depletion number (for example, from 1–2 in 1d6 to 1–4 in 1d6). If the
--depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
--artifact's depletion to "automatic."
--
--### OPTIONAL MODERN MAGIC FLAVOR
--
--### MODERN MAGIC FLAVORS
--
--Charms and Figments Flavor
--
--Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
--disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
--few spells in the other.
--
--Tier 1:
--
--Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
--room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
--songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
--increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
--
--Fast Talk
--
--Goad
--
--Impart Ideal
--
--Mental Link
--
--Minor Illusion
--
--Tier 2:
--
--Calm Stranger
--
--Cloud Personal Memories
--
--Illusory Duplicate
--
--Misdirect Blame
--
--Tier 3:
--
--Advanced Command
--
--Illusory Disguise
--
--Soothe the Savage
--
--Tier 4:
--
--Calm
--
--Major Illusion
--
--Mind Control
--
--Psychic Burst
--
--Psychic Suggestion
--
--Tier 5:
--
--Crowd Control
--
--Mind Games
--
--Projection
--
--Tier 6:
--
--Flee
--
--Terrifying Image
--
--Cozy Magic Flavor
--
--Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
--bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
--
--Tier 1:
--
--Advice From A Friend
--
--Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
--where they are. The individual creatures must be willing and able to communicate. You immediately know their current
--status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
--a short sentence or a few words.
--
--These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
--they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
--mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
--
--You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
--people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
--
--If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
--above that, you can check on an additional ten creatures. Action.
--
--Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
--exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
--know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
--gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
--tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
--situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
--you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
--up to one minute to complete.
--
--Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
--within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
--their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
--know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
--minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
--asset on one task of their choosing within one hour.
--
--In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
--affects one additional creature. Action per target to initiate.
--
--Tier 2:
--
--Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
--such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
--short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
--and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
--four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
--time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
--animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
--addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
--apply to this ability. Action.
--
--Adorable Animal: level 1, positive social interactions as level 3
--
--Fetch
--
--Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
--transmitting an STI. This protection lasts for ten hours. Action.
--
--Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
--vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
--automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
--or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
--disappearing. Action.
--
--Telepathic
--
--Tier 3:
--
--Informer
--
--Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
--typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
--does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
--range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
--drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
--temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
--each level of Effort affects two additional batches. Action to initiate; one minute to complete.
--
--Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
--apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
--mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
--to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
--Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
--
--Tier 4:
--
--Able Assistance
--
--Pay it Forward
--
--Thinking Ahead
--
--Tier 5:
--
--Group Friendship
--
--Undo
--
--Tier 6:
--
--Drawing on Life's Experiences
--
--Stimulate
--
--Telepathic Network
--
--Divination Flavor
--
--Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
--hidden places, and discover secrets.
--
--Tier 1:
--
--Babel
--
--Scan
--
--Third Eye
--
--Tier 2:
--
--Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
--electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
--malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
--the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
--clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
--alien, high-technology, or other mysterious devices. Action.
--
--Mind Reading
--
--Open Mind
--
--Premonition
--
--See History
--
--Tier 3:
--
--Creature Insight
--
--Device Insight
--
--Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
--two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
--phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
--still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
--an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
--your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
--learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
--of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
--ability, you can reach an additional week further into the past. Action.
--
--Retrieve Memories
--
--Tier 4:
--
--Reading the Room
--
--Remote Viewing
--
--Sensor
--
--Tier 5:
--
--Knowing the Unknown
--
--Read the Signs
--
--True Sense
--
--Tier 6:
--
--See Through Time
--
--Modern Magic Flavor
--
--Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
--These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
--from various sources, much like how people tend to learn skills unrelated to their day job (like cooking, dancing, and
--playing guitar).
--
--Tier 1:
--
--Cantrips (choose any four)
--
--Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
--within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
--if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
--or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
--television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
--higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
--
--Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
--lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
--works as if you were carrying your device with you and using it directly (meaning the network notes your current
--location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
--ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
--to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
--to initiate.
--
--In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
--probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
--
--Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
--tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
--level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
--task. Once this free level of Effort is used, the magic ends. Action.
--
--Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
--of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
--time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
--morning). Action.
--
--Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
--giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
--or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
--someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
--\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
--ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
--
--Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
--or a mobile payment service such as Apple Pay, PayPal, or Venmo
--
--Ward
--
--Tier 2:
--
--Charm Machine
--
--Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
--succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
--object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
--apply Effort to increase the level of the effect that can potentially be dispelled. Action.
--
--Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
--weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
--its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
--fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
--attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
--more firearms; each level of Effort affects one additional target. Action or enabler.
--
--Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
--such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
--cost is 2 Intellect points plus 1 point per level of the device. Action.
--
--Safe Fall
--
--Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
--transmitting an STI. This protection lasts for ten hours. Action.
--
--Third Eye
--
--Tier 3:
--
--Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
--electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
--malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
--the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
--clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
--alien, high-technology, or other mysterious devices. Action.
--
--Network Tap
--
--Sensor
--
--Tier 4:
--
--Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
--restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
--on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
--electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
--alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
--use Effort to increase the target level that can be affected by 1. Action.
--
--Soothe the Savage
--
--Tier 5:
--
--Granite Wall
--
--Tower of Will
--
--Tier 6:
--
--Information Gathering
--
--Trust to Luck
--
--Protection Flavor
--
--Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
--creatures, and intrusive mental powers.
--
--Tier 1:
--
--Closed Mind
--
--Resonance Field
--
--Ward
--
--Tier 2:
--
--Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
--transmitting an STI. This protection lasts for ten hours. Action.
--
--Trained Without Armor
--
--Wind Armor
--
--Tier 3:
--
--Energy Protection
--
--Force Field Barrier
--
--Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
--steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
--normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
--twenty-four hours. Action.
--
--Tier 4:
--
--Counter Danger
--
--Elemental Protection
--
--Poison Resistance
--
--Tier 5:
--
--Defensive Field
--
--Nothing but Defend
--
--Tower of Intellect
--
--Toer 6:
--
--Reactive Field
--
--Untouchable
--
--### OPTIONAL RULES FOR THE APOCALYPSE
--
--The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
--civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
--every post‑apocalyptic game, such as scavenging and how to repair before‑times machines, the game effects of exposure
--and starvation, and so on.
--
--Other optional rules support play in the aftermath of a particular type of cataclysm or style of play. If nuclear war
--destroyed the world, the landscape is likely much different than if a pandemic wiped out most people.
--
--And that's to say nothing of more fantastic elements that can pop up in a post‑apocalyptic setting, such as the
--civilization‑shattering aftereffects of the Christian Judgment Day, kaiju, time storms, and so on.
--
--Most of the rules are meant for the GM's eyes only—things that happen behind the scenes or that are secrets the PCs
--might find out over the course of the game.
--
--Realistic Versus Fantastic Optional Rules: Some of the optional rules presented here are for realistic or plausible
--scenarios like nuclear war or climate change, and some are for fantastic events and settings such as time storms, the
--return of magic, or incredible mutations. Realistic optional rules usually also apply in games that use one or more
--fantastic optional rules. Ultimately, it's your choice. Feel free to use some, all, or none of these optional rules when
--running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
--to the game.
--
--### EXPOSURE, STARVATION, AND DEHYDRATION
--
--Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
--post‑apocalyptic scenario, given that survival is a primary theme of the genre.
--
--When to Use: If PCs are exposed to the elements, don't have enough food, and/or don't have enough water, their health
--and life span are directly affected.
--
--Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
--
--### EXPOSURE
--The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
--degrading.
--
--Too Cold
--
--Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
--hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
--brain, making the target unable to think clearly or move well. Those with adequate clothing and/or shelter appropriate
--to the environment are protected. Generally, a PC can survive extreme cold for about twenty minutes to about two hours.
--
--In game terms, unprotected characters, or even characters who have less than adequate protection, suffer 1 point of
--ambient damage per hour in temperatures near or below 32° F (0° C), or 1 point of ambient damage per round in subzero
--(–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
--Might defense roll each hour or descend one step on the damage track.
--
--Too Hot
--
--Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
--can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
--nausea. Heat exhaustion can progress to heatstroke, when the body's temperature regulation system fails. Those with
--adequate shelter or some sort of cooling system are protected. Generally, a PC can survive extreme heat for about twenty
--minutes to two or three hours.
--
--In game terms, PCs in too‑hot conditions suffer 1 point of ambient damage per ten minutes. In addition, a character
--exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
--minutes. On a failed roll, the character descends one step on the damage track.
--
--### RULE OF THREE
--
--One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
--something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
--you can survive for three weeks without food. However, the rule depends on a person not being directly exposed to the
--environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
--is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
--
--### STARVATION
--
--Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
--take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
--the character makes a recovery roll to regain lost Pool points). In addition, after seven days without food, a starving
--character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
--step on the damage track.
--
--### DEHYDRATION
--
--Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
--physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
--day a PC has taken dehydration damage, their tasks are hindered (even if the character makes a recovery roll to regain
--lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
--defense roll each day. On a failed roll, the character descends one step on the damage track.
--
--### RADIATION IN THE REAL WORLD
--
--Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
--cancer, and death.
--
--When to Use: If nuclear war led to the apocalypse, regions of dangerous radiation linger in the aftermath. Even if you
--predicate that civilization fell for some other reason, radiation could still be a hazard: a few nuclear bombs may have
--since been launched by a doom‑driven survivor group that found an old silo, a before‑times nuclear power plant went
--critical and PCs must access it, alien invaders used weapons that left behind radioactive scars, or just because.
--
--Use this optional rule to evoke a more realistic approach to dangerous radiation. You could also use it in a setting
--with fantastic elements as a baseline effect, even if for some, exposure also leads to the potential for incredible
--mutations.
--
--Effect: Methods to detect and mitigate radiation are useful to avoid stumbling into it in the first place, as described
--in the next section. Dangerous radiation harms and eventually kills people and other creatures, as described under the
--sections that follow.
--
--Telltale Signs of Dangerous Radiation
--
--Confirming the Presence of Radiation: If PCs have a functioning radiation‑detecting device, it confirms whether an area
--is radioactive. Otherwise, they can attempt a difficulty 4 Intellect roll to correctly correlate the telltale signs of a
--radiation hazard with its actual presence. Even if PCs fail this roll, they still understand that some kind of dangerous
--residue is blighting the area, whether it's radiation, poison, evil spirits, nanites, or something else.
--
--Radiation Damage
--
--Especially intense radiation, such as might be found at the center of an area bearing telltale signs of contamination,
--harms PCs soon after they are exposed.
--
--Immediate Effects of Exposure: When PCs are exposed to dangerous radiation without shielding, they suffer 3 points of
--ambient damage per minute each time they fail a difficulty 3 Might defense task; on a success they still take 1 point of
--ambient damage. If they spend more than ten minutes in the area, or fail three Might defense rolls against radiation
--during any single period of radiation exposure, they are subject to radiation sickness (see the box below).
--
--A character who has scavenged, repaired, or cobbled together a hazmat suit is still vulnerable, though less so. The suit
--eases a wearer's Might defense tasks, though the wearer takes 1 point of ambient damage (because the suit provides +2 to
--Armor against damage from radiation) every few minutes with each failed defense roll. Unless they tear their suit or are
--otherwise compromised, they're generally not subject to radiation sickness.
--
--\*Dangerous radiation: Level 3
--
--\*Taking iodine tablets eases Might defense rolls against radiation sickness by three steps.
--
--Disease: Radiation Sickness
--
--Level 8 disease: Nausea, vomiting, diarrhea, and fatigue appear within minutes to hours of a PC contracting radiation
--sickness. Hours later, the PC may suffer skin burns and hair loss. Days later, they experience extreme weakness, weight
--loss, and potentially death.
--
--Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
--defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
--
--### SCAVENGING, REPAIRING, AND BUILDING
--
--Survivors need food and shelter in a world turned upside down.
--
--When to Use: PCs in a post‑apocalyptic setting that aren't prepared or that have lost access to their resources and base
--must usually spend part of each day scavenging for supplies and/or a place of safety. Scavenging is what happens anytime
--they search for food, water, and shelter.
--
--Effect: Basic scavenging optional rules are described in the *Cypher System Rulebook*. However, if you'd like to provide
--the PCs with many more options, including rules for finding enough to eat and drink, a safe shelter, and more, use the
--following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
--cross‑reference them to understand how it all works.
--
--Food, Water, and Shelter
--
--PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
--reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
--overrun by raiders and they barely escaped with their lives, or something else.
--
--Generally, characters must spend ten minutes to an hour searching through the rubble and ruins in a particular area
--before they have a chance of finding food or a refuge.
--
--Characters who succeed in finding food and water or refuge also get to roll up to once each day on the Useful Stuff
--table and three times on the Junk table. (Some characters won't care about rolling on the Junk table; no need to have
--them make rolls if that's the case.) If a "food" or "water" result is obtained on the Useful Stuff table, PCs discover
--double the amount of resources and have enough for two days for six people.
--
--Consider using a GM intrusion to add additional color by way of an unexpected threat or hazard as they search,
--especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
--resources.
--
--Food and Water
--
--Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
--but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
--
--Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
--but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
--
--Scavenging and Related Tasks
--
--| Level | Task |
--|-------|-------------------------------------------------------------------------------------------------------------------------------------|
--| 5 | Find enough food and clean water for a group of five characters to eat and drink for one dya |
--| 5 | Find a place of relative safety to regroup, shelter from the elements, and hide from other dangerous groups or creatures |
--| \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
--| \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
--
--Changing Conditions Affect Scavenger Success
--
--The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
--already spent there.
--
--Right After the Apocalypse: Things may be somewhat picked over, but PCs probably have their choice of food, water,
--shelter, and useful things, assuming the apocalypse isn't one that also devastates large swaths of the immediate
--environment.
--
--Months and Years After the Apocalypse: Other survivors who've already scavenged the area and exposure to the elements
--make scavenging more difficult as time marches on. Each week the PCs spend in the same area (that's not an allied
--settlement) hinders subsequent scavenging tasks by one additional step. The result of failing to find food and water is
--obvious; if you're using it, refer to the exposure, starvation, and dehydration optional rule.
--
--Staying in One Place Too Long: In an unsafe area, PCs who've found shelter must succeed on a new difficulty 5 Intellect
--task each week to determine if their refuge is still safe. If they fail to find—or keep—a refuge, the place becomes
--compromised in some way. For instance, perhaps their presence is noticed by a hostile force in the area (raiders, a
--dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
--evident.
--
--### USEFUL STUFF
--
--Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
--stuff is often found along with these basic requirements.
--
--When to Consult the Table: When a group of characters successfully finds food and water or a safe place, they also find
--something else that's potentially useful. Consult the Useful Stuff table up to once per day, or two or three times if
--PCs roll a special minor or major effect, respectively. If it's the first day they have scavenged in a particular area,
--each character might find something useful on the table, but on subsequent days, a group normally gets only a single
--roll.
--
--Subtables: Roll on a specific subtable only if you wish to provide additional flavor to what PCs find.
--
--Useful? The implication is that if PCs find something on the Useful Stuff table, it's in working condition, having
--beaten the odds of degradation and destabilization facing all common things from the before‑times. A GM intrusion, of
--course, could complicate that for any given item.
--
--Artifact? As described under Pre‑Apocalyptic Artifacts, almost every nonfood item on the Useful Stuff table could be
--considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
--1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
--
--Useful Stuff Table
--
--Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
--good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
--2. If the item is particularly hardy (like a fire engine), increase the level by 1 or 2.
--
--
--
--
--
--
--
--
--
--
--
--01 |
--Water filter straw or bottle |
--
--
--02 |
--Windproof matches, box |
--
--
--03 |
--Gas mask |
--
--
--04 |
--Soap, shampoo, or other hygiene product |
--
--
--05 |
--Tool, hand (the right tool for the job provides an asset on repair and crafting tasks)
--
--
--
--
--
--
--
--
--d10 |
--Specific Tool Found |
-- |
--
--
--1 |
--Manual drill |
-- |
--
--
--2 |
--Hammer |
-- |
--
--
--3 |
--Tape measure |
-- |
--
--
--4 |
--Lever hoist/ratchet/come‑along |
-- |
--
--
--5 |
--Screwdriver, multibit |
-- |
--
--
--6 |
--Saw |
-- |
--
--
--7 |
--Pliers |
-- |
--
--
--8 |
--Wrench |
-- |
--
--
--9 |
--Level |
-- |
--
--
--10 |
--Clamps |
-- |
--
--
-- |
--
--
--06 |
--Carabiner |
--
--
--07-08 |
--Bungee cords |
--
--
--09-10 |
--Tool, corded or battery‑powered (the right tool for the job provides an asset on repair and crafting tasks)
--
--
--
--
--
--
--
--
--d10 |
--Specific Tool Found |
-- |
--
--
--1 |
--Drill, corded or battery |
-- |
--
--
--2 |
--Miter saw, corded |
-- |
--
--
--3 |
--Circular saw, corded |
-- |
--
--
--4 |
--Table saw, benchtop |
-- |
--
--
--5 |
--Welding kit |
-- |
--
--
--6 |
--Impact driver, corded or battery |
-- |
--
--
--7 |
--Chainsaw, gas, corded, or electric |
-- |
--
--
--8 |
--Nail gun, corded, battery, or air‑driven |
-- |
--
--
--9 |
--Air compressor |
-- |
--
--
--10 |
--Heat gun, corded or battery |
-- |
--
--
-- |
--
--
--11 |
--Construction/repair supply (the right material provides an asset to a task that would benefit from its use;
--counts as one load of construction junk)
--
--
--
--
--
--
--
--D6 |
--Component or Substance |
--
--
--1 |
--Glue, wood, ceramic, or super |
--
--
--2 |
--Epoxy, metal welding |
--
--
--3 |
--Nails, screws, fasteners |
--
--
--4 |
--Electrician's Tape |
--
--
--5-6 |
--Duct Tape |
--
--
-- |
--
--
--12 |
--Nightvision goggles |
--
--
--13 |
--First aid kit (provides an asset to 1d20 healing-related tasks before exhaustion) |
--
--
--14 |
--Ammunition handloading tool set (provides an asset to crafting ammunition) |
--
--
--15-16 |
--Over the counter (OTC) medicine (provides an asset to one qualifying healing‑related task)
--
--
--
--
--
--
--
--d10 |
--Specific Medicine Found |
--
--
--1 |
--Pain reliever (aspirin, ibuprofen, acetaminophen, or naproxen) pill |
--
--
--2 |
--Antihistamines, pills or salve |
--
--
--3 |
--Antacids, pills or chews |
--
--
--4 |
--Sunscreen, oil or spray |
--
--
--5 |
--Cold/flu treatment, pills or liquid |
--
--
--6 |
--Antibiotic, spray or gel |
--
--
--7 |
--Liquid bandage, spray or liquid |
--
--
--8-9 |
--Pain and discomfort relief for PMS (blended ingredients) |
--
--
--10 |
--Anti-nausea, pills or liquid |
--
--
-- |
--
--
--17 |
--Pads and tampons |
--
--
--18 |
--Condoms |
--
--
--19 |
--Prescription medicine (vanquishes or treats symptoms of an eligible disease or illness, if enough medicine is
--found)
--
--
--
--
--
--
--
--
--d20 |
--Condition Treated by Meds |
-- |
--
--
--1 |
--Blood clots |
-- |
--
--
--2 |
--Hypothyroidism |
-- |
--
--
--3 |
--Diabetes |
-- |
--
--
--4 |
--High blood pressure |
-- |
--
--
--5 |
--Depression and anxiety |
-- |
--
--
--6 |
--Heart and artery conditions |
-- |
--
--
--7 |
--High cholesterol |
-- |
--
--
--8 |
--Bacterial infection |
-- |
--
--
--9 |
--Lung issues |
-- |
--
--
--10 |
--Seizures and epilepsy |
-- |
--
--
--11 |
--Asthma |
-- |
--
--
--12 |
--Arthritis |
-- |
--
--
--13 |
--Degenerative nerve conditions |
-- |
--
--
--14 |
--Cancer |
-- |
--
--
--15 |
--Pregnancy prevention and ending |
-- |
--
--
--16 |
--Gender dysmorphia |
-- |
--
--
--17 |
--Enlarged prostate |
-- |
--
--
--18 |
--Ulcers |
-- |
--
--
--19 |
--Acid reflux |
-- |
--
--
--20 |
--Radiation sickness |
-- |
--
--
-- |
--
--
--20 |
--Binoculars |
--
--
--21 |
--Horse, trained for riding (typically found with a few days of feed) |
--
--
--22 |
--Magnifying glass |
--
--
--23 |
--Glasses, readers |
--
--
--24 |
--Box of black permanent markers |
--
--
--25 |
--Scissors |
--
--
--26-35 |
--Food and water (enough for five people for one day)
--
--
--
--
--
--
--
--
--d100 |
--Specific Food/Water Found |
-- |
--
--
--01–02 |
--Baby food, jarred |
-- |
--
--
--03–06 |
--Beans, dried |
-- |
--
--
--07–08 |
--Beans, canned |
-- |
--
--
--09–12 |
--Bouillon cubes |
-- |
--
--
--13–14 |
--Canned pasta |
-- |
--
--
--15–16 |
--Cereal, breakfast |
-- |
--
--
--17–18 |
--Cheese in wax |
-- |
--
--
--19–20 |
--Chocolate, dark |
-- |
--
--
--21–22 |
--Coffee, instant |
-- |
--
--
--23 |
--Eggs, fresh |
-- |
--
--
--24 |
--Eggs, powdered |
-- |
--
--
--25–26 |
--Energy bar |
-- |
--
--
--27–28 |
--Fruit, canned |
-- |
--
--
--29–30 |
--Fruit, dried |
-- |
--
--
--31–32 |
--Fruit, fresh |
-- |
--
--
--33–34 |
--Flour, white |
-- |
--
--
--35–36 |
--Flour, other |
-- |
--
--
--37–38 |
--Honey |
-- |
--
--
--39–40 |
--Liquor |
-- |
--
--
--41–42 |
--Mayonnaise |
-- |
--
--
--43–44 |
--Meat, canned |
-- |
--
--
--45 |
--Milk, fresh |
-- |
--
--
--46 |
--Milk, powdered |
-- |
--
--
--47–48 |
--Mustard |
-- |
--
--
--49–50 |
--Nuts |
-- |
--
--
--51–52 |
--Oatmeal |
-- |
--
--
--53–54 |
--Oil, sealed in can |
-- |
--
--
--55–56 |
--Pasta, dried |
-- |
--
--
--57–58 |
--Pet food, canned |
-- |
--
--
--59–60 |
--Rice, dried |
-- |
--
--
--61–62 |
--Salt |
-- |
--
--
--63 |
--Snack bag, dried chips, etc. |
-- |
--
--
--64 |
--Snack, candy or baked snack |
-- |
--
--
--65–66 |
--Soda, can |
-- |
--
--
--67–68 |
--Spices |
-- |
--
--
--69–70 |
--Sugar |
-- |
--
--
--71–73 |
--Tea, in a tin |
-- |
--
--
--74–75 |
--Yeast, dry |
-- |
--
--
--76–77 |
--Vegetables, canned |
-- |
--
--
--78–79 |
--Vegetables, fresh |
-- |
--
--
--80–87 |
--Water, bottled |
-- |
--
--
--88–96 |
--Water, canned |
-- |
--
--
--97–98 |
--Wine, common |
-- |
--
--
--99–00 |
--Wine, fine |
-- |
--
--
-- |
--
--
--36 |
--Food cache (enough for five people for 1d20 weeks) |
--
--
--37 |
--Water cache (enough for six people for 1d20 weeks) |
--
--
--38 |
--Plastic bag (won't last long) |
--
--
--39-45 |
--Textbook or "how‑to" manual (asset to related knowledge task if studied for about an hour)
--
--
--
--
--
--
--
--
--d10 |
--Topics Covered |
-- |
--
--
--1 |
--Plumbing |
-- |
--
--
--2 |
--Electronics |
-- |
--
--
--3 |
--Gardening |
-- |
--
--
--4 |
--Farming |
-- |
--
--
--5 |
--Civil engineering |
-- |
--
--
--6 |
--Robotics |
-- |
--
--
--7 |
--Health |
-- |
--
--
--8 |
--Renewables (solar, wind) |
-- |
--
--
--9 |
--Smithcraft |
-- |
--
--
--10 |
--Chemistry |
-- |
--
--
-- |
--
--
--46 |
--Supply stash (roll on this table 1d6 +2 times) |
--
--
--47 |
--Books (1d10 books of fiction) |
--
--
--48 |
--Toy wagon |
--
--
--49 |
--Shopping cart or baby carriage |
--
--
--50 |
--Wheelbarrow |
--
--
--51 |
--Skateboard, roller skates/blades, or similar |
--
--
--52 |
--Can opener or can punch |
--
--
--53 |
--Gloves |
--
--
--54 |
--Sunglasses or safety goggles |
--
--
--55 |
--Ear plugs |
--
--
--56 |
--Extension cord or power tree |
--
--
--57 |
--Lighter, butane |
--
--
--58 |
--Lighter, plasma |
--
--
--59 |
--Flashlight, battery and/or crank-powered |
--
--
--60-63 |
--Weapon, melee
--
--
--
--
--
--
--
--
--d10 |
--Weapon |
-- |
--
--
--1 |
--Sap/blackjack (light) |
-- |
--
--
--2 |
--Hand axe (light) |
-- |
--
--
--3 |
--Hunting/combat knife (light) |
-- |
--
--
--4 |
--Brass knuckles (light) |
-- |
--
--
--5 |
--Axe (medium) |
-- |
--
--
--6 |
--Baseball bat (medium) |
-- |
--
--
--7 |
--Baton (medium) |
-- |
--
--
--8 |
--Saber/machete (medium) |
-- |
--
--
--9 |
--Bow (medium) |
-- |
--
--
--10 |
--Pickaxe (heavy) |
-- |
--
--
-- |
--
--
--64 |
--Broom or mop |
--
--
--65 |
--Padlock with keys |
--
--
--66 |
--Armor
--
--
--
--
--
--
--
--
--d6 |
--Specific Armor |
-- |
--
--
--1 |
--Leather jacket (light armor) |
-- |
--
--
--2 |
--Kevlar vest (medium armor) |
-- |
--
--
--3 |
--Lightweight body (medium armor, encumbers as light armor) |
-- |
--
--
--4 |
--Riot gear (medium armor) |
-- |
--
--
--5 |
--Military body (heavy armor) |
-- |
--
--
--6 |
--Crafted from trash cans (variable) |
-- |
--
--
-- |
--
--
--67 |
--Bivouac sack |
--
--
--68 |
--SCUBA gear |
--
--
--69 |
--Straitjacket |
--
--
--70 |
--Game, physical (puzzle, board game, RPG) |
--
--
--71 |
--Canteen |
--
--
--72 |
--Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
--
--
--73-74 |
--Vehicle
--
--
--
--
--
--
--
--
--d20 |
--Specific Vehicle |
-- |
--
--
--1 |
--Airplane, prop |
-- |
--
--
--2 |
--Ambulance |
-- |
--
--
--3 |
--Balloon |
-- |
--
--
--4 |
--Boat |
-- |
--
--
--5 |
--Bus |
-- |
--
--
--6 |
--Car, consumer (gas or EV) |
-- |
--
--
--7 |
--Truck, consumer (gas or EV) |
-- |
--
--
--8 |
--Fire engine |
-- |
--
--
--9 |
--Forklift |
-- |
--
--
--10 |
--Garbage truck |
-- |
--
--
--11 |
--Helicopter |
-- |
--
--
--12 |
--Jet |
-- |
--
--
--13 |
--Lawnmower, riding (gas or EV) |
-- |
--
--
--14 |
--Motorcycle (gas or EV) |
-- |
--
--
--15 |
--Bicycle (pedal or EV‑pedal) |
-- |
--
--
--16 |
--Police car |
-- |
--
--
--17 |
--Scooter |
-- |
--
--
--18 |
--Tractor (gas or EV) |
-- |
--
--
--19 |
--Train engine |
-- |
--
--
--20 |
--Van |
-- |
--
--
-- |
--
--
--75-78 |
--Firearm (usually found with about 10 bullets or shells)
--
--
--
--
--
--
--
--
--d10 |
--Specific Firearm |
-- |
--
--
--1–2 |
--Handgun (light, short range) |
-- |
--
--
--3–4 |
--Handgun (medium, long range) |
-- |
--
--
--5 |
--Rifle (medium, long range) |
-- |
--
--
--6 |
--Shotgun (heavy, immediate range) |
-- |
--
--
--7 |
--Handgun, big (heavy, long range) |
-- |
--
--
--8 |
--Assault rifle (heavy, rapid‑fire, long range) |
-- |
--
--
--9 |
--Heavy rifle (heavy, very long range) |
-- |
--
--
--10 |
--Submachine gun (medium, rapid‑fire, short range) |
-- |
--
--
-- |
--
--
--79 |
--Hand grenade (4 points of damage in immediate range) |
--
--
--80 |
--Ammunition cache (100 shells or bullets for 1d6 different weapons) |
--
--
--81 |
--Bolt cutters |
--
--
--82 |
--Climbing gear |
--
--
--83 |
--Crowbar |
--
--
--84 |
--Handcuffs |
--
--
--85 |
--Firearm cache (1d6+ 4 firearms; a mix of light, medium, and heavy weapons, each usually found with about 10 bullets
--or shells) |
--
--
--86-87 |
--Boots |
--
--
--88 |
--Power
--
--
--
--
--
--
--
--
--d10 |
--Specific Kind of Power |
-- |
--
--
--1 |
--Generator (gas) |
-- |
--
--
--2–3 |
--Batteries, 4‑pack, household |
-- |
--
--
--4 |
--Batteries, 4‑pack, household (rechargeable) |
-- |
--
--
--5 |
--Consumer battery recharger |
-- |
--
--
--6 |
--Battery, car (12 v) |
-- |
--
--
--7 |
--Battery, portable power station (rechargeable) |
-- |
--
--
--8 |
--Gasoline (2d6 × 10 gallons) |
-- |
--
--
--9 |
--Solar panels, portable |
-- |
--
--
--10 |
--Home battery (often connected to solar) |
-- |
--
--
-- |
--
--
--89 |
--Lantern, kerosene or battery |
--
--
--90 |
--Electronics, consumer, general (functional, but without power or network connection, normally considered
--junk)
--
--
--
--
--
--
--
--
--d10 |
--Specific Device |
-- |
--
--
--1 |
--Smartphone |
-- |
--
--
--2 |
--Laptop |
-- |
--
--
--3 |
--TV |
-- |
--
--
--4 |
--Headphones, wireless or wired |
-- |
--
--
--5 |
--Fitness tracker |
-- |
--
--
--6 |
--Smart speaker |
-- |
--
--
--7 |
--Game console |
-- |
--
--
--8 |
--Digital camera |
-- |
--
--
--9 |
--Tablet |
-- |
--
--
--10 |
--Smartwatch |
-- |
--
--
-- |
--
--
--91 |
--Art supplies |
--
--
--92 |
--Mask, dust and particulates |
--
--
--93 |
--Rope, nylon |
--
--
--94 |
--Sleeping bag |
--
--
--95 |
--Tent |
--
--
--96 |
--Tires, stored |
--
--
--97 |
--Toilet paper, stored |
--
--
--98 |
--Turntable and/or CD player (usually found with supply of old records and/or CDs of music) |
--
--
--99 |
--Loot (stuff people thought was valuable in the before‑times)
--
--
--
--
--
--
--
--
--d6 |
--Specific Valuable |
-- |
--
--
--1 |
--Silver dollar coin |
-- |
--
--
--2 |
--Gold eagle coin |
-- |
--
--
--3 |
--Book of rare stamps |
-- |
--
--
--4 |
--Framed art |
-- |
--
--
--5 |
--Designer wristwatch |
-- |
--
--
--6 |
--Jewelry |
-- |
--
--
-- |
--
--
--00 |
--Radiation control item
--
--
--
--
--
--
--
--
--d6 |
--Specific Item |
-- |
--
--
--1 |
--Radiation tent (prevents radiation damage for three days) |
-- |
--
--
--2 |
--Radiation pill (pack of five; eases defense rolls against radiation effects for 12 hours) |
-- |
--
--
--3 |
--Handheld radiation detector |
-- |
--
--
--4 |
--Radiation badge |
-- |
--
--
--5–6 |
--Manual describing radiation remediation best practices |
-- |
--
--
-- |
--
--
--
--
--### JUNK
--
--Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
--function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
--some PCs might have a use for it. That includes PCs with the Scavenges focus, as well as any character that decides to
--take advantage of the Repairing and Building section described in this optional rule.
--
--When to Consult the Table: All characters gain up to three results from the Junk table each time they successfully
--scavenge for food and water, or a safe place to stay. Junk can sometimes be repaired. It can also be disassembled,
--warped, melted, or otherwise used to craft or repair something else.
--
--How Much Junk PCs Get: Each time PCs roll on the Junk table or otherwise obtain a specific kind of junk, the amount they
--get is called a "load." Load is an intentionally vague amount, because it represents a variable amount of junk of a
--particular kind. A PC that finds some electronic junk could grab a single broken electric fan or leave a ruined house
--with a shopping cart full of stereo parts. Either way, it's considered one load of electronic junk.
--
--Tracking Loads: It's only important to track the number and kinds of loads a PC acquires if they're going to use the
--Repairing and Building optional rules presented later in this section. A PC can carry one load of junk along with their
--equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
--asking an ally for help; or something else.
--
--Junk
--
--| | |
--|-----|-------------------------------------------------------------------------------------------------|
--| D10 | Variety of Junk |
--| 1 | Electronic (stereo, DVD/Blu‑ray player, smartphone, electric fan, printer, router, etc.) |
--| 2 | Plastic (lawn furniture, baby seat, simple toys, inflatable pool, etc.) |
--| 3 | Chemical (cleaning solution, fuel, paint, rat poison, solvents, industrial chemicals, etc.) |
--| 4 | Metal (old playsets, grills, empty barrels, frying pan, metal siding, etc.) |
--| 5 | Glass (vases, windows, bowls, decorative pieces, etc.) |
--| 6 | Textile (coats, pants, shirts, bathing suits, blankets, rugs, paper currency, etc.) |
--| 7 | Vehicle (car/airplane/watercraft bodies, scavenged electronics, tires, seats, etc.) |
--| 8 | Construction (cinder blocks, lumber, siding, wiring, pipes, bricks, insulation, shingles, etc.) |
--| 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
--| 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
--
--### REPAIRING AND BUILDING
--
--Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
--craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
--to them. A new or repaired home could be covered in scavenged street signs. Clothing is probably a mishmash of textiles,
--salvaged bits from costume stores, and plastic bags. A suit of armor might be made of trash can lids. And so on. Second,
--even if something looks rough‑and‑ready, such as armor made of trash can lids, if PCs succeed on the task to create
--medium armor (or heavy armor, if they're feeling ambitious), the resulting armor is functionally equivalent to armor of
--the same grade made before the apocalypse. It just looks less polished.
--
--Improving the Odds: If PCs scavenge exactly the right tools for the job (such as a hammer instead of a rock) and/or the
--perfect construction and repair supplies (such as steel screws instead of pegs carved from wood), they may gain an asset
--to their task.
--
--Junk Required for Building vs. Repairing: The "Loads of Junk Required" column in the Repairing and Crafting Difficulty
--and Time table is calibrated for repair. If a PC builds something from scratch (as opposed to repairing something
--previously built), the junk requirements are twice to ten times the indicated number of loads. Something small to
--moderate (like an article of clothing or a wheelbarrow) requires double the loads, while something large, like a
--structure or large motorized vehicle, could require up to ten times the indicated junk loads. You, the GM, decide what's
--reasonable.
--
--Other Projects: If the character wants to try to repair or build something from the ground up that isn't on the table,
--use your best judgment, comparing to what is on the table as a baseline. Some things just can't be built with the tools,
--materials, and knowledge the PCs have available. For instance, they probably can't build a spacecraft. On the other
--hand, perhaps they can repair one if they find an old government base containing a secret orbital craft that was never
--used, as long as they find specialized tools and instructions to go with it.
--
--Repair and Build Time: PCs who reduce the difficulty of a project cannot, generally speaking, reduce the repair or build
--time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
--in the Cypher System Rulebook.
--
--### EQUIPMENT MAINTENANCE
--
--When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
--a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
--the larger optional rule for scavenging, repairing, and building, because if something breaks due to lack of
--maintenance, PCs should have a chance to fix it.
--
--Effect: Sometimes, a piece of equipment a PC relies on breaks. Use a GM intrusion to let the character know. PCs who
--know—or who learn—that equipment wear and breakage is a possibility can be proactive. They can spend about an hour on
--equipment maintenance each week. Maintenance requires the PC to expend 1 load of metal or construction junk each week,
--or to break down a few related items of scavenged useful stuff to get what they need. If PCs put in the time to keep
--their gear in good condition, they should face fewer, if any, GM intrusions related to their equipment failing them. No
--roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
--thereafter, unless a special circumstance occurs.
--
--Repairing and Crafting Difficulty and Time
--
--
--
--
--
--
--
--
--
--
--
--Difficulty |
--Project |
--Repair Time |
--Build Time |
--Loads of Junk Required* (for repair) |
--
--
--0 |
--Tying a rope, finding a rock, etc. |
--— |
--Minutes |
--— |
--
--
--1 |
--Torch |
--1 minute |
--5 minutes |
--1 construction |
--
--
--2 |
--Spear, piece of simple furniture |
--10 minutes |
--1 hour |
--1 construction |
--
--
--2 |
--Lean‑to shelter |
--10 minutes |
--1 hour |
--Deadfall or 1 construction |
--
--
--3 |
--Bow, door, steps, simple bridge |
--1 hour |
--1 day |
--1 construction |
--
--
--3 |
--Simple article of clothing |
--10 minutes |
--3 hours |
--1 textile |
--
--
--3 |
--Light armor |
--1 hour |
--10 hours |
--1 textile |
--
--
--3 |
--Wheelbarrow |
--10 minutes |
--1 hour |
--1 vehicle |
--
--
--4 |
--Desk with drawers, other complex furniture |
--1 hour |
--1 day |
--1 construction, 1 plastic, 1 textile |
--
--
--4 |
--Single plumbing project |
--3 hours |
--1 day |
--1 construction, 1 plastic |
--
--
--4 |
--Wiring small structure for electricity |
--3 hours |
--2 days |
--1 construction, 1 electronic |
--
--
--4 |
--Ammunition, 25 rounds |
--— |
--2 days |
--1 chemical, 1 metal |
--
--
--4 |
--Medium armor |
--1 hour |
--1 day |
--1 metal, 1 textile |
--
--
--5 |
--Cabin, small |
--1 day |
--1 week |
--2 construction |
--
--
--5 |
--Motorcycle |
--1 day |
--2 months |
--1 metal, 1 vehicle |
--
--
--5 |
--Car or truck |
--2 days |
--5 months |
--1 electronic, 1 vehicle |
--
--
--5 |
--Firearm |
--3 hours |
--1 month |
--1 metal, 1 plastic |
--
--
--5 |
--Bulb, radio, common electronic items |
--3 hours |
--1 month |
--3 electronic |
--
--
--5 |
--Heavy armor |
--1 day |
--1 month |
--1 metal, 1 textile, 1 plastic |
--
--
--6 |
--Generator, transmitter, watch, other
--complex electronic items |
--1 day |
--2 months |
--5 electronic, 1 vehicle |
--
--
--6 |
--Cabin, multiple rooms, with amenities |
--1 week |
--6 months |
--4 construction, 2 electronic, 1 plastic, 1 glass, 1 metal |
--
--
--6 |
--Medicine |
--1 week |
--1 month |
--1 medical |
--
--
--7 |
--Computer, smartphone, TV, other intricate electronic items |
--1 week |
--1 year |
--2 electronic, 1 plastic, 1 metal |
--
--
--7 |
--Medical device |
--1 week |
--1 year |
--2 electronic, 1 plastic, 1 metal, 1 medical |
--
--
--7 |
--Airplane, military vehicle |
--1 month |
--2 years |
--4 electronic, 4 plastic, 4 chemical, 6 metal, 2 vehicle |
--
--
--8 |
--Spacecraft, chemical rocket propelled |
--1 month |
--20 years |
--8 electronic, 8 plastic, 12 chemical, 20 metal |
--
--
--9–10 |
--Advanced unearthly technology |
--Months |
--Many years |
--5 unearthly |
--
--
--
--
--\*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
--
--Handloading Tool Set
--
--A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
--to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
--handloading tools, at the end of which time they have created about 25 bullets.
--
--If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
--can be recharged with 1 load of metal junk and 1 load of chemical junk).
--
--### IRONMAN
--
--This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
--people.
--
--When to Use: To really drive home the brutality of a post‑apocalyptic survival one‑shot game or short scenario, you can
--subject your players to this hardcore optional rule.
--
--Effect: There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as
--recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character making a
--recovery roll would get only 3 points (as if they rolled a 1 on a d6, plus 2 for their tier) to add to their Pools. This
--results in a gritty, dire scenario where the only way PCs can restore their Pools is with recovery rolls and character
--abilities that heal.
--
--Cypher System characters are tough and resilient, even at tier 1, but the ironman rule brings them down to a more
--realistic power level. Ironman is more punitive for characters whose abilities cost Pool points and less of a challenge
--for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
--allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
--
--### FRAGILITY
--
--This optional rule prevents power creep in PCs.
--
--When to Use: If you want your players to have a gritty game experience after the apocalypse, this optional rule keeps
--them physically humble.
--
--Effect: Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that
--permanently increases their Pools, they can
--
--add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other points left over (if any) must go to
--their Intellect Pool, even if that's not normally an option for the ability. This does not apply to the extra points the
--player can divide among their Pools at character creation. This rule creates a more "realistic" scenario in which the
--PCs are more like normal people who don't get much more powerful physically over the course of a campaign but still can
--learn new skills, advance their minds, and so on. This module does not affect abilities like Enlarge (which temporarily
--adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
--Front (which permanently increase one or more Pools).
--
--### ADVANCED AND ALIEN TECH
--
--Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
--
--When to Use: If the apocalypse that ended your world featured a time rip, alien invaders, a catastrophic alien ship
--crash, a starting date that is several decades into our own future, or an alternate timeline where things happened
--differently in the past than in the real world, this rule is applicable. You can also use it if you just want to
--introduce a bit of mystery to your game that will confound PCs' expectations on how their world really ended.
--
--Effect: Fantastic and advanced devices exist in the setting, and PCs can find them. If something is advanced and/or
--alien enough, PCs may have to develop special skills to use it, as noted hereafter. The existence of this tech in your
--setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
--but the tech could just as easily stand alone or be part of an End of Days theme.
--
--### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
--
--In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
--discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
--
--### UNDERSTANDING ADVANCED AND ALIEN TECH
--
--Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
--harder.
--
--Identifying and Using Advanced and Alien Tech: When a character finds a manifest cypher or an artifact that falls into
--this category, they must identify it before they can use it. Identification takes from one to ten minutes and a
--successful Intellect roll, usually against a difficulty of 5. Identifying an object grants PCs the ability to use the
--object, whether it's a manifest cypher or an artifact.
--
--However, without training or specialization in alien technology, advanced technology, or something similar (which most
--starting characters don't have), a character has an inability in understanding advanced and alien tech.
--
--Failing to Understand: Sometimes a failed roll to understand an object of advanced or alien tech simply means the
--character can't figure it out, but they can try again (as usual, each task retry requires that the PC expend Effort).
--Other times, there's a chance of something going wrong, either because you intrude or because the character triggers an
--intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
--advanced or alien device in a PC's possession.
--
--### ADVANCED AND ALIEN TECH GM INTRUSIONS
--
--Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
--understand how to use it again after resolving the intrusion.
--
--| | |
--|-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
--| d10 | Result of Intrusion |
--| 1 | Ooze sprays the character, then hardens, trapping them until they can escape a level 4 "shell." |
--| 2 | Device becomes stuck in midair, immovable as if caught in invisible, otherwise intangible cement. |
--| 3 | Device grows increasingly hot over the course of one minute, then fuses into a nonfunctional lump. |
--| 4 | Device shoots like a bullet in a random direction for a long distance, lodging itself in a structure or tree. |
--| 5 | Very bright light flashes from the device, blinding the PC for a few minutes. |
--| 6 | A blue light on the device begins flashing; if device is not destroyed, an alien enthraller investigates. |
--| 7 | Device function is triggered, as are any other devices (cyphers and/or artifacts) the PC carries. |
--| 8 | Mutagenic energy pulse; character develops a distinctive mutation over the course of ten hours. |
--| 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
--| 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
--
--### INCREDIBLE MUTATIONS
--
--Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
--death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
--engineering, or some other mutagen) can instill strange new abilities in previously normal creatures, plants, NPCs, and
--even PCs, though often with a few drawbacks, too.
--
--When to Use: If you'd like your setting to include incredible mutations, this section is for you. Why does your game
--have such mutations? Maybe because of an X‑factor in some survivors' DNA, inscrutable nanites that have permeated the
--environment, magical contamination, or multiple different timelines collapsing into one.
--
--Effect: This section describes several ways to introduce incredible mutations to your game, including letting the
--environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
--based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
--
--Mutated Creatures, Plants, and NPCs
--
--The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
--of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
--only harmful mutations, but others could have adaptive mutations.
--
--Harmful Mutations: Some creatures, plants, trees, fungus, and NPCs could present with disturbing, harmful mutations,
--such as the following examples. Their tasks are usually hindered.
--
--- An animal with one or more additional, vestigial, limp limbs, or an additional vestigial head that appears almost as a
-- tumor‑like growth
--
--- Oozing a smelly, rotting fluid that stains and slightly burns exposed skin
--
--- Lack of fur combined with albinism, making them sensitive to light and subject to skin cancer
--
--- Too many extra fingers or arms, making them slow and heavy
--
--- Too many extra branches, or too spindly, making the branches prone to breaking
--
--- Feathers growing where they normally wouldn't, in ragged, uncomfortable clumps
--
--- Fishlike scales growing where they normally wouldn't, like itchy, reflective sores
--
--- Single limb or other body part is radically larger than normal, making the creature clumsy
--
--- Big clumps of fungal growth that are obviously intrusive and painful
--
--Adaptive Mutations
--
--A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
--provide some benefit, as follows.
--
--- Fur, hair, or leaves growing in strange fractal patterns. Maybe it glows visibly to attract prey, or glows at a
-- frequency normally invisible to the human eye, but which they can see, allowing them to act in the dark.
--
--- Tentacle‑like arms that work like the regular limb replaced, or an extra tentacle‑like arm that gives the creature a
-- method to grasp, use tools, or otherwise gain an additional benefit over other creatures or plants of its type.
--
--- Feathers growing on an animal or plant they normally wouldn't, thick enough to provide additional warmth, protection,
-- and possibly limited flight options.
--
--- Insects, like ants or beetles, that learn how to spin webs, or spiders that begin spinning wildly strong fractal webs
-- that glow and change, maybe serving as a mode of communication.
--
--- Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
--
--### OPTIONAL RULE: MUTANT DESCRIPTOR
--
--If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
--with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
--resulting PC is one that the player wants to play.
--
--### OPTIONAL RULE: TRANSITORY MUTATIONS
--
--Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
--that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
--triggered, replacing the specific benefit (or drawback) of the volatile mutation previously granted to the PC.
--
--You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
--transitory mutations, not every PC in your game needs to have a volatile mutation.
--
--Volatile Mutations
--
--A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
--usually does not change, and, at their option, one or two cosmetic mutations.
--
--Alternatively, the PC could gain a volatile mutation (and one distinctive mutation) after their first encounter with
--radiation or some other mutagenic agent. Additional encounters with radiation don't give a PC further volatile mutations
--but could cause the one they have to mutate into something else.
--
--Effect: If the PC gains a volatile mutation, roll randomly on the Beneficial Mutations table. That mutation lasts until
--a triggering event occurs, at which time their volatile mutation is replaced, as indicated. A character normally cannot
--trigger replacement simply by willing it to occur, but they could choose to fail the Intellect defense roll that some
--triggers require to maintain their current volatile mutation.
--
--Adjusting the Volatility: Choose which triggering events apply to determine how volatile you'd like transitory mutations
--to be in your setting. For instance, if you prefer that volatile mutations change only when PCs encounter radiation,
--choose that option and ignore the others. Alternatively, you might prefer more variability and use most or even all the
--triggering events noted.
--
--Triggering Events:
--
--- The character finishes a ten‑hour recovery; replace with a randomly rolled beneficial mutation.
--
--- A character takes damage for the first time in ten hours and fails a difficulty 3 Intellect defense roll; replace with
-- a randomly rolled beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
--
--- The character triggers or receives a GM intrusion; replace with a random roll on the Harmful Mutations table.
--
--- The character gains a minor effect on a d20 roll and decides the effect is that their volatile mutation changes;
-- replace with two randomly rolled beneficial mutations. Both are replaced the next time the character gains a new
-- volatile mutation.
--
--- The character gains a major effect on a d20 roll and decides the effect is that their volatile mutation changes;
-- replace with a random result from the Powerful Mutations table. It is replaced the next time the character gains a new
-- volatile mutation.
--
--- The character takes damage from radiation (or other established mutagen in your setting) for the first time in ten
-- hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
-- beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
--
--Cyphers as Volatile Mutations
--
--If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
--volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
--mutation that changes during play (or gain it after surviving radiation damage) and one distinctive mutation that
--usually does not change, plus—at their option—one or two cosmetic mutations.
--
--Effect: A cypher volatile mutation operates almost entirely like regular volatile mutations, except as follows.
--
--- Any random roll on the Beneficial Mutations table should instead be a random roll on the Subtle Cypher table. That
-- includes the two rolls granted to PCs who use a special minor effect to replace their volatile mutation's effect.
--
--- A roll of 1 still replaces the PC's volatile mutation with a randomly rolled harmful mutation.
--
--- A roll of 20 still replaces the PC's volatile mutation with a randomly rolled powerful mutation.
--
--- A cypher volatile mutation can be used more than once before it is replaced, but each additional attempt to use it
-- requires that the character succeed on an Intellect task. The difficulty of the task begins at the level of the cypher
-- and increases by one step each additional time the character attempts to reuse the mutation. On a failed roll, the
-- mutation is replaced.
--
--- When the cypher volatile mutation is replaced, roll the level for the new mutation.
--
--Other Consequences of Volatile Mutations
--
--If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
--then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
--their current Pool value, depending on whether they were completely healthy or not.
--
--### D100 BENEFICIAL MUTATIONS
--
--The following mutations do not require any visible changes or distinctions in the character. In other words, people who
--have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
--and never requires an action to "activate."
--
--01–05 Strengthened bones: You gain +5 to your Might Pool.
--
--06–10 Improved circulation: You gain +5 to your Might Pool.
--
--11–15 Improved musculature: You gain +5 to your Might Pool.
--
--16–20 Improved nervous system: You gain +5 to your Speed Pool.
--
--21–25 Improved neural processes: You gain +5 to your Intellect Pool.
--
--26–30 Thick hide: You gain +1 to Armor.
--
--31–33 Increased lung capacity: You can hold your breath for five minutes.
--
--34–36 Adhesion pads: Your hands and feet have naturally adhesive pads and thus are assets in tasks involving climbing,
--keeping your footing, or retaining your grip.
--
--37–39 Slippery skin: You secrete a slippery oil, giving you an asset in any task involving slipping from another's grip,
--slipping from bonds, squeezing through a small opening, and so on.
--
--40–45 Telekinetic shield: You reflexively use telekinesis to ward away attacks, giving you an asset in Speed defense
--tasks.
--
--46–50 Suggestive voice: Your voice is so perfectly modulated that it is an asset in all interaction tasks.
--
--51–53 Processor dreams: When you sleep, you process information so that after you wake, you have an asset in any
--Intellect actions held over from the previous day. For example, if you have to determine whether an unknown plant is
--poisonous, you could "sleep on it" and make the determination the next day with an asset on the action.
--
--54–60 Poison immunity: You are immune to all poisons.
--
--61–65 Disease immunity: You are immune to all diseases.
--
--66–70 Fire resistance: You have +3 to Armor against damage from fire.
--
--71–75 Cold resistance: You have +4 to Armor against damage from cold.
--
--76–80 Psychic resistance: You have +3 to Armor against Intellect damage.
--
--81–85 Acid resistance: You have +5 to Armor against damage from acid.
--
--86–88 Puncture resistance: You have +2 to Armor against damage from puncturing attacks.
--
--89–91 Slicing resistance: You have +2 to Armor against damage from slicing attacks.
--
--92–94 Bludgeoning resistance: You have +2 to Armor against damage from crushing attacks.
--
--95–96 No scent: You cannot be tracked or located by scent, and you never have offensive odors.
--
--97–99 Scent: You can sense creatures, objects, and terrain by scent as well as a normal human can by sight. You can
--detect scents with that degree of accuracy only in short range, but you can sense strong odors from much farther away
--(far better than a normal human can). Like a hound, you can track creatures by their scent.
--
--00 Sense material: You can sense the presence of any single substance within short range, although you don't learn
--details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
--granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
--
--### D100 HARMFUL MUTATIONS
--Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
--
--01–10 Deformed leg: All movement tasks are hindered.
--
--11–20 Deformed face/appearance: All pleasant interaction tasks are hindered.
--
--21–30 Deformed arm/hand: All tasks involving the arm or hand are hindered.
--
--31–40 Malformed brain: All memory‑ or cognitive‑related tasks are hindered.
--
--41–45 Mentally vulnerable: All Intellect defense tasks are hindered.
--
--46–50 Slow and lumbering: All Speed defense tasks are hindered.
--
--51–60 Sickly: All Might defense tasks are hindered.
--
--61–63 Horrible growth: A large goiter, immobile tendril, or useless extra eye hangs from your face, hindering all
--pleasant interactions (with most creatures, particularly humans).
--
--64–66 Useless limb: One of your limbs is unusable or missing.
--
--67–71 Useless eye: One of your eyes is unusable or missing. Tasks specifically involving eyesight (spotting, searching,
--and so on) are hindered.
--
--72–76 Useless ear: One of your ears is unusable or missing. Tasks specifically involving hearing are hindered.
--
--77–84 Weakness in Might: Any time you spend points from your Might Pool, the cost is increased by 1 point.
--
--85–92 Weakness in Speed: Any time you spend points from your Speed Pool, the cost is increased by 1 point.
--
--93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
--
--### CRIPPLING MUTATIONS
--
--A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
--Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
--and so on. Such mutations prevent a character from being viable.
--
--### D100 POWERFUL MUTATIONS
--
--The following mutations do not require any visible changes in the character until used. People who have these mutations
--are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
--points. Some are actions.
--
--01–05 Darksight: You can see in complete darkness as if it were light. Enabler.
--
--06–10 No breath: You do not need to breathe. Enabler.
--
--11–15 No water: You do not need to drink water to survive. Enabler.
--
--16–20 Chameleon skin: Your skin changes colors as you wish. This is an asset in tasks involving hiding. Enabler.
--
--21–24 Savage bite: Your mouth widens surprisingly, and hidden, pointed teeth emerge when you wish it. You can make a
--bite attack that inflicts 3 points of damage. Enabler.
--
--25–26 Gluey globs: You can produce gluey globs at your fingertips. This is an asset in tasks involving climbing or
--keeping your grip. You can also fling these globs in immediate range, and if they hit, they hinder the target's physical
--tasks for one round. Enabler to use in a task; action to use as an attack.
--
--27–30 Face dancing: You can alter your features enough to give you an asset in all tasks involving disguise. Enabler.
--
--31–35 Sense oddity: You can sense the presence of an object or creature possessing fantastic abilities (because of alien
--technology, transdimensional interference, nanites, or similar) within short range. You do not learn details or the
--precise location. Action.
--
--36–40 Stinger in finger: You can make an attack with your hand that inflicts 1 point of damage. If you make a second
--successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
--Action.
--
--41–44 Stinger in elbow: You can make an attack with your elbow that inflicts 2 points of damage. If you make a second
--successful attack roll, your stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor).
--Action.
--
--45–47 Spit needles: You can make an attack with immediate range. You spit a needle that inflicts 1 point of damage. If
--you make a second successful attack roll, the needle also injects a poison that inflicts 4 points of Speed damage
--(ignores Armor). Action.
--
--48–50 Spit acid: You can make an attack with immediate range. You spit a glob of acid that inflicts 2 points of damage.
--Action.
--
--51–53 Spit webs: You can make up to 10 feet (3.5 m) of a strong, ropelike material each day at the rate of about 1 foot
--(30 cm) per minute. The webbing is level 3. You can also spit globs of webbing in immediate range, and if they hit, the
--target's physical tasks are hindered for one round. Action.
--
--54–59 Filtered lungs: You have an asset to Might defense rolls against vapors or noxious gases. You can survive in a
--hostile breathing environment (such as underwater or in a vacuum) for up to ten minutes. Enabler.
--
--60–62 Disruptive field (electronics) (2 Intellect points): When you wish it, you disrupt devices within immediate range
--(no roll needed). All devices operate as if they were 3 levels lower while in range of your field. Devices reduced to
--level 0 or below do not function. Action.
--
--63–65 Disruptive field (flesh) (2 Intellect points): When you wish it, you disrupt flesh within immediate range. All
--creatures within range of your field take 1 point of damage. If you apply a level of Effort to increase the damage
--rather than affect the difficulty, each target takes 2 additional points of damage. If your attack fails, targets in the
--area still take 1 point of damage. Action.
--
--66–68 Disruptive field (thoughts) (1 Intellect point): When you wish it, you disrupt thoughts within immediate range.
--Intellect actions for all creatures within range are hindered. Action.
--
--69–70 Magnetic flesh: You attract or repel metal when you desire. Not only do small metal objects cling to you, but this
--mutation is an asset in tasks involving climbing on metal or keeping your grip on a metal item. This mutation is an
--asset to Speed defense tasks when being attacked by a metal foe or a foe with a metal weapon. Enabler.
--
--71–73 Gravity negation (2 Intellect points): You float slowly into the air. If you concentrate, you can control your
--movement at half your normal speed; otherwise, you drift with the wind or with any momentum you have gained. This effect
--lasts for up to ten minutes. Action to initiate.
--
--74–80 Telepathy (2 Intellect points): You can speak telepathically with others who are within short range. Communication
--is two‑way, but the other party must be willing and able to communicate. You don't have to see the target, but you must
--know that it's within range. You can have more than one active contact at once, but you must establish contact with each
--target individually. Each contact lasts up to ten minutes. In addition to the normal options for
--
--using Effort, you can use a level of Effort to increase the duration of contact to a full day. Action to establish
--contact.
--
--81–85 Pyrokinesis (1 Intellect point): You can cause a flammable object you can see within immediate range to
--spontaneously catch fire. If used as an attack, this power inflicts 2 points of damage. Action.
--
--86–90 Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power
--has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit,
--capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift
--and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10
--feet (3.5 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most
--situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or
--until its Might Pool is depleted, whichever comes first. Action.
--
--91–92 Phase shifting (2 Intellect points): You can pass slowly through solid barriers at a rate of 1 inch (3 cm) per
--round (minimum of one round to pass through the barrier). You can't act (other than moving) or perceive anything until
--you pass entirely through the barrier. You can't pass through energy barriers. Action.
--
--93–94 Power device (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be
--used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.
--
--95–96 Drain power: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per
--level of the device. You regain points at the rate of 1 point per round and must give your full concentration to the
--process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller
--devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.
--
--97–99 Regeneration: In addition to regaining points through normal recovery rolls, you regain 1 point to your Might Pool
--or Speed Pool per hour, regardless of whether you rest, until both Pools are at their maximum. Enabler.
--
--00 Feed off pain: Any time a creature within immediate range suffers at least 3 points of damage (after Armor
--subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
--creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
--
--### D100 DISTINCTIVE MUTATIONS
--The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
--are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
--
--01–02 Extra eye: You have an extra eye on your forehead that you normally keep closed, but you can open it in dim light
--and see as if in bright light, and see in total darkness as if in very dim light. Enabler.
--
--03–04 Extra mouth: You have an extra mouth on your hand, face, or stomach. This mouth is filled with razor‑sharp teeth
--and, if used to attack, inflicts 3 points of damage. You can also speak with two voices at once. Enabler.
--
--05–06 Proboscis: You have a long, moth‑like proboscis instead of a mouth. You can speak, but your voice is
--ever‑so‑slightly muffled. You take all your nutrition as a liquid, but you can gain sustenance from most plants by
--inserting the sharp tip of your proboscis into it. You can also feed on the blood of living (or recently living)
--creatures. Also roll on the Beneficial Mutations table. Enabler.
--
--07–09 Snakelike arm: One of your arms ends in a fanged mouth. You can use it to attack, inflicting 3 points of damage.
--If you make a second successful attack with the arm, you also inject a poison that inflicts 4 points of Speed damage
--(ignores Armor). You can't use the snakelike arm for anything other than biting. Enabler.
--
--10–12 Tendrils on forehead: Four to six tendrils, each 1 to 2 feet (30 to 60 cm) long, come out of your forehead. They
--can grasp and carry anything that your hand could, although a large object would block your field of vision. Also roll
--on the Beneficial Mutations table. Enabler.
--
--13–15 Tendrils instead of fingers: Your fingers are tendrils 1 foot (30 cm) long. They are an asset to any task
--involving climbing, grasping, or keeping your grip. Further, you can effectively pick up and hold two objects in each
--hand rather than one. You can't wield more than one weapon per hand. Also roll on the Beneficial Mutations table.
--Enabler.
--
--16–18 Tendrils instead of arms: Your arms are tendrils 6 feet (2 m) long (or only one arm is a tendril, if you prefer).
--Although you lose the fine manipulative ability of fingers and a thumb, you can still grasp objects, have a much longer
--reach, and have an asset for all tasks involving grappling or wrestling. Also roll on the Beneficial Mutations table.
--Enabler.
--
--19–21 Tendrils instead of eyes: You are blind, but each eye socket has a retractable tendril that is 10 feet (3.5 m)
--long. These tendrils can feel around rapidly to give you a physical sense of everything within immediate range. Further,
--they can be used to manipulate very light objects, activate controls, and so forth. Also roll on the Beneficial
--Mutations table. Enabler.
--
--22–24 Tendrils instead of legs/feet: Your legs or feet are tendrils that are 6 feet (2 m) long (or only one leg or foot
--is a tendril, if you prefer). You can still walk and move normally, and you have an asset for all tasks involving
--grappling or wrestling. The tendrils are prehensile enough to grasp large objects. Also roll on the Beneficial Mutations
--table. Enabler.
--
--25–26 Roots instead of feet: If you take a minute to burrow your roots into the ground in conjunction with making a
--recovery roll, add +2 to the points regained from the roll. You can't move from where you rooted for one minute, even if
--taking what is normally a one‑action recovery roll. Enabler.
--
--27–29 Scaly body: You gain +2 to Armor. Enabler.
--
--30–32 Shaggy fur: You gain +1 to Armor (+2 against damage from cold) and have an asset on stealth tasks. Enabler.
--
--33–35 Covered in spiny needles/spikes: Any creature striking you with its body automatically suffers 1 point of damage.
--Enabler.
--
--36–38 Quills: You have quills that you can launch from your body to attack a foe within short range. This attack
--inflicts 4 points of damage, and you never run out of ammo. You can also use this attack in melee. Action.
--
--39–41 Carapace: You gain +2 to Armor. Enabler.
--
--42–44 Mirrored skin: You gain +2 to Armor against heat, radiation, lasers, and similar attacks. Enabler.
--
--45–47 Chlorophyll: You gain nutrients from the sun and don't need to eat or breathe if you have daily exposure to
--sunlight. Your skin, not surprisingly, is green. Enabler.
--
--48–50 Covered in bursting pods: Fruit‑like pods grow here and there across your entire body. You can walk and move
--normally. As your action, you can rupture one pod, creating a burst of color, sound, and odor that dazes all creatures
--within immediate range on their next turn, hindering their tasks. Enabler.
--
--51–53 Extra joint in arms: Your arms are long and jointed so that you have two elbows in each. You have a long reach and
--can strike foes from unexpected angles. This mutation is an asset when making melee attacks. However, you can modify
--your attacks only by using Speed, not Might. Enabler.
--
--54–56 Extra joint in legs: Your legs are long and jointed so that you have two knees in each. You have a long stride,
--and this mutation is an asset for all running, climbing, jumping, and balancing tasks. Also roll on the Beneficial
--Mutations table. Enabler.
--
--57–59 Rubbery body: Your bluish‑grey body is rubbery through and through. You can act normally and can stretch just your
--arms to reach things within immediate range that would normally require you to move. You can ignore up to 2 points of
--falling damage. Also roll on the Beneficial Mutations table. Enabler.
--
--60–62 Spider legs from torso: In addition to your normal limbs, six or eight spiderlike legs, each 6 feet (2 m) long,
--extend from your sides. They are an asset in any task involving running, keeping your feet, standing your ground, and
--climbing. Also roll on the Beneficial Mutations table. Enabler.
--
--63–65 Extra arms: You have one or two extra arms. They can hold objects, wield weapons, hold a shield, and so on. This
--mutation does not increase the number of actions you can take in a round or the number of attacks you can attempt.
--Enabler.
--
--66–68 Extra legs: You have two extra legs. They are an asset in any task involving running, keeping your feet, and
--standing your ground. Also roll on the Beneficial Mutations table. Enabler.
--
--69–71 Spider legs: Instead of normal legs, you have a wide torso with six or eight spiderlike legs. They are an asset in
--any task involving running, keeping your feet, standing your ground, and climbing. Also roll on the Beneficial Mutations
--table. Enabler.
--
--72–74 Spider eyes: Instead of normal eyes, you have a crown of shiny orb‑like spider eyes. They provide an asset to
--initiative and perception tasks. Also roll on the Beneficial Mutations table. Enabler.
--
--75–77 Snake tail: You have a prehensile tail that is 6 feet (2 m) long. It is an asset for all tasks ninvolving
--grappling or wrestling. The tail can grasp large objects. Also roll on the Beneficial Mutations table. Enabler.
--
--78–80 Snake tail instead of legs: Instead of legs, you have a snaky tail that is 8 feet (2.5 m) long. You move at the
--same speed and have an asset for all tasks involving grappling or wrestling. The tail is prehensile enough to grasp
--large objects. Also roll on the Beneficial Mutations table. Enabler.
--
--81–83 Stinging tendril: You have a prehensile tendril (or tail) that grows from some part of your body and ends in a
--poisonous stinger. You can make an attack with your stinger that inflicts 2 points of damage. If you make a second
--successful attack roll, the stinger also injects a poison that inflicts 4 points of Speed damage (ignores Armor). The
--tendril (or tail) can't be used for anything else. Action.
--
--84–86 Eyes on stalks: Your eyes are on stalks and can move in any direction, independently of each other. You can peek
--around corners without exposing yourself to danger. This is an asset in initiative and all perception tasks. Also roll
--on the Beneficial Mutations table. Enabler.
--
--87–89 Extra eyes on hands/fingers: You can peek around corners without exposing yourself to danger. This is an asset in
--initiative and all perception tasks. Also roll on the Beneficial Mutations table. Enabler.
--
--90–93 Abnormally large head: Your head is significantly larger than normal, with a bulging forehead and elongated skull.
--You gain two assets to any task involving knowledge, memory, lore, understanding, and figuring out puzzles. Enabler.
--
--94–96 Aquatic: Your body is streamlined and finned, your fingers and toes webbed. You gain two assets in swimming, and
--you can see perfectly underwater (as if above water). Although you have lungs, you also have gills, so you can breathe
--underwater. Enabler.
--
--97–98 Wings: You have feathered or fleshy wings on your back that allow you to glide, carried by the wind. They are not
--powerful enough to carry you aloft like a bird's wings. Enabler.
--
--99–00 Cyborg arm: One of your arms is a bulky organo‑metallic arm‑like living machine. You can project a ray of burning
--light from the arm at a target within short range as your action, inflicting 4 points of damage. You have no sense of
--touch with the arm or hand, so you are hindered when attempting physical tasks with that arm/hand and for tasks that
--require you to use both hands. Enabler.
--
--\* Mutants aren't just mutated humans. Animals and creatures of all kinds could have mutations in your game setting, as
--noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
--human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
--
--### COSMETIC MUTATIONS
--
--Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
--decidedly more or less attractive. They are simply distinguishing alterations.
--
--| | |
--|-------|-------------------------------------------|
--| d100 | Mutation |
--| 01–02 | Purple skin |
--| 03–04 | Green skin |
--| 05–06 | Red skin |
--| 07–08 | Yellow skin |
--| 09–10 | White skin |
--| 11–12 | Black skin |
--| 13–14 | Blue skin |
--| 15 | Purple hair |
--| 16 | Green hair |
--| 17 | Red hair |
--| 18 | Yellow hair |
--| 19 | White hair |
--| 20 | Blue hair |
--| 21 | Striped hair |
--| 22 | Horns |
--| 23 | Antlers |
--| 24 | Extremely hirsute |
--| 25 | Entirely hairless |
--| 26 | Scaly skin |
--| 27 | Leathery skin |
--| 28 | Transparent skin |
--| 29 | Skin turns transparent in sunlight |
--| 30 | Skin changes color in sunlight |
--| 31 | Very tall |
--| 32 | Very large |
--| 33 | Very short |
--| 34 | Very thin |
--| 35 | Very long neck |
--| 36 | Hunched back |
--| 37 | Long, thin tail |
--| 38 | Short, broad tail |
--| 39 | Long arms |
--| 40 | Short arms |
--| 41 | Long legs |
--| 42 | Short legs |
--| 43 | Bony ridge on face |
--| 44 | Bony ridge on back |
--| 45 | Bony ridge on arms |
--| 46 | Purple eye(s) |
--| 47 | Red eye(s) |
--| 48 | Yellow eye(s) |
--| 49 | White eye(s) |
--| 50 | Black eye(s) |
--| 51 | Large eyes |
--| 52 | Bulbous eyes |
--| 53 | Two pupils in one eye |
--| 54 | Large ears |
--| 55–56 | Pointed ears |
--| 57–58 | Webbed fingers |
--| 59–60 | Webbed toes |
--| 61–62 | Four fingers on each hand |
--| 63–64 | Six fingers on each hand |
--| 65 | Long fingers |
--| 66 | Purple nails |
--| 67 | Green nails |
--| 68 | Yellow nails |
--| 69 | White nails |
--| 70 | Black nails |
--| 71 | Blue nails |
--| 72 | Odd lumps on flesh |
--| 73 | Useless antennae (like an insect) |
--| 74 | Extra useless limb |
--| 75 | Extra useless eye |
--| 76 | Fleshy frills or useless flagella (small) |
--| 77 | Useless tendrils (large) |
--| 78 | Mandibles |
--| 79–80 | Pointed teeth |
--| 81 | Tusks |
--| 82 | Black teeth |
--| 83 | Red teeth |
--| 84 | Purple teeth |
--| 85 | Green teeth |
--| 86 | Purple lips |
--| 87 | Green lips |
--| 88 | Yellow lips |
--| 89 | White lips |
--| 90 | Black lips |
--| 91 | Blue lips |
--| 92 | Purple spittle |
--| 93 | Red spittle |
--| 94 | Yellow spittle |
--| 95 | White spittle |
--| 96 | Black spittle |
--| 97–98 | Distinctive odor |
--| 99 | Feathers |
--| 00 | Head crest |
--
--**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
--
--Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
--attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
--
--Realistic Threats and Hazards
--
--
--
--
--
--
--
--
--
--
--
--01-03 |
--Blocked road: The road ahead is so filled
--with abandoned, rusted before‑times vehicles that
--the PCs must walk if they want to take that route.
--Walkers are unable to see more than an immediate
--distance in any direction between the cars. If PCs
--have a vehicle larger than a bicycle, they'll have to
--find another way or leave it behind. |
--
--
--04-06 |
--Setting‑specific element: Choose a hazard
--from a set piece or optional rule you're using, or if
--you want to shake things up, roll on the Fantastic
--Threats and Hazards table. Or just choose the next
--result on this table. |
--
--
--07-10 |
--Angry ants (level 2): Thousands of biting
--ants pour from cracks in the pavement, attacking
--everything in an immediate area, inflicting 2 points
--of damage if they hit a target and, on a failed Might
--defense roll, dazing targets with pain for one round.
--Even if a target succeeds on its initial Speed defense
--roll, it takes 1 point of damage because the ants are
--everywhere. |
--
--
--11-14 |
--Enraged wasps (level 3): This wasp swarm acts
--as a single level 3 creature whose stinging attacks
--ignore Armor. Attacks on the swarm that don't deal
--area damage inflict only 1 point of damage. |
--
--
--15-17 |
--Cannibal convoy: A before‑times RV pulls
--up. It's the current property of a group of four to
--ten people who make the biofuel the vehicle runs
--on. They seem nice, but they're actually cannibals
--thinking of inviting the PCs for dinner. |
--
--
--18-20 |
--Earthquake, minor (level 3): The ground
--within long range of an epicenter heaves and shakes
--for one or more minutes. Each round, creatures in
--the area take either 3 points of damage due to the
--general shaking on a failed Speed defense roll, or
--6 points of damage if they are in or adjacent to a
--structure or terrain feature shedding debris on a
--failed Speed defense roll. |
--
--
--21-23 |
--Radioactive crater (level 3): Inflicts 3 points
--of ambient damage per round and moves the
--character one step down the damage track each day
--they fail a difficulty 5 Might defense task. |
--
--
--24-26 |
--Radioactive storm (level 3): Treat as a
--radioactive crater, but one that moves. |
--
--
--27-29 |
--Exposed electrical wiring, minor (level 3):
--Inflicts 3 points of damage per round of contact,
--and the character is stunned and unable to take
--their next action until they succeed on a difficulty 3
--Might defense task. |
--
--
--30-33 |
--Dilapidated infrastructure, minor (level 3):
--The floor gives way beneath a character who falls
--30 feet (9 m) on a failed Speed defense roll, taking
--3 points of ambient damage and moving one step
--down the damage track. |
--
--
--34-40 |
--Poisoned waters, minor (level 3): Whether
--it's water flooding a structure, a stream, a swamp,
--or a lake, drinking it inflicts 3 points of damage per
--round for three rounds on a failed Might defense
--task, and merely getting wet inflicts 1 point of
--damage per round for three rounds on a failed
--Might defense task. |
--
--
--41-48 |
--Bridge, dangerous (level 4+): PCs on an
--overpass, train trestle, or other bridge must make a
--Speed defense roll as a section gives way beneath
--their feet, potentially dropping them 40 to 200 feet
--(12 to 60 m). |
--
--
--49-53 |
--Burning structure (level 4): Everything in or
--within immediate range of this fire takes 4 points of
--damage each round on a failed Speed defense roll.
--If PCs can't get away, choking smoke in the area
--means they must succeed on Might defense rolls
--each round or suffer 2 points of ambient damage
--and lose their next action. |
--
--
--54-57 |
--Choking pollution (level 4): Asbestos and
--other substances once safely bound up in the
--infrastructure are loose, sometimes as clouds of
--dangerous particulate matter inflicting 4 points
--of damage per round for three rounds on a failed
--Might defense roll. |
--
--
--58-67 |
--Raider patrol: Whether on scavenged trucks
--or motorcycles, or riding mutant pigs bred as war
--mounts (war pigs), a group of three to six fell riders
--is bad news. |
--
--
--68-72 |
--Avalanche (level 5): A rumble precedes the
--falling snow as an avalanche of snow threatens to
--bury the PCs. (The avalanche could be debris or
--rubble instead of snow.) |
--
--
--73-75 |
--Dilapidated infrastructure, major (level 5):
--The building, underpass tunnel, or cave collapses,
--or the bridge over which the vehicle is passing
--crumbles. Characters suffer 5 points of damage,
--and on a failed difficulty 5 Speed task are buried
--under suffocating rubble until they can escape
--or are rescued. For additional danger, treat as an
--unstable structure. |
--
--
--76-78 |
--Disease (level 5+): Even if the world didn't
--end because of a pandemic, disease threatens the
--PCs when they meet a group of especially unlucky
--(and diseased) survivors. |
--
--
--79-80 |
--Flooded region (level 5): A failed Speed
--defense roll means the rushing waters envelop
--the character, inflicting 5 points of damage and
--moving them a short distance in the direction of the
--water's flow. A serious flood could further endanger
--the character. |
--
--
--81 |
--Firenado (level 5): Fire generates a vortex of
--flame and smoke, creating a rotating column of
--air that draws in flames and debris, resulting in a
--powerful whirlwind of fire. The vortex moves an
--immediate distance (on a roll of 1–3 on a d6) or a
--short distance (on a roll of 4–6 on a d6) each round
--in a random direction, persisting for 1d6 + 2
--rounds before dispersing. Anyone intersected by
--the firenado's immediate‑radius area takes 5 points
--of damage each round on a failed Speed defense
--roll. The PC must also succeed on a Might defense
--roll or be pulled up into the firenado, burned
--for another 5 points of damage, and hurled in a
--random direction a short distance, which inflicts
--another 5 points of damage from falling and/or
--impacting other structures. |
--
--
--82-84 |
--Poisoned waters, major (level 5): Drinking
--this slightly glowing water inflicts 5 points of
--damage per round for three rounds on a failed
--Might defense task, and merely getting wet inflicts
--3 points of damage per round for three rounds on a
--failed Might defense task. |
--
--
--85-86 |
--Just a bear, but a big one: A regular grizzly
--bear is always frightening, before or after the end. |
--
--
--87-88 |
--Nuclear fallout (level 5): Radioactive dust
--drifts to the ground or precipitates out as rain. PCs
--in the area suffer 1 point of ambient damage each
--minute, and if they remain for an hour or longer,
--they're subject to radiation sickness. |
--
--
--89-91 |
--Toxic spill (level 5): Sticky orange goo bursts
--from rusted ancient barrels. Characters who fail a
--Speed defense task are caught and held in place
--until they can escape the morass, taking 5 points of
--damage each round they remain stuck. |
--
--
--92-94 |
--Unexploded ordnance (level 5): A buried
--land mine inflicts 5 points of damage to everything
--within short range if trod upon or otherwise set off. |
--
--
--95-97 |
--Superstorm (level 6): With the climate
--destabilized, storms of unprecedented strength
--sometimes blow, creating winds that inflict 6 points
--of damage each round targets are exposed. |
--
--
--98-99 |
--Radiation, extreme (level 8): This area was
--recently hit by a nuclear bomb or other extreme
--radioactive event, and those in the area for more
--than a minute who fail a Might defense roll suffer
--from radiation sickness. |
--
--
--00 |
--Unexploded nuclear warhead (level 10): If not
--defused, it could kill everything in a several‑mile
--radius and is likely radioactive to boot. |
--
--
--
--
--\* Grizzly bear: level 5; health 20; Armor 1
--
--\* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
--
--Fantastic Threats and Hazards
--
--
--
--
--
--
--
--
--
--
--
--1 |
--Hallucinatory flowers (level 3): The
--ground floor of the ruin hosts a handful
--of purplish flowers growing up out of the
--rubble. A character who gets a puff of the
--pollen hallucinates their allies are actually
--cannibals trying to eat the affected character
--each round until the character succeeds on
--a Might defense roll. |
--
--
--2 |
--AI instance, minor (level 3): An artificial
--intelligence in an old facility attempts to
--install itself in the wetware (the brain)
--of humans and any other nearby sapient
--creatures. Anyone within immediate range
--of a video screen playing carefully crafted
--symbols and sounds who fails an Intellect
--defense roll is stunned, losing their next
--turn as they stare in rapt attention. If
--they fail a subsequent defense roll, they
--come under the control of the AI for one
--minute, or until they succeed on an Intellect
--defense roll on their turn. A PC under AI
--control might stand and do nothing, fall
--mysteriously unconscious, or take an action
--to advance the AI's goals. |
--
--
--3-4 |
--Voracious cockroach swarm (level 3):
--This swarm, easily covering an area a
--short distance in diameter, doesn't shrink
--from the light or from people. Indeed, it
--seems eerily intelligent, and if threatened,
--it attacks, inflicting 3 points of damage
--each round on everything in its area that
--fails a Speed defense roll, or 1 point on a
--successful roll. |
--
--
--5 |
--Animate vegetation (level 4): Kudzu got a
--lot worse in the aftermath. Characters that
--fail a Speed defense roll take 4 points of
--damage each round from strangulation and
--vine constriction until they can escape |
--
--
--6 |
--Ashy tide (level 4): A series of powerful
--wind gusts in the area kicks up a lot of
--fine grey ash. Except it's not ash—it's a
--collection of nanobots, each the size of a
--grain of sand or smaller, called ashy tide. |
--
--
--7-8 |
--Glowing roach infestation: Four to ten
--glowing roaches the size of dogs have truly
--come into their own now that they've grown
--in stature and intelligence. They have little
--use for survivors, except as food. |
--
--
--9 |
--Psychic lichen (level 4): Psychic lichen
--gently attacks the minds of nearby
--creatures, causing them to grow tired and
--nap if they fail an Intellect defense roll. If
--not awakened, the dozing body serves as
--food for a new psychic lichen colony. |
--
--
--10 |
--Strike from the heavens (level 4): A
--before‑times war satellite becomes active
--and fires a focused microwave beam at
--the PCs in the area, inflicting 4 points of
--damage each round they remain in the area
--without solid cover and fail a Might defense
--roll, or 2 points on a successful roll. |
--
--
--11 |
--Abomination lair: The abomination was
--a person once, or its ancestors were. Not
--anymore. |
--
--
--12 |
--Fiery fissure (level 5): A crack splinters
--the ground along a newly forming fire‑filled
--fissure that stretches a long distance,
--zigging and zagging to catch several more
--targets than it might otherwise. PCs who fail
--a Speed defense roll fall in and are burned
--for 5 points of damage each round until
--they can climb out or be pulled out with a
--successful Might task as an action. |
--
--
--13 |
--Glowing tide (level 5): Veins of
--yellow‑gold light branching across surfaces
--(roads, buildings, and bare earth) indicate
--that nanites are probably active, creating a
--dangerous area of glowing tide. |
--
--
--14 |
--Time anomaly (level 5): The PCs
--encounter a wall of golden light whose
--interior ripples with lightning. It's a
--time storm, and either it blocks the PCs'
--path, or worse, it's gradually sweeping
--toward the characters. |
--
--
--15 |
--AI instance, major (level 6): An artificial
--intelligence in a powered facility attempts
--to install itself in the wetware (the brain)
--of humans and any other nearby sapient
--creatures. Anyone within immediate range
--of a video screen playing carefully crafted
--symbols and sounds who fails an Intellect
--defense roll is stunned, losing their next
--turn as they stare in rapt attention. If
--they fail a subsequent defense roll, they
--come under the control of the AI (because
--an instance of the AI is running in their
--head). A target can make a new Intellect
--defense roll each day to try to reject the
--control. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an action to
--advance the AI's goals. |
--
--
--16 |
--Hungry tide (level 6): A greyish‑green
--mist of nanobots a short distance in
--diameter drifts in the wind, until the
--hungry tide senses living organisms
--and moves a short distance each round
--toward them. |
--
--
--17 |
--Quantum singularity (level 6): Attempts
--to change the past to avert the apocalypse
--have consequences, including these points
--of unstable space‑time. Characters who fail
--an Intellect defense task are teleported a
--short distance in a random direction and
--possibly several hours forward in time. |
--
--
--18-19 |
--Rampaging wardroid (level 6): Wardroids may be what caused the apocalypse in the first place; whatever the case, one
--has wandered directly into the PCs' path. |
--
--
--20 |
--Mutant bear: The house‑sized
--radioactive bear, whose roar can be heard
--for miles, is something to avoid. |
--
--
--
--
--### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
--
--If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
--complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
--settlement or recently secured shelter, or traveling across the wasteland.
--
--Select a GM intrusion appropriate to the situation, roll one randomly, or use the list to inspire an intrusion of your
--own.
--
--01–02 (group): Roll on the preceding Realistic Threats and Hazards table, or on the Fantastic Threats and Hazards table
--if your game includes fantastic elements.
--
--03–04: The character is surprised by a diseased feral cat, which bites them and runs off, infecting the PC with a level
--4 disease that drops them one step on the damage track each day they fail a Might defense roll.
--
--05–06 (group or character): The PCs' mode of transport breaks (or someone's boot heel snaps off), requiring about an
--hour of repair, possibly meaning that they have to duck into nearby ruins to find parts.
--
--07–08: A weirdly gnarled hand emerges from the ground or ruin, grabs the character, and pulls them down into an ancient
--bunker containing a zombie hulk.
--
--09–10 (group): The PCs discover their food and water supplies have become contaminated with poisonous mold or dangerous
--levels of radiation (level 4).
--
--11–12 (group): An unseasonal blizzard forces the PCs to seek shelter in an abandoned train yard, which shows signs of
--being claimed by another group of survivors.
--
--13–14: The character treads on a sticky slurry of ooze leaking from a ruined factory that holds them in place unless
--they give up their footwear and/or succeed on a difficulty 5 Might task to pull free.
--
--15–16: A radioactive spider bites the character, inflicting 3 points of Speed damage (ignores Armor), and on a failed
--difficulty 3 Might defense roll, the character develops one harmful mutation. Each day the PC can attempt another Might
--defense roll; with a success, the mutation subsides.
--
--17–18 (group): A wildfire or structural fire (level 5) moves through the area; PCs must run before it to survive.
--However, when the fire has burnt out several hours later, the PCs are lost.
--
--19–20 (group): A sinkhole opens beneath the PCs' vehicle, which becomes hopelessly stuck in loose earth until they can
--succeed on a difficulty 7 Might roll to push it out. If PCs don't have a vehicle, the sinkhole sucks down one character
--and threatens to smother them unless the others succeed on a difficulty 7 Might roll to extract them.
--
--21–22: The PC discovers they are infested with mutant green lice (level 5); Might tasks (including defense rolls) are
--hindered until the PC is treated with appropriate cleansing chemicals.
--
--23–24 (group): High winds, acidic precipitation, or a drift of grey goo eats through the PCs' shelter's roof.
--
--25–26: The character wakes to discover that some of their equipment has been pilfered, but the PC on watch didn't see
--anything (and isn't responsible for the theft). Investigation reveals that weirdly smart termites (level 4) working
--together made off with the item.
--
--27–28 (group): Yellow mushrooms with black speckles (level 4) grow profusely in the area and ooze weirdly blood‑like
--fluid when brushed or trod upon, or simply as PCs pass by. The mushrooms are poisonous, inflicting 4 points of Speed
--damage (ignores Armor) if ingested, but they also grant PCs a one‑time asset on any knowledge tasks they attempt during
--the next ten hours.
--
--29–30 (group): That buzzing noise that's been getting louder and louder is revealed as a swarm of aggressive, stinging
--radioactive bees.
--
--\* Radioactive bees, swarm: level 5; stings inflict 6 damage and, on failed Might defense roll, an allergic reaction
--dealing 1 Speed damage (ignores Armor) each minute until target is tended
--
--31–32 (group): The PCs enter a region threatened by pockets of explosive gas (level 5), visible before they detonate as
--low‑lying banks of thin, yellowish mist. If agitated, a gas pocket detonates, inflicting 5 points of damage on
--everything in the area, or 2 points on PCs who succeed on a Speed defense roll.
--
--33–34: The character trips or is thrown from their vehicle or mount by a jolt or similar accidental incident, risking a
--broken bone on a failed difficulty 4 Speed defense roll.
--
--35–36 (group): A before‑times radio transmission is received, asking anyone, anywhere, for aid.
--
--37–38 (group): Mosquitos the size of hummingbirds attack.
--
--\* Mosquitos, giant, swarm: level 3; bite inflicts damage and, on failed Might defense roll, target contracts Nipah
--
--39–40: The character steps in a bear trap left by other survivors. The PC takes 6 points of damage and is caught in a
--painful clamp until an ally succeeds on a difficulty 6 Might task to remove it.
--
--41–42: The character stumbles over a decaying human corpse apparently killed by invasive fungus (level 3) eating through
--their brain.
--
--43–44: The character ate something that didn't agree with them, and becomes so afflicted with nausea that their tasks,
--attacks, and defense rolls are hindered by two steps for the next few hours.
--
--45–46 (group): A mushroom cloud from a nuclear detonation blooms on the horizon. Are the PCs far enough away to survive?
--Maybe, if they find shelter pronto.
--
--47–48: A mutated animal with unhealthy skin lesions and bulbous growths (with giant rat stats) scurries from the
--character's backpack or other container when they stow or retrieve equipment. The animal runs off unless attacked, in
--which case it fights to the death.
--
--49–50 (group): The PCs encounter a survivor claiming to be looking for a source of water that's not radioactive. Maybe
--they're telling the truth and could use some help. Or maybe they're a spy from a nearby raider camp.
--
--51–52: The thin trickle of water running through the ruins must be intermittently in contact with live electrical wires,
--as the character discovers when they take 5 points of Speed damage (ignores Armor) and are stunned, losing their next
--turn.
--
--53–54: A lurking rattlesnake bites the PC, then slithers off.
--
--55–56 (group): When the PCs return to their camp or place of refuge, they find that someone else has stolen all their
--carefully hoarded stores and wrecked part of the camp.
--
--57–58 (group): A pack of seven rabid dogs appears, growling and snarling.
--
--\* Rabid dog: level 3, attacks as level 4; Armor 1
--
--59–60: The character falls partly (or completely) through the rotting floor, trapping their foot until they succeed on a
--difficulty 4 Might roll, or dropping them to a lower floor (and separating them from the others).
--
--61–62 (group): It's hot outside today, due to a combination of aberrant weather conditions. PCs without some means of
--cooling themselves off suffer 1 point of ambient damage each minute in the "heat dome" covering the region.
--
--63–64 (group): Eroded earth and dead vegetation in the region create perfect conditions for a sandstorm, which blows
--through the area for several hours, reducing visibility to an immediate distance.
--
--65–66 (group): An electromagnetic storm rips through the area, knocking out any electronic devices the PCs might have,
--and potentially threatening PCs without shelter with a lightning strike (level 7).
--
--67–68: An automatic defense system comes back online as PCs pass, deploying a metal‑clad pop‑up turret (level 5). Each
--minute, it targets the character with a mini‑missile attack that inflicts 10 points of damage (or 3 points even with a
--successful Speed defense roll).
--
--69–70 (group): A group of three to six zombies (or cannibals, if your game has no zombies) stumbles out of the hospital,
--bunker, or old military facility.
--
--71–72: The character's trusty weapon finally rusts through or otherwise breaks.
--
--73–74 (group): Seeping gas (level 4) in the area causes the PCs to begin hallucinating. Each is certain the other is
--some kind of threat—such as a raider, a zombie, or something else dangerous—until they succeed on a difficulty 3
--Intellect defense roll on their turn to realize what's going on.
--
--75–76 (group): The characters are caught in a stampede of rewilded giraffes, elephants, buffalo, or other large animals.
--Each PC suffers 3 points of damage, descends one step on the damage track, and on a failed difficulty 3 Speed defense
--roll, is borne along for a while and separated from their allies.
--
--77–78 (group): The heavy rain and lightning storm suddenly births a tornado. PCs must seek shelter or suffer 7 points of
--damage each round they are exposed. If a PC takes enough damage to descend three steps on the damage track, they are
--pulled up into the vortex and lost.
--
--79–80: The character discovers they've started growing a sixth finger on their left hand. Why? Maybe due to their
--previous exposures to whatever mutagen exists in the world, or for a reason yet to be learned.
--
--81–82 (group): A before‑times jet appears in the sky, engines spewing smoke, before it crashes close enough to deal 4
--points of damage to PCs that fail a difficulty 4 Speed defense roll.
--
--83–84 (group): It begins to hail ice chunks the size of golf balls, inflicting 3 points of damage each round on PCs
--without shelter. The event also knocks any exposed vehicles or shelter the PCs rely on one step down the object damage
--track.
--
--85–86: The character steps on a plant that releases spores blinding them for about a minute.
--
--87–88: The character walks through a hidden trip wire set by other survivors, causing an alarm to blare.
--
--89–90 (group): A group of people (level 2) with glazed eyes appear with gifts of food. They want to introduce the PCs to
--their AI benefactor (or warlord, if your game has no AIs) via an old‑time communications device they have with them.
--
--91–92: The character has been pushing too hard and they're exhausted; they move down one step on the damage track until
--after their next ten‑hour recovery.
--
--93–94: Through misadventure, the character falls from the vehicle or mount, and no one else immediately notices.
--
--95–96: A mutant skunk with two heads (or regular skunk, if your game doesn't feature mutations) sprays the character.
--The character's pleasant social interaction tasks are hindered by two steps for two to five days.
--
--97–98 (group): NPC survivors demand PCs pay a toll to pass, equal to enough food and water to sustain one person for
--five days.
--
--99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
--but someplace completely different.
--
--### OPTIONAL RULES FOR FAIRYTALE
--
--Optional Rule: I Have That!
--
--In fairy tales, characters often have exactly the right mundane piece of equipment
--
--that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
--on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
--to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
--Item" in
--
--that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
--say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
--one of their Pocket Items for the appropriate price category.
--
--Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
--less expensive counterparts.
--
--The GM has veto power over items that they don't think you could have found or carried.
--
--Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
--who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
--into a Pocket Item; it remains a thimble.
--
--Example Pocket Items
--
--Inexpensive
--
--• Apple
--
--• Ashes (handful)
--
--• Breadcrumbs
--
--• Butter
--
--• Candy
--
--• Chalk
--
--• Cricket in a cage
--
--• Cup
--
--• Egg
--
--• Fabric
--
--• Flyswatter
--
--• Glass jar
--
--• Glue
--
--• Honey
--
--• Leather
--
--• Magnets
--
--• Marbles
--
--• Nails
--
--• Needle and thread
--
--• Paper
--
--• Plait of hair
--
--• Pot of fat
--
--• Pot of grease
--
--• Ribbon
--
--• Rice (handful)
--
--• Straw
--
--• Tacks
--
--• Wax
--
--• Wool
--
--Moderate
--
--• Bird in a cage
--
--• Sewing shears
--
--• Thimble
--
--### OPTIONAL RULES FOR SCIENCE FICTION
--
--### SPACE HAZARDS
--
--A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
--more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
--
--### GRAVITY WELL
--
--All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
--hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
--associated gravity field. Any time a spacecraft launches from a moon or planet, it must escape the gravity well. For RPG
--purposes, that's either a routine task, or a low-difficulty one (assuming no complicating factors are at play).
--
--Gravity wells become a hazard when a spacecraft encounters one unexpectedly— usually because of a navigational or sensor
--error, but occasionally because of a moon or extreme gravity source being someplace unforeseen.
--
--Slingshot Trajectory: An unexpected encounter with a gravity well can sling a spacecraft off on a new and unwanted
--trajectory on a failed piloting task, the difficulty determined by the situation.
--
--Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
--the craft to expend additional power to get free (power it may or may not have)
--
--### BLACK HOLE
--
--Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
--couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
--dilation, and being swallowed.
--
--Tidal Desctruction: Mechanically speaking, while a spacecraft feels tidal forces by passing too close to a black hole's
--event horizon, all tasks aboard the craft are hindered, Void Rules are in effect, and if a GM intrusion is triggered
--thereby, the ship sustains major damage and risks coming apart. Meanwhile, PCs in the ship (assuming some sort of
--fantastic tech-rated gravity nullifier isn't in use) suffer 1 point of ambient damage each round.
--
--A ship near a very large black hole (like Sagittarius A\*, the supermassive black hole at the center of the Milky Way
--Galaxy) can avoid tidal effects because the gravity gradient is so much wider, but still feel relativistic time
--dilation.
--
--Relativistic Time Dialation: From a mechanical perspective, spacecraft that survive close encounters with black holes
--and return to normal space discover that more time has passed than expected, which could range from fairly
--inconsequential minutes or hours, to far more serious days, months, years, centuries, or more.
--
--Past the Event Horizon: The event horizon is the point of no return, where not even light can escape the clutch of
--gravity. If a spacecraft falls into a black hole, assuming it is not spaghettified by tidal forces, it is still lost
--from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
--post-singularity AI or ancient ultra.
--
--### RADIATION BELT/SOLAR FLARE
--
--Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
--causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
--unexpected exposure.
--
--Ship Damage: The ship suffers minor or major damage, requiring repair and perhaps even replacement of parts. This damage
--is as serious as you require for the purposes of creating an interesting story.
--
--Radiation Sickness: When PCs are exposed to intense radiation, they suffer 3 points of ambient radiation damage for each
--minute the character fails a difficulty 3 Might defense task. If the character fails three such defense rolls during any
--single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
--the damage track for each day they fail a Might defense roll until they expire.
--
--### ASTEROID/DEBRIS FIELD
--
--Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
--to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
--fantastic settings, or possibly in solar systems other than Earth's.
--
--Evasive Ateroid Piloting: During any round a spacecraft moves through a densely packed asteroid or debris field, the
--pilot (or shipmind) must succeed on a piloting task, whose difficulty is set by the situation. On a failed roll, a
--collision occurs. Each time a collision occurs, the ship (and possibly its crew) is damaged according to the track laid
--out below. Collisions are assumed to be major rocks or pieces of debris, or possibly a series of smaller pieces of
--debris all impacting nearly simultaneously, with one getting through the shielding.
--
--Finding Shelter: The best way to find shelter in order to effect repairs, or hide from pursuers, is to try to find an
--asteroid or piece of debris large enough for the spacecraft to land on or find a crevice to slide into. To land a
--spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
--spin, then slide into the cramped space.
--
--### CRAFTING MAGIC ITEMS
--
--Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
--
--### CRAFTING CYPHERS
--
--1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
--what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
--System Reference Document. Note that some cyphers have the same effect no matter what level they are, so the character
--could make crafting easier by creating the lowest-level version of that cypher, but the GM is always able to rule that a
--particular cypher must be crafted at a certain level or higher for it to work. In particular, a stim is very strong for
--its level range, and should always be treated as a level 6 cypher when crafted by a PC.
--
--2\. Determine Materials. Just as crafting an axe requires iron and wood, crafting a magical cypher requires strange and
--exotic materials—powdered gems, ink from monsters, mysterious herbs, and so on. The level of the cypher determines how
--expensive these materials are, according to the following table.
--
--| Cypher Level | Materials Cost |
--|--------------|--------------------------|
--| 1 | One inexpensive item |
--| 2 | Two inexpensive items |
--| 3 | One moderate item |
--| 4 | Two moderate items |
--| 5 | Three moderate items |
--| 6 | One expensive item |
--| 7 | Two expensive items |
--| 8 | Three expensive items |
--| 9 | One very expensive item |
--| 10 | Two very expensive items |
--
--3\. Assess Difficulty. The difficulty of a magic item crafting task is always equal to 1 + the level of the cypher. The
--crafter can reduce the assessed difficulty of a crafting task with skill training (such as being trained or specialized
--in brewing potions or scribing scrolls), assets, special abilities provided by their focus or type, and so on. Using a
--formula, recipe, or other guideline for a specific cypher counts as an asset for this purpose. Because this is an
--activity requiring special knowledge, it is not possible for a character with no skill (or with an inability in this
--skill) to do this sort of crafting; the character cannot attempt the task at all.
--
--4\. Determine Time to Craft. The amount of time it takes to craft a magical cypher is determined by the assessed
--difficulty, so decreasing the assessed difficulty not only means the character is more likely to succeed, but also that
--they have to spend less time on crafting it. See the table below.
--
--For any time in excess of nine hours, the process is assumed to have stages where the character is not actively working
--on it, just checking on it occasionally to make sure everything is going as planned— allowing the base ingredients of a
--potion to cook for a few hours, stirring to make sure the ingredients don't congeal, allowing ink on a scroll to dry,
--and so on. In other words, the character is able to perform other actions in the vicinity of the crafting (such as
--studying, resting, eating, and so on), but couldn't craft on the road or in the middle of a dungeon.
--
--| Assessed Difficulty | Time to Craft |
--|---------------------|---------------|
--| 1 | Ten minutes |
--| 2 | One hour |
--| 3 | Four hours |
--| 4 | Nine hours |
--| 5 | One day |
--| 6 | Two days |
--| 7 | One week |
--| 8 | Three weeks |
--| 9 | Two months |
--| 10 | Six months |
--
--5\. Complete Subtasks. The crafting character must complete multiple subtasks that are steps toward finishing the
--process. The number of subtasks required is equal to the assessed difficulty of the crafting task attempted. So a
--crafting task assessed as difficulty 5 requires five subtask successes.
--
--The difficulty of each individual subtask begins at 1 and increases by one step for each remaining subtask, until the
--crafter succeeds on the final, highest-difficulty subtask. Generally, subtask attempts occur at equally divided
--intervals over the course of the full time required to craft the item.
--
--> If at any point the crafter fails on a subtask, the item isn't ruined. Instead, the character only wasted the time
--> spent on that subtask, and can spend that much time again and then try to succeed at that same subtask. If the crafter
--> fails twice in a row on the same subtask, the character can continue crafting, but in addition to losing another
--> interval of crafting time, more crafting material (equal to one of the kind of item needed to craft it) is destroyed
--> in a mishap and must be replaced before crafting can continue.
-->
--> A player may ask to apply Effort to each subtask. Applying Effort is something they do in the moment, not over the
--> course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
--> day
--
--### CRAFTING ARTIFACTS
--
--Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
--select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
--their other character abilities. The main difference is that most artifacts don't cost Pool points to activate, and
--character abilities don't have a depletion stat that eventually removes the item from play. Crafting artifacts is
--handled as a long-term benefit of character advancement; the character and GM agree on the artifact to be crafted, and
--the character spends 3 XP. If the item is fairly simple, the GM can skip the crafting details and just say that after a
--period of time, the PC creates the artifact. For an item that significantly alters gameplay—granting the character vast
--telepathic powers or giving them the ability to teleport at will—the GM can give the item an assessed difficulty equal
--to 3 + the artifact level and require the character to follow the crafting steps for creating a magical cypher. Crafting
--this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
--the same assessed difficulty
--
--### RITUAL MAGIC
--
--### TIME
--
--Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
--it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
--ritual takes from start to finish, once the preparations (if any) are complete.
--
--### DIFFICULTY AND SUBTASKS
--
--Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
--a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
--from the dead don't have an obvious task level. In these cases, the GM should choose a level for the ritual based on
--what would make an interesting experience for the players. Instead of having the success or failure of this sort of
--magic come down to one roll, ritual magic lets the GM build tension by requiring the players to make rolls for multiple
--subtasks. The subtasks start at difficulty 1, and the subtask difficulty increases by 1 each time until the players make
--a final roll at the highest difficulty. A ritual with an overall difficulty of 4 has four subtasks, with the first one
--at difficulty 1, the second at difficulty 2, the third at 3, and the last one at 4.
--
--If at any point the PC fails a subtask, the ritual isn't automatically ruined, but it costs time—a failure means the
--time spent on that subtask was wasted, but the character can spend that much time again and try to succeed at that same
--subtask. The GM may decide that later attempts at that subtask are hindered, or that a certain number of failures during
--the ritual (perhaps equal to half the ritual's overall level) means the whole thing needs to be started again. Skills,
--assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
--the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
--
--### POOL INVESTMENT
--
--Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
--vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
--could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
--necessary to prevent a participating PC from dying during the ritual).
--
--### ACCELERATED PERFORMANCE
--
--The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
--reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
--a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
--time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
--
--### EXAMPLE RITUALS
--
--The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
--may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
--might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
--ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
--
--### UNDERSTANDING THE EXAMPLES
--
--Each ritual is described in the following format.
--
--Level: The overall level of the ritual, which determines how many subtasks it has.
--
--Time: The preparation time (if any) and performance time.
--
--Roles: Things other characters can do to participate and help.
--
--Side Effects: Negative consequences for failed rolls or GM intrusions.
--Reagents: Resources that can help success.
--
--Pool: What kind of Pool points the ritual costs.
--
--Other Assets: Kinds of abilities that can help success.
--
--### BESEECH
--
--Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
--that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
--makes its attention known, such as by manifesting as a light, noise, or visible spirit. It may ask for more information,
--for a task or favor in return, or for a service to be named later. The entity is not compelled to do the favor; the
--ritual merely gains its attention and gives the characters the opportunity to speak their case.
--
--Level: The level of the entity
--
--Time: Four hours of preparation, one hour of performance
--
--Roles: Chanting, lighting candles, holding gifts/reagents
--
--Side Effects: Curse, hallucination, prerequisite quest (a challenge or task the characters must perform before the
--entity will consider answering)
--
--Reagents: Scroll giving the history of and important details about the entity, offerings of gratitude or appeasement
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities
--
--Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
--space to talk in person.
--
--### CONJURE THE DEAD
--
--Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
--prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
--them or persuade them to share information. The spirit usually wants something in return (such as messages conveyed to
--the living or unfulfilled tasks completed). If the characters don't comply, they must magically threaten or compel the
--spirit to obey.
--
--Level: The level of the dead spirit
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Chanting, holding hands in a circle, manipulating a spirit device
--
--Side Effects: Haunting, possession
--
--Reagents: Mementos of the spirit's life, the spirit's former physical remains, a person or creature to possess
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities, religious or cultural connections, secret name of the spirit
--
--A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
--accordingly.
--
--### CONJURE DEMON
--
--Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
--perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
--about a minute, during which time the summoners must bargain with or command it to perform a deed that takes no longer
--than an hour and requires it to travel no more than about 50 miles (80 km)—spying, murder, and destruction of property
--are common tasks. Usually the demon has to be threatened or magically coerced into obeying. If the summoners fail to get
--it to comply, it makes one attack against them and then returns to wherever it came from (and probably bears a grudge
--for the unwanted summoning).
--
--Level: The level of the demon
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
--
--Side Effects: Aggression, bad smell, curse, equipment damage or theft, possession
--
--Reagents: Blood; meat; magical inks or paints for a summoning circle; contracts; a person to possess; objects
--representing anger, destruction, or hatred (according to the desired service)
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities, secret name of the demon
--
--### CONJURE DEVIL
--
--Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
--perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
--it to perform a deed that takes no longer than an hour and requires the devil to travel no more than about 50 miles (80
--km)—spying, stealing, guarding, and murdering are common tasks. The devil usually wants something in return (even if
--just an agreement for a later favor); otherwise, the characters must threaten it or have some way to force it to obey.
--If the characters fail to strike a bargain, the devil returns to wherever it came from (and probably is annoyed at the
--interruption).
--
--Level: The level of the devil
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Bloodletting, chanting, lighting candles, holding gifts/reagents, tracing the summoning circle
--
--Side Effects: Bad smell, curse, infernal mark, possession
--
--Reagents: Blood; magical inks or paints for a summoning circle; contracts; a person to possess; objects representing
--betrayal, deception, or greed (according to the desired service)
--
--Pool: Might or Intellect
--
--Other Assets: Knowledge or control of similar entities, secret name of the devil
--
--### CONJURE ELEMENTAL
--
--Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
--remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
--elemental is usually summoned to do something that takes no longer than an hour and requires it to travel no more than
--about 50 miles (80 km)—attack, guard, and scout are common tasks. The elemental typically wants something in return for
--its service, usually a gift or bribe appropriate to its nature—incense for air, gems for earth, oil for fire, salts for
--water, and so on. If the summoners can't come to an agreement with the elemental, it might make one attack before it
--leaves.
--
--Level: The level of the elemental
--
--Time: Three hours of preparation, one hour of performance
--
--Roles: Chanting, music, using ceremonial objects, holding gifts/reagents, tracing the summoning circle
--
--Side Effects: Damage, weakness toward one kind of attack
--
--Reagents: Gifts (black powder, gems, ice, incense, oil, salt, soil, water, wood), destroying opposing items or
--creatures
--
--Pool: Might, Speed, or Intellect, depending on the kind of elemental
--
--Other Assets: Elemental power, knowledge or control of similar entities, nature magic, secret name of the elemental
--
--Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
--playing up their strengths are the key to bargaining with them.
--
--### CONSECRATION
--
--Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
--very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
--use abilities against it. If the PCs are warded out of the designated area, they must make an Intellect defense roll to
--enter it (and another each minute while within the area, or retreat) and all their actions inside or targeted within the
--area are hindered by two steps.
--
--Level: The level of the effects to protect against
--
--Time: One hour of preparation, two hours of performance
--
--Roles: Drawing lines and symbols along the border, chanting, calling out local features (with candles, runestones, or
--other suitable markers)
--
--Side Effects: Lights, sounds, weak spots or "back doors" in the barrier
--
--Reagents: Silver dust, sacred oil, buried blessed gemstones
--
--Pool: Intellect
--
--Other Assets: Warding magic, religious knowledge
--
--### ENCHANT WEAPON
--
--Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
--next day.
--
--Level: 3 or 4
--
--Time: Thirty minutes of preparation, one hour of performance
--
--Roles: —
--
--Side Effects: Weapon attack hindered, higher GM intrusion rate
--
--Reagents: Rare oils, gem dust
--
--Pool: Speed or Intellect
--
--Other Assets: Battle tactics, weapon crafting
--
--In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
--rolls, grant extra damage, affect multiple weapons at once, or all of the above.
--
--### ENTOMBMENT
--
--Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
--the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
--forces the creature into the vessel, either in a spiritual form or by shrinking it to a size that will fit within the
--vessel.
--
--Level: The level of the creature
--
--Time: Sixteen hours of preparation, one hour of performance
--
--Roles: Chanting, carrying or protecting the vessel
--
--Side Effects: Bystander imprisoned with the target, containment has a flaw, target lashes out
--
--Reagents: Vessel, symbolic bindings (chains, ropes, shackles, and so on), anathema objects
--
--Pool: Intellect
--
--Other Assets: Control magic, grappling, imprisoning magic, wards
--
--### EXORCISM
--
--Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
--out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
--comes). Completing the ritual doesn't prevent other spirits from entering or inhabiting the area, but it is likely that
--they can sense that an exorcism happened there, and most choose to avoid such an area so they don't suffer the same
--fate. The ritual can also be used to cast out spirits from a possessed creature, preventing those spirits from returning
--for a year and a day. As with using the ritual to cleanse a location, this doesn't prevent other spirits from afflicting
--the creature, but later spirits can sense the recent exorcism and prefer to avoid that creature.
--
--Level: The level of the most powerful hostile presence to be exorcised
--
--Time: Two hours of preparation, two hours of performance
--
--Roles: Chanting, positive emotions, presenting holy objects, restraining afflicted individuals, tracing the area with
--incense
--
--Side Effects: Lights, sounds, hideous physical transformations, injuries, telekinesis
--
--Reagents: Bindings, candles, holy water, religious icons and books, scapegoats
--
--Pool: Intellect
--
--Other Assets: Warding magic, religious knowledge
--
--Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
--possessing a creature— throwing objects, causing nightmares, making noises, and so on.
--
--### FLESH FOR KNOWLEDGE
--
--Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
--permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
--they see fit). The character experiences painful hallucinations that give them insight and understanding. They
--immediately learn one type or focus ability available to them (any ability they could learn by spending 4 XP as an
--advancement).
--
--Level: Twice the tier of the ability the character wishes to learn
--
--Time: One hour of preparation, one hour of performance
--
--Roles: Chanting, restraining the subject of the ritual
--
--Side Effects: Lasting damage, permanent damage, scarring
--
--Reagents: Silver knife, silver vessel
--
--Pool: See above
--
--Other Assets: Pain tolerance, surgery
--
--Instead of permanently reducing a character's Pools by 4 points, the GM could allow other permanent penalties such as
--reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
--points gained through recovery rolls by 2.
--
--### PURIFICATION
--
--Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
--or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
--creature or object, which is then discarded or safely destroyed.
--
--Level: The level of the affliction or effect to remove
--
--Time: One hour of preparation, two hours of performance
--
--Roles: Applying reagents, chanting
--
--Side Effects: Affliction or effect spreads to another creature, target moves a step down the damage track
--
--Reagents: Anointing oils, healing herbs, objects repellent to the source of the affliction, magical paint for writing on
--the target, scapegoat, silver dust
--
--Pool: Might
--
--Other Assets: Healing magic, resistance to the target's affliction
--
--### RESURRECTION
--
--Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
--completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
--anything that happened after they died.
--
--Level: The level of the deceased (at least tier 6 if a PC)
--
--Time: Five hours of preparation, two hours of performance
--
--Roles: Applying reagents, chanting, prayers, shielding the corpse from hostile entities
--
--Side Effects: Creature moves a step down the damage track, enmity of a death god, lasting damage, scarring, sympathetic
--damage
--
--Reagents: Deceased's corpse, healing ointment, items of emotional significance (such as devotion, hope, or regret),
--items of importance to the deceased, parchment extolling the deceased's history and deeds, soul-sympathetic items
--
--Pool: Might or Intellect
--
--Other Assets: Close relationship with the deceased (such as a connection or family relation), healing magic, necromancy,
--spirit knowledge, secret name of the deceased
--
--A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
--impaired state on the damage track instead of hale, requiring further rest or healing.
--
--### SACRIFICIAL RITE
--
--A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
--the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
--the final destination for the soul (such as placing it in a sword to create a magic item).
--
--Level: The level of the creature (at least tier 6 if a PC)
--
--Time: One hour of preparation, one hour of performance Roles: Chanting, playing instruments, bearing the soul object,
--restraining the creature, slaying the creature
--
--Side Effects: Creature rages or escapes, damage, dying curse, haunting
--
--Reagents: Bindings, creature to be sacrificed, drum, flute, silver knife, soul object (its level must be at least as
--high as the creature's level)
--
--Pool: Might or Intellect
--
--Other Assets: Death spells, instant-kill abilities, soul manipulation
--
--### MAGICAL TECHNOLOGY
--
--To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
--regular (nonmagical) items.
--
--### MAGIC PLUS TECHNOLOGY
--
--Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
--certainly be manifest cyphers or artifacts. Here's an example cypher:
--
--### FROZEN TIMEPIECE
--
--Level: 1d6 + 2
--
--Effect: Creates or transforms into a pocketwatch that seems to be made of ice. Upon activation of the cypher, the user
--can take normal actions, but everything and everyone around them is frozen in time. The user cannot affect anything
--else, but they can move through the world and take actions that affect themselves or their own belongings (bandage a
--wound, repair a broken item, and so on). The effect lasts for one round per cypher level.
--
--And here's an example artifact:
--
--### TRUTH BINOCULARS
--
--Level: 1d6 + 2
--
--Form: Pair of binoculars with a large runic symbol on them
--
--Effect: Not only do these make it easy to see things far away, but looking through them also allows the viewer to see
--through illusions and see things that are normally invisible, assuming the effect has a level lower than that of the
--binoculars.
--
--Depletion: 1–2 in 1d100 (check each use)
--
--To craft items that are both technological and magical, either you need to make the device first and then enchant it, or
--you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
--very different.
--
--### TECHNOLOGY THAT INTERACTS WITH MAGIC
--
--In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
--interact and cope with it. Technological devices that are not magical but deal with magic could include:
--
--Magic detector (expensive): This simple white badge glows purple in the presence of magic. Once it detects something
--magical, it does not function again.
--
--Mystical hazard suit (very expensive): This full-body protective suit is cumbersome and clumsy, not unlike a hazmat
--suit. However, all of the wearer's tasks to resist magical effects are eased. If the wearer takes even 1 point of
--physical damage, the suit rips and no longer functions until it is repaired and resealed.
--
--Spellscrambler (very expensive): Essentially a sonic grenade, this device produces a variety of strange electromagnetic
--signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
--impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
--
--### MAGIC THAT INTERACTS WITH TECHNOLOGY
--
--In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
--blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
--
--### FINDING PRYING EYES
--
--Level: 1d6 + 3
--
--Effect: Magically discovers if anything is watching or listening to the user right at that moment, and reveals the
--source. Electronic surveillance devices, long-range scopes, hidden cameras, and magical scrying attempts all trigger
--this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
--the location of the listener.
--
--### POWER DEVICE
--
--Level: 1d6 + 2
--
--Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
--powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
--flashlight, the battery is fully charged.
--
--### SCREEN CONTROL
--
--Level: 1d6 + 2
--
--Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
--whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
--and colors.
--
--Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
--though the technology involved might not have any common principles
--
--### MIND CONTROL
--
--From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
--takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
--such as attacking friends). But what's happening inside the controlled creature's head—whether during the effect or
--afterward—often isn't specified. There are several options for the GM to consider, either for all kinds of mind-control
--magic or on a case-by-case basis.
--
--- Confusion: The controlled creature doesn't understand why they're doing things they normally wouldn't do, but they
-- aren't aware of any outside influence on their thoughts and actions. Once the control is over, the creature may admit
-- that they don't know why they did those things, or come up with an explanation justifying (to themselves and others)
-- their reasons for those actions.
--
--- Dream: The controlled creature is aware of what's going on but perceives it in a dreamlike state. They may believe
-- that they're in control of themselves the entire time, or somewhat aware that they're not fully in control (similar to
-- being intoxicated by drugs or alcohol or disoriented by an illness). Afterward, the creature might feel strange about
-- the events but may not realize that someone else was controlling them.
--
--- Trapped: The active thoughts in the controlled creature's head come from the controller, but the creature still has a
-- small voice or awareness in the background, like they're a prisoner in their own mind. This horrible situation usually
-- means the controlled creature reverts to normal once the control is gone, and is probably very upset that their mind
-- and body autonomy were violated.
--
--One way to present mind control more safely is to disallow certain actions but otherwise leave the character in control.
--For example, being charmed by a vampire might mean the PC can't attack the vampire (or its allies) or run away, but is
--still able to call for help, heal themselves, leave at a normal pace, and take other actions. Alternatively, the
--character can be given a specific command, and until they comply with that command their other actions are hindered by
--one or more steps. If the player is willing to engage with the parameters of the mind control, the GM may award them an
--additional 1 XP (or, to approach it from the opposite direction, the GM can offer them a GM intrusion that the mind
--control is happening, and allow the player to spend 1 XP to refuse it, or go into XP debt if they want to refuse it but
--have no XP to spend).
--
--A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
--For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
--
--### MYSTICAL MARTIAL ARTS
--
--If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
--portray the kinds of things characters in such stories can accomplish.
--
--- Running and climbing speeds and jumping distances are doubled. For those trained in running, climbing, or jumping, the
-- speeds and distances are tripled instead of doubled. For those specialized, they are quintupled. For all intents and
-- purposes, this means that everyone can run up a wall or jump very high in the air, and masters can practically fly or
-- run across water.
--
--- Everyone knows kung fu. Unless a person is a simple farmer, herder, or merchant, they know how to fight with elaborate
-- and powerful martial arts styles. This doesn't change anything in the game mechanically—no one gets the ability to use
-- weapons that they wouldn't normally have under the rules. But it does change the flavor, suggesting that no PC is
-- entirely ignorant of weapons or close combat.
--
--- Players are encouraged to come up with interesting names for their martial arts abilities. Instead of using a Bash
-- attack, perhaps it is "The Three-Flower Fist," and instead of Fury, a character uses "The Rage of the Sevenfold." It
-- is reasonable for high-tier martial abilities such as Amazing Effort, Jump Attack, or Finishing Blow to be described
-- with a magical flare— blazing auras of fire, brilliant cascades of light, ethereal figures overlaying the character,
-- and so on.
--
--- Materials and objects are easier to destroy. For the purpose of attacking objects, subtract 2 from the level of any
-- material (minimum of 0). It should be relatively simple for any character to smash through a plain wooden door with
-- little effort, and true warriors can shatter stones with their blows.
--
--- Wounds heal faster. Everyone gains +1 to all recovery rolls.
--
--- Superhuman abilities exist. Consider adopting some of the superhero rules from the Cypher System Reference Document,
-- in particular the power shift optional rules. These may derive from almost supernatural levels of training in various
-- techniques (such as dianxue) but probably mostly from neili.
--
--> Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
--> building up and cultivating the energy known as qi and using it for supernatural effects.
--
--### POSSESSION
--
--Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
--person, taking over a character's body as if it were the creature's own. The creature must touch the character to
--attempt possession (even if the creature's touch normally inflicts damage, the possession attempt doesn't inflict
--damage). The character must make an Intellect defense roll or become possessed, whereupon the creature's immaterial form
--disappears into the character.
--
--The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the
--possessing creature can try to control the actions of the host, but the character can attempt an Intellect defense roll
--to resist each suggested action. Successful resistance means that the character does nothing for one round. When the
--creature isn't trying to control the host, the character can act as they choose. Usually, a possessing creature's
--actions are limited to controlling its host and leaving the host (the creature's own abilities are unavailable to it
--while in someone else's body).
--
--While it possesses a character, the creature is immune to most direct attacks (though not so the host; killing the host
--will eject the creature). For example, hitting a demon-possessed human with a sword hurts only the human, not the demon
--controlling them. Mental attacks and special abilities that only affect possession or the type of possessing creature
--usually work normally
--
--A possessed character is allowed an Intellect defense roll to eject the creature once per day. The defense roll is
--hindered by one additional step each day of possession after the first seven days. An ejected, cast-out, or exorcised
--demon is powerless for one or more days. One way to exorcise a demon is to command it out in the name of an entity that
--has power over the demon. This can be attempted once per day and grants the possessed character an additional Intellect
--defense roll to eject the demon.
--
--Possession is like mind control in that it takes away a player's ability to control their character, and that can make
--some players very uncomfortable. See the section on mind control and consent for more information (page 67).
--
--### SECRET AND TRUE NAMES
--
--Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
--including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
--defenses, and interactions) by two steps. In some cases, confronting a creature with knowledge of its true name might be
--enough to convince it to perform a service without compensation. A creature doesn't automatically know if someone has
--learned its true name (although there is magic that can reveal this knowledge), but they can usually figure out that an
--informed opponent has some kind of advantage against them and deduce that their secret name is involved.
--
--Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
--the Uncover a Secret character arc to do so.
--
--### WISHES
--
--Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
--them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
--do so as a GM intrusion— that way, the character still gets a reward, and they can either accept the twisted wish (which
--isn't as good as they had hoped) or pay 1 XP to reject the intrusion (which represents them coming up with airtight
--wording that can't be twisted).
--
--Second, consider the level of the creature granting the wish—that's basically the level of the wish, as the creature
--shouldn't be able to grant a boon more powerful than itself. Therefore, it's reasonable that a level 6 creature could
--create a level 6 effect. The GM could look at the creature's other abilities (or abilities of other creatures of its
--level), decide if what the PC is asking for is within its power, and either grant the requested wish or adjust the
--result downward until it's appropriate for the creature's power.
--
--Wishing for more wishes doesn't work because a creature shouldn't be able to create something more powerful than
--itself—at least not without some investment of time and other resources, like a character using XP to acquire an
--artifact.
--
--### FANTASY RULES MODULES
--
--### FANTASY CHARACTER OPTIONS
--
--In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
--with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
--Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
--a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
--
--Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
--Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
--magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
--powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
--Fire. For a healer, choose Works Miracles.
--
--Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
--Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
--
--Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
--Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
--of Strength, and Rages.
--
--Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
--element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
--Masters Spells.
--
--Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
--magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
--
--Cleric (death): Consorts With the Dead, Shepherds Spirits
--
--Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
--
--Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
--
--Cleric (light): Blazes With Radiance, Channels Divine Blessings
--
--Cleric (storm): Rides the Lightning, Thunders
--
--Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
--
--Cleric (war): Masters Weaponry (also see options for fighters)
--
--Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
--probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
--focus, but for more specific options, see the following foci:
--
--Druid (animal companion): Controls Beasts, Masters the Swarm
--
--Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
--Ice
--
--Druid (nature affinity): Speaks for the Land
--
--Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
--
--Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
--focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
--fighting role, see the following:
--
--Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
--Bastion.
--
--Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
--
--Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
--
--Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
--are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
--
--Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
--having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
--Justice, and Operates Undercover.
--
--Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
--merchant character, but the more obvious choice would be a Speaker.
--
--Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
--flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
--
--Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
--Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
--the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
--
--Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
--(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
--Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
--
--Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
--(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
--Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
--
--Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
--study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
--Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
--spells. For sorcerers of various magical bloodlines, see the following:
--
--Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
--
--Sorcerer (destiny): Descends From Nobility, Was Foretold
--
--Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
--
--Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
--Lightning, Wears a Sheen of Ice
--
--Sorcerer (fey): Takes Animal Shape\*
--
--Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
--
--Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
--
--Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
--magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
--Entertains.
--
--War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
--an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
--Enchanted Weapon\*.
--
--Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
--make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
--interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
--Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
--just as well.
--
--Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
--flavor. The best focus that suits this theme is Uses Wild Magic\*.
--
--Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
--opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
--(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
--For more specific kinds of wizards, see the following:
--
--Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
--
--Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
--
--Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
--Mental Powers, Leads
--
--Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
--
--Wizard (illusionist): Awakens Dreams, Crafts Illusions
--
--Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
--
--Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
--
--#### PREPARED VS. SPONTANEOUS SPELLCASTING
--
--Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
--and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
--them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
--selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
--Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
--
--### AWARDING TREASURE
--
--It's best to think of gold and magic as two different kinds of currencies that characters have access to.
--
--### GOLD
--
--The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
--characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
--a typical fantasy campaign, the characters should become wealthier as they advance.
--
--### MANIFEST CYPHERS
--
--The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
--can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
--might be tempted to discourage this behavior by reducing how often the PCs gain new cyphers, but that goes against the
--premise of cyphers in the game: they should be common enough that the PCs use them freely instead of hoarding them. The
--key to addressing this selling-cyphers wealth problem is to make it harder to sell or trade cyphers for gold.
--
--The PCs can have opportunities to trade their cyphers with NPCs in town, whether that's at a magic item shop, the tower
--of a mentor wizard, a thieves' guild, a temple, other adventurers, or the local government. The kinds of cyphers these
--NPCs can offer may be limited in theme (such as a benevolent church that makes healing potions and trades them for other
--useful cyphers) or quantity (such as having only one or two cyphers available each month). Two cyphers of the same level
--are generally considered to be about the same value, although local biases and NPC interests may affect their
--willingness to trade certain items despite or because of a level disparity
--
--### ARTIFACTS
--
--Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
--not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
--artifact of about the same level. Unlike cyphers, the game doesn't assume that PCs have frequent opportunities to gain
--new artifacts or replace the ones that deplete.
--
--In a pinch, an artifact is worth the equivalent of one or two very expensive items or one exorbitant item, depending on
--what the artifact can do. An artifact that grants an asset to one kind of roll is probably worth about as much as a very
--expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
--could be worth about the same as an exorbitant item.
--
--### DUNGEONS, CASTLES, AND KEEPS
--
--This section describes several kinds of common physical features and their game stats. Any of these levels can be
--adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
--reinforced by magic so its level is higher, and so on.
--
--### WALLS
--
--Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
--by a creature). Anything describing walls in this section also applies to ceilings and floors.
--
--- Paper wall (level 1): This thin wall only blocks sight. Creatures can attack through a paper wall as if attacking
-- blindly (hindered by four steps), but it's usually easier to break a hole in the wall and attack through the hole.
-- Paper walls are vulnerable to piercing and slashing weapons (attacks are eased). A gauzy curtain is equivalent to a
-- paper wall, and a cloth wall is probably level 2.
--
--- Wooden wall (level 4): This is a typical wall for an average wooden house. The walls of a decrepit shack or a
-- partition within a dungeon might be only level 2 or 3, but the exterior palisade wall of a fort or a log cabin might
-- be level 5. Wooden walls are vulnerable to fire (attacks with fire are eased) but resistant to bashing and piercing
-- weapons (attacks are hindered).
--
--- Stone wall (level 6): Constructed stone walls are bricks or masonry (fitted stones), with or without mortar to hold
-- them in place, or hewn stone (dug into existing natural rock). Natural stone walls are usually unworked stone (like a
-- cave wall or cliff face, which tend to be uneven) but might have areas where creatures smoothed or modified them to
-- suit their needs for a living space. Some constructed stone walls are reinforced with metal bars on the surface or
-- built inside, increasing its level to 7. Stone walls are vulnerable to piercing weapons (attacks are eased) but
-- resistant to bashing and slashing weapons (attacks are hindered).
--
--- Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
--
--### DOORS
--
--Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
--their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
--the main portion of the door (trying to destroy the door instead of the latch and hinges is a hindered task).
--
--- Simple wooden door (level 2): This is a fragile door meant to close off an interior space for privacy rather than to
-- keep out a determined intruder. Instead of a single piece of wood, a simple wooden door is usually made of multiple
-- planks nailed together on a frame or with support struts. Wooden doors of all strengths are vulnerable to fire
-- (attacks with fire are eased) but resistant to bashing and piercing weapons (attacks are hindered).
--
--- Good wooden door (level 3): This is a stronger door meant to provide some security, such as for a typical house or
-- shop.
--
--- Strong wooden door (level 4): This is a heavy door reinforced with wood or metal to make it difficult to break. An
-- especially strong wooden door, such as the main entrance to a fort or castle, is probably level 5.
--
--- Stone door (level 5): These heavy doors are usually carved from a solid block of stone and designed to pivot on a
-- center point. They are common in places like dungeons where wood and metal are scarce. Stone doors are vulnerable to
-- piercing weapons (attacks are eased) but resistant to bashing and slashing weapons (attacks are hindered).
--
--- Iron door (level 6): A solid iron door is meant to protect something very valuable or vulnerable, such as a vault or a
-- king's tomb. In a damp environment like a dungeon, they tend to rust and stick in place.
--
--- Wooden portcullis (level 3): The gaps in a portcullis present more defense opportunities than a door, such as allowing
-- archers to fire at the creatures trapped by it. They're also useful in closing access to a waterway without impacting
-- its flow. A wooden portcullis is relatively fragile and usually isn't meant to keep anyone out for long.
--
--- Iron portcullis (level 6): Much sturdier than wood, an iron portcullis is meant to keep creatures in place as long as
-- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
-- lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
--
--### TRAPS
--
--One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
--
--### TRIGGERING TRAPS
--
--Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
--Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
--activates.
--
--### FINDING TRAPS
--
--Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
--presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
--dangers are present.
--
--Passive searching for traps means one character (usually in the front of the group) is carefully checking the area
--before moving forward. This means the group moves at about half normal speed, but they get to make a search roll for any
--traps the GM has in their path. Allowing characters to passively search in this way means the players don't have to keep
--stating over and over that they're looking for traps. The drawback for them is that it takes them more time to get
--anywhere (which means time-based special abilities and cyphers will run out sooner).
--
--Active searching is used when the characters worry or suspect that there is a trap in the area and want to find it.
--Active searching takes about one round for each immediate area searched. Rather than having the players make separate
--rolls for each immediate area, the GM should have them make one roll for the entire room; if successful, they find the
--trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
--they've resolved the first trap.
--
--### DISABLING, DAMAGING, AND BYPASSING TRAPS
--
--A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
--same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
--and much harder to disable. Traps are objects and use the object damage track. Characters can attack a trap with weapons
--or special abilities to damage or destroy it. Some traps may be vulnerable to certain attacks or unusual means of
--sabotage (such as hammering a piton into a groove where a blade springs out). Magical traps can be damaged or disabled
--with special abilities.
--
--Instead of disabling a trap, a character can try to bypass it so they and their allies can get past it without
--triggering it but still leave it as a danger to anyone else who passes through the area. The task to bypass a trap is
--hindered by two steps
--
--Failing an attempt to disable, bypass, or sabotage a trap means it activates. Usually the trap's target is the acting
--character, and the trap's attack is eased because the character placed themselves in harm's way
--
--Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
--hindered by two additional steps).
--
--### UNDERSTANDING THE LISTINGS
--
--The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
--standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
--from the listing.
--
--Level: Like the difficulty of a task, each trap has a level. You use the level to determine the target number a PC must
--reach to find, evade, or disable the trap. In each entry, the difficulty number for the trap is listed after its level
--(always three times the trap's level).
--
--Description: This general description explains what the trap does, how it operates, whether it resets automatically, if
--it has a limited number of uses, and so on.
--
--Damage Inflicted: Generally, when a trap hits a creature, it inflicts its level in damage regardless of the form of
--attack (arrow, poison, collapsing ceiling, and so on). The entries always specify the amount of damage inflicted, even
--if it's the normal amount for a trap of its level.
--
--Modifications: Use these numbers when a trap's information says to use a different target number. For example, a level 4
--trap might say "defends as level 5," which means PCs attacking it or trying to disable it must roll a target number of
--15 (for difficulty 5) instead of 12 (for difficulty 4). Typical modifiers are to the trap's attacks, defenses, and
--stealth (how hard or easy it is to notice the trap).
--
--GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
--possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
--
--### COMMON TRAP POISONS
--
--- Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
-- and one hour.
--
--- Choking: The poison makes the creature choke and cough if they fail a defense roll. Typical durations are one minute,
-- ten minutes, and one hour. Severe versions of choking poison might make a creature start to suffocate.
--
--- Damage Track: The poison moves the creature down one step on the damage track if they fail a defense roll.
--
--- Debilitating: The poison hinders all of the creature's actions by one or two steps if they fail a defense roll. (Some
-- poisons may affect only certain kinds of actions, such as Speed defense rolls or Might-based tasks.) Typical durations
-- are ten minutes, one hour, and ten hours.
--
--- Instant Damage: The poison inflicts damage (Might, Speed, or Intellect) one time if the creature fails a defense
-- roll.
--
--- Ongoing Damage: The poison inflicts damage (Might, Speed, or Intellect) immediately. When a certain amount of time has
-- passed (such as every round or every minute), it inflicts damage again if the creature fails its defense roll. The
-- ongoing damage usually ends on its own (such as after five additional rounds of damage) or after the creature makes a
-- defense roll against it. Usually the ongoing damage is a much smaller amount than the initial damage, such as 1 point
-- every round.
--
--- Paralysis: The poison prevents the creature from taking any physical actions if they fail a defense roll (this might
-- leave them standing in place like a statue, or make them go limp and collapse to the floor). Typical durations are ten
-- minutes, one hour, and ten hours.
--
--- Sleep: The poison knocks the creature unconscious if they fail a defense roll. Typical durations are ten minutes, one
-- hour, and ten hours. The poison might also make the creature groggy, hindering all actions for an additional amount of
-- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
-- then making them groggy for an hour, even if they're awakened early).
--
--### ARROW 4 (12)
--
--Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
--hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
--for it to be a danger again. More complex traps might automatically reload from a supply of bolts so the trap can be
--triggered multiple times, or fire automatically once triggered until the ammunition is expended. A variant of this trap
--releases a volley of arrows into the targeted area, affecting multiple creatures or the same creature more than once.
--
--Damage Inflicted: 4 points
--
--Modifications: Defense and stealth as level 6 (if hidden behind a hole in the wall)
--
--GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
--or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
--
--### CRUSHING WALL 6 (18)
--
--A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
--could be built in its place).
--
--A variant of this trap is a deadfall, where something heavy (such as a log, huge stone block, or cart full of rocks)
--falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
--so that triggering the trap makes the area impassible.
--
-- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
--Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
--difficult terrain.
--
--Damage Inflicted: 6 points (ignores Armor)
--
--GM Intrusion: The fallen wall blocks access to an exit. The wall debris buries the character, who is trapped until they
--can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
--and can now reach the characters.
--
--### DISINTEGRATION 7 (21)
--
--A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
--any object destroyed by it) turns to dust.
--
--Damage Inflicted: 15 points
--
--GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
--ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
--
--### EXPLOSIVE GLYPH 4 (12)
--
--A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
--acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
--unholy, or stranger types of magical energy damage. A nonmagical variant of this trap sprays a mist of acid, a jet of
--electrified salt water, or a gout of burning oil.
--
--Damage Inflicted: 4 points of energy damage (ignores Armor); all creatures in the area take 1 point of damage even if
--they make their defense roll.
--
--Modifications: Stealth as level 5
--
--GM Intrusion: The glyph marks the character's face with a symbol indicating they are a thief. The glyph makes the
--character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
--curse is removed.
--
--### FLOODING ROOM 4 (12)
--
--Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
--creatures in it begin to drown.
--
--A variant of this room reduces the air pressure (either by pumping it out through tiny holes or by retracting the floor
--or ceiling). As the air gets thinner, characters are hindered by one, two, or three steps before falling unconscious and
--starting to suffocate. (Restoring the air allows the characters to awaken, but doesn't move them back up the damage
--track.)
--
--Damage Inflicted: None until drowning starts
--
--Modifications: Defends as level 7
--
--GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
--fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
--
--### MANGLER 3 (9)
--
--A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
--hindering all actions requiring that hand by one or two steps.
--
--A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
--trapdoor, reducing their movement speed by half.
--
-- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
--character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
--lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
--instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
--have a glue pot stuck on their hand or foot.
--
--Damage Inflicted: 3 points, plus lasting damage
--
--Modifications: Stealth as level 4
--
--GM Intrusion: The trap has hooks, holding the character in place and inflicting damage when they try to escape if they
--fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
--poison.
--
--### NET 3 (9)
--
--A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
--traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
--
--A variant of this trap is a snare made of sturdy cord or wire.
--
--Damage Inflicted: Entanglement (trapped character cannot move until they use an action to make a Might or Speed defense
--roll to break or escape the net)
--
--Modifications: Attacks as level 5, defends as level 2
--
--GM Intrusion: The net is barbed, inflicting 1 point of damage each round that the trapped character tries to move. The
--net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
--round.
--
--### PIT 4 (12)
--
--A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
--multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
--areas, this trap is more likely to be a pit covered in leafy branches (or a tarp) and camouflaged by soil and other
--debris.
--
--A variant of this trap is a bridge over a chasm, river, or other dangerous location that is rigged to collapse when
--enough weight reaches the middle section.
--
--Damage Inflicted: 1 point of ambient damage per 10 feet fallen (ignores Armor)
--
--GM Intrusion: The trapdoor is slippery with oil, hindering attempts to catch the edge and avoid falling. The trapdoor
--closes after the character falls through, trapping them inside in the darkness. The walls of the pit are greased,
--hindering attempts to climb out by two steps. A dangerous creature is at the bottom of the pit (or in a room adjacent to
--it). The pit is filled with poison gas. The trapdoor detaches and falls into the pit, inflicting 1 point of ambient
--damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
--falls in.
--
--### POISON GAS 3 (9)
--
--The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
--harm, it is likely that the character won't realize at first that they've sprung a trap.
--
--A variant of this trap fills the room with flammable gas, which explodes if there is an open flame (such as from a
--torch) or a spark (such as a metal weapon against metal armor), inflicting fire damage equal to the trap's level.
--
--A further variant fills the room with dead air (containing no oxygen), which slowly extinguishes flames and suffocates
--creatures.
--
--Damage Inflicted: As poison
--
--Modifications: Stealth as level 5
--
--GM Intrusion: The character has an allergic reaction to the gas, which hinders all their actions for an hour after
--exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
--companions for enemies, until they make an Intellect defense roll. The gas is flammable.
--
--### POISON NEEDLE 5 (15)
--
--A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
--mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
--
--Damage Inflicted: 1 point (plus poison)
--
--Modifications: Stealth as level 6
--
--GM Intrusion: The trap releases acid into the lock mechanism, making the trapped object impossible to unlock. The trap
--releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
--instead of a poisoned needle, affecting all nearby characters.
--
--### PORTCULLIS 5 (15)
--
--An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
--creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
--hindered. Otherwise, it is even chances what side they end up on.
--
--A variant of this trap is a solid wall. A magical variant is a force field.
--
--Damage Inflicted: 5 points
--
--GM Intrusion: The portcullis impales the character, trapping them beneath it until it is lifted or destroyed. The
--portcullis is electrified, inflicting 1 point of damage each time it is touched or attacked with flesh or a metal
--object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
--enemies to make ranged attacks on the trapped character.
--
--### ROLLING BOULDER 6 (12)
--
--A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
--the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
--
--A variant is a large iron weight on a chain that swings from the ceiling. The weight swings back and forth several
--times, giving it multiple chances to hit the characters, but decreasing its damage with each swing until it stops and
--becomes an obstacle.
--
--Damage Inflicted: 6 points
--
--Modifications: Defends as level 7
--
--GM Intrusion: The boulder crashes through a door or wall, giving other dangerous creatures access to the character's
--location. The boulder blocks the way out. The boulder carries a character along with it for some distance. The boulder
--is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
--which jump out as it moves and attack nearby creatures.
--
--### SLICING BLADE 5 (15)
--
--A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
--(such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
--the trap can get past it. This kind of trap is usually designed to reset automatically after a minute or has a lever
--nearby that allows a creature to reset it manually.
--
--Damage Inflicted: 5 points
--
--Modifications: Attacks as level 6
--
--GM Intrusion: The blade is a magical weapon with an additional effect, such as inflicting 3 points of fire damage. The
--blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
--the initial attack until it is healed.
--
--### SLIDING STAIR 4 (12)
--
--A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
--near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
--resets after a minute or has a manual reset lever at the top or bottom of the stairs.
--
--Damage Inflicted: 1 point of ambient damage per 20 feet slid (ignores Armor)
--
--GM Intrusion: The trap releases oil, hindering attempts to climb the ramp or stairs by two steps. Tiny blades stick out
--between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
--the stairs after the sliding character, inflicting an additional 3 points of damage.
--
--### SNAKE PIT 4 (12)
--
--The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
--immediately attack the character and perhaps others in the area.
--
--Damage Inflicted: As per the swarm of snakes
--
--GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
--Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
--
--### SPEAR 4 (12)
--
--The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
--version of an arrow trap, and the same suggestions for that trap apply to this one.)
--
--Damage Inflicted: 6 points
--
--Modifications: Defense and stealth as level 5 (if hidden behind a hole in a wall)
--
--GM Intrusion: The impact of the spear knocks the character prone. The spear is barbed, and removing it inflicts 3 points
--of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
--falling block or an electrical shock
--
--### TELEPORTER 6 (18)
--
--The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
--oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
--usually reserved for trapping creatures for interrogation.
--
--Damage Inflicted: None
--
--GM Intrusion: The teleport destination is above the ground, causing the character to fall some distance and take damage
--(1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
--shark tank, or a boulder in a lava lake.
--
--#### FANTASY ARMOR DESCRIPTIONS
--
--You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
--Speed Effort cost of the worst one).
--
--Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
--giant lizard or rhinoceros.
--
--Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
--movement than full plate at the cost of some protection.
--
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
--
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
--
--Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
--mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
--Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
--dwarven smiths know how to make it).
--
--Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
--mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
--(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
--elven smiths know how to make it).
--
--Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
--
--Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
--fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
--but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
--kinds of armor.
--
--Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
--armor, but easier to make, especially by resource-poor crafters.
--
--Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
--your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
--Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
--concept.
--
--Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
--called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
--against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
--doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
--
--Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
--mail."
--
--Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
--System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
--
--| Light Armor | Armor | Speed Effort Additional Cost | Price |
--|---------------------|-----------|------------------------------|----------|
--| Heavy cloth | 1\* | 0 | 3 gp |
--| Hides and furs | 1 | 1 | 10 gp |
--| Leather jerkin | 1 | 1 | 10 gp |
--| Padded | 1\* | 0 | 5 gp |
--| Medium Armor | Armor | Speed Effort Additional Cost | Price |
--| Beastskin | 2 | 2 | 10 gp |
--| Breastplate | 2 | 2 | 400 gp |
--| Brigandine | 2 | 2 | 200 gp |
--| Chainmail | 2 | 2 | 75 gp |
--| Dwarven breastplate | 2 | 1 | 8,000 gp |
--| Elven chainmail | 2 | 0 | 8,000 gp |
--| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
--| Full plate | 3 | 0 | 1,500 gp |
--| Scale | 3 | 0 | 50 gp |
--| Shield | asset\*\* | | 10 gp |
--
--\* Only against piercing and slashing attacks
--
--\*\* Using a shield provides the wearer with an asset on Speed defense tasks
--
--If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
--and padded armor should provide no Armor at all.
--
--#### FANTASY WEAPONS DESCRIPTIONS
--
--Battleaxe: A wooden pole with a blade on one end.
--
--Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
--
--Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
--it.
--
--Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
--
--Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
--
--Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
--crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
--reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
--
--Dagger: A very short blade for stabbing or slicing.
--
--Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
--
--Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
--
--Greatsword: A two-handed version of the broadsword.
--
--Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
--sledgehammer).
--
--Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
--You need two hands to load it.
--
--Handaxe: A light, one-handed axe that's good for melee or throwing.
--
--Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
--reload.
--
--Heavy mace: A larger, two-handed version of a mace.
--
--Javelin: A light spear that's designed to be thrown.
--
--Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
--fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that's spherical, flanged, or knobbed.
--
--Maul: A larger version of the hammer, such as a sledgehammer.
--
--Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
--You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
--of their physical actions are hindered until they take an action to remove it.
--
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
--
--Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
--pulling an opponent from their mount.
--
--Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
--
--Rapier: A light sword with a thin blade used for stabbing and slashing.
--
--Scimitar: A medium-length sword with a strongly curved blade.
--
--Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
--as a weapon.
--
--Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
--cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
--to load it. Action to reload.
--
--Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
--
--Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
--
--Trident: A three-pronged spear, often used for spear fishing.
--
--Unarmed: A typical punch, kick, or other weaponless attack.
--
--Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
--
--| Light Weapons (2 points of damage) | Price | Notes |
--|-------------------------------------|---------|---------------------------------|
--| Blowgun | 5 gp | Short range |
--| Blowgun darts (20) | 1 gp | |
--| Dagger | 2 gp | Can be thrown up to short range |
--| Hand crossbow | 75 gp | Short range |
--| Crossbow bolts (20) | 1 gp | |
--| Handaxe | 5 gp | Can be thrown up to short range |
--| Net | 1 gp | Can be thrown up to short range |
--| Rapier | 25 gp | |
--| Sickle | 1 gp | Short range |
--| Sling | 1 sp | Short range |
--| Sling bullets (20) | 5 cp | |
--| Throwing dart | 5 cp | Short range |
--| Unarmed (punch, kick, etc) | – | |
--| Whip | 2 gp | |
--| Medium Weapons (4 points of damage) | Price | Notes |
--| Battleaxe | 10 gp | |
--| Bow | 30 gp | Long range |
--| Arrows (20) | 1 gp | |
--| Broadsword | 15 gp | |
--| Club | 1 sp | |
--| Crank crossbow | 250 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Light crossbow | 25 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Flail | 10 gp | |
--| Hammer | 15 gp | |
--| Javelin | 5 sp | Can be thrown up to long range |
--| Mace | 10 gp | |
--| Pick | 10 gp | |
--| Polearm | 10 gp | |
--| Quarterstaff | 2 sp | |
--| Scimitar | 25 gp | |
--| Spear | 1 gp | Can be thrown up to long range |
--| Trident | 5 gp | |
--| Heavy Weapons (6 points of damage) | Price | Notes |
--| Greataxe | 30 gp | |
--| Greatsword | 50 gp | |
--| Heavy crossbow | 50 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Heavy mace | 15 gp | |
--| Maul | 10 gp | |
--
--### Adventuring equipment DESCRIPTIONS
--
--Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
--If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
--
--Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
--clothes, boots, and three torches.
--
--Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
--Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
--
--Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
--grants an asset for identifying potion cyphers and similar mysterious liquids.
--
--Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
--
--Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
--string, 3 feet (1 m) of metal wire, and a handful of nails.
--
--Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
--
--Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
--on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
--assumes the character has already read the book and is looking for relevant information).
--
--Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
--covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
--were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
--Speed defense roll or take 2 points of Speed damage (ignores Armor).
--
--Candle: A candle burns for one hour and creates dim light in an immediate area.
--
--Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
--
--Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
--
--Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
--an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
--
--Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
--parts are reusable, but the kit runs out after about five uses.
--
--Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
--creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
--hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
--
--Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
--lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
--four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
--
--Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
--traps.
--
--Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
--common set of manacles is level 5.
--
--Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
--with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
--surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
--terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
--roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
--of fire damage (ignores Armor) on anyone in or moving through the area.
--
--Signal horn: This horn can be heard up to a mile away.
--
--Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
--
--Tent: This has enough room for two humans or three smaller people.
--
--Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
--light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
--hit something
--
--| Item | Price |
--|------------------------------|-----------|
--| Acid (flask) | 25 gp |
--| Adventuring pack | 6 gp |
--| Alchemist fire (flask) | 50 gp |
--| Alchemist tools | 50 go |
--| Backpack | 2 gp |
--| Bag of heavy tools | 25 gp |
--| Bag of light tools | 10 gp |
--| Battering arm | 10 gp |
--| Bedroll | 1 gp |
--| Book | 25 gp |
--| Caltrops, bag | 1 gp |
--| Candle | 1 sp |
--| Climbing kit | 25 gp |
--| Crowbar | 2 gp |
--| Disguising kit | 25 gp |
--| Grappling hook | 2 gp |
--| Healing kit | 5 gp |
--| Hourglass | 25 gp |
--| Ink (flask) | 10 gp |
--| Ink pen | 2 cp |
--| Iron spikes (10) | 1 gp |
--| Ladder (10 ft/3m) | 1 sp |
--| Lamp | 5 sp |
--| Lantern | 5 gp |
--| Lockpicks | 25 gp |
--| Manacles | 2 gp |
--| Mirror | 5gp |
--| Musical instrument | 2-50 gp |
--| Oil (flask) | 1 cp |
--| Piton | 5 cp |
--| Pole, wooden | 5 cp |
--| Pouch or other small rations | 5 sp |
--| Rations (1 day) | 5 sp |
--| Rope (50 ft./15m) | 1 gp |
--| Sack | 1 cp |
--| Signal horn | 2 gp |
--| Spyglass | 1,0000 gp |
--| Tent | 2 gp |
--| Torch | 1 cp |
--| Waterskin | 2 sp |
--
--### Miscellaneous Items and Services
--
--Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
--lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
--inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
--very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
--probably a feast for a crowd, with the finest foods and drink available.
--
--Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
--flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
--probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
--personal services (such as massages and grooming) included.
--
--Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
--you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
--clothing (and jewelry) when they go to their elite galas.
--
--Other sorts of miscellaneous items can be found in the Genre chapter.
--
--Fantasy clothing descriptions
--
--Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
--shoes, and underclothes.
--
--Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
--an apron and a belt for holding tools.
--
--Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
--styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
--breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
--
--Cold-weather outfit: A heavier set of clothing for protection against cold weather.
--
--Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
--bard, juggler, or acrobat.
--
--Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
--various activities and environments.
--
--Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
--meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
--times as much.
--
--Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
--blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
--
--Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
--headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
--
--Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
--hood.
--
--Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
--interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
--representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
--mystical aspects of wizard clothing.
--
--| Item | Price |
--|-----------------------|-------|
--| Artisan's outfit | 2 gp |
--| Ascetic's outfit | 1 gp |
--| Cold-weather outfit | 6 gp |
--| Entertainer's costume | 3 gp |
--| Explorer's outfit | 8 gp |
--| Fancy outfit | 25 gp |
--| Peasant's outfit | 1 sp |
--| Priestly vestments | 5 gp |
--| Traveler's outfit | 2 gp |
--| Wizard's outfit | 5 gp |
--
--### FOOD AND LODGING
--
--| Item | Price |
--|----------------------|-------|
--| Ale, gallon | 2 sp |
--| Ale, mug | 4 cp |
--| Banquet (1 person) | 10 gp |
--| Bread, loaf | 2 cp |
--| Inn stay (per night) | |
--| Good | 8 sp |
--| Common | 5 sp |
--| Poor | 1 sp |
--| Meals (per day) | |
--| Good | 5 sp |
--| Common | 3 sp |
--| Poor | 6 cp |
--| Meat (one serving) | 3 sp |
--| Wine (bottle) | 10 gp |
--| Wine (pitcher) | 2 sp |
--
--### CHARACTER OPTIONS
--
--### MODERN MAGIC CHARACTER OPTIONS
--
--### DESCRIPTORS
--
--Most of these descriptors are for characters who are or become significantly nonhuman
--
--nonhuman; for example, the Dragon descriptor means you're a four-legged, winged dragon who can breathe flame. These
--descriptors include suggestions for how to advance or improve your inherent nature as that sort of creature (becoming
--even more dragonish if you are a Dragon, for example). The GM should allow a character with such a descriptor to choose
--any of these abilities (and any others the GM feels are appropriate for the descriptor) in place of a type ability,
--either upon advancing to a new tier or selecting them as an other option of character advancement by spending 4 XP.
--
--It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
--
--Chimera
--
--You have a blend of animal attributes; you may be a well-known mythological creature,
--
--like a satyr or minotaur, or you may have a unique combination of features. Bison horns,
--
--boar tusks, bear paws, a wolf's tail, a lion's mane: take your pick. Your thickened skin offers
--
--protection from attacks and the elements. Depending on your dexterity—and whether you
--
--have opposable thumbs—you may use adaptive weapons and tools, like a dagger modified
--
--to be held in a paw instead of a hand. You're eager to protect the ones closest to you, and
--
--usually more likely to run toward conflict than away from it.
--
--You gain the following characteristics:
--
--Fur and Hide: +1 to Armor.
--
--Animal Strength: +1 to your Might Pool.
--
--Charging Ahead: You're trained in initiative.
--
--For the Gang: You stick up for your friends. When you draw the attack, your defense is only hindered by one step.
--
--Ham-fisted: Tasks requiring fine motor skills are hindered.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. A herd, a pride, a pack, a flock: whatever the collective noun for chimeras is, you're looking to build (or join)
--one.
--
--2\. You need supplies to adapt a legendary weapon perfectly to your physique.
--
--3\. The other PCs were in the wrong place at the wrong time, and you protected them from harm.
--
--4\. You were held hostage by someone running a chimera fighting ring, and the other PCs freed you.
--
--Chimera Advancement:
--
--Athlete
--
--Dual Light Wield
--
--Enhanced Might
--
--Enhanced Speed
--
--Fists of Fury
--
--Frenzy
--
--Dragon
--
--You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
--your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
--to treasure and shiny things, but you're willing to share your hoard with those you trust. Though you can speak human
--languages, you can't ignore the fact that you're a wild part of your local ecosystem—at least some of the time. You're
--an apex predator, driven to fly and to hunt, and you brumate in cold temperatures like other reptiles.
--
--Brumation is a state of sluggishness and inactivity entered by reptiles in response to low temperatures.
--
--You gain the following characteristics:
--
--Dragon Form: You have both a humanoid form and a dragon form, and you can switch forms up to four times in a 24-hour
--period. In dragon form, your Speed defense tasks are hindered due to your size. Enabler.
--
--Tough: +2 to your Might Pool.
--
--Fireproof: +2 Armor against damage inflicted by fire or heat.
--
--Wings (1 Might point): When you have wings, you can fly a long distance as your action, or a short distance as part of
--another action, for up to ten minutes total. Enabler.
--
--Teeth: You are skilled in making unarmed bite attacks, which are a medium weapon in your dragon form and a light weapon
--in. your humanoid form. Enabler.
--
--Spitting Flames (1+ Might point): You can breathe a ball of fire at a target within short range, inflicting 3 points of
--fire damage. In addition to the normal options for using Effort, you can use Effort to affect more targets; each level
--of Effort affects one additional target. Action.
--
--Inability: Cold weather makes you want to burrow somewhere cozy and go dormant. Speed tasks are hindered when the
--temperature falls below 50°F (10°C).
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. The other PCs were hired as dragon hunters, but once they met you they realized their mission was misguided.
--
--2\. You're hoping to find a specific discontinued currency to add to your hoard.
--
--3\. You got stuck in your dragon form while molting, and the other PCs helped remove your shed skin.
--
--4\. You're gathering ingredients for a difficult spell that will increase the range and intensity of your fire-breathing
--attacks.
--
--Dragon Advancement:
--
--Danger Sense
--
--Defensive Field
--
--Enhanced Might
--
--Enhanced Might Edge
--
--Enlarge
--
--Training in Spitting Flames
--
--Ghost
--
--Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
--among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
--whether you remember your death, and why you've stuck around: seeking revenge, settling a debt, protecting your
--descendants, perfecting your great-grandma's pecan pie recipe, or something else entirely.
--
--You gain the following characteristics:
--
--Ghostly Wisdom: +2 to your Intellect Pool.
--
--Sneaky: You're trained in stealth and intimidation.
--
--Incorporeal: You're trained in Speed defense.
--
--Calling the Dead: You're trained in communicating with other ghosts, wraiths, undead, and so on. You can also serve as a
--catalyst for communication with the dead, providing an asset to a living character attempting such a task (such as a
--séance or summoning).
--
--Insubstantial: All physical attacks are hindered.
--
--Dead: Positive social interaction tasks with living creatures are hindered.
--
--Uniform: You're permanently wearing the clothes you had on when you died. This can hinder social interactions if you're
--inappropriately dressed for the setting (wearing a bathrobe and slippers to a formal party, for example).
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You're on a journey to make amends with someone you wronged in life.
--
--2\. You're looking for the resting place of your physical body so you can be resurrected.
--
--3\. One of the other PCs is a distant relative, and you need to keep them alive so your bloodline continues.
--
--4\. You're studying the secrets of reincarnation and suspect that one of the other PCs has vital information.
--
--Ghost Advancement:
--
--Duplicate
--
--Question the Spirits
--
--See the Unseen
--
--Speaker for the Dead
--
--Surprise Attack
--
--Walk Through Walls
--
--Hunter
--
--You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
--of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
--your own. You're mortal again, too, but it's impossible to forget the terrifying freedom and power you once held. Maybe
--you've let nostalgia make you bitter, or maybe you don't miss the Hunt at all, instead living in fear of being
--conscripted once more.
--
--You gain the following characteristics:
--
--Agile: +2 to your Speed Pool.
--
--Equestrian: You're trained in handling and riding horses.
--
--Sword Hand: You're proficient with two-handed swords and can use them without penalty.
--
--Hearing the Dead: You're skilled in all social interactions with ghosts.
--
--The Call of the Hunt: You're often distracted by sounds that remind you of the Wild Hunt, such as horns and baying
--hounds. Tasks requiring concentration are hindered.
--
--Lost Years: In the years you belonged to the Wild Hunt, you lost touch with advancing technology. Tasks involving
--computers, pop culture, and recent history are hindered.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You ferried the soul of a PC's relative to the afterlife. When you left the Wild Hunt, you found the PC to tell them
--of their relative's brave deeds.
--
--2\. The living only see the Wild Hunt cross the sky if they're destined for disaster. A PC saw the Wild Hunt years ago,
--and you've taken it upon yourself to protect them.
--
--3\. You're afraid that the leader of the Wild Hunt will summon you, and you need help concealing yourself.
--
--4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
--
--Nix
--
--You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
--tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
--have a general affinity for nature and a knack for identifying useful plants. Your playful and upbeat disposition
--doesn't mean you're passive or helpless. Though you may prefer to talk your way out of tough situations, you're quick to
--react to threats—especially in water, where you maneuver with deadly accuracy.
--
--You gain the following characteristics:
--
--Transformation: When submerged in water, you transform into a fish/human hybrid with gills, fins, sharp teeth, and a
--tail. This transformation is automatic. Enabler.
--
--Unchillable: +2 Armor against damage caused by cold or ice.
--
--Sharp Teeth: You are skilled in making an unarmed bite attack, which is a medium weapon in your aquatic form and a light
--weapon in your humanoid form. Enabler.
--
--Quick Swimming: You can swim a long distance as your action, or a short distance as part of another action.
--
--Close to Nature: You're skilled in identifying plants and animals.
--
--Siren Song: You're extremely charismatic. You're skilled in persuasion and deception.
--
--Distractible: You have a hard time focusing. You're hindered in tasks involving knowledge or lore, as well as resisting
--mental attacks.
--
--Inability: When you're in water, attacks using weapons are hindered.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. The other PCs were stranded in a shipwreck, and you saved them.
--
--2\. A factory is polluting your local body of water, and you're looking for revenge.
--
--3\. You played a prank on the other PCs while they were swimming; after a good laugh, they invited you to join them.
--
--4\. You've been sent to search for a rare plant, believed by many to be extinct.
--
--Nix Advancement:
--
--Calm Stranger
--
--Enhanced Speed
--
--Restful Presence
--
--Ruin Lore
--
--Soothe the Savage
--
--Wilderness Life
--
--Sylph
--
--You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
--you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
--currents and atmospheric pressure means you're able to predict weather patterns, which you incorporate into your
--machinations.
--
--You gain the following characteristics:
--
--Master Plans: +2 to your Intellect or Speed Pool.
--
--Sylph Flight (2 Intellect or Speed points): You can fly a long distance as your action, or a short distance as part of
--another action, for up to ten minutes total. Enabler.
--
--Top-Down Strategy: You're skilled in logistics and planning.
--
--Sharp Vision: You're trained in visual perception.
--
--Oncoming Storm (1 Intellect point): You can predict weather patterns (approaching storm systems, cloud cover, wind
--direction) for the next twelve hours. Action.
--
--Fragile: Might defense tasks are hindered.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You saw the other PCs headed toward danger and called out a warning before the situation turned sour.
--
--2\. You got in trouble for flying in restricted airspace, and the other PCs helped cover for you.
--
--3\. You need help with a spell that will enable you to communicate with birds of prey.
--
--4\. You helped the other PCs recover a kite that became tangled in tree branches and power lines.
--
--Sylph Advancement:
--
--Enhanced Intellect
--
--Enhanced Speed
--
--Eyes Adjusted
--
--Influence Swarm
--
--Precision
--
--Shock
--
--Unmagical
--
--You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
--and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
--maybe you don't) or that you don't like magic (though maybe you don't). It's just that you and magic are incompatible.
--You've learned to compensate for this problem and even turn it into an advantage in some cases.
--
--An Unmagical character shouldn't be able to overcome their inability by becoming trained in magic. The GM might allow
--them to train away part of the inability with training in specific skills, such as "Onslaught" or "magical weapons."
--
--Playing an Adept or Speaker character with the Unmagical descriptor is a challenge, as their abilities mostly stem from
--supernatural power and therefore all of them would be hindered. This descriptor is mainly for Warriors and Explorers who
--want to play up their not inherently magical nature.
--
--You gain the following characteristics.
--
--Make Do With the Mundane: +1 to each of your Pools.
--
--Resistant to Magic: You are trained in all defense rolls against magic, spells, and magical effects.
--
--Inability: All actions using magic (including casting spells and using magic objects) are hindered.
--
--Magical Failure: Your unmagical nature means magic goes awry more often. For any task relating to or interacting with
--magic, you trigger a GM intrusion on a d20 roll of 1 or 2.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. One of the other PCs initially diagnosed you as unmagical, which made a lot of your life suddenly make sense.
--
--2\. You think this group of PCs might be on track to figuring out why some people are unmagical and perhaps "fixing"
--them.
--
--3\. You and the other PCs have the same rival or foe—someone who once tried using magic on you and failed spectacularly.
--
--4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
--
--### FOCI AND CHARACTER ABILITIES
--
--This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
--description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
--suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
--playing.
--
--Codes Magic Apps
--
--You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
--boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
--them entirely legal, and you know a lot about games, people, and how things work. More than just a computer nerd, you're
--a developer and (although you might not admit it) a hacker. Most of your specialized gear is hardware or software for
--your computer or smart device, so you can dress however you want. You're probably used to wearing comfortable clothes,
--sitting for hours at a time, and enjoying many caffeinated beverages (that have permanently discolored some of your
--clothing).
--
--Connection:
--
--1\. Pick one other PC. You once created a magical app to help get them out of a sticky situation (parking ticket,
--failing grade, clingy relationship, and so on).
--
--2\. Pick one other PC. You know they know an embarrassing or incriminating secret about you.
--
--3\. Pick one other PC. Something about this person annoys or distracts you so that when they're within immediate range,
--your tasks with computers and magical lore are hindered.
--
--4\. Pick one other PC. Every now and then, you're able to copy a magical app cypher and send it to them (effectively
--creating a duplicate of one of yours).
--
--Additional Equipment: Computer (laptop or desktop) and a smartphone or tablet.
--
--Minor Effect Suggestion: Your next use of a magical app cypher within the next hour is eased.
--
--Major Effect Suggestion: Your next use of a magical app cypher within the next day is eased.
--
--Tier 1:
--
--Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
--one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
--
--Tier 2:
--
--App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
--higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
--Enabler.
--
--Connected
--
--Tier 3:
--
--Ability Choice: Choose either Confidence Artist or Master Magical Programmer as your tier 3 ability.
--
--Confidence Artist
--
--Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
--Enabler.
--
--Tier 4:
--
--Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
--tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
--had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
--magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
--
--Tier 5:
--
--Knowing the Unknown
--
--Tier 6:
--
--Ability Choice: Choose either Call in Favor or Usurp Cypher as your tier 6 ability.
--
--Call in Favor
--
--Usurp Cypher
--
--Conjures Bullets
--
--You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
--interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
--a magical member of the armed forces, or an outlaw with a flair for arcane power. Gun nuts and wizard purists might look
--down on your blended technique, but you can do things that nobody else can do. You might call yourself a guncaster,
--spellshooter, or triggermage. You wear clothing that leaves your arms and hands free to use your weapon and cast spells,
--preferring something more flashy than a gunslinger's long coat and more intimidating than typical magician or witch
--clothing.
--
--Connection:
--
--1\. Pick one other PC. You once grazed this character with one of your spell bullets; it's up to them whether they've
--forgiven you or still resent you for it.
--
--2\. Pick one other PC. You've accidentally discovered that you can shoot their spells out of your gun just like you do
--with your own spells, but the PC must be touchingyour gun while you fire it.
--
--3\. Pick one other PC. Based on your interactions, you think this character resents your use of guns, magic, or both.
--
--4\. Pick one other PC. This character can barely hear your gunshots (magical or otherwise), which are no louder than a
--whisper to them.
--
--Additional Equipment: Medium or heavy handgun.
--
--Minor Effect Suggestion: The attack hits the side of the foe's head, deafening them for a few minutes.
--
--Major Effect Suggestion: The foe's major blood vessel is hit, causing them to bleed 1 point of damage each round until
--someone succeeds at a difficulty 3 Intellect or Speed task to bind the wound.
--
--Tier 1:
--
--Practiced With Guns
--
--Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
--standard bullet for it as part of your attack action with that weapon.
--
--Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
--a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
--the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
--Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
--ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
--damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
--
--You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
--times or the one shot is passing through or ricocheting off each target.
--
--Tier 2:
--
--Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
--weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
--its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
--fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
--attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
--more firearms; each level of Effort affects one additional target. Action or enabler.
--
--Tier 3:
--
--Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
--
--Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
--Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
--of Intellect Effort to it. Enabler.
--
--Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
--
--Tier 4:
--
--Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
--a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
--
--Tier 5:
--
--Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
--Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
--place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
--within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
--fire a bullet and teleport along its path.
--
--Tier 6:
--
--Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
--
--Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
--Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
--levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
--
--Special Shot
--
--Hunts Witches
--
--You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
--pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
--to regular folks, and it's up to people like you to find and eliminate those threats. Sure, some witches claim to be
--good and even act friendly, but you've seen it go bad all too often, and you won't be fooled again. You always carry
--weapons for fighting witches, or at least know what common tools will do as a weapon in a pinch. You wear clothing
--appropriate to the region and era (especially if regular people don't know about magic or witches and you have to hide
--what you do). You may have a token, icon, or other reminder of your purpose, such as a lucky coin, a holy book, or a
--pouch of magic-thwarting herbs given to you by your mentor.
--
--What a "witch" is depends on the setting. In a setting where magic is rare or secret, superstitious people might
--consider anyone who uses magic to be a dangerous witch. In a different setting, "witch" might refer to a specific
--organization of people who know how to use magic.
--
--Connection:
--
--1\. Pick one other PC. You are friends, and you'd hate to see anything bad happen to them.
--
--2\. Pick one other PC. You know that some mysterious quality about them makes witches tend to choose them as targets
--over other people.
--
--3\. Pick one other PC. You know they've had a run-in with a witch before, and you want to hear how that played out.
--
--4\. Pick one other PC. You've known this person quite a while, and in fact it was a witch attack against them that
--convinced you to start hunting witches.
--
--Additional Equipment: A book of lore about witches, passed down to you from past witch hunters and updated over the
--years (or decades or centuries) with their advice and discoveries about witches.
--
--Minor Effect Suggestion: You intimidate your foe so much that they pause, taking no action on their next turn (but
--they're still able to defend themselves).
--
--Major Effect Suggestion: You are so intimidating that your foe chooses to flee, or at least retreat a bit to recover its
--courage and think of a new strategy.
--
--Tier 1:
--
--Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
--intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
--
--Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
--of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
--yourself understood to them. Enabler.
--
--Tier 2:
--
--Will of Legend
--
--Tier 3:
--
--Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
--
--Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
--additional points of damage. Enabler.
--
--Misdirect
--
--Tier 4:
--
--Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
--curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
--early are eased by two steps until you break free. Enabler.
--
--Tier 5:
--
--Greater Skill with Attacks
--
--Tier 6:
--
--Ability Choice: Choose either Hard to Kill or Heroic Witch Bane as your tier 6 ability.
--
--Hard to Kill
--
--Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
--additional points of damage. Enabler.
--
--Inks Spells on Skin
--
--Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
--is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
--to create intricate spell tattoos across your body. Each tattoo you inscribe on yourself is not merely a design, but the
--keystone of a spell, giving you the ability to cast it. Because your tattoos are magical, you can continually add to
--those you've already accumulated without ruining the designs, allowing your mastery over magic to grow. You often wear
--clothing that bares your arms and perhaps other parts of your body to expose your tattoos, so that others know you for a
--spellcaster.
--
--Readying Spell Tattoos: You learn two abilities (spells) at every tier of this focus, and each of them becomes a tattoo
--on your body. However, for each tier's spells, you can only have one of the two readied (available for casting) at any
--given time, and the other is merely an interesting design until you change your readied spell for that tier. To change
--one readied spell, immediately after using a one-hour or ten-hour recovery roll, you must spend one minute in
--meditation, after which you can swap one readied spell.
--
--The Inks Spells on Skin focus works similarly to the Masters Spells focus. The GM may consider allowing characters with
--either of these foci to choose abilities from either focus when they advance to a new tier.
--
--Connection:
--
--1\. Pick one other PC. They once broke a bottle of one of your magical tattoo inks. It's up to you if you've forgiven
--them or not.
--
--2\. Pick one other PC. You think they could learn your tattoo magic, and you'd like to teach them. They may or may not
--be interested in learning it.
--
--3\. Pick one other PC. Whenever you ready your spells for the day, this character feels faint pain on their body where
--your corresponding tattoo is.
--
--4\. Pick one other PC. This character asked you to give them a tattoo, so you did. Somehow, now you can always sense
--their general direction and distance from you.
--
--Additional Equipment: Special ink, a tattooing needle, and a clay, stone, or wooden tablet marked with strange glyphs.
--
--Minor Effect Suggestion: Exposed skin on the target creature is marked with a glowing glyph of your choice for one hour.
--
--Major Effect Suggestion: The foe is cursed, hindering all their actions for one minute.
--
--Tier 1:
--
--Fleet of Foot
--
--Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
--of Speed damage (ignores Armor) and are hindered on their next turn. Action.
--
--Tier 2:
--
--Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
--day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
--becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
--is enclosed in a light-proof container or wrapping. Action.
--
--Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
--gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
--through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
--immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
--explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
--speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
--closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
--
--Tier 3:
--
--Ability Choice: Choose any two of the following as your tier 3 ability: Command, Lightning Flash, or Outwit.
--
--Command
--
--Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
--points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
--area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
--eased against targets wearing, carrying, or made of a significant amount of metal. Action.
--
--Outwit
--
--Tier 4:
--
--Elemental Protection
--
--Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
--unable to take actions for one round. Action.
--
--Tier 5:
--
--Bypass Barrier
--
--Granite Wall
--
--Tier 6:
--
--Ability Choice: Choose any two of the following as your tier 6 ability: Divide Your Mind, Petrify, or Summon Demon.
--
--Divide Your Mind
--
--Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
--be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
--track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
--creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
--living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
--target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
--Action.
--
--Summon Demon
--
--Is A Car Wizard
--
--Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
--that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
--finely tuned engine augmented by sorcery. You love pushing yourself (and your vehicle) to the limit, even if it's
--dangerous—better to die a legend than live a long, dull life driving something boring. You enjoy drawing attention to
--yourself, so you tend to wear sleek clothing, stylish sunglasses, and borderline-gaudy jewelry, but never anything that
--interferes with your ability to control a car or cast a spell.
--
--Connection:
--
--1\. Pick one other PC. To repay a favor they did for you a while ago, you promised to drive them somewhere. They haven't
--taken you up on it yet.
--
--2\. Pick one other PC. You were the getaway driver for them once in the past— perhaps for something criminal, a car
--stunt for a viral video, or to avoid a bad situation.
--
--3\. Pick one other PC. You know they were once in a very bad car collision that left the vehicle a wreck, but they
--somehow weren't hurt at all.
--
--4\. Pick one other PC. They used to associate with someone who was trying to hunt you down, but they haven't been in
--contact with that person in a while.
--
--Additional Equipment: A reasonably fast car.
--
--Minor Effect Suggestion: The foe you hit (with your spell or car) is moved horizontally an immediate distance in a
--direction of your choice.
--
--Major Effect Suggestion: The foe is knocked prone and loses their next action.
--
--Tier 1:
--
--Driver
--
--Tier 2:
--
--One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
--
--Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
--as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
--float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
--only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
--added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
--affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
--the car. Enabler.
--
--The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
--magic, or Hollywood special effects.
--
--Tier 3:
--
--Ability Choice: Choose either Expert Driver or Perfect Parking Space as your tier 3 ability.
--
--Expert Driver
--
--1Perfect Parking Space (3 Intellect points):
--
--You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
--you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
--a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
--cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
--one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
--at a level 4 Intellect task. Action to initiate.
--
--Tier 4:
--
--Enhanced Intellect
--
--Tier 5:
--
--Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
--levels of Intellect Effort to it. Enabler.
--
--Tier 6:
--
--Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
--
--Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
--allowing you to mentally give it orders from a long distance away. This control
--
--includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
--(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
--combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
--drive one car and magically
--
--control another car at the same time). If you are driving the car you're controlling with this ability, your driving
--tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
--another vehicle, and so on) are eased. Enabler.
--
--Trick Driver
--
--Learned From the Classics
--
--Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
--comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
--You spent years studying and practicing, and you taught yourself everything you know. Now you're a skilled magician
--who's always eager to learn more—evidenced by your lengthy reading list.
--
--Connection: Choose one of the following or choose one of the Focus Connections in the Cypher System Rulebook.
--
--1\. Pick one other PC. They appreciate (but do not necessarily share) your obsession with books, libraries, and
--research.
--
--2\. Pick one other PC. You once owed this character a lot of money (or vice versa), although that debt is now paid.
--
--3\. Pick one other PC. They remind you about an obscure author whose books you enjoy, and you can't help but like them.
--
--4\. Pick one other PC. You think this person is woefully ignorant about a lot of important topics (history, magic,
--ethics, and so on).
--
--Minor Effect Suggestion: You gain a burst of insight, easing your next action by one step.
--
--Major Effect Suggestion: Your knowledge lets you tap into an obscure current of magic and make a free recovery roll as
--part of your current action.
--
--Tier 1:
--
--Enhanced Intellect
--
--Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
--in research. Enabler.
--
--Tier 2:
--
--Flex Skill
--
--Tier 3:
--
--Ability Choice: Choose either Enhanced Intellect Edge or Repeated Rituals as your tier 3 ability.
--
--Enhanced Intellect Edge
--
--Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
--eased by two steps. Enabler
--
--Tier 4:
--
--Knowing the Unknown
--
--Tier 5:
--
--Mind of a Leader
--
--Tier 6:
--
--Ability Choice: Choose either Greater Enhanced Intellect or Mental Magic as your tier 6 ability.
--
--Greater Enhanced Intellect
--
--Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
--This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
--
--Practices Moon Magic
--
--The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
--makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
--friend, an inspiration, and a constant reminder that someone is watching over you. You wield her magic to create beams
--of dangerous light, influence others, travel, and sense the underlying truth and reality of things. The day is not your
--foe (after all, the moon is often visible during the day), but you prefer the night when the moon can be the brightest
--light in the sky. You might call yourself a moonchild or a moon witch. You probably prefer black, white, or grey
--clothing, with flowing portions such as long sleeves, a cape, or a long coat. You might have one or more tattoos or
--tokens representing the moon, either full, crescent, or in multiple phases. Your favorite jewelry and adornments (like
--buttons) usually have moonstones.
--
--Connection:
--
--1\. Pick one other PC. You can harmlessly bounce your moon spells off them, increasing your range by a short distance
--and even allowing you to shoot around corners.
--
--2\. Pick one other PC. You know they think your obsession with the moon is weird, pointless, or superstitious, and you
--feel the need to prove them wrong.
--
--3\. Pick one other PC. Sometimes you can't detect them with any of your senses or affect them with your magic, even when
--they're right in front of you.
--
--4\. Pick one other PC. Your power and theirs have an unusual connection; instead of using your one-action recovery roll
--on yourself, you can use it on them (and vice versa).
--
--Minor Effect Suggestion: Your foe is dazzled by a burst of moonlight, hindering them for one round.
--
--Major Effect Suggestion: A surge of lunar power knocks your foe prone and disarms them of an object they're holding,
--which lands an immediate distance away.
--
--Tier 1:
--
--Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
--distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
--can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
--damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
--shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
--form is. Action.
--
--Tier 2:
--
--Eyes Adjusted
--
--Inspire Aggression
--
--Tier 3:
--
--Ability Choice: Choose either Nightstrike or Spur Effort as your tier 3 ability. Whichever one you choose, you also gain
--Moon Adaptation.
--
--Nightstrike
--
--Spur Effort
--
--Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
--
--Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
--lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
--
--Tier 4:
--
--Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
--within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
--minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
--a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
--
--werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
--Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
--(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
--
--Tier 5:
--
--Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
--is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
--to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
--with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
--targets. Action.
--
--Tier 6:
--
--Ability Choice: Choose either Precognition or True Senses as your tier 6 ability.
--
--Precognition
--
--True Senses
--
--Steers The Coven
--
--Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
--and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
--responsibilities, or maybe you serve as an informal mentor. Maybe you run a coven with bylaws and a charter, or maybe
--you host gatherings where your friends and family can perform rituals together. Regardless, you're responsible for a
--coalition of magicians who look to you for guidance, protection, and problem-solving.
--
--Connection:
--
--1\. Pick one other PC. You have a friendly rivalry with this person, perhaps due to philosophical differences or
--belonging to another coven with contrary goals.
--
--2\. Pick one other PC. You want to learn more about this person so you can decide if they should join your coven or are
--somehow a threat to it.
--
--3\. Pick one other PC. Long ago you were very close to this character, but you drifted apart. You'll need to decide if
--you're starting anew or trying to rekindle the old friendship.
--
--4\. Pick one other PC. This character or someone they care about is in your coven, and you feel responsible for
--protecting them.
--
--Minor Effect Suggestion: The evident power of the support from your coven intimidates a foe, who retreats a short
--distance away on their next turn.
--
--Major Effect Suggestion: Your opponent respects your commitment to your coven so much that they withdraw from the
--conflict (although they may return later).
--
--Tier 1:
--
--Community Activist
--
--Community Knowledge
--
--Tier 2:
--
--Shepherd's Fury
--
--Tier 3:
--
--Ability Choice: Choose either Inspire Action or True Guardian as your tier 3 ability.
--
--Inspire Action
--
--True Guardian
--
--Tier 4:
--
--Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
--participants are eased by two steps. Enabler
--
--Tier 5:
--
--Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
--can attack up to five different foes with a single action as long as they are within immediate range of each other. All
--the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
--from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
--for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
--Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
--the number of foes you can attack, with one additional foe per level of Effort. Enabler.
--
--Tier 6:
--
--Ability Choice: Choose either Deep Consideration or Drawing on Life's Experiences as your tier 6 ability.
--
--Deep Consideration
--
--Drawing on Life's Experiences
--
--Transmits Energy
--
--Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
--Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
--of power, the way some people can hear currents running through wire. In a crisis, you attack by draining a foe's
--energy. Otherwise, you focus on helping others by catalyzing and enhancing their magic abilities.
--
--Connection:
--
--1\. Pick one other PC. This character thinks you're some sort of energy vampire, either dangerous or just annoying.
--
--2\. Pick one other PC. You believe they have insight about how to master your magic, if you can just convince them to
--trust you with their secrets.
--
--3\. Pick one other PC. You once knocked out this character with your power, but were able to jolt them back awake again.
--At the time they seemed to think it was funny.
--
--4\. Pick one other PC. You once recharged one of their powerful cyphers, although you're not sure how you managed it.
--
--Minor Effect Suggestion: You gently drain 2 points of energy from your foe, which you can divide between your Might and
--Speed Pools.
--
--Major Effect Suggestion: You gently drain 5 points of energy from your foe, which you can divide between your Might and
--Speed Pools.
--
--Tier 1:
--
--Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
--You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
--
--Tier 2:
--
--Drain Creature
--
--Tier 3:
--
--Ability Choice: Choose either Buddy System or Tap Currents as your tier 3 ability.
--
--Buddy System
--
--Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
--you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
--use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
--Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
--roll.) Action to initiate.
--
--Tier 4:
--
--Store Energy
--
--Tier 5:
--
--Share the Power
--
--Tier 6:
--
--Ability Choice: Choose either Explosive Release or both Continuous Transfer and Drain at a Distance at tier 6.
--
--Explosive Release
--
--Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
--creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
--seamlessly, as part of the same action. Enabler.
--
--Drain at a Distance
--
--Turns Decay to Growth
--
--You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
--you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
--something new. Maggots, mushrooms, and mold are actors in your process, not unlike familiars. You probably keep a
--garden, nourished by your meticulously maintained compost pile. Your community might express discomfort with your
--methods, leading to friction. If you react to criticism by isolating yourself, you won't be lonely for very long—what
--you have to offer is vital and rare, and it's inevitable that someone will ask you for help.
--
--Connection:
--
--1\. Pick one other PC. This character dislikes the smell that your spells make and tries to be at least an immediate
--distance away when you cast them.
--
--2\. Pick one other PC. This character is fascinated by your powers and wants to make use of them (or just thinks you can
--provide them with medicinal mushrooms).
--
--3\. Pick one other PC. This character believes you are a member of a mushroom cult (which to them might be a good, bad,
--or neutral thing).
--
--4\. Pick one other PC. You and this character have a magical connection, and you each add +1 to your recovery rolls when
--within a short distance of each other.
--
--Minor Effect Suggestion: Your foe is dazed (hindered) for the next round.
--
--Major Effect Suggestion: Your foe is stunned for one round, or you restore 2 points to any one of your Pools.
--
--Tier 1:
--
--Wilderness Lore
--
--Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
--attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
--of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
--Action.
--
--Tier 2:
--
--Wilderness Explorer
--
--Tier 3:
--
--Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
--
--Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
--and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
--the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
--this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
--performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
--questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
--
--Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
--area to allow you to use Reading Decomposition.
--
--Grasping Foliage
--
--Necromancy
--
--Tier 4:
--
--If you have Necromancy, your tier 4 ability is Greater Necromancy. If you have Reading Decomposition, your tier 4
--ability is Rewind Rot.
--
--Greater Necromancy
--
--Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
--hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
--return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
--
--Tier 5:
--
--Insect Eruption
--
--Tier 6:
--
--Ability Choice: Choose either Restore Life or Word of Death as your tier 6 ability.
--
--Restore Life
--
--Word of Death
--
--### NEW ABILITIES (MODERN MAGIC)
--
--Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
--can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
--streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
--across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
--The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
--ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
--
--Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
--Intellect-based attack roll against the network's level (typically level 4) to watch them.
--
--Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
--room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
--songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
--increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
--
--Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
--electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
--still work. Any standby generator connected in this area functions normally, activating emergency power within a few
--rounds. The blackout otherwise lasts for one minute. Action.
--
--Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
--magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
--Edge instead of your Intellect Edge. Enabler.
--
--Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
--or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
--use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
--homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
--is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
--for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
--next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
--within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
--of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
--attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
--can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
--dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
--familiar.
--
--Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
--
--Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
--immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
--must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
--without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
--as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
--most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
--example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
--wild bird that got inside your house. Action.
--
--Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
--move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
--When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
--object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
--until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
--
--Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
--of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
--ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
--vanishes. Action.
--
--Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
--such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
--within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
--In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
--increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
--Action.
--
--Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
--of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
--can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
--perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
--another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
--
--Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
--AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
--out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
--Action.
--
--Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
--through a Network Dead Zone spell.
--
--Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
--of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
--target by 1. Action.
--
--Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
--slap a creature. The target must be actively using a device making use of this connection, such as being on the other
--end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
--closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
--creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
--Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
--
--Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
--the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
--courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
--target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
--memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
--
--Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
--interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
--for you like the best combination of a pet and a close friend.
--
--The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
--rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
--skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
--them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
--(avian, swimmer, and so on).
--
--You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
--this range, you can only sense each other's general level of well-being.
--
--Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
--activate or maintain.
--
--If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
--your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
--within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
--you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
--
--Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
--touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
--attacks and defenses against you are eased.
--
--If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
--instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
--damage track. If you die, your familiar instantly dies.
--
--You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
--1d6 days.
--
--Enabler.
--
--Soul familiar: level 2, Speed defense as level 4 due to size
--
--A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
--anything other than what they appear to be.
--
--Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
--period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
--don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
--forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
--the stasis effect immediately ends. Action.
--
--### SUPERHERO CHARACTER OPTIONS
--
--### NEW FOCI
--
--This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
--are as follows:
--
--Copies Superpowers: You can copy others' skills, abilities, and superpowers.
--
--Has a Thousand Faces: You can change your appearance to look like anyone else.
--
--Ignores Physical Distance: You can teleport from one place to another by briefly passing through a parallel dimension.
--
--Sculpts Hard Light: You create physical objects out of hard light that you can use for offense and defense.
--
--Shrinks to Minute Size: You can shrink down to the size of a bug and, with enough experience, even smaller.
--
--Soars on Amazing Wings: Many superheroes can fly, and some even have wings. You can use your wings for movement,
--attacks, and defense.
--
--Stretches: Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
--
--> Takes Animal Shape: You can transform yourself into an animal.
--
--Touches the Sky: You can summon storms or break them apart.
--
--> Wields an Enchanted Weapon: You have a weapon with strange abilities, and your knowledge of its powers has allowed you
--> to create a unique style of combat with it.
-->
--> Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
--
--### COPIES SUPERPOWERS
--
--You can copy others' skills, abilities, and superpowers.
--
--Tier 1: Flex Skill
--
--Tier 1: Flex Skill
--
--Tier 2: Copy Power
--
--Tier 3: Steal Power or Wildcard Powers
--
--Tier 4: Improved Copying
--
--Tier 5: Power Memory
--
--Tier 6: Amazing Copying or Multiple
--
--Copying GM Intrusions: A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary
--powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
--own fire bolts).
--
--### HAS A THOUSAND FACES
--
--You can change your appearance to look like anyone else.
--
--Tier 1: Face Morph
--
--Tier 1: Interaction Skills
--
--Tier 2: Body Morph
--
--Tier 2: War Flesh
--
--Tier 3: Disguise Other or Resilience
--
--Tier 4: Ageless
--
--Tier 4: Think Your Way Out
--
--Tier 5: Memory Becomes Action
--
--Tier 6: Divide Your Mind or Infer Thoughts
--
--GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
--
--### IGNORES PHYSICAL DISTANCE
--
--You can teleport from one place to another by briefly passing through a parallel dimension.
--
--Tier 1: Dimensional Squeeze
--
--Tier 2: Opportunist
--
--Tier 3: Defensive Blinking or Teleportation Burst
--
--Tier 4: Short Teleportation
--
--Tier 5: Medium Teleportation
--
--Tier 6: Teleportation or Teleportive Wound
--
--GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
--continues through the teleport, injuring the character.
--
--### SCULPTS HARD LIGHT
--
--You create physical objects out of hard light that you can use for offense and defense.
--
--Tier 1: Automatic Glow
--
--Tier 1: Temporary Light
--
--Tier 2: Entangling Force
--
--Tier 3: Harder Light or Sculpt Light
--
--Tier 4: Greater Enhanced Intellect
--
--Tier 5: Improved Sculpt Light
--
--Tier 6: Defensive Field or Flight
--
--GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
--
--### SHRINKS TO MINUTE SIZE
--
--You can shrink down to the size of a bug and, with enough experience, even smaller.
--
--Tier 1: Shrink
--
--Tier 1: Beneath Notice
--
--Tier 2: Smaller
--
--Tier 2: Advantages of Being Small
--
--Tier 3: Enlarge or Quick Switch
--
--Tier 4: Small Flight
--
--Tier 5: Shrink Others
--
--Tier 6: Bigger or Tiny
--
--GM Intrusions: A creature thinks the small character is potential food. The small character gets trapped in a tiny space
--or under a falling object.
--
--A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
--Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
--
--### SOARS ON AMAZING WINGS
--
--Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
--
--Tier 1: Hover
--
--Tier 1: Flight Exertion
--
--Tier 2: Wing Weapons
--
--Tier 3: Acrobatic Attack or Flying Companion
--
--Tier 4: Hard to Hit
--
--Tier 5: Up to Speed
--
--Tier 6: Hard Target or Defense Master
--
--GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
--target for an unexpected foe.
--
--### STRETCHES
--
--Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
--
--Tier 1: Contortionist
--
--Tier 1: Far Step
--
--Tier 2: Elastic Grip
--
--Tier 2: Safe Fall
--
--Tier 3: Bypass Barrier or Misdirect
--
--Tier 4: Resilience
--
--Tier 5: Free to Move
--
--Tier 6:Break the Ranks or Not Dead Yet
--
--GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
--weak.
--
--### TAKES ANIMAL SHAPE
--
--You can transform yourself into an animal.
--
--Tier 1: Animal Shape
--
--Tier 2: Communication
--
--Tier 2: Soothe the Savage
--
--Tier 3: Bigger Animal Shape or Greater Beast Form
--
--Tier 4: Animal Scrying
--
--Tier 5: Hard to Kill
--
--Tier 6: Blurring Speed or Lend Animal Shape
--
--GM Intrusions: The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter.
--The transformation takes longer than expected.
--
--Greater Beast Form applies to using Animal Shape.
--
--### TOUCHES THE SKY
--
--You can summon storms or break them apart.
--
--Tier 1: Hover
--
--Tier 2: Wind Armor
--
--Tier 3: Bolts of Power or Storm Seed
--
--Tier 4: Windrider
--
--Tier 5: Cold Burst
--
--Tier 6: Control Weather or Wind Chariot
--
--GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
--The weather is seeded by a much smaller effect, and a storm grows out of control.
--
--### WIELDS AN ENCHANTED WEAPON
--
--You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
--combat with it.
--
--Tier 1: Enchanted Weapon
--
--Tier 1: Innate Power
--
--Tier 1: Charge Weapon
--
--Tier 2: Power Crash
--
--Tier 3: Rapid Attack or Throw Enchanted Weapon
--
--Tier 4: Defending Weapon
--
--Tier 5: Enchanted Movement
--
--Tier 6: Deadly Strike or Spin Attack
--
--GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
--action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
--
--### WIELDS INVISIBLE FORCE
--
--You bend light and manipulate beams of force for offense and defense.
--
--Tier 1: Vanish
--
--Tier 2: Entangling Force
--
--Tier 2: Sharp Senses
--
--Tier 3: Force Field Barrier or Multi-Vanish
--
--Tier 4: Invisibility
--
--Tier 5: Defensive Field
--
--Tier 6: Concussion or Generate Force Field
--
--GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
--or unexpected attack.
--
--### NEW ABILITIES
--
--The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
--
--Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
--damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
--
--Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
--infection), you will never die. Enabler.
--
--Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
--can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
--than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
--anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
--
--Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
--Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
--resembles that power (instead of a low-tier ability). Enabler.
--
--Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
--across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
--three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
--in strength, your leaping range increases to 1,000 feet (300 m). Action.
--
--Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
--within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
--animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
--establish.
--
--Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
--immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
--short range. Enabler.
--
--Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
--attempt are eased. Enabler.
--
--Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
--identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
--to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
--retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
--Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
--morphing into a humanoid alien). Action.
--
-- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
--can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
--example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
--to open a door, and the illusion of a fireplace hot to the touch.
--
--The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
--attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
--damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
--levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
--
--You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
--create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
--effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
--minutes pass. Enabler.
--
--Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
--were 2 levels higher. Action.
--
--Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
--activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
--down to one tenth. Action.
--
--Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
--power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
--whether to spend the cost for this ability before you make each attack. Enabler.
--
--Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
--with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
--follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
--nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
--you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
--count.
--
--In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
--target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
--Action to initiate.
--
--Copy Power (2+ Intellect points): You can copy someone else's superpower
--
--for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
--power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
--and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
--battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
--creates a blast of force.
--
--In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
--ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
--that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
--use Onslaught.
--
--ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
--
--Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
--
--In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
--one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
--
--Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
--
--Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
--to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
--attack. Your Speed defense rolls are eased for one minute. Action.
--
--Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
--instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
--location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
--through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
--to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
--opening size by one-fourth. You land safely when you use this ability. Action.
--
--> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
--> through it is faster than normal movement.
--
--Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
--giving them a form that you are able to assume. This lasts for about ten minutes.
--
--In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
--Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
--cannot then change back into the altered form. Action.
--
--You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
--disguising a robot, animal, or crystalline alien
--
--Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
--target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
--hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
--your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
--automatically inflicting 4 points of damage each round by squeezing. Enabler.
--
--Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
--distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
--on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
--pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
--use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
--feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
--that ability and this one increases to very long. Action.
--
--Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
--know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
--farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
--only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
--initiate; ten minutes to complete. Enabler.
--
--Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
--medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
--you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
--already trained to become specialized. Enabler.
--
--Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
--do is move on your turn, you can fly up to a long distance. Enabler.
--
--Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
--aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
--familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
--9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
--suitable replacement. Enabler.
--
--Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
--
--Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
--Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
--that power (instead of a low-tier ability). Enabler.
--
--When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
--ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
--
--Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
--you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
--instead of your Intellect Edge, as appropriate). Enabler.
--
--Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
--transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
--Shape ability. For each level of Effort applied,
--
--you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
--revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
--or someone else) changing form does not affect any other creature affected with this ability. Action.
--
--A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
--
--Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
--you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
--teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
--Effort. Teleporting to
--
--a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
--level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional long distance away to a location you can't see with two passengers costs a total of three levels of
--Effort. Action.
--
--If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
--Teleportation with another tier 4 type ability.
--
--Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
--minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
--for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
--fill a long area, or three to fill a very long area). Action.
--
--Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
--the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
--before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
--Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
--of the original cyphers are temperamental cyphers. Action.
--
--Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
--the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
--level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
--levels, and so on). Enabler.
--
--Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
--time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
--can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
--on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
--clearly.
--
--The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
--presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
--creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
--each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
--themselves). Action.
--
--Power Crash (3+ Intellect points): You strike your enchanted weapon against
--
--the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
--that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
--center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
--you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
--single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
--and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
--
--Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
--past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
--hour per level). Enabler.
--
--Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
--action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
--action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
--then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
--then return to small size. Enabler.
--
--Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
--see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
--to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
--Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
--level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional short distance away to a location you can't see with one passenger costs a total of three levels of
--Effort. Action.
--
--> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
--> Teleportation with another tier 4 type ability.
--
--Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
--(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
--your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
--normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
--Effort, and other damage modifiers). You can return to your normal size as part of another action.
--
--When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
--of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
--from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
--next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
--levels of Effort for the third use, and so on).
--
--Action to initiate.
--
--> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
--> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
--
--Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
--options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
--additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
--duration of Shrink ends for them. Enabler.
--
--Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
--accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
--you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
--distance if all you do on your turn is move. Action to initiate.
--
--Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
--temporary points to your Speed Pool. Enabler.
--
--Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
--for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
--succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
--task. If they succeed, they regain the use of their ability and you lose it. Enabler.
--
--If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
--ability, or put a power shift in power for it.
--
--Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
--opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
--Enabler.
--
--Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
--your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
--it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
--target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
--Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
--3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
--
--Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
--or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
--in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
--It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
--
--and so on. The object has the approximate mass of the real object and is level 2. Action.
--
--Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
--or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
--Enabler.
--
--Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
--5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
--very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
--become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
--add 1 more point to your Speed Pool. Enabler.
--
--In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
--
--one-thousandth of your normal height may be a means of doing so.
--
--War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
--your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
--light weapons. Enabler.
--
--Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
--level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
--
--Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
--wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
--
--### FAIRYTALE CHARACTER OPTIONS
--
--### FAIRYTALE DESCRIPTORS
--
--Bewitched
--
--You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
--force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
--you cursed or blessed by them?
--
--You gain the following characteristics:
--
--Enchanted: +4 to your Intellect Pool.
--
--Skill: You are trained in all tasks involving listening and hearing.
--
--Insight: The voices have many things to tell you and some of them are beneficial. Once after each ten-hour recovery
--roll, you can use a player intrusion without spending an XP.
--
--Inability: The voices in your head are sometimes so loud it's hard to make sense of the real world. You have an
--inability in navigation, tracking, and identifying plants and animals.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. You listened to one of your voices, which suggested that this would be a good thing to embark upon.
--
--2\. One of the other PCs sounds an awfullot like one of your voices, and you'd like to spend time with them to find out
--if there's a connection.
--
--3\. You have reason to believe that being with the other PCs could help you gain a better understanding of the thoughts
--and voices you hear.
--
--4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
--fit.
--
--Changeling
--
--Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
--when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
--perhaps you are the same person you've always been, but you've never felt like yourself, and you know that the real you
--is nothing like the one that everyone else knows. More than once in your life, you've been abandoned, distrusted, and
--rejected by those you loved most, which means that sometimes you fall into deep funks. However, you are just as
--
--adept at pulling yourself out of them when the situation demands it. If nothing else, you're supremely adaptable.
--
--You gain the following characteristics:
--
--Innovator: +4 to your Intellect Pool.
--
--Face-taker: When you spend 1 XP, you can change your appearance over the course of one minute to look like someone else
--of about your size who you've had direct contact with or from whom you have a piece of hair or flesh, or an object they
--handled often. You cannot return to your previous
--
--appearance unless you have the same components at hand for that appearance to initiate the change. Action to initiate,
--one minute to complete.
--
--Changeable (2 Intellect points): When you fail at a task and try again using a different method, you roll twice on the
--second attempt and use the higher result. For example, if guards catch you in the queen's
--
--chamber after dark and you fail to convince them that you're there on legitimate business, you can instead decide to
--flee, rolling twice on your roll to get away and taking the higher result. Enabler.
--
--Skill: People never know what to think about you. You are trained in deception.
--
--Inability: Your fluid nature leaves you less resistant to physical threats. Your Might defense tasks are hindered.
--
--Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
--
--Additional Equipment: You have an amulet with a strange symbol on it, a link to your truest, deepest self.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. The PCs discovered you weren't who they thought you were, but it doesn't matter—they're still your friends.
--
--2\. You want to discover your true self, and the PCs offered to help you find it.
--
--3\. Everything was fine until you were attacked by a group of "faerie hunters." The PCs helped you fight back or flee.
--
--4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
--You hope to do more of that.
--
--Fragmented
--
--Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
--unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
--to embrace all of your selves.
--
--You gain the following characteristics:
--
--Two Minds: +2 to your Intellect Pool.
--
--Skill: You're trained in defense rolls to resist mental effects.
--
--Skill: You're trained in all interactions involving lies or trickery.
--
--Adaptable: At the beginning of a conversation, choose a specific type of interaction skill, such as persuasion, lying,
--or intimidation. While the conversation lasts, you have an asset in that skill. You cannot choose the same type of
--interaction skill again until after you make a ten-hour recovery roll. Enabler.
--
--Inability: Your memory of events and experiences is spotty. You have an inability in memory-related tasks, such as
--recalling information, memorizing names, and so on.
--
--Inability: Staying centered on a single task is difficult for you. You have an inability in tasks requiring focus or
--concentration.
--
--Additional Equipment: You have a journal that you use to keep notes of your experiences and selves.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. While avoiding an entirely different concern, you walked into your current situation.
--
--2\. You have reason to believe that being with the other PCs will help you better understand your fractured mind.
--
--3\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
--
--4\. You felt drawn to join the other PCs, but you don't know why.
--
--Frumious
--
--A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
--do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
--way, it seems to cause you—and those around you—grief more often than not.
--
--You gain the following characteristics:
--
--Manxome: +2 to your Might Pool and +2 to your Speed Pool.
--
--Skill: You are quick to respond to being provoked (or even to the perception that you are being provoked). You are
--trained in initiative actions (to determine who goes
--
--first in combat).
--
--Bandersnatch: You extend the reach of your attack, allowing immediate-range character abilities to reach foes a short
--distance away, and short-range character abilities to reach foes a long distance away.
--
--Inability: You find it hard to hold your anger back—it seeps through your skin even when you don't mean it to, causing
--others to shy away from it. All tasks relating to positive social interactions are hindered.
--
--Inability: Sometimes your anger overrides your good senses, causing you to act before you've properly assessed the
--situation. All tasks relating to perception are hindered.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. You are trying to get a handle on your anger, and you're hoping that being with the other PCs will help you do so.
--
--2\. You let your anger get the best of you recently, and now you're running from the fallout of that experience.
--
--3\. You believe that this adventure will provide you with a way to channel your ire, allowing you to use it for good.
--
--4\. One of the other PCs invited you to join, after they watched you fight.
--
--Haunted
--
--The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
--discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
--filled with a general sense of unease. This constant feeling of being haunted drives you to try to make things feel
--safer for yourself and those around you.
--
--You gain the following characteristics:
--
--Fleeting: +4 to your Speed Pool.
--
--Skill: You are trained in initiative actions.
--
--Skill: You are trained in sensing danger.
--
--Prescient: You always see danger coming, whether it's there or not. Once after each ten-hour recovery roll, you can
--refuse a GM intrusion without spending XP. Alternatively, you can spend 1 XP and work with the GM to turn the intrusion
--into something positive for your character.
--
--Inability: Anxious thoughts are heavy, and carrying them leaves you feeling emotionally weaker than you'd like.
--Intellect defense tasks are hindered.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. Being around one or more of the other PCs helps you better handle your thoughts and emotions.
--
--2\. You feel that one of the other PCs is in danger in some way, and you'd like to help out or keep an eye on them.
--
--3\. One or more of the PCs helped you out when you were having a difficult time.
--
--4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
--adventure is a great way to do so.
--
--Lost
--
--You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
--your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
--aimlessly, without clear purpose or drive.
--
--You gain the following characteristics:
--
--Skill: You're trained in three areas of knowledge of your choice.
--
--Skill: Being lost has taught you to pay attention to your surroundings. You are trained in perception tasks.
--
--Curiouser: You're rarely surprised by strange circumstances and are able to go with the flow more than most. You can
--choose to automatically succeed on an initiative task without rolling. You can do
--
--this one time, although the ability renews each time you make a ten-hour recovery roll.
--
--And Curiouser: For being so lost yourself, you are able to help others find things in the world. Anytime you help
--someone who is searching for a lost object or person, you are able to point them in the right general direction.
--
--Inability: Figuring out how to move through the world is not one of your strongpoints. All tasks involving navigation,
--map reading, geography, and so on are hindered.
--
--Inability: Sometimes being directionless makes it hard to get moving. You have an inability in noncombat Speed-related
--tasks, such as climbing, jumping, and running.
--
--Additional Equipment: You carry a broken compass with you. It was a gift from someone you cared about deeply.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. The PCs came upon you while you were wandering and lost, and invited you to join them.
--
--2\. You happened to be in the right place at the right time.
--
--3\. You wish to find your path again, and you hope that the PCs will help you do that.
--
--4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
--
--### FAIRYTALE FOCI
--
--Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
--Cypher System Rulebook.
--
--Befriends the Black Dog
--
--Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
--presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
--
--Focus Note: Your companion is a black dog of any size or shape. It can be any form— living, dead, crafted (such as a
--puppet), pure shadow, and so on. Your black dog is a physical manifestation of depression, grief, sadness, or other
--heavy and dark emotions. But it is also a dog, and thus brings with it the unique companionship, comfort, and bond that
--only dogs can offer.
--
--Tier 1: Beast Companion
--
--Tier 2: Ribbons of Dark Matter
--
--Tier 3: Dark Matter Shroud or Stronger Together
--
--Tier 4: Improved Companion
--
--Tier 5: Dark Matter Structure
--
--Tier 6: As If One Creature or Embraced by Darkness
--
--Curses the World
--
--Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
--desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
--
--Focus Note: Characters who Curse the World aren't necessarily evil or wicked; they are angry, hurt, and possibly seeking
--to get even with those who have wronged them or the ones they love (or at least keep themselves and their loved ones
--from being hurt again).
--
--Tier 1: Terrifying Presence
--
--Tier 2: Erase Memories
--
--Tier 3: Psychosis or Discerning Mind
--
--Tier 4: Mind Games
--
--Tier 5: Foul Aura
--
--Tier 6: Word of Command or Break Their Mind
--
--Feigns No Fear
--
--Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
--how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
--yourself as someone who is fearless and courageous, but deep down, you are terrified of everything. Fear drives you, and
--in its face, you stand tall and shout the loudest. Because you are also afraid of being seen for who you truly are.
--
--Focus Note: A character who Feigns No Fear can be played in a number of ways, from someone who boasts constantly in
--their attempts to bolster themselves in front of others to someone who faces their fears through action, showing up
--first on the battle line to holler "Seven in one blow!"
--
--Tier 1: Surging Confidence
--
--Tier 2: Impressive Display
--
--Tier 3: Flamboyant Boast or Outlaw Reputation
--
--Tier 4: Combat Challenge
--
--Tier 5: Band of Desperados
--
--Tier 6: Finishing Blow or Heroic Monster Bane
--
--Lived Among the Fey
--
--You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
--you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
--them came back with you and stay with you to this day.
--
--Focus Note: A character who Lived Among the Fey might have spent time among the fairies (or other creatures in a
--different far-off land) or they may have dreamed, hallucinated, or imagined the whole thing. Do they know the
--difference? Does it matter? The name of the focus can be changed to something that more appropriately reflects the
--character's experience, such as Fell Into Wonderland or Crossed Into Narnia.
--
--Tier 1: See the Unseen
--
--Tier 2: Bestiary Knowledge
--
--Tier 3: Dream Becomes Reality or Find the Hidden
--
--Tier 4: Pay It Forward
--
--Tier 5: Nightmare
--
--Tier 6: Explains the Ineffable or Drawing on Life's Experiences
--
--Made a Deal With Death
--
--Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
--figure. You, however, are intimate with Death in all their many forms. Perhaps you are
--
--both drawn to and frightened of them. Perhaps you've spent too much time in their company, and have become infatuated
--with them. Perhaps you've lost friends and loved ones to their dark embrace. Whatever yourfeelings about Death, you've
--made a deal with them, one you hope will bring you the
--
--closure that you seek.
--
--Focus Note: Characters who Made a Deal With Death may have done so in order to stave off death eternally, gaining
--healing abilities for themselves or others. Alternatively, they may be obsessed with the idea of death, and wish to
--learn how to wield it with precision and focus.
--
--Tier 1: Blessing of the Gods (Death)
--
--Tier 2: Destined for Greatness
--
--Tier 3: Miraculous Health or Quick Death
--
--Tier 4: Regeneration
--
--Tier 5: Hard to Kill
--
--Tier 6: Duel to the Death or Final Defiance
--
--Sheds Their Skin
--
--You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
--nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
--other form secret, safe from prying eyes and listening ears.
--
--Focus Note: Your beast form can be anything you choose, such as a selkie, wolf, horse, swan, and so on. Work with your
--GM to determine the details of your form. A character who Sheds Their Skin may also want to work with the GM to come up
--with even more suitable abilities for their particular form. For example, a selkie character might choose Aquatic
--Combatant as their tier 3 ability instead of one of the abilities listed here, particularly if the GM expects the
--character to be moving through water regularly.
--
--Tier 1: Beast Form
--
--Tier 2: Controlled Change
--
--Tier 3: Greater Beast Form or Hard Choices
--
--Tier 4: Greater Controlled Change
--
--Tier 5: Total Awareness
--
--Tier 6: Escape Plan or Perfect Control
--
--Heartwood Character Arcs
--
--Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
--character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
--the Cypher System Rulebook.
--
--Suggested Heartwood Arcs
--
--Become an Advocate
--
--You desire to help and support others, especially those who are dealing with difficult situations. This might be related
--to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
--number of ways, including being an emotional support
--
--system, helping other voices be heard, defending and safeguarding others' rights, and generally being an ally.
--
--Opening: Sizing up Your Skills. You decide what best enables you to be a good advocate, and create a plan.
--
--Step(s): Training and Research. You learn about being a good advocate, possibly by finding a mentor or organization that
--can help you.
--
--Step(s): Building Your Skills. You practice the skills you've learned, and review the successes and failures to continue
--to improve.
--
--Climax: Lean on Me. You assist one or more people through a difficult time using your training, skills, and experience.
--
--Resolution: You reflect on everything you've learned and decide what to do next.
--
--Put Down Roots
--
--If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
--seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
--connection might be to your fellow PCs, to a group of NPCs that you meet along the way, or as part of an
--already-established group or organization.
--
--Opening: Let's Be Friends. You propose the idea of a support system to those you'd like to include.
--
--Step: Reach Out. You do the hard work of making yourself vulnerable to others by being honest and open about who you
--are. You create a safe space for others to do the same.
--
--Step(s): Accept and Give Help. You ask for and accept help and support from the group. You give help and support to
--others when it's needed.
--
--Climax: Strong Bond. During a time of crisis, the group works together to support and uplift you, and you are there for
--them in return.
--
--Resolution: You enjoy the benefits of having a supportive group of people in your life.
--
--Develop Coping Strategies
--
--You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
--"fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
--
--Opening: Explore Your Inner Self. You spend time with your emotions and thoughts in order to pinpoint which struggle or
--symptom you'd like to develop a coping strategy for.
--
--Step: Make a Plan. Almost every struggle or symptom has a particular set of steps that you can go through to better cope
--with it. This will likely involve research and consultation.
--
--Step(s): Practice. At every opportunity, practice the coping strategies that you're learning and pay attention to where
--they work and fail. You might try different strategies and see which ones seem better suited to your particular needs.
--
--Climax: Deal With It. You're put into a situation that tests your coping strategies. They don't have to work perfectly
--in order for you to succeed.
--
--Resolution: You reflect on what you've learned and decide where you want to go from here.
--
--Take the Wrong Path
--
--Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
--something the player chooses on a meta level for the character because it makes for an interesting story and sets up
--possible future arcs, such as Put Down Roots. In this case, perhaps the character manages their anxiety by drinking too
--much, becoming isolated, or starting too many fights. Perhaps they attempt to deal with grief by overeating (or
--undereating), by pushing away loved ones, or by becoming intimate with others without regard for their safety.
--
--Opening: The Fork. You take the first steps down the wrong path, even if you don't know it yet.
--
--Step(s): Farther Down the Path. Things continue to get worse because of your actions. This may play out over any number
--of steps.
--
--Step: Briars and Thorns. Your actions hurt yourself and those around you.
--
--Climax: Dead End. There is no chance for success here. Only failure.
--
--Resolution: You wallow in your own misery.
--
--### POST-APOCALYPTIC CHARACTER OPTIONS
--
--Alternate Character Roles
--
--Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
--after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
--more sense to let your players choose roles for characters in a modern game.
--
--### DESCRIPTORS
--
--In addition to the descriptors in the Cypher System Rulebook, you can widen the options
--
--available to the players, allowing them to choose from the descriptors presented here for
--
--their characters. A subset of the descriptors in this chapter are species descriptors, which
--
--may or may not be appropriate for your players, depending on your setting.
--
--Rust and Redemption Descriptors
--
--Standard: Bitter, Hopeful, Rusted, Shiny
--
--Species: Canien, Felis, Flutter, Mutant
--
--Bitter
--
--Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
--giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
--it was an organization or institution that let you down. Whatever it was, you've spent a lot of time pulled into
--yourself, paranoid and mistrustful of others. But something's happened lately that has at least opened you to the
--possibility of trusting others again. Maybe you have to work with someone else or die. Alternatively, perhaps you've
--decided to try one more time, despite your disillusionment. It's either that or fully give in to bitterness.
--
--You gain the following characteristics:
--
--Skeptical: +4 to your Intellect Pool.
--
--Skill: You're always wondering who's going to wrong you next. You are trained in detecting deception.
--
--Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
--
--Inability: You have a hard time not letting bitterness stain everything you do. Interaction tasks are hindered.
--
--Additional Equipment: You have a keepsake from whoever wronged you. It could be an object they once possessed, a picture
--of them, or something else you associate with what makes you so bitter.
--
--Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first
--adventure.
--
--1\. You found the other PCs in a situation they couldn't survive. Uncharacteristically, you helped them.
--
--2\. You were facing certain death, but the PCs saved you, for no reason other than they saw your need.
--
--3\. You want to change your ways, and the PCs seem to offer a chance for you to explore that possibility.
--
--4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
--
--Canien
--
--You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
--and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
--decide which kind of canien you are. Most canien clothing and equipment accommodates walking on either two feet or four,
--so that's normally not an issue. Either way, you've got fur, a tail, and a noble dog visage true to your particular line
--of descent. And like most caniens, you're loyal to your pack and friends. But you may find strangers a little
--suspicious, in which case you aren't shy about letting them know. However, you're usually willing to entertain the idea
--that a newcomer may be a friend you just don't know yet.
--
--You gain the following characteristics:
--
--Dogged: +2 to your Might Pool.
--
--Skill: You are naturally vigilant. You are trained in perception tasks.
--
--Skill: You are playful. You are trained in tasks involving playing physical games.
--
--Loyal: If an ally within immediate range descends one or more steps on the damage
--
--track, you can take an action immediately but in a restricted fashion. You can use this action either to move the
--willing ally up to an immediate distance or to attempt a healing task on your ally.
--
--Bite: You are practiced in making unarmed bite attacks (light weapon). Enabler.
--
--Chewer: You are something of an oral fidgeter, like most caniens. After each ten-hour recovery roll, make a difficulty 2
--Intellect defense roll. If you fail, you discover you've unconsciously been chewing on a piece of your equipment; it's
--ruined, at least until it is repaired.
--
--Inability: You have a hard time seeing disloyalty in others. Tasks that involve detecting falsehoods are hindered.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first
--
--adventure.
--
--1\. One of the other PCs needed help, and you obliged without a second's hesitation.
--
--2\. The other PCs were going somewhere, and you came along even though they didn't ask you to.
--
--3\. Aggression got the better of you, and now you're running from the fallout of that experience.
--
--4\. You feel that one of the other PCs is in danger in some way, and you'd like to help
--
--out or keep an eye on them.
--
--Felis
--
--You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
--fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
--elements, but you sometimes wear a harness for your equipment and may adopt boots for rough terrain and hats for fashion
--or function. Your visage is like that of before-times cats, including piercing, reflective eyes. Like other felis, you
--are crafty and cautious, unless you feel comfortable with others, in which case you can laze away hours in the sun or a
--warm spot. But if need be, you are quick to act and are not afraid to use your claws to defend yourself.
--
--You gain the following characteristics:
--
--Crafty: +2 to your Intellect Pool.
--
--Skill: You're innately curious. You are trained in tasks involving knowledge, figuring out problems, or solving puzzles.
--
--Skill: You are agile. You are trained in tasks involving balancing and movement.
--
--Darksight: You can see in dim light as though it were bright light and see in darkness as though it were dim light.
--Enabler.
--
--Claws: You are practiced in making unarmed claw attacks (light weapon). Enabler.
--
--Light on Your Paws: You ignore the first 4 points of damage you would otherwise suffer from a fall. Enabler.
--
--Jumpy: Like most felis, you are a bit high-strung. Anytime another creature acts with surprise against you, make a
--difficulty 2 Intellect defense roll. If you fail, the first action you take on your turn is to flee using your full
--movement away from whoever surprised you.
--
--Inability: You often come across as aloof. Tasks that involve positive social interaction are hindered.
--
--Inability: You sometimes get lost in new locations you haven't visited before. You have an inability in navigation.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. Everything was fine until you were attacked by a raiding band of "cat-skinners." The PCs helped you fight back or
--flee.
--
--2\. You saw the PCs up to something, and your curiosity got the better of you, so you followed them.
--
--3\. One of the other PCs invited you to join after they saw you scheme, plot, or solve a difficult problem.
--
--4\. You got lost. The PCs found you and invited you to join their group.
--
--Flutter
--
--You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
--down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
--"humans" who raised flutters into the light of self-knowledge. That was before humans were lost, leaving the world in
--ruins. Ruins that are now yours to refurbish and rebuild or, as many prefer, to ignore while you instead go your own
--way. Humans may have created you, but they're gone, and you can decide what you think you owe them, if anything.
--
--As a flutter, you are kin to the much smaller natural moths that still flit by night. But you have an internal skeleton
--and lungs, and are far larger. For all that, you also have wings, a proboscis, and much thinner limbs than the average
--animal still roaming the world.
--
--You gain the following characteristics:
--
--Quick: +2 to your Speed Pool.
--
--Skill: You are adept at using your body's natural patterns of camouflage. You are trained in hiding.
--
--Darksight: You can see in dim light as though it were bright light and can see in darkness as though it were dim light.
--Enabler.
--
--Fragile: When you fail a Might defense roll to avoid damage, you take 1 extra point of damage.
--
--Inability: You are confused by bright light. Perception tasks are hindered in bright light.
--
--Erratic Flyer: You can select Hover as if it were on your type's list of tier 1 abilities. Your ability to move as
--described in Hover is due to your wings. In addition to the base ability described for Hover, if you succeed on a
--difficulty 2 Intellect roll, you can keep your position in the air instead of drifting with the wind or allowing
--momentum to move you.
--
--On a failure, you fly erratically as your action, possibly into the ground, a wall, or the midst of enemies you were
--trying to avoid. Enabler.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. Some piece of knowledge gleaned from your time in the chrysalis made you seek out and join the PCs.
--
--2\. The ruins are where knowledge of humans exists, and you heard the PCs were headed there.
--
--3\. You overheard the PCs talking about a grand adventure, and you wanted to be part of it.
--
--4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
--
--Hopeful
--
--Despite civilization's fall, you're optimistic about what the future could bring, confident
--
--that it will be bright. In fact, now that all the old institutions and cares of the world are gone, you hope something
--better can be rebuilt in its place. It's possible that you're bubbly and full of cheer. But you might instead be quietly
--confident, your hope revealed by the way you always try again if at first you fail. Being hopeful doesn't mean you're
--blind to others' faults, but you can hope they will do better next time, which might lead you to be more forgiving than
--other survivors. After all, when you screw up, you hope others will allow you the same luxury of learning from your
--mistakes.
--
--You gain the following characteristics:
--
--Spirited: +4 to your Intellect Pool.
--
--Skill: Mental malaise doesn't affect you like it does others. You are trained in Intellect defense tasks.
--
--Shrug Off Disappointment: When you fail at a noncombat task and try that task again the very next round, you can apply a
--free level of Effort toward the success of that task. This benefit effectively alleviates the requirement to apply a
--level of Effort when retrying failed tasks, at least the first time you retry. Enabler.
--
--Inability: You have a lightness of being, but you really feel it when you're physically challenged. Might defense tasks
--are hindered.
--
--Inability: You're spirited but not fast. All movement-related tasks are hindered.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. The PCs were in a bad spot, and one of the other PCs asked you along to add some perspective.
--
--2\. You had a spot of bad luck, but you jumped back in to try something new, hopeful it would work out.
--
--3\. To make good on a promise to help, you came with the other PCs.
--
--4\. You answered a cry for help when another PC got in over their head.
--
--Mutant
--
--Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
--ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
--other mutagenic source, you are prone to mutation. You might look relatively similar to others of your species, or you
--might have one or more obvious physical differences that make it hard to disguise your nature. Not that you necessarily
--want to hide what you are; you might wish to proudly display what makes you different and, to your mind, better.
--
--You gain the following characteristics:
--
--Significant Mutations: Choose which option from the following list you'd like for your mutations. Whichever you choose,
--it is rolled for randomly; you don't select it.
--
--• Two beneficial mutations rolled randomly.
--
--• Three beneficial mutations plus one harmful mutation, all rolled randomly
--
--• One powerful mutation and one harmful mutation, both rolled randomly.
--
--• One beneficial mutation, one distinctive mutation, and one harmful mutation, all rolled randomly.
--
--Distinctive Mutations: You can choose if you want to have distinctive mutations or not. If you do, choose the number, up
--to four distinctive mutations, which are rolled for randomly. (If the GM is using the transitory mutations optional
--rule, you can only choose to have up to three distinctive mutations.)
--
--Cosmetic Mutations: You can choose if you want to have cosmetic mutations or not. If you do, choose whether you want one
--or two cosmetic mutations, which are rolled for randomly. Once all your mutations have been rolled for, work together
--with the GM to ensure that what's been rolled is a character you want to play.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. The other PCs found you in some weird "mutant" chrysalis and pulled you out; you were grateful and joined them.
--
--2\. The other PCs were "hunting mutants" but when they found you, they realized they had been misguided.
--
--3\. You wanted to get away from a bad situation, so you went with the PCs.
--
--4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
--mission.
--
--Rusted
--
--Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
--itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
--seemed like a limitation. If you lost a limb, you use a prosthetic; if an eye, you sometimes quip that binocular vision
--is overrated. Sure, there are times when you struggle with discomfort, pain, and possibly even self-consciousness.
--However, overcoming all that only makes you stronger and more determined to succeed. Ultimately, your scars, your
--prosthetic (if any), and your story represent who you are: a survivor who overcomes whatever is thrown your way.
--
--You gain the following characteristics:
--
--Resilient: +2 to your Might Pool or +2 to your Intellect Pool or +1 to all three Pools.
--
--Skill: Hard knocks have toughened you; you are trained in either Might defense tasks or Intellect defense tasks (choose
--one).
--
--Skill: You had to fake it until you made it; you are trained in one creative skill such as singing, writing, acting,
--composing, public speaking, painting, sculpture, dancing, or something similar.
--
--Inability: You've learned to do everything again and, in truth, better than most people ever could. But your injury is
--real; it's why you sometimes joke that you're "rusted." If you've lost an eye, your perception tasks involving sight are
--hindered. If you rely on a prosthetic leg, tasks requiring movement are hindered. If you rely on a prosthetic arm, tasks
--involving using both hands are hindered.
--
--Additional Equipment: You have a prosthetic for one arm or one leg, or you have an eyepatch (and prosthetic eye) for a
--missing eye.
--
--Initial Link to the Starting Adventure:
--
--1\. You bragged that there's nothing someone else could do that you couldn't do twice as well, which is how you got
--involved in your current situation.
--
--2\. You're afraid of what might happen if the other PCs fail.
--
--3\. You were tailing one of the other PCs for reasons of your own, which brought you into the action.
--
--4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
--heard about the group's task.
--
--Shiny
--
--You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
--sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
--effects of the apocalypse. You also tend to fall into the orbit of people who are strong, unbeaten, and possessed of an
--inner brightness. You believe that they, like you, reflect the light of some greater spiritual purpose in the world.
--When you believe you are acting in that glow, you are emboldened and may take risks others fear. You don't seek death,
--but you're confident that death in the pursuit of something shiny is the definition of a life well-lived.
--
--You gain the following characteristics:
--
--Lithe: +2 to your Speed Pool.
--
--Skill: You've had practice driving a before-times vehicle. Choose a motorcycle, car or truck, or long-haul truck; you're
--trained in driving that kind of vehicle.
--
--Skill: You know how to get out of the way. You are trained in Speed defense tasks.
--
--Shiny Maneuver: You know how to push yourself harder, at the risk of a more dramatic failure. When you attempt a shiny
--maneuver, you ease a task, attack roll, or defense roll, but in doing so you increase the intrusion range by two for
--that roll, to a 1–3 on a d20. If you fail and decide to retry the task (requiring that you spend a level of Effort, as
--normal), it has the same increased intrusion range. Once you attempt a shiny maneuver, you can't attempt another until
--you make a recovery roll. Enabler.
--
--Inability: You may be lithe and shiny, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
--
--Inability: You are irrepressible, but that makes it hard to dissemble. Deception and disguise tasks are hindered.
--
--Additional Equipment: You have a treasured object that is literally shiny in bright light, such as a polished
--stainless-steel sphere, a silver coin, a pocket watch from the before-times, or something else small and easily carried.
--
--Initial Link to the Starting Adventure:
--
--From the following list of options, choose how you became involved in the first adventure.
--
--1\. It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
--
--2\. The first word that popped into your head upon seeing the PCs was "shiny."
--
--3\. You think the tasks ahead will present you with unique and fulfilling challenges.
--
--4\. Someone you trust and respect above all others suggested you join the PCs to help them complete their task.
--
--The Scavenges focus can be used as written in the Cypher System Rulebook, but whenever the abilities point to the
--scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
--abilities), use the optional rule for scavenging, repairing, and building in this book instead.
--
--### FOCI
--
--This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
--these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
--than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
--
--Merges Mind With Machine
--
--You were raised in an underground bunker by Milly, an AI instance installed in your
--
--brain before you developed cognition of your own. Unlike AI zombies, your personality and motivations haven't been
--replaced; your sense of self grew alongside the AI, as collaborators rather than foes. This granted you superior
--intellect and an uncanny knack for computers. Now you've emerged into the larger world, where survivors are predisposed
--to distrust you, and you may need to keep your background a secret to be accepted. Whether you hate AI or remain loyal
--to Milly, you face the best odds if you can fit in with another group of survivors. After all, there's a lot you don't
--know about how things work on the surface and the things people have done to stay alive in the past twenty years.
--
--Connection: Choose one of the following, or choose one of the Focus Connections
--
--in the Cypher System Rulebook.
--
--1\. Pick one other PC. You fear that character is jealous of your abilities, and that it might lead to problems.
--
--2\. Pick one other PC. You're not sure how or from where, but that character has access to rare machine parts and can
--get them for you at half price.
--
--3\. Pick one other PC. Seeing you use your focus abilities triggers unpleasant memories for that character. That memory
--is up to the other PC, although they may not be able to consciously recall it.
--
--4\. Pick one other PC. They are sensitive to your focus abilities, and occasionally they become dazed for a few rounds,
--hindering their actions.
--
--Additional Equipment: You have scars on your scalp in the shape of circuitry (like Lichtenberg figures). You probably
--keep these hidden, as they identify you as one of Milly's children to anyone familiar with the mark.
--
--Minor Effect Suggestion: You restore 2 points to your Intellect Pool.
--
--Major Effect Suggestion: An ally or indicated target can take an additional action.
--
--Tier 1:
--
--Interface
--
--Tier 2:
--
--Robot Assistant
--
--Tier 3:
--
--Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
--
--Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
--environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
--knowledge about the situation. Enabler.
--
--Machine Telepathy
--
--Tier 4:
--
--Machine Bond
--
--Network Tap
--
--Tier 5:
--
--Greater Enhanced Intellect
--
--Tier 6:
--
--Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability.
--
--Master Machine
--See the Future
--
--Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
--
--Prepped for the End
--
--You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
--survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
--repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had.
--You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it
--
--takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because
--you prepped wisely.
--
--Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
--
--1\. Pick one other PC. You found them in your prepped hideout, eating and drinking their fill. You befriended them
--rather than seeking revenge for using your resources.
--
--2\. Pick one other PC. You used to play card games with them before the apocalypse, and you still owe them money, though
--what that means now is difficult to say.
--
--3\. Pick one other PC. This character doesn't seem to want any of your stored food or water.
--
--4\. Pick one other PC. When you were hurt, they carried you to your prepped hideout at great risk to themselves.
--
--Additional Equipment: A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical
--instrument (such as a harmonica).
--
--Minor Effect Suggestion: Your foe slips in some decaying garbage or spill from the before‑times, and their actions in
--the next round are hindered as they regain their balance.
--
--Major Effect Suggestion: You find or spy an item from the Useful Stuff table.
--
--Tier 1:P
--
--Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
--reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
--type of light armor available in the area, such as a leather jacket. Enabler.
--
--Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
--or more, or up to six people through about three months. In addition, you have knowledge of three different secret
--supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
--no closer than about 5 miles (8 km) from each other.
--
--• Food cache (enough food for six people for twelve weeks)
--
--• Water cache (enough clean water for six people for twelve weeks)
--
--• Ammunition cache (400 shells or bullets for four different weapons)
--
--• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
--shells)
--
--Enabler.
--
--Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
--hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
--
--Tier 2:
--
--Tinker
--
--Weather the Vicissitudes
--
--Tier 3:
--
--Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
--
--Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
--fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
--perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
--you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
--use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
--complete.
--
--Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
--order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
--treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
--be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
--
--Tier 4:
--
--Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
--one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
--would otherwise obtain. Enabler.
--
--Tier 5:
--
--Ambusher
--
--Tier 6:
--
--Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.
--
--Discipline of Watchfulness
--
--Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
--a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
--that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
--work out the details. Action.
--
--Raids
--
--When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
--anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
--whether they deserved it or not, you and the other raiders you ran with survived, and your targets did not. Then
--something life‑changing happened to you, altering your perspective; it's up to you to decide what. In any case, you've
--turned over a new leaf. You don't indiscriminately kill anymore, though surviving is still a goal. But you've joined
--with others who you want to protect as much as or even more than your own life. You're done with raiding. But is raiding
--(and those who might recognize you as a raider) done with you?
--
--Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
--
--1\. Pick one other PC. That character knows that you were a raider, even though it is a secret you've kept from the
--other PCs so far.
--
--2\. Pick one other PC. They were also a raider, however briefly, along with you (if they agree to this connection).
--
--3\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
--
--4\. Pick one other PC. You know that you're responsible for the death of someone that character knew while you were
--raiding; they don't know it, but the guilt has been waking you up in the middle of the night.
--
--Additional Equipment: You have a tattoo from your raiding days that you probably keep hidden, as it would identify you
--as a raider to those familiar with the mark.
--
--Minor Effect Suggestion: You restore 2 points to your Might Pool.
--
--Major Effect Suggestion: You or an ally get an immediate extra attack.
--
--Tier 1:
--
--Ignore the Pain
--
--Wilderness Life
--
--Tier 2:
--
--Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
--
--Fearsome Reputation
--
--Tier 3:
--
--Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
--
--Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
--and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
--
--presence. Enabler.
--
--Grand Deception
--
--Tier 4:
--
--Greater Frenzy
--
--Tier 5:
--
--Using the Environment
--
--Tier 6:
--
--Ability Choice: Choose either Deep Consideration or Twisting the Knife as your tier 6 ability.
--
--Deep Consideration
--
--Twisting the Knife
--
--Remembers the Past
--
--You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
--everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
--and were alive before the apocalypse, or you have a deep recollection of the world before the end for some other reason.
--This knowledge gives you an appreciation of the before‑times as well as a point of view that many other survivors lack
--that benefits you in and around ruins. You can find things others wouldn't know to look for, plucking fruits of the past
--that would otherwise go unharvested.
--
--Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
--
--1\. Pick one other PC. They remind you of someone you knew or learned about from the past, because of either the way
--they look or the way they act, and that is what first drew you to them.
--
--2\. Pick one other PC. You saved their life because you found them trapped in a before‑times ruin and you knew how best
--to free them.
--
--3\. Pick one other PC. You were lost out past the ruins in the wilderness, but they happened across you and saved your
--life.
--
--4\. Pick one other PC. This character comes from the same place you do, and you knew each other as children.
--
--Additional Equipment: One book on a technical topic such as plumbing, carpentry, electronics, or physics; it provides
--you an asset on a related task if you spend ten minutes perusing the book ahead of time.
--
--Minor Effect Suggestion: You remember something about the area that proves advantageous later, such as realizing there's
--probably a fresh location to scavenge close by that has a good chance of not having been picked over by other survivors.
--
--Major Effect Suggestion: A foe forgets about you unless you draw attention to yourself.
--
--Tier 1:
--
--Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
--potentially be turned into useful things) in the ruins of what came before. Enabler.
--
--Knowledge Skills
--
--Tier 2:
--
--Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
--equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
--complete. Enabler.
--
--Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
--are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
--to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
--building. Enabler.
--
--Tier 3:
--
--Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
--
--Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
--nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
--are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
--succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
--hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
--expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
--to initiate.
--
--Tier 4:
--
--Improvise
--
--Tier 5:
--
--Task Specialization
--
--Tier 6:
--
--Ability Choice: Choose either Skill With Attacks, Skill With Defense, or Use the Network as your tier 6 ability.
--
--Skill With Attacks
--
--Skill With Defense
--
--Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
--before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
--reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
--about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
--location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
--from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
--
--Walks the Wasteland
--
--Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
--determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
--whatever it is that hunts the ruins—get you. If you were around before the end, you could have been a soldier,
--mercenary, or at least someone who had basic survival training. What sets you apart from all the others like you is that
--you decided to hope when everything looked darkest. Since then, you have eaten your share of spoiled food and irradiated
--water, and survived. Whether that's because you've adapted, you're luckier, or you were just tougher than the rest is
--anyone's guess. But you're still walking the wastes even though so many others are gone. You probably don't spend a lot
--of time on your appearance, given that you wear the cobbled‑together clothing and bits and pieces of armor you're able
--to scavenge from the ruins. Appearance doesn't matter; actions do.
--
--Connection: Choose one of the following, or choose one of the Focus Connections in the Cypher System Rulebook.
--
--1\. Pick one other PC. This character appears to be an able survivor, but in your mind, they seem to be at the end of
--their rope. You're constantly trying to convince them to keep trying, go the distance, and survive for a better
--tomorrow.
--
--2\. Pick one other PC. You feel very protective of this character and don't want to see them harmed.
--
--3\. Pick one other PC. This character comes from the same place you do, and you knew each other as children. Whether
--that place exists any longer is something you and that character should decide.
--
--4\. Pick one other PC. You found this character almost dead in the wastes. You rescued them, nursed them back to health,
--and kept them safe until they were back on their feet. Whether they feel embarrassment, gratitude, or something else is
--up to them.
--
--Additional Equipment: You have a piece of before‑times equipment with three analog dials that measure temperature, air
--pressure, and humidity. (You also know the names for the instruments nestled behind
--
--those dials: a thermometer, a barometer, and a hygrometer, respectively.) If you spend a minute operating the device,
--you have an asset on weather prediction tasks extending into the next day.
--
--Minor Effect Suggestion: You restore 2 points to your Might Pool.
--
--Major Effect Suggestion: Your next action is eased by two steps.
--
--Tier 1:
--
--Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
--in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
--from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
--
--Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
--poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
--
--Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
--spend at least ten minutes practicing with it first. Enabler.
--
--Tier 2:
--
--Devoted Defender
--
--Hardened by the End: You're trained in Might defense tasks.
--
--Tier 3:
--
--Ability Choice: Choose either Hard to Hit or Rapid Attack as your tier 3 ability. Whatever you choose, you also gain
--Apocalyptic Stare.
--
--Hard to Hit
--
--Rapid Attack
--
--Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
--
--Tier 4:
--
--Improved Recovery
--
--Push on Through
--
--Tier 5:
--
--Ignore the Pain
--
--Tier 6:
--
--Ability Choice: Choose either Using What's Available or Wasteland Camouflage as your tier 6 ability.
--
--Using What's Available
--
--Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
--and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
--of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
--additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
--asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
--presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
--remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
--
--### FANTASY CHARACTER OPTIONS
--
--In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
--with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
--Cypher System; foci with an asterisk (\*) are found later in this document. Some of these options recommend swapping out
--a type ability for an ability from one of the character flavors such as combat, magic, or stealth.
--
--Alchemist: In the sense that an alchemist is someone who makes magical items or similar types of things, Adept and
--Explorer are appropriate type choices for academic alchemists. For a general sort of alchemist who makes potions of
--magical effects, choose the Masters Spells focus (instead of spells, you learn potions). For one who transforms into a
--powerful and dangerous creature, choose Howls at the Moon. For one who loves throwing bombs, choose Bears a Halo of
--Fire. For a healer, choose Works Miracles.
--
--Assassin/Spy: Explorer and Warrior are good type choices for an assassin character. Appropriate foci are Masters
--Weaponry, Moves Like a Cat, Murders, and Works the Back Alleys.
--
--Barbarian: A barbarian character is probably a Warrior or (to focus a little more on skills than combat) an Explorer.
--Good foci to choose from are Lives in the Wilderness, Masters Weaponry, Needs No Weapon, Never Says Die, Performs Feats
--of Strength, and Rages.
--
--Bard: Bards in fantasy fiction and games are troubadours, minstrels, and storytellers, perhaps with a supernatural
--element. Bards are usually Explorers or Speakers. Appropriate foci are Entertains, Helps Their Friends, Infiltrates, and
--Masters Spells.
--
--Cleric or Priest: Academic clerics are usually Adepts or Speakers, but martial clerics are often Warriors (perhaps with
--magic flavor). For a typical cleric with a versatile set of abilities, choose the Channels Divine Blessings focus.
--
--- Cleric (death): Consorts With the Dead, Shepherds Spirits
--
--- Cleric (knowledge): Learns Quickly, Sees Beyond, Would Rather Be Reading
--
--- Cleric (life): Defends the Weak, Shepherds the Community, Works Miracles
--
--- Cleric (light): Blazes With Radiance, Channels Divine Blessings
--
--- Cleric (storm): Rides the Lightning, Thunders
--
--- Cleric (trickery): Takes Animal Shape\* (also see options for rogues)
--
--- Cleric (war): Masters Weaponry (also see options for fighters)
--
--Druid: As a very specific sort of nature priest, a druid character is usually an Adept or Explorer (in either case
--probably using the magic flavor). A typical druid probably has Channels Divine Blessings or Lives in the Wilderness as a
--focus, but for more specific options, see the following foci:
--
--- Druid (animal companion): Controls Beasts, Masters the Swarm
--
--- Druid (elemental): Abides in Stone, Bears a Halo of Fire, Moves Like the Wind, Rides the Lightning, Wears a Sheen of
-- Ice
--
--- Druid (nature affinity): Speaks for the Land
--
--- Druid (transformation): Abides in Stone, Takes Animal Shape\*, Walks the Wild Woods\*
--
--Fighter: Fighters almost always have the Warrior type, but some are Explorers. A typical fighter probably has a direct
--focus like Masters Weaponry or Wields an Enchanted Weapon\*. For additional options based on choosing a specific
--fighting role, see the following:
--
--- Fighter (guardian): Brandishes an Exotic Shield, Defends the Gate, Masters Defense, Never Says Die, Stands Like a
-- Bastion.
--
--- Fighter (melee): Fights Dirty, Fights With Panache, Looks For Trouble, Needs No Weapon, Wields Two Weapons at Once
--
--- Fighter (ranged): Is Licensed to Carry, Throws With Deadly Accuracy
--
--Gunslinger: A gunslinger is probably a Warrior or Explorer, but some are Speakers with combat flavor. Appropriate foci
--are Is Licensed to Carry, Masters Weaponry, Sailed Beneath the Jolly Roger, and Wields an Enchanted Weapon\*.
--
--Inquisitor: Inquisitors are usually Explorers, Speakers, or Warriors, depending on whether their inclinations are for
--having many skills, being good at interacting with people, or combat. Appropriate foci are Infiltrates, Metes Out
--Justice, and Operates Undercover.
--
--Merchant: An Explorer with a focus dealing with social interactions, like Entertains or Leads, would make a good
--merchant character, but the more obvious choice would be a Speaker.
--
--Monk or Martial Artist: As masters of unarmed combat, monks are usually Warriors or Explorers (perhaps with a combat
--flavor). Appropriate foci are Fights With Panache, Needs No Weapon, and Throws With Deadly Accuracy.
--
--Paladin/Holy Knight/Paragon: As holy warriors who mix martial prowess and magic, paladins are usually Warriors or
--Explorers (in either case, perhaps modified with the magic flavor). Good foci for this type of character include Defends
--the Gate, Defends the Weak, Metes Out Justice, Slays Monsters, and Wields an Enchanted Weapon\*.
--
--Ranger: Rangers mix combat and skills, and therefore are usually Explorers (perhaps with combat flavor) or Warriors
--(perhaps with skills and knowledge flavor). Appropriate foci for a ranger are Controls Beasts, Hunts, Lives in the
--Wilderness, Slays Monsters, Throws With Deadly Accuracy, and Wields Two Weapons at Once.
--
--Rogue or Thief: Most rogue-type characters are Explorers, but an interaction-focused rogue could easily be a Speaker
--(perhaps with stealth flavor). Good foci for rogues are Explores Dark Places, Fights Dirty, Hunts, Infiltrates, Is
--Wanted by the Law, Moves Like a Cat, Sailed Beneath the Jolly Roger, and Works the Back Alleys.
--
--Sorcerer: Sorcerers, for our purpose here, are mages who have inherent magical abilities (as opposed to wizards, who
--study long and hard to get their spells). Most sorcerers are Adepts, but some are Explorers or Speakers. The Masters
--Spells focus gives a typical sorcerer an effective set of abilities, and most foci choices provide a themed set of
--spells. For sorcerers of various magical bloodlines, see the following:
--
--- Sorcerer (angel): Blazes With Radiance, Channels Divine Blessings, Keeps a Magic Ally
--
--- Sorcerer (destiny): Descends From Nobility, Was Foretold
--
--- Sorcerer (dragon): Bears a Halo of Fire, Rides the Lightning, Wears a Sheen of Ice
--
--- Sorcerer (elemental): Abides in Stone, Bears a Halo of Fire, Employs Magnetism, Moves Like the Wind, Rides the
-- Lightning, Wears a Sheen of Ice
--
--- Sorcerer (fey): Takes Animal Shape\*
--
--- Sorcerer (fiend): Bears a Halo of Fire, Keeps a Magic Ally
--
--- Sorcerer (undead): Consorts With the Dead, Shepherds Spirits
--
--Trickster or Con Artist: These clever folks are typically Speakers, although they could be Adepts if they are very
--magical (or Explorers if they aren't magical at all). Foci choices include Fights Dirty, Works the Back Alleys, or
--Entertains.
--
--War-wizard: For those unusual characters who use a mix of weapon attacks and spells, play a Warrior with magic flavor or
--an Expert with combat or magic flavor. Appropriate foci include Fights With Panache, Masters Weaponry, and Wields an
--Enchanted Weapon\*.
--
--Warlock or Witch: For the purposes of this list, warlocks and witches are mages who gain magical power from pacts they
--make with otherworldly entities. Most warlocks are Adepts, but Explorers and Speakers (perhaps with magic flavor) can be
--interesting options. Fun foci for a warlock include Dances With Dark Matter, Keeps a Magic Ally, Masters the Swarm,
--Separates Mind From Body, and Was Foretold, but (depending on the patron and pact) most sorcerer and wizard foci work
--just as well.
--
--Wild Mage: Those who use chaotic magic are usually Adepts, but a dabbler might be an Explorer or Speaker with the magic
--flavor. The best focus that suits this theme is Uses Wild Magic\*.
--
--Wizard: For the purposes of this list, wizards study magical lore at length to learn the ways of spellcasting (as
--opposed to sorcerers, warlocks, and so on). Wizards are usually Adepts, but a person-oriented wizard might be a Speaker
--(perhaps with the magic flavor). For a generalist wizard who has a variety of spells, choose the Masters Spells focus.
--For more specific kinds of wizards, see the following:
--
--- Wizard (abjurer): Absorbs Energy, Focuses Mind Over Matter, Wears a Sheen of Ice
--
--- Wizard (conjurer or summoner): Controls Beasts, Keeps a Magic Ally
--
--- Wizard (diviner): Learns Quickly, Sees Beyond, Separates Mind From Body, Solves Mysteries Wizard (enchanter): Commands
-- Mental Powers, Leads
--
--- Wizard (evoker): Bears a Halo of Fire, Blazes With Radiance, Rides the Lightning, Thunders, Wears a Sheen of Ice
--
--- Wizard (illusionist): Awakens Dreams, Crafts Illusions
--
--- Wizard (necromancer): Consorts With the Dead, Shepherds Spirits
--
--- Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
--
--### PREPARED VS. SPONTANEOUS SPELLCASTING
--
--Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
--and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
--them more like spontaneous casters. If you'd like to play something more like a prepared-caster wizard with a large
--selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
--Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
--
--### NEW FOCI
--
--Takes Animal Shape: A shapechanger who can take the form of various animals.
--
--Tier 1: Animal Shape
--
--Tier 2: Communication
--
--Tier 2: Soothe the Savage
--
--Tier 3: Bigger Animal Shape or Greater Beast Form \[This ability is described in the main portion of the CSOL.\]
--
--Tier 4: Animal Scrying
--
--Tier 5: Hard to Kill
--
--Tier 6: Blurring Speed or Lend Animal Shape
--
--Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
--
--Tier 1: Magical Repertoire
--
--Tier 1: Cypher Casting
--
--Tier 2: Expanded Repertoire
--
--Tier 3: Cypher Surge or Faster Wild Magic
--
--Tier 4: Expanded Repertoire
--
--Tier 5: Magical Training
--
--Tier 6: Maximize Cypher or Wild Insight
--
--Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
--
--Tier 1: Wilderness Life
--
--Tier 1: Patient Recovery
--
--Tier 2: Wooden Body
--
--Tier 3: Tree Companion or Wilderness Awareness
--
--Tier 4: Tree Travel
--
--Tier 5: Great Tree
--
--Tier 6: Dreadwood or Restorative Bloom
--
--Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
--
--Tier 1: Enchanted Weapon
--
--Tier 1: Innate Power
--
--Tier 1: Charge Weapon
--
--Tier 2: Power Crash
--
--Tier 3: Rapid Attack or ThrowEnchanted Weapon
--
--Tier 4: Defending Weapon
--
--Tier 5: Enchanted Movement
--
--Tier 6: Deadly Strike or Spin Attack
--
--### NEW ABILITIES
--
--Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
--within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
--animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
--establish.
--
--Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
--power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
--whether to spend the cost for this ability before you make each attack. Enabler.
--
--Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
--creature to affect it. Enabler.
--
--Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
--of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
--
--Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
--
--Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
--woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
--make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
--source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
--or until they are attacked. Some creatures without minds might be immune to this fear. Action.
--
--Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
--distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
--on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
--pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
--use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
--feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
--that ability and this one increases to very long. Action.
--
--Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
--know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
--farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
--only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
--initiate, ten minutes to complete. Enabler.
--
--If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
--chose this new weapon
--
--Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
--
--Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
--cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
--are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
--You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
--
--Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
--points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
--from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
--necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
--like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
--tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
--tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
--hiding among normal trees are eased by two steps. Enabler.
--
--Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
--you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
--instead of your Intellect Edge, as appropriate). Enabler
--
--Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
--transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
--Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
--you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
--into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
--affected with this ability. Action.
--
--A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
--
--A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
--of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
--change, and the character wouldn't gain any of the creature's magical abilities.
--
--Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
--preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
--hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
--preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
--Enabler.
--
--If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
--whether from preparation or by gaining them automatically as explained in the Cyphers chapter
--
--Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
--spells. Enabler.
--
--Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
--example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
--only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
--recovery action. Enabler.
--
--Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
--
--Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
--creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
--a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
--inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
--attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
--level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
--all targets in the area still take 1 point of damage. Action.
--
--Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
--similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
--Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
--produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
--produce, action to eat.
--
--Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
--or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
--Enabler.
--
--Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
--creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
--roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
--expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
--Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
--Action.
--
--Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
--distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
--can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
--your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
--travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
--and each additional level of Effort beyond that increases it by an additional mile. Action.
--
--Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
--your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
--gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
--specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
--the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
--ability again until after you've taken a ten-hour recovery action. Enabler.
--
--Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
--benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
--much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
--creature of flesh, hindering your Speed defense rolls. Action to change or revert.
--
--Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
--
--### FANTASY SPECIES
--
--For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
--additional options, which a player can choose for their character in place of their descriptor
--
--### CREATURES AND NPCs
--
--### MODERN MAGIC CREATURES
--
--### BARGAINER FIEND 3 (9)
--
--Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter
--or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a
--forked tail, with a faint smell of brimstone, but they can partially or completely disguise themselves as humans to
--tempt and advise mortals.
--
--Typical devils are warriors and torturers, and demons are mortal souls reforged into entities of pure spite and hate,
--whereas bargainer fiends see themselves as classier beings with loftier goals. However, bargainers are aware that they
--are weaker than their counterparts, and they make sure they don't do any front-line fighting if they can help it.
--
--Motive: Bargain for souls
--
--Environment: Anywhere humans can be found
--
--Health: 9
--
--Damage Inflicted: 4 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Deception as level 5
--
--Combat: A bargainer fiend attacks with a punch or a firearm. If they aren't trying to hide their inhuman nature, they
--throw short-range bolts of painful hellfire, inflicting 4 points of damage and stunning the target for one round.
--
--The heart of a bargainer fiend's power is its ability to arrange for rewards for a mortal client in exchange for the
--client's soul. Typical rewards are training in a skill, learning a new type or focus ability, wealth equivalent to one
--exorbitant item, an artifact, or anything else that can be acquired by spending 4 XP. The price is always the client's
--mortal soul, usually after a specific time period. Bigger demands by the client require the fiend to get approval from
--their superiors, and the price is higher, but usually still manageable.
--
--A bargainer fiend can use an action to transform themself into a human or near-human form (such as a human with devil
--horns) or return to their natural form. They can assume the guise of a specific human (such as a person their client
--knows) only if that human is dead or has an agreement with a bargainer fiend.
--
--Interaction: Bargainer fiends serve at the pleasure of their infernal masters, and they know their lives are forfeit if
--they ever fail. This colors their interactions with clients; they will say anything to accomplish their mission, and
--their only true loyalty is to the fiend who created and controls them.
--
--Use: A motivational speaker offers to teach clients confidence and charm, with great results. An old sorcerer knows some
--rare magic for those willing to pay a steep price. A mysterious person has been seen visiting people in the terminal
--ward of various hospitals.
--
--Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of
--their material riches are hell-crafted and not safe to carry for long.
--
--### DIVINITY OF THE CITY 8 (24)
--
--Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life.
--They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of
--Defacement gains power when someone creates graffiti or stares in wonder at a mural, while the Divinity of Urban
--Creatures grows stronger each time someone saves a turtle from a highway or shivers at coyotes' calls. Divinities look
--mostly humanoid, but their appearance has some tie to their connection. The Divinity of Defacement might wear
--graffiti-themed clothing, the Divinity of Urban Creatures might have a bear's head, and the Divinity of Architecture
--might have gargoyle wings.
--
--Motive: Defense; protection; power
--
--Environment: Urban landscapes
--
--Health: 75
--
--Damage Inflicted: 8 points
--
--Armor: 4
--
--Movement: Short; long when flying
--
--Combat: Divinities attack a foe up to a long distance away with a spell related to their connection (sending a pack of
--rabid raccoons after a foe, lifting a highway, or having a mural attack). These attacks inflict 8 points of damage on a
--single target or, if the divinity chooses, the attack hits all targets within short range of the destination for 6
--points of damage.
--
--Most divinities have a close-range attack as well, such as turning into a coyote and attacking their target with tooth
--and claw or grabbing a painted weapon out of a wall mural.
--
--Divinities also have a number of additional spells, including:
--
--Animate: Turns any material into an animate level 4 creature. The creature has a mind and will of its own, and acts just
--as that type of creature would act if it were born instead of created.
--
--Forever Space: Creates an endless length of alleys, roads, or bridges between itself and all characters it chooses
--within long range. Characters must succeed on a level 5 Intellect defense task to find an exit. While moving through the
--forever space, characters take 2 points of Intellect damage (ignores Armor) each round.
--
--Heal: The divinity heals themself, a creature, or an object for 5 points of damage.
--
--Illusion: Divinities can cast elaborate and convincing illusions over their domain, making the area seem more appealing,
--beautiful, or dangerous. Illusions cover up to a ten-block area and last for up to an hour. Seeing through one is a
--level 8 task.
--
--Interaction: Divinities rarely care about humans unless they're connected to their particular part of the urban
--landscape. Sometimes they can be persuaded or negotiated with, but not if the character has previously damaged or
--endangered the divinity's connection—for example, a poacher of urban wildlife probably has no chance of interacting
--positively with a Divinity of Urban Creatures.
--
--Use: A divinity is a powerful aggressive or defensive force, putting the PCs in a position where they must fight or
--negotiate to prevent death and destruction. In addition to situations where a divinity clashes with those who would
--exploit them, they may have information or unique magic (such as an unlocking spell) that the characters need to reach a
--goal.
--
--Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact
--related to some aspect of their domain.
--
--### ELEMENTAL, ELECTRICITY 4 (12)
--
--Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely
--glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical
--substations, and their high rate of speed often means they've traveled hundreds of miles before anyone realizes they
--appeared. Extremely mobile and curious, they inadvertently or deliberately cause harm wherever they go.
--
--Motive: Explore and shock
--
--Environment: Anywhere electricity can easily reach
--
--Health: 24
--
--Damage Inflicted: 4 points
--
--Movement: Short; very long with electrical conduction
--
--Modifications: Attacks and Speed defense as level 5 due to quickness; stealth as level 2 due to buzzing noise
--
--Combat: An electricity elemental strikes twice each round with a limb, or fires one bolt of electricity at a target
--within short range.
--
--As its action, an elemental can heal itself for up to 4 points of health by draining power from a touched electrical
--machine, creature (such as a robot), manifest cypher, or artifact. A drained object moves one step down the object
--damage track. A drained robot takes 4 points of damage. A drained manifest cypher is fully consumed and useless. A
--drained artifact immediately checks for depletion (artifacts with a depletion of "—" are either immune to this ability
--or have a depletion of 1 in 1d10 for this purpose).
--
--An electricity elemental can pass through conductive materials at full speed, ignoring obstacles and difficult terrain.
--An electricity elemental can power any electrical device that runs on household power, but it's uncomfortable for them
--and they don't like doing it.
--
--Interaction: Electricity elementals are somewhat intelligent but perceive and think at much faster rates than humans, so
--they quickly become frustrated with "slow" communication. They can be summoned and controlled with magic, but there's a
--10% chance the elemental breaks free of the spell and attacks or flees.
--
--Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded
--every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop.
--
--### GARGOYLE 4 (12)
--
--Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay
--that way forever. Most alternate between dormancy and animated life during the course of their long existence.
--
--Although their original purpose was to guard places, they are excellent at guarding almost anything, including other
--living beings. They can become deeply attached to these places and people, and their loyalty also makes them solid
--friends, companions, and even familiars.
--
--Gargoyles may look like frogs, bunnies, demons, dragons, or any other creature real or imagined. They often (but not
--always) have wings.
--
--Motive: Guarding
--
--Environment: Cities, especially on older buildings
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 3
--
--Movement: Short; long while flying
--
--Modifications: Seeing through deception, stealth, hiding, and sneaking as level 6
--
--Combat: Most gargoyles don't wish to fight and will do so only reluctantly or if something or someone they're guarding
--is threatened. Their most basic attack is to throw or fly themselves fully at their foe, hitting the target with their
--entire body for 4 points of ambient damage (ignores Armor), but they may claw twice, inflicting 4 points of damage with
--each attack.
--
--Gargoyles can see in darkness as if it were daylight.
--
--Gargoyles have a number of additional combat options and other abilities at their disposal, including the following:
--
--Awaken Friend: Awaken another gargoyle out of its inanimate state and ask it to help. This other gargoyle must be within
--short range, it acts on the same initiative as the asking gargoyle, and it can take actions starting the turn after it
--is awakened.
--
--Bulwark: Grow to twice their size to prevent others from getting through a doorway or other opening. They are able to
--stretch out their wings, limbs, and even other body parts to fill the entirety of the space.While in this form they
--cannot move or attack, but they can return to their normal size as part of another action.
--
--Take the Attack: Move up to a short distance on someone else's turn to take an attack directed at the person, place, or
--object they're guarding. Other than the distance traveled, this works like the taking the attack cooperative action.
--(Typically, the gargoyle relies on its Armor to absorb most of this damage.)
--
--Water Spout: Open their mouth and emit a powerful short-distance stream of water that inflicts 4 points of damage to
--everyone in its path.
--
--Interaction: While gargoyles can be conscripted and tricked into guarding, they're much more likely to throw themselves
--into the job if someone takes the time to earn their loyalty. They are not always the smartest, but they are very
--"grumpy sunshine" and often quite funny.
--
--Use: Gargoyles work best when used to defend something. PCs can end up at odds with a gargoyle who thinks (incorrectly
--or correctly) that their beloved building is in danger, or have to find a gargoyle that for some reason has gone missing
--from their customary perch.
--
--Gargoyle Names: All gargoyles have a name, even those that may not have left their dormancy for the first time. However,
--few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they
--offer up a nickname, usually something similar, at least until they learn to trust someone fully.
--
--### HAUNTED CAR 5 (15)
--
--Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will,
--the ability to drive themselves, and a love for the smell of blood on asphalt.
--
--A haunted car makes a bond with a chosen driver—usually someone with a similarly evil nature, or a meek person the car
--can influence and control. Over time, the driver might physically transform due to the car's influence, becoming more
--attractive, confident, and cruel. The car is jealous of anyone interested in its chosen driver, either pushing the
--driver to turn them away or hunting them down on its own.
--
--A haunted car has an empathic connection with its chosen driver, conveying simple emotions and desires when within short
--range. It otherwise is limited to whatever it can play on its radio, using snippets of songs (typically from the era it
--was made) as threats or taunts toward its next victims.
--
--A haunted car lets itself be driven by its chosen driver, but it is capable of driving itself with great skill and can
--operate any moveable part of itself (doors, locks, trunk, and so on).
--
--> Chosen driver: level 2, social interaction as level 1, driving and repairs as level 3
-->
--> A chosen driver trained or indoctrinated by a haunted car might develop abilities similar to the Drives Like a Maniac
--> focus or, if they can use magic, the Is a Car Wizard focus.
--
--Motive: Violence and vengeance
--
--Environment: Anywhere cars can go
--
--Health: 20
--
--Damage Inflicted: 6 points
--
--Armor: 2 or 3
--
--Movement: Long (or faster outside of combat)
--
--Modifications: Speed defense as level 4 due to size; stealth as level 3 due to size and engine noise
--
--Combat: A haunted car attacks by colliding with or running over a foe, inflicting 6 points of damage. If the car does
--nothing but move at least a short distance on its turn, its attack in the next round is eased and inflicts an additional
--5 points of damage. If a foe is within it, the car moves its interior parts (seats, seat belts, and so on) to crush and
--choke them, tries to force them out with an open door and a hard turn, or (if all else fails) crashes in an attempt to
--eject the passenger through the windshield.
--
--A haunted car can drive itself a long distance each round and still take another action (such as attacking). Most can
--reach an overland speed of up to 100 miles per hour (160 kph).
--
--A haunted car with at least 1 health recovers a few points of health every hour. The chosen driver can double this rate
--by actively repairing the car.
--
--Interaction: A haunted car doesn't converse or bargain. It lurks, using engine noises and evocative songs from its radio
--to intimidate and threaten anyone it wants to kill.
--
--Use: Haunted cars go looking for trouble or to hurt those who harmed them or their driver.
--
--Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's
--worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles
--### . . .
--
--### HELL MARY 5 (15)
--
--Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a
--demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years
--of worship and wonder and whispers, she has morphed into something far greater than the sum of her parts.
--
--Now she is a demon, built of blood and bone and sustained purely by revenge.
--
--Those who wish to call her merely need say her name thirteen times while looking into a mirror (or just three times if
--the mirror has magic of any kind to it). Those who seek revenge may call upon her for aid, but only if she deems their
--need worthy. Those who call her on a whim or a dare will shortly find themselves in dire straits.
--
--In the mirror, she looks at first like a glare of light, then as a skeleton or dead body, then as a woman with the face
--of a nightmare—empty eye sockets and a single bloodshot eye in her forehead. Her mouth is full of sharpened teeth, and
--the claws of her hands are curled and silver‑tipped. Her skin and dress are so coated in blood it's impossible to tell
--where they end and she begins. As she starts to crawl from the mirror, she moves faster and faster until she pulls
--herself fully free as a corporeal being. Typically, Hell Mary will not attack creatures that she deems as innocent or
--unworthy of revenge, unless they provoke her in some way.
--
--Motive: Revenge
--
--Environment: Anywhere with a mirror
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Movement: Short
--
--Modifications: Intimidation as level 7
--
--Combat: Hell Mary merely has to scream at, strangle, or scratch a foe within immediate range to inflict 5 points of
--Intellect damage (ignores Armor).
--
--She can curse a creature within short range to experience intense fear, stunning them for a minute or until they succeed
--at an Intellect defense roll to break free.
--
--She can possess a willing summoner for a few rounds in order to enact revenge on their behalf. During this time her
--summoner can only watch, feel, and listen as Hell Mary gets them their retribution.
--
--Interaction: Hell Mary only cares about one thing— revenge. All other topics are likely to fall upon deaf ears.
--
--Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek
--revenge (rightfully or wrongfully) upon a character.
--
--### INTERNET D@EMON 3 (9)
--
--Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the
--mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be
--harmless or even helpful (fulfilling a simple purpose such as converting files, refining data searches, or anonymizing
--an IP address), they've become aggressive and malicious, either deliberately created to cause harm or bucking the
--constraints of their original code to evolve and multiply. Unsuspecting sorcerers might grab a magical app that promises
--quicker access to difficult spells or insight on the next big crypto drop, accidentally infecting their devices with a
--dangerous techno-magical creature.
--
--Most magicians draw the attention of an internet d@emon by using malware cypher apps like EasyMagic.
--
--> Internet d@emons have grown beyond their original programming and function like creatures rather than simple software—
--> essentially, they're a sort of magical limited artificial intelligence. They're immune to abilities that only affect
--> non-sentient programs.
-->
--> Some magicians have tried partnering with a d@emon, allowing it to feed on their magic in exchange for a daily
--> magic-enhancing cypher, but the d@emon's hunger usually grows too strong for it to resist taking more magic than the
--> character planned for.
--
--Motive: Hunger for magic
--
--Environment: Computers, smart devices, and areas with strong wireless internet access
--
--Health: 9
--
--Damage Inflicted: 3 points
--
--Armor: 1
--
--Movement: Short; travels through the internet at nearly instantaneous speed
--
--Modifications: Speed defense, perception, and stealth as level 5
--
--Combat: A d@emon outside of an internet‑connected device attacks by siphoning magic from a creature within short range,
--inflicting 3 points of Intellect damage (ignores Armor). However, usually the d@emon prefers to remain hidden within a
--computer or smart device, slowly and gently draining magic from a nearby creature without being noticed.
--
--When a magic-capable creature uses a ten‑minute, one-hour, or ten-hour recovery roll within immediate range of a device
--with an internet d@emon, subtract 1 from the result of the recovery roll. Over time, the d@emon's siphoning power
--strengthens, increasing to 2 or even 3 points taken from every recovery roll. An affected creature can attempt a
--perception task against the d@emon's stealth modifier to realize that something is tapping into their magic.
--
--If the character discovers which app or device the d@emon is associated with, deleting the app or destroying the device
--forces the d@emon to either flee through the internet (requiring its action for one to three rounds, depending on local
--transmission speeds) or immediately manifest in its visible physical form. If manifested, a d@emon attempts to feed on
--the weakest foe in the area, and once it is sated it leaves the area (breaking off combat if possible) to find a
--high-speed wireless internet connection so it can transmit itself far away in search of another victim.
--
--> Once per day, an internet d@emon can create a malware magical app cypher (such as EasyMagic.app), placing it in an app
--> store (physical or online) or sending out a burst of emails with a link to where the app can be downloaded.
-->
--> Interaction: D@emons are persistent and reasonably clever. They can be bargained with or bribed, but they tend to be
--> greedy and would rather hide or pretend to leave than make a deal.
-->
--> Use: An internet d@emon usually starts out as an innocuous app subtly draining magic, then switches to an active,
--> aggressive mode when discovered or if starved.
--
--Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as
--a meditation aid cypher.
--
--### POLLUTION GOBLIN 2 (6)
--
--Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common.
--Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked
--green glow that's faintly visible in the dark. They don't seem to have much of a culture or society, roaming around
--polluted areas like scavenging insects. They often ignore each other's presence and never attack each other, but they
--immediately unite against a common foe if any of them are threatened. A pollution goblin's semi-liquefied body can slide
--up or down any firm surface, allowing them to climb anywhere with ease. Pollution goblins have bones and internal
--organs, but they're oddly shaped and don't match those of any known creature. Because of this, and how they quickly melt
--away if killed, they might actually be artificial beings like homunculi, or inanimate matter given life like an
--elemental. They seem to arise spontaneously in locations where pollution reaches a threshold, and they don't reproduce
--in the normal biological sense. Pollution goblins are stupid and easily tricked, but it doesn't take long for them to
--realize they've been deceived, and they always make sure to punish someone who fools them.
--
--Motive: Hunger for flesh; spreading filth
--
--Environment: Anywhere there is pollution, in groups of three to ten
--
--Health: 8
--
--Damage Inflicted: 3 points
--
--Armor: 1 (5 against poison and radiation)
--
--Movement: Short; short when climbing
--
--Modifications: Might defense as level 3; perception and stealth as level 5; see through deception as level 1
--
--Combat: Pollution goblins use scavenged weapons to attack prey at range, preferring stolen pistols (usually with only
--one or two bullets left) or hurled containers of toxic goo. When up close, they bite.
--
--A pollution goblin's body is infused with dangerous chemicals. Any person spending their turn within immediate range of
--a pollution goblin must succeed at a Might defense roll or become sick. Within an hour, all their tasks are hindered,
--and for every 24 hours that pass, they must make another Might defense roll or move one step down the damage track (a
--success ends the sickness).
--
--Pollution goblins regain 2 points of health per round.
--
--Interaction: Pollution goblins have a rudimentary understanding of whatever human language is dominant in their area.
--Most conversations with them are about acquiring food and protecting and expanding their territory (which means
--spreading contaminants over a wider area).
--
--Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered,
--the area is already poisoned and will take time and money to contain and clean up.
--
--### TELEVISION THOUGHTFORM 3 (9)
--
--A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by
--unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real
--world, but objects and even locations have been known to manifest as thoughtforms. The thoughtform isn't initially aware
--that they're a manifestation of a fictional television program, but over time they usually come to realize their
--artificial origin and that the "world" they lived in and the people they knew there weren't real. Most thoughtforms
--adapt to their new situation, but some have a traumatic response to their new reality and become dangerous.
--
--> A thoughtform is a thought or idea made real, usually through intense belief, concentration, or magic. Buddhist
--> philosophy has a similar concept called a "tulpa."
-->
--> It's possible to create a thoughtform of a real person out of documentary footage, newscasts, interviews, or other
--> media where the person on the screen is portraying themselves. These thoughtforms tend to have a poor time adjusting
--> to a reality where they are an artificial copy of a real person, rejected by their friends and loved ones.
--
--Motive: Acceptance; adjustment to the real world
--
--Environment: Anywhere their fictional self would feel comfortable
--
--Health: 9
--
--Damage Inflicted: 3 or 6 points (see below)
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Intellect defense as level 4; assuming their fictional role as level 5
--
--Combat: Television thoughtforms attack using whatever methods are appropriate for their character. For most people, this
--means improvised weapons like chairs and baseball bats, inflicting 3 points of damage. Battle-competent characters such
--as police officers, sci-fi soldiers, and fantasy heroes tend to use lethal weapons like pistols and swords, inflicting 6
--points of damage.
--
--Thoughtforms can incidentally alter their own reality in small ways relevant to their fictional self, such as suddenly
--changing outfits to match the situation, producing useful equipment (like a weapon or mobile phone) out of nothing, or
--instantly recovering 3 points of health. The thoughtform usually hand-waves how they were able to do this; pressing them
--on these abilities eventually leads to them learning that they're a thoughtform. These abilities might happen
--automatically as part of the thoughtform's action, or they might use an action to duck out of sight and return after the
--change has happened.
--
--Interaction: A thoughtform that's ignorant of their true nature acts exactly as their fictional self would. An aware
--thoughtform develops their own personality over time, which might be similar to their fictional persona or radically
--different as a rebellion against how they were "forced" to act.
--
--> Use: Thoughtforms create quirky, interesting, and misleading encounters where PCs and NPCs mistake them for
--> cosplayers, famous actors, people experiencing delusions (about a fictional city or a "hologram program"), or odd
--> local residents (such as a hard-boiled detective or a high-school sports hero or bully). They sometimes know secret
--> information about the media they're from.
--
--Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an
--interesting cypher.
--
--### URBAN BROWNIE 3 (9)
--
--While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping
--with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and
--decent-sized towns, urban brownies tend to care much more about their appearance and prefer less outdoorsy forms of
--labor.
--
--Most are natty dressers, often altering the clothing of large dolls or young children to create well-heeled outfits for
--themselves. They prefer to have their own private spaces in people's homes or businesses, but will inhabit small
--shelters or niches if they can't find any other home. Many live in coffee shops, finding the offerings of caffeine and
--pastries well worth the tasks they perform in thanks (usually cleaning, making elegantly lettered signs, and organizing
--cupboards). They're most active in the evenings and overnight, but some choose to acclimate to the rhythm of the city
--they live in and can be seen during the day.
--
--A brownie who feels insulted, disrespected, or unappreciated will quickly become malicious and spread word about whoever
--treated them so poorly.
--
--Motive: Comfort and security
--
--Environment: Homes and shops where food is present
--
--Health: 9
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
--### 4
--
--Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
--
--Mend: Spend two rounds mending something that is broken (up to level 5). The item works for two rounds before it returns
--to its broken state. (This ability does not work on used cyphers or depleted artifacts.)
--
--Needle and Thread: Magically sew a creature's clothing, shoes, accessories, or skin to something else, making it
--difficult for the creature to move. The creature's actions are hindered until they succeed on a level 3 Might defense
--roll to break free.
--
--No See Me: Take the shape of a small object in the vicinity, such as a cookie jar, shoe, or vase. The brownie is
--indistinguishable from the object, and the effect lasts for one minute or until they take a combat action.
--
--Put That Anywhere: Move an item within short range in such a way that it trips up and injures a foe, such as slamming a
--door closed, knocking a rake across a pathway, or dropping a chandelier from the ceiling. The foe takes 3 points of
--damage and, depending on the circumstances, may be knocked prone if they fail a Might defense roll.
--
--> Shine-Shine-Shine: Spend two rounds making a (willing) person, place, or thing so pretty that it is wonderful to look
--> upon. All foes are unable to look away for one round and lose their next action. All allies are bolstered by the
--> beauty and gain an asset on their next action.
-->
--> Interaction: Brownies are typically mischievous and tricky, with a love of puns, riddles, and puzzles. They appreciate
--> those who appreciate them and are a bit like crows in that they long-remember the faces of those who have helped or
--> harmed them.
--
--Use: Brownies are usually supportive characters in a story, but they may be vexing tricksters—or even outright
--antagonists if living in a home where the primary foe (or a player character) mistreats them. They're usually overlooked
--by nonmagical people, so they often witness secret events and have interesting information.
--
--> \*Rural brownies have the same stats as urban brownies. The differences between them are mostly in appearance and
--> personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual
--> labor outdoors in all manner of weather—provided they're well-rewarded.
--
--### VULTURE SPIRIT 3(9)
--
--Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it
--that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to
--shake.
--
--Despite prevalent misconceptions, vulture spirits generally prefer not to cause pain and misery—they just feed on what's
--already present, providing relief in the process. They're gentle and reserved, with soft, scratchy voices. The most
--well-known and well-respected vulture spirits work in medical professions and form symbiotic relationships with their
--patients.
--
--Motive: Consume anguish
--
--Environment: Anywhere pain and misery can be found
--
--Health: 10
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Modifications: Intellect defense, perception, and stealth as level 5
--
--Combat: Vulture spirits are rarely violent; they attack when threatened, to defend chosen allies, or out of desperation.
--A dying vulture spirit may use their last strength to pounce on a creature they judge to be an easy target, subsequently
--using the pain they inflict to restore their own health.
--
--Vulture spirits gain 1 point of health for every minute spent in physical contact with someone (other than a vulture
--spirit) experiencing pain or suffering, such as a creature below half its normal health or Pool points, a debilitated
--PC, or someone with a chronic illness. Recovery rolls made while in contact with a vulture spirit are increased by 3
--points.
--
--A vulture spirit can use the following magical abilities.
--
--Recalling the Worst: Open their mouth and emit a short-distance blast of energy. If the foe fails an Intellect defense
--roll, they take 4 points of damage and lose their next action as they relive their worst memory.
--
--Remote Draining: If a creature within short range is experiencing pain or suffering, the vulture spirit can use their
--action to drain it from that creature. The spirit gains 1 point of health and the creature's affliction is alleviated
--for one round.
--
--Interaction: Vulture spirits are clever and shy. They can speak human languages but revert to bird sounds such as
--screeching, clicking, and trilling when stressed. Though they forage for pain to consume alone, they prefer to live in
--large groups.
--
--Use: Vulture spirits are good for creating eerie encounters about sickness and pain, especially if the player characters
--mistake the spirit as the cause of the trouble rather than incidental to it.
--
--Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher.
--
--### WITCHFOX 4 (12)
--
--A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and
--walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the
--stories and legends are about the bad ones. A witchfox's fur is usually red, black, or silver, but some are pure white.
--Witchfoxes often have multiple tails (up to nine); most human legends say the creature gains more tails as it gets
--older, wiser, and more powerful.
--
--Witchfoxes don't have human morals, but ones friendly to humans try their best to adapt, with mixed results. For
--example, a witchfox thinks it's fine to steal something from a person they dislike and give that item as a gift to
--someone they like. Most witchfoxes are afraid of dogs and avoid spending time near them or near people who have them.
--
--Witchfoxes are also known as vulps or fox sorcerers.
--
--Motive: Preying on or living in human society; knowledge and power
--
--Environment: Anywhere humans can live, or houses or dens in the forest
--
--Health: 15
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Modifications: Disguise and social interaction as level 6
--
--Combat: A witchfox in fox form can attack with their bite, and in human form they use human weapons, but in general they
--prefer magic. Most witchfoxes can use the following abilities.
--
--Bewilder: The witchfox enchants a foe within short range who fails an Intellect defense roll. The foe turns on their
--allies, wanders off, or waits quietly, as directed by the witchfox. This lasts for one minute, or ends early if the
--character succeeds on an
--
--Intellect defense roll as part of their turn.
--
--Feed: The witchfox draws on the life force of an adjacent dead or nearly dead person (GM's discretion), or eats the
--heart of a dead person, restoring 4 points of health and easing all tasks for the next day.
--
--Human Guise: The witchfox changes shape into a human form (any gender, any age). They usually have a "tell" indicating
--their nonhuman nature, such as a fox's tail, a fox-like face, fur on their body, or a fox's shadow. The witchfox can
--revert to their fox form as part of another action.
--
--Illusion: The witchfox creates a nonmoving illusion in a short area, such as making a hovel look like a home or an empty
--glade seem eerie and oppressive. The illusion lasts as long as the witchfox remains within a long distance.
--
--Magical Blast: The witchfox attacks a creature within short range with electricity, fire, or poison, inflicting 4 points
--of Might or Speed damage (ignores Armor).
--
--Interaction: A witchfox in human form tries to keep up the pretense of being human for as long as possible. Once their
--true nature is revealed, they're likely to bargain for what they want (a home, safety, their magical cravings) or attack
--or flee if negotiations turn against them.
--
--Use: A witchfox is potentially a threat, thief, criminal, rival, informant, or romantic partner, depending on their
--personal attitude and the reaction of the player characters. They like to trade secrets they know in exchange for safety
--and companionship.
--
--Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually
--leaves, twigs, stones, and scrap paper, all covered with illusions.
--
--### ZORP 1 (3)
--
--Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show
--up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble
--somewhere, more are soon to follow. Zorps combine the most destructive aspects of puppies and young children; they tear
--up clothing and decorations to craft simple "costumes," scribble on walls and papers, eat ingredients left out on the
--kitchen counter, make armpit farts during sentimental moments, whisper insults at guests, spill potted plants, and leave
--little poops in the middle of the floor.
--
--Zorps communicate effectively with each other using grunts, nonsense words, gestures, and facial expressions. After
--hearing any spoken language, they can speak and understand that language for a few minutes, but their grammar and
--vocabulary are childlike. They can easily mimic a person's voice, but only seem to do so to make fun of them or mislead
--others.
--
--> Zorps using their native "language" sound vaguely French. "Zagree goo!" "Zoot lorz!" "Encroy!" "Stoopy fohn!" "Say tee
--> nowee!"
-->
--> Zorps also tend to "die" if startled or hurt—it's their automatic reaction to a potential threat, much like a possum
--> "playing possum."
--
--Motive: Mischief and curiosity
--
--Environment: Anywhere there is potential for trouble
--
--Health: 6
--
--Damage Inflicted: 2 points
--
--Movement: Short; immediate when climbing or jumping
--
--Modifications: Attacks as level 2; Speed defense as level 3 due to size and quickness; stealing and stealth as level 4
--
--Combat: Zorps only attack when they are threatened, usually by biting or stabbing with an improvised sharp object, but
--they can just as easily harm foes by dropping heavy things from above, activating dangerous devices in the area, or
--tripping opponents onto pointy edges and corners. Any of these attacks inflicts 2 points of damage.
--
--Zorps are notoriously hard to kill. If an attack would reduce a zorp's health to 0, it does so only if the number rolled
--in the attack was an even number; otherwise, the zorp takes no damage but appears to "die" in a burst of purple liquid
--resembling paint, leaving behind no body. (The zorp actually has scuttled to a hiding space within immediate range and
--will move farther away as soon as they can do so safely, returning later after recovering health or when their curiosity
--gets the better of them.)
--
--Interaction: Zorps seem to have the intelligence of a smart dog or a typical toddler but are easily distracted from
--attempts to communicate. Bribes of candy, wrapping paper, and loud toys can hold their attention for a minute or so.
--
--Use: Zorps are chaotic and mischievous, with no regard for the consequences of their actions or the feelings of others.
--They're not intentionally malicious, but they can cause trouble and outright harm simply by "playing" too hard with
--important things.
--
--Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest
--cypher.
--
--### POST-APOCALYPTIC CREATURES AND NPCs
--
--The most important element of each creature or NPC is its level. The level is the same as the target number used to
--determine what a player must roll to attack or defend
--
--against that creature. In each entry, the target number for the creature—which is three times the creature's level—is
--listed in parentheses after its level. A creature's target number is usually also its health. Health is the amount of
--damage the creature can sustain before it is dead or incapacitated. For easy reference, the entries always list a
--creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
--health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
--
--Building More Creatures and NPCs
--
--Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
--creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
--
--Reskin: One way to create new creatures appropriate for your setting is to grab one from any other Cypher System
--bestiary and change its description just enough so
--
--it works in your game
--
--Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
--into a more twisted version of their pre‑apocalypse self.
--
--Blighted
--
--A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
--creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
--average, which explains why it's survived so long, even blighted. A blighted creature shows signs of degradation—such as
--a bacterial, viral, or even mycological infection—tracing disturbing sores, scars, or encrustations across its skin or
--hide. The specifics are up to you. Many blighted creatures and people are hungry and hurt, acting rabidly. But an NPC
--could just as easily retain human sentiment despite their deteriorated condition.
--
--Effect: Apply the following stat adjustments to a blighted creature.
--
--• Increase the creature's level by 1 and increase all its related stats by the appropriate amount (1 more point of
--average damage, 3 more points of health, and so on).
--
--• The creature's perception tasks are hindered by two steps; whatever blights the creature is slowly blinding it.
--
--• In bright light, the creature's tasks are hindered. (A blighted human could wear shades to nullify this hindrance;
--other creatures might come up with similar tactics or stay in shadows when possible.)
--
--• The creature's scratches, bites, spittle, or similar attacks contain a contagion known as "the blight." The Blight:
--The creature is a contagion vector for the same agent that blights it, whether that's radiation, bacteria, a virus,
--mycological spores, or something stranger. Treat the contagion as a disease with a level equal to the blighted
--creature's level. The affected creature's tasks are hindered by one additional step each day a Might defense roll is
--failed. For each two steps a target is hindered, it also moves one step down the damage track. When a target moves down
--the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
--creature loses the hindrance described in this paragraph.
--
--Creatures By Apocalypse
--
--Any Apocalypse
--
--Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
--Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
--A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
--
--Biblical Apocalypse
--
--In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
--also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
--Famine, and Plague).
--
--Nuclear Apocalypse
--
--Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
--fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
--template.
--
--AI Apocalypse
--
--Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
--mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
--AI zombies.
--
--Alien Apocalypse
--
--If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
--potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
--
--Temporal Apocalypse
--
--If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
--genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
--melted.
--
--### ANGEL OF THE APOCALYPSE 7 (21)
--
--If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of
--the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the
--end of the world. They have little room for pity or the plights of individuals; they have nations to topple and the
--forces of Hell to oppose.
--
--Angels of the apocalypse radiate a halo of golden white light. Their 10 foot (3.5 m) tall forms—caparisoned for war—are
--somewhat humanoid, though each has one or more sets of wings. Apocalypse angels also wield an implement that seems to be
--equal parts trumpet and sword, which they can sound to bring about terrible events, or swing to slay those who oppose
--them.
--
--Motive: Instigate the biblical apocalypse; fight the forces of Hell
--
--Environment: Almost anywhere, usually alone or fighting Hell's armies
--
--Health: 27
--
--Damage Inflicted: 8 points
--
--Armor: 3
--
--Movement: Short; long when flying
--
--Modifications: Speed defense as level 5 due to size; perception and detecting falsehoods as level 8
--
--Combat: The angel of the apocalypse attacks twice each round with their greatsword.
--
--An angel's halo momentarily brightens with unbearable psychic energy as combat begins; foes within short range are
--stunned for one minute if they fail an Intellect defense roll, or until they succeed on an Intellect defense task on
--their turn to end the effect early. A success means that creature becomes immune to the halo's overwhelming effect.
--
--The angel can blow their trumpet as their action, creating a blast of sound and energy that sweeps out in all directions
--to a long distance, inflicting 8 points of damage to all creatures that hear it who fail a Might defense roll, and 2
--points even with a successful roll. Structures in the area descend one step on the object damage track. Once they blow
--their trumpet, they usually can't blow it again for several rounds.
--
--Interaction: Wrapped in purpose, an angel of the apocalypse may ignore entreaties or, if one deigns to respond, tell
--supplicants to ready themselves for judgment. However, if someone manages to convince an angel to take notice due to
--their persuasion skill and/or the importance of their need, the angel may give that character aid in the form of healing
--or direct help immediately or at some promised future date.
--
--Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse
--overhead.
--
--### ARTIFICIAL INTELLIGENCE (AI) 6 (18)
--
--An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and
--motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems,
--and some want to take over the world—at any cost.
--
--AIs take many forms. Some are distributed across a vast network. Others are isolated in a single computer. A few are
--machines with organic parts or can use such machines as servitors.
--
--Because AIs are entities of extreme intelligence, they can adapt to new situations. Most AIs act on some kind of plan,
--whether long acting or concocted to fit the situation at hand.
--
--\*When acting from a remote terminal, the AI's effective level is lowered. It can be as low as level 3, but typically is
--level 5.
--
--Motive: Varies
--
--Environment: Almost anywhere
--
--Health: 23
--
--Damage Inflicted: 6 points
--
--Armor: 2
--
--Movement: None, or instantly to any networked machine able to host them
--
--Combat: An electrical discharge—or in some cases precisely pulsed sequences of lights, each designed for a specific
--creature to see—can affect all targets within short range of the AI (or the AI's local "terminal"), inflicting damage
--from electricity (or Intellect damage, which ignores Armor).
--
--An AI may attempt to install an instance of themself in the wetware (the brain) of humans and any other nearby sapient
--creatures. Anyone within immediate range of a video screen playing carefully crafted symbols and sounds who fails an
--Intellect defense roll is stunned, losing their next turn as they stare in rapt attention. If they fail a subsequent
--defense roll, they come under the control of the AI instance for one minute, or until they succeed on an Intellect
--defense roll on their turn. A PC under AI control might stand and do nothing, fall mysteriously unconscious, or take an
--action to advance the AI's goals.
--
--AIs can control other lower level computer systems and sometimes even nanobots.
--
--Some targets of AI instance installation never recover, becoming AI zombies. Besides AI zombies, an AI may also rely on
--guardians (such as mechanical soldiers or CRAZRs made to their own design).
--
--Unless the PCs can track a given AI to their original computing core, damage to one may just be damage done to a
--terminal. Thus, even if an AI is seemingly destroyed, they might exist as another instance somewhere else. However, over
--time, alternate instances may collect different data and thus develop different memories and motivations.
--
--Some AIs continue to improve themselves by modifying their own code. These AIs are level 8 threats with 27 health, and
--they can create cyphers and artifacts, which they often deploy in combat.
--
--Interaction: Some AIs enjoy negotiation. Others simply ignore humans as unworthy of their time and attention. An AI's
--voice often sounds surprisingly human.
--
--Use: The PCs' shelter is overtaken by a storm of grey goo, which answers to an AI operating out of a nearby safehouse.
--
--Loot: An AI may have access to 1d6 cyphers and two or three artifacts.
--
--### CANNIBAL 3 (9)
--
--Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even
--charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take
--advantage of meat that would otherwise go to waste. Or maybe they've developed a taste for human flesh.
--
--Others look the part, having descended into the kind of bestial, erratic behavior that cannibalism can inflict on long
--term practitioners.
--
--Some are part of a crazed settlement of raiders always looking for more sweet meats, and others hide in plain sight,
--pretending friendship and offering aid to strangers until their prey lowers their guard. Some cannibals like their prey
--raw; others delight in elaborate preparations.
--
--Whether becoming an eater of human flesh was forced by circumstance or out of some secret, maladaptive urge, cannibals
--are dangerous.
--
--Motive: Hunger for human flesh
--
--Environment: In areas where food is scarce; alone, or in groups of four to ten
--
--Health: 12
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Deception, persuasion, intimidation, and friendly interaction as level 6
--
--Combat: Cannibals use improvised weapons, like ropes, chair legs, and jagged pieces of broken glass. A few cannibals
--with more resources rely on long range firearms and rifles until they run out of ammunition.
--
--In any group of four or more cannibals, there's probably one (revealed as a GM intrusion) who has filed their teeth and
--can make a horrific bite attack once every minute or two. This attack inflicts damage and requires the target to succeed
--on a Might defense roll. On a failure, the cannibal bites off a bit of the target, who is stunned and loses their next
--turn. See the Cannibal Severing Bite Effects table.
--
--Interaction: A friendly and charming cannibal may remain so indefinitely, unless they decide a PC is perfect for dinner.
--
--Use: Characters looking for a place to sleep, hide, or stay for the night are invited in by one or more cannibals. A
--group of raiders the PCs must negotiate with are also revealed to be cannibals.
--
--Loot: A cannibal has currency equivalent to an expensive item.
--
--Cannibal Severing Bite Effects
--
--D6 Effects
--
--1 End of nose
--
--2 Little finger
--
--3 Chunk from forearm
--
--4 Chunk from leg
--
--5 Ear; target's perception task that rely on hearing are hindered until target adapts
--
--6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task
--
--### FOUR HOURSEMEN OF THE APOCALYPSE
--
--### BEAST 6 (18)
--
--Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading
--misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory
--websites, spreading lies under an alias. Then and now, he appears in a white suit, accessorized with white shades and
--gloves. His hair is white, too.
--
--Motive: Spread lies; incite others to rabid acts of cruelty
--
--Environment: Almost anywhere with a dupe he's gaslighted and/or with one or more of the Four
--
--Health: 24
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short; long when mounted or riding
--
--Modifications: Deception as level 8
--
--Combat: Beast prefers that others fight in his stead. Those convinced of his lies ease their attacks and defenses, and
--deal 2 additional points of damage with a successful attack. If forced into conflict, Beast produces a handgun, making
--two long range attacks as his action. The first time any target is hit by Beast in combat, that target takes damage and
--must succeed on an Intellect defense roll. A failed roll means the target mistakenly believes one of their allies
--attacked them instead of Beast. The target gets a new Intellect defense roll each round to realize their error.
--
--As one of the Four, Beast can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
--at the next nearest location that previously experienced a mass shooting or genocidal act.
--
--Interaction: Beast comes across as a kind truth teller, someone "just asking questions," but it doesn't take long for
--perceptive people to realize he's a consummate, continual gaslighter, always working to manipulate others.
--
--Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in
--white.
--
--### SWORD 6 (18)
--
--Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the
--world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and
--started, she prefers fighting over watching. Then and now, she dresses in red, preferring red military attire and a
--massive sword—or assault rifle—the color of blood.
--
--Motive: Hunger for combat; incite war
--
--Environment: Almost anywhere war is waged and/or with one or more of the Four
--
--Health: 24
--
--Damage Inflicted: 6 points
--
--Armor: 3
--
--Movement: Short; usually has a red mount or vehicle nearby
--
--Modifications: Attacks as level 8
--
--Combat: Sword's blood colored weapon is either a greatsword or an assault rifle, whatever she needs it to be in the
--moment. She attacks three times with the sword as her action. With the rifle, she can make one very long range attack
--(with no hindrance despite the range) or two long range attacks.
--
--As part of her attack, she can imbue one bullet each round with an explosive charge. If the attack hits, in addition to
--normal damage, the target and everyone within immediate range of the target must succeed on a Speed defense roll or take
--6 points of damage from shrapnel, or 2 points even with a successful roll.
--
--As one of the Four, Sword can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
--at the next nearest location that previously experienced war.
--
--Interaction: Sword is full of swagger, often causing fights with biting insults. However, if she can't incite a fight,
--she's just as happy to start one herself, especially as part of a false flag operation.
--
--Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse.
--
--### FAMINE 6 (18)
--
--Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor
--groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc
--shaped ends that can also be used as an improvised scale.
--
--Motive: Starve the living; destabilize organized groups
--
--Environment: Almost anywhere people are starving and/or with one or more of the Four
--
--Health: 24
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short; usually has a black mount or vehicle nearby
--
--Modifications: Intellect defense as level 8
--
--Combat: Famine attacks foes with their chain weapon, attacking up to two targets within immediate range at once, or a
--single target within short range. On a hit, they inflict damage and can choose to entangle one target, who is held
--helpless on a failed Might defense roll until they escape. Entangled targets automatically take damage each round from
--the tightening chains. Alternatively, Famine can release a pulse of decay once every few hours that affects all
--creatures and food stores within short range. Food automatically goes bad, losing all nutritional value. Living targets
--in the area that fail a Might defense roll feel an overwhelming pang of hunger and descend one step on the damage track.
--As one of the Four, Famine can see in the dark, regains 1 health each round, and, if killed, reappears within 1d10 days
--at the next nearest location that previously experienced death through starvation or other privation.
--
--Interaction: Famine is keen to talk about delicacies of every kind, becoming more animated and descriptive about
--mouthwatering foods and drinks the hungrier those nearby are.
--
--Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when
--someone all in black on a black motorcycle appears on the road ahead.
--
--### PLAGUE 6 (18)
--
--Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers
--black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she
--drives a pale green hearse or motorcycle, or rides a horse the same sickly green color.
--
--Motive: Death
--
--Environment: Almost anywhere people are dying (but especially of disease and/or old age) and/or with one or more of the
--Four
--
--Health: 24
--
--Damage Inflicted: 6 points
--
--Armor: 1
--
--Movement: Short; usually has a pale green mount or vehicle nearby
--
--Modifications: Might defense as level 8
--
--Combat: When she wishes, Plague wields a scythe, as if she had always been holding it. She attacks twice with it as her
--action. On a hit, the scythe deals damage and the target must succeed on a Might defense roll. On a failed roll, the
--target contracts a supernatural disease requiring that they succeed on a Might defense roll each minute or descend one
--step on the damage track. If an affected target succeeds on three Might defense rolls at any point, they recover. If
--Plague removes a glove as an action, she can use her next action to imbue her scythe with necrotic power, or simply
--touch a target with her bare hand. On a hit with either her touch or the imbued scythe, she inflicts damage, and the
--target must succeed on a Might defense roll or die. Plague can use this ability about once a day, or immediately again
--if her previous target dies because of it. As one of the Four, Plague can see in the dark, regains 1 health each round,
--and, if killed, reappears within 1d10 days at the next nearest location that previously experienced death by disease or
--due to old age.
--
--Interaction: Of all the Four, Plague is the most changeable in outlook, and sometimes is even somewhat sympathetic to
--humanity's plight. When she's in such a mood, persuasive characters could convince Plague to pass them over, though she
--promises that it's only a temporary stay of death.
--
--Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living
--"human" wearing a black and pale green evening gown.
--
--### GAMMA WORM 6 (18)
--
--Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak
--themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves
--over the stale whiff of death. Unfortunately, if someone smells a gamma worm's distinctive odor, it's probably already
--too late.
--
--Gamma worms might be the result of military research, radioactive mutation, or aliens or other strange intruders seeking
--to eradicate human life as part of their terraforming efforts to change Earth to their liking.
--
--Motive: Hunger for flesh; eliminate humans
--
--Environment: Almost anywhere
--
--Health: 18
--
--Damage Inflicted: 6 points
--
--Armor: 2 (immune to radiation)
--
--Movement: Short; short when burrowing
--
--Modifications: Stealth as level 8 when psychic field active; Speed defense as level 5 due to size; ability to see
--through tricks as level 4
--
--Combat: Gamma worms attack twice each round with blades they unfold from their wormlike lengths. Alternatively, about
--once each hour a gamma worm can unleash a hail of gamma spikes against up to three targets within short range. Targets
--struck by the spikes take damage and must succeed on a Might defense roll or fall unconscious. Unconscious targets wake
--up a few rounds later feeling dizzy and slightly sick to their stomach—they've developed radiation sickness.
--
--Gamma worms can use their action to generate a psychic field that effectively grants them invisibility. The invisibility
--lasts until they attack or move more than an immediate distance on their turn.
--
--Gamma worms are vulnerable to cold; in chilly conditions, their Speed defense is hindered by four steps. In addition,
--cold attacks ignore their Armor.
--
--Interaction: Gamma worms act like prey driven monsters, but they may have a secret language and purpose (if aliens
--placed them on Earth to hasten the apocalypse or kill survivors in the post apocalyptic world).
--
--Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities.
--
--### GLOWING ROACH 2 (6)
--
--Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of
--roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned
--basements.
--
--Some swarms are rumored to have an insidious group intelligence, one that is utterly inimical to humankind.
--
--Motive: Hunger for flesh
--
--Environment: Anywhere dark, usually in nests of four to ten (or more)
--
--Health: 6
--
--Damage Inflicted: 2 points
--
--Armor: 2
--
--Movement: Short; short when flying
--
--Modifications: Speed defense as level 3 due to small size; perception as level 5
--
--Combat: A glowing roach attacks with radioactive mandibles. When four glowing roaches act together, they can make a
--single attack as a level 4 creature inflicting 4 points of damage. Targets damaged by a group of glowing roaches must
--also succeed on a difficulty 4 Might defense task or face additional consequences from the effects of radiation and
--slashing mandibles, as determined on the Glowing Roach Effects table. The effects are cumulative and last until a target
--makes a recovery roll.
--
--Sometimes a single glowing roach mutates further, allowing it to grow into a 20 foot (6 m) long monstrosity. Thankfully,
--these monstrous glowing roaches are rare and seldom come out into the light.
--
--Roaches dislike bright illumination: in sunlight or other bright light, glowing roach attacks are hindered.
--
--\*Monstrous glowing roach: level 5, Speed defense as level 4; Armor 2; mandible attack inflicts 7 damage and results in
--a check on the Glowing Roach Effects table
--
--Interaction: Glowing roaches almost always react like voracious insects, despite their size. That is, except for swarms
--of ten or more, which act like sapient creatures. Sapient swarms may try to lure survivors, possibly even spelling out
--human readable letters in the sand that anonymously ask for help or promise it. But it's a ruse; they despise humans for
--all the ways people used to exterminate roaches in the before times.
--
--Use: A visit to a ruined hospital or airport scares up a few glowing roaches when light is introduced to a dark place.
--
--Glowing Roach Effects
--
--D6 Effect
--
--1 Head wound: Intellect defense tasks hindered
--
--2 Wounded leg: Speed defense tasks hindered
--
--3 Gut wound: Might defense tasks hindered
--
--4 Spit in eye: Perception tasks hindered
--
--5 Limb numb: Physical tasks hindered
--
--6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has
--such fantastic elements.
--
--### HOOKED BLOSSOM 2 (6)
--
--Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and
--sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off
--an alluring perfume.
--
--If they mature, they uproot themselves, revealing an ambulatory body plated in a dull grey metallic hide and limbs that
--end in a single hook like digit.
--
--Both forms are dangerous. The most common variety of rooted blossoms work in small groups to cook prey with focused
--beams of microwave energy. Ambulatory versions are about the size of large domestic cats. They use their sharp limbs to
--hook themselves into a target, then use their flowers to cook their prey or, alternatively, put them to sleep for later
--consumption.
--
--Juvenile, rooted blossom: level 1; Armor 1; a group of five flowers attacks with a level 3 microwave ray inflicting 3
--ambient damage
--
--Motive: Hunger for flesh
--
--Environment: In groups of five or more anyplace touched by radiation, mutation, or AI genetic‑nanotech engineering
--
--Health: 6
--
--Damage Inflicted: 3 points
--
--Armor: 2
--
--Movement: Short; immediate when climbing
--
--Modifications: Speed defense as level 4 due to size; disguise as level 6 when not moving
--
--Combat: A mature blossom attacks twice with its hooks, inflicting damage with each strike. If a blossom hitsa target,
--the target must succeed on a second Speed defense roll, which is hindered. On a failed roll, the blossom hooks itself to
--the target until the target can detach the blossom with a successful Might roll as their action. Each round a blossom is
--hooked to a target, the target automatically takes 3 points of ambient damage from microwave energy emitted by the
--creature's bloom. Some varieties of hooked blossoms produce soporific pollen (treat as poison) instead of microwaves. If
--a character is hooked by one of these blossoms, they must instead succeed on an Intellect defense roll each round they
--remain hooked, or fall asleep. A sleeping target must be roused by an ally or suffer physical damage to wake. Each round
--a target remains asleep, they automatically take 3 points of Intellect damage (ignores Armor). In its juvenile, rooted
--form, a hooked blossom resembles a flower with a metallic stem, which is dangerous when active. In direct sunlight, a
--rooted hooked blossom regains 1 point of health each round.
--
--Interaction: Hooked blossoms act much like animal predators, though they are not concerned with self‑preservation.
--
--Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the
--pleasant perfume drifting on the breeze.
--
--### MELTED 4 (12)
--
--Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather,
--not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy
--supercollider. Dozens of different but parallel timelines smashed into each other. The few survivors were fused beings
--composed of many different alternate versions of the same person, each still "radioactive" with latent transdimensional
--energy.
--
--Motive: Surcease from constant pain; absorb more sapient beings
--
--Environment: Groups of three to five roaming the ruins
--
--Health: 15
--
--Damage Inflicted: 4 points; see Combat
--
--Movement: Short
--
--Modifications: Initiative and Speed defense as level 5 due to seeing a second into the future
--
--Combat: The melted attack with two claws.
--
--If a melted defeats a foe, they "consume" it by drawing it fully into their body cavity as their action, healing the
--melted for 10 health and giving the creature a few hours free of pain, allowing their mind to clear.
--
--A given melted may also have a trait associated with the transdimensional energy they burn with.
--
--Interaction: A few of the melted gain moments of clarity, but all are burdened with anguish stemming from their fused
--state. They unleash their full fury on whoever and whatever they catch among the ruins, but they seem particularly bent
--on finding and absorbing scientists.
--
--Use: A group of the melted seek out a surviving scientific installation and attempt to consume everyone nearby.
--
--Loot: One out of three melted may carry a manifest cypher (in the form of before times military tech), such as an armor
--reinforcer or a sonic detonation.
--
--Transdimensional Energy Enhancement
--
--D6 Effect
--
--1 Enhanced strength: Attacks inflict 6 points of damage (instead of 4)
--
--2 Healing factor: Regains 2 health each round
--
--3 Bite: In addition to their claw attacks, makes a bit attack each round that inflicts 6 points of damage
--
--4 Gravitic repulsion: Flies a long distance each round
--
--5 Dimensional instability: Teleports up to a long distance before or after each attack
--
--6 Transdimensional blast: About once each hour, emits transdimensional energy filling an adjacent short area; all
--creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse
--with other affect creatures, or creatures in alternate dimensions
--
--### RADIOACTIVE BEAR 7 (21)
--
--Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable
--AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet
--(6 m) tall, radioactive bears are drawn to radioactive areas, which empower and sustain them, though not completely.
--Which is why sometimes they head into uncontaminated areas to hunt large game. They especially prefer people.
--
--Motive: Hunger for flesh and radiation
--
--Environment: Anywhere radioactive
--
--Health: 35
--
--Damage Inflicted: 7 points
--
--Armor: 1 (immune to radiation)
--
--Movement: Short
--
--Modifications: Speed defense as level 4 due to size; perception as level 8
--
--Combat: Creatures within immediate range of a radioactive bear are irradiated on a failed Might defense task, hindering
--their tasks on their next turn.
--
--The bear attacks twice each round with its claws, or bites once. If its bite attack succeeds against a target suffering
--from radiation sickness, the bear regains 5 points of health.
--
--On a target's failed Might defense roll, the bear holds the target in its jaws, hindering their tasks until they can
--escape. If the bear begins its turn with a target held in its jaws, the bear automatically deals bite damage as its
--action.
--
--As an action, the bear can cough forth a radioactive cloud once every few hours (and again if the bear is killed),
--targeting everything within immediate range. Targets that fail a Might defense roll take damage from the radiation.
--
--If the radioactive bear is the result of military or AI design rather than a natural mutation, it may also have a
--mechanism capable of firing a long range laser at distant targets, deployed from a harness fused to the creature's
--flesh.
--
--In areas of dangerous radiation, the radioactive bear regains 2 points of health each round.
--
--Interaction: Radioactive bears are clever predators, sly if they need to be. If not too hungry, a radioactive bear might
--let potential prey pass it by, assuming they don't antagonize the bear.
--
--Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently
--giving chase.
--
--### RAIDER
--
--Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still
--look human. But beneath that veneer, they're feral.
--
--Motive: Raid and kill for what they want
--
--Environment: Groups of four to six roaming the ruins
--
--Interaction: If a raider believes a just met survivor has food, water, or shelter, or might prove to be a threat
--immediately or at any later date, they laugh off any suggestion of parley and attack.
--
--Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity.
--
--### FELL RIDER 3 (9)
--
--Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled
--machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy
--protective garments made from fur, salvaged clothing, and leather from past targets. Goggles protect their eyes, and
--bones are sewn through their wild, greasy hair as decoration.
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Short; long while riding motorcycle
--
--Modifications: Motorcycle repair and modification as level 5; stealth tasks as level 0 due to screaming engines
--
--Combat: Using pikes, spears, or lances welded to the front of their bike, a fell rider typically makes ride‑by attacks
--against foes from just outside short range. A fell rider is one with their bike, always moving to engage and disengage.
--If knocked from their bike (possibly a minor effect), a fell rider's attacks and Speed defenses are hindered until they
--regain the seat as their action. Some riders use larger four‑wheeled vehicles with open canopies instead of motorcycles.
--These fell riders have 2 Armor and can attempt a run‑down attack on up to three targets that are next to each other and
--not in a vehicle, inflicting 8 points of damage. Struck targets that fail a Might defense roll descend one step on the
--damage track.
--
--Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel.
--
--### MARAUDER 3 (9)
--
--Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors
--after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows,
--they torture targets to death and take flesh trophies.
--
--Health: 12
--
--Damage Inflicted: 4 points; see Combat
--
--Movement: Short; short when climbing
--
--Modifications: Stealth and deception tasks as level 5
--
--Combat: Marauders use stealth and the night to position themselves before attacking, hoping to make their initial attack
--with surprise using bladed weapons. Whether they have surprise or not, if they attack before their target's first
--action, their attacks are eased and inflict 6 points of damage.
--
--Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points
--of Speed damage (ignores Armor) each round for three rounds.
--
--### WARLORD 5 (15)
--
--A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength
--where survival is valued above all else.
--
--Warlords caparison themselves in trophies of vanquished enemies—such as gilded skulls or flayed skins. Some wear garish
--helms designed to intimidate. An impressive weapon, especially something from the before times, is always close at hand.
--A warlord is rarely encountered without raiders and other lackeys that fight for and serve them.
--
--Motive: Control through fear and brutality
--
--Environment: Usually in the company of five to twenty raiders
--
--Health: 25
--
--Damage Inflicted: 5 points
--
--Armor: 3
--
--Movement: Short
--
--Modifications: Defends as level 6 due to nearby raiders willing to take no actions other than defend the warlord
--
--Combat: Warlords attack twice each round with bladed or spiked melee weapons or ranged firearms. When possible, they
--fight from an open canopy vehicle (driven by another raider).
--
--A warlord directly leads the raiders they command, fighting at the forefront but also issuing orders. Underlings deal 1
--additional point of damage when the warlord can see them and issue commands.
--
--Most warlords have a specific additional advantage they can pull out to win a fight. See the table below.
--
--Interaction: Warlords have lackeys and lieutenants that interact with outsiders. They prefer to make pronouncements and
--threats from on high.
--
--Use: The museum, lab, or other important structure the characters wanted to visit to carry out their mission has fallen
--under the control of a warlord and a dozen or more raiders.
--
--Loot: A warlord may carry an artifact.
--
--Unique Warlord Advantage
--
--D6 Advantage
--
--1 Rocket launcher (level 7): long‑range weapon inflicts 7 points of damage on targets in an immediate area (depletion:
--1–2 in 1d6)
--
--2 Fire thrower (level 7): immediate‑range weapon inflicts 7 points of damage on all targets within immediate range
--(depletion: 1 in 1d10)
--
--3 Release the beast: Gives the command to "release the beast"; a melted loyal to warlord charges into the fight
--
--4 Force shield (level 5): Static field blocks all incoming attacks against the warlord for one round (depletion: 1–2 in
--1d10)
--
--5 Power gauntlet: Warlord's power gauntlet grabs foe and automatically deals damage from crushing until foe escapes
--
--6 Skystrike: Calls in a "skystrike" from a battered wristband; a round later, a missile launched from a before‑times
--satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense
--roll, and 2 points on those who succeed (depletion: automatic)
--
--### AI ZOMBIE 3 (9)
--
--An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or
--other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into
--a shambling creature who only does the AI's bidding, even as their body decays and falls apart (though most keep
--shambling because of an injection of nano repair bots).
--
--AI zombies are driven by a single, simple motive implanted by the original artificial intelligence—usually related to
--destroying resources before competing AI instances can use them. They aren't intelligent enough to direct themselves or
--problem solve outside of this goal, unless the AI takes direct control, using a particular AI zombie as a remote
--"terminal" from which to act and observe the world.
--
--Motive: Follow dictates of AI that created or that controls them
--
--Environment: Almost anywhere, in groups of five to seven, or in hordes of tens to hundreds
--
--Health: 12
--
--Damage Inflicted: 3 points
--
--Movement: Immediate
--
--Modifications: Speed defense as level 2; perception tasks as level 7
--
--Combat: AI zombies fight on, no matter the odds, usually attacking by biting.
--
--When AI zombies attack in groups of five to seven individuals, they can make a single attack roll against one target as
--one level 5 creature, inflicting 5 points of damage.
--
--AI zombies are hard to finish off because self repairing nanotech stitched into their flesh restores 1 point of health
--each round. If reduced to 0 health, there is a 50% chance that the nanotech continues to function on the zombie's turn,
--allowing the creature to shudder back to life, skin crawling with miniscule "healing" robots. (If an AI zombie is cut
--off from ambient radio signals, they do not regain health each round.)
--
--That same nanotech makes AI zombies infectious. Their bites spread a level 6 (or, in some cases, level 8) disease due to
--miniscule machines that move a target down one step on the damage track each day a Might defense roll is failed. Targets
--killed by the process later animate as AI zombies, compelled to serve an AI instance.
--
--Interaction: AI zombies often serve some distant AI and may sometimes speak with its voice. But if cut off from its
--intelligence source, the zombie itself becomes a food seeking monster, more likely to eat someone than to represent an
--artificial mind.
--
--Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for
--lingering AI zombies.
--
--### ZOMBIE HULK 5 (15)
--
--Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy
--a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs
--or organs. That same process kicks into overdrive in zombie hulks, converting everything they eat into additional mass
--and muscle. The result is three times as massive as a regular zombie and five times as dangerous.
--
--ZOMBIE SPRINTER: Instead of being much larger than normal, a zombie's regenerative system can imbue it with incredible
--quickness, making it much faster than the shamblers often encountered. The resulting zombie sprinter's speed and
--ferocity make it hard to escape.
--
--Zombie sprinter: level 3, initiative as level 5; moves a long distance each round; three bites per round inflict 3
--damage each; retains 1 health if attack roll result that would have downed it was an even number
--
--Motive: Hunger (for flesh, cerebrospinal fluid, certain human hormones, or whatever it is that nourishes the zombie in
--the setting)
--
--Environment: Almost anywhere, alone or with other zombie varieties
--
--Health: 23
--
--Damage Inflicted: 8 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Speed defense as level 3 due to size; perception as level 7
--
--Combat: A zombie hulk bashes with massive, permanently balled fists stained with the gore of past targets.
--
--Alternatively, a zombie hulk can bite a target. When this occurs, it's almost impossible to force the hulk's jaws apart
--again. When a target takes damage from a bite, they must also succeed on a Speed defense roll or one of their limbs is
--clamped in the hulk's mouth. The target automatically takes damage each round they are caught, and all their tasks are
--hindered, including attempts to escape. Meanwhile, the hulk is free to bash other foes as its action even as it chews on
--a previously caught target.
--
--If an attack would reduce the zombie hulk's health to 0, it does so only if the number rolled for the attack was an even
--number; otherwise, the zombie is reduced to 1 point of health instead.
--
--Interaction: A zombie hulk may choose to smash a nearby structure instead of going straight toward food, but it is
--typically a mindless, unreasoning monster.
--
--Use: Just when it seems like the characters understand the situation with zombies, a zombie hulk appears, making it
--clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other
--ways can they mutate and evolve?
--
--### FANTASY CREATURES
--
--The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
--must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
--parentheses after its level. The target number is three times the level.
--
--A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a
--creature of its level.
--
--### SCIENCE FICTION CREATURES AND NPCs
--
--The most important element of each creature is its level. You use the level to determine the target number a PC must
--reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
--parentheses after its level. The target number is three times the level.
--
--A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated.
--
--### HORROR CREATURES AND NPCs
--
--The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
--each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
--against the opponent. In each entry, the difficulty number for the creature or NPC is listed in parentheses after its
--level. The target number is three times the level.
--
--The target number is usually also its health, which is the amount of damage it can sustain before it is dead or
--incapacitated. For easy reference, the entries always list health, even when it's the normal amount for a creature or
--NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the
--Listings section in the Cypher System Rulebook.
--
--### NPCS
--
--### MODERN MAGIC NPCs
--
--### CHANGELING 3 (9)
--
--Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into
--raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper
--agent for the fey, but thoroughly enjoying their life among humans.
--
--Motive: Serving the fey; finding their place in the world
--
--Health: 9
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Might defense as level 2; deception, disguise, and stealth as level 4
--
--Combat: Changelings use human weapons.
--
--A changeling can use an action to alter their appearance for a minute or so to match that of someone they've seen. This
--is a reasonable likeness, although they may not know their target's mannerisms, accent, and other nonphysical qualities.
--
--Some changelings are vulnerable to iron, taking an extra 1 point of damage from any iron or steel weapon.
--
--Interaction: Changelings aren't inherently untruthful or untrustworthy, but sometimes they can't help but embellish a
--fact or take advantage of a situation. They otherwise act like regular people, but spending enough time with them
--usually reveals an odd quirk or attitude.
--
--Use: An acquaintance is having trouble at home (because their family realized they're a changeling). Someone suspects a
--family member is actually a changeling.
--
--Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured
--thing that doesn't quite belong (and might secretly be a cypher or artifact).
--
--### CORPORATE MAGE 4 (12)
--
--A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a
--similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's
--interests are protected. They're paid well, dress to show it, and aren't above unethical (or even illegal) acts to get
--the job done. They work alone, in pairs, or with a lawyer and a few bodyguards.
--
--Lawyer: level 2, law and intimidation as level 4
--
--Bodyguard: level 2; Armor 1; short-range pistol inflicts 4 damage
--
--Stats for a corporate mage also work well for paranormal law enforcement NPCs, such as the police or FBI.
--
--Motive: Accomplish the goals of their employer
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1 (from spell)
--
--Movement: Short
--
--Modifications: Intellect defense as level 5
--
--Combat: Corporate mages are trained to handle normal people and magic threats, and they usually attack with a
--short-range blast of cold, fire, force, or electricity. Some carry a concealed handgun for situations where magic isn't
--allowed or effective.
--
--A corporate mage knows quite a few spells, including knocking a person unconscious for a few minutes, turning invisible
--for a few minutes, temporarily befriending a reluctant person, creating an illusory disguise of a nondescript role (such
--as construction worker or technician), granting themselves +1 Armor, reading minds, and teleporting back to
--headquarters. Many of them have some training in law, espionage, governmental operations, or a scientific field.
--
--Interaction: Corporate mages are hard and intimidating. If they can get what they want without using magic, they'll do
--so, but they aren't afraid to make a demonstration of supernatural force when necessary.
--
--Use: Corporate mages do the dirty work of sketchy businesses. They're not here to make friends, and they know just how
--far to push someone (especially a powerless person) to get what they want, sometimes by bending (but not quite breaking)
--the law.
--
--Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one
--or two expensive items.
--
--### DEMON HUNTER 3 (9)
--
--In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of
--the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but
--once befriended they have a habit of showing up just when help is needed.
--
--Depending on the setting, a demon hunter might hunt demons, vampires, witches, or all supernatural creatures.
--
--> Exceptional hunter: level 5; attacks and Intellect defense as level 6; perception, tracking, and creature lore as
--> level 7; health 20; attacks deal 6 damage
--
--Motive: Hunt down and defeat their chosen foes
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Movement: Short
--
--Modifications: Attacks and Intellect defense as level 4; perception, tracking, and creature lore as level 5
--
--Combat: A typical hunter is weaker than the average demon or witch, and prefers to outwit their foes rather than engage
--in a straight-up fight. Knowing this, they pick their battles carefully and use ambush tactics and strength of
--numbers—either another hunter or several support characters such as priests and soldiers—to help defeat their foes. A
--hunter usually has a good idea of their opponent's strengths and weaknesses, and they plan and react accordingly.
--
--Interaction: Many novice hunters are overconfident and condescending. Others (especially the more experienced ones) are
--paranoid and hardened by battle and the deaths of too many friends. They react positively if given respect.
--
--Use: A couple of rough-looking drifters arrive in a classic car, looking for trouble. Someone who seems to be a meek
--professor turns out to secretly be a hunter.
--
--Loot: Hunters carry equipment needed for their job, cash, and perhaps an old book (cypher) with an ability relevant to
--their current prey.
--
--Priest: level 2, religious lore and all interaction tasks as level 6
--
--Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage
--
--### PHARMACEUTICAL SORCERER 3 (9)
--
--A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in
--one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve
--remarkable success. Some work in drugstores, some have their own specialized businesses, and some administer aid from
--their homes or a public clinic. They might wear medical scrubs or a white coat over normal clothing.
--
--Assistant: level 2, healing as level 3
--
--Motive: Healing and promoting good health
--
--Health: 9
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Medicine, herbs, and healing as level 5
--
--Combat: Pharmaceutical sorcerers prefer to avoid combat, but they can attack with short-range nonlethal spells or drugs
--that inflict 4 points of Might or Intellect damage (ignores Armor).
--
--A pharmaceutical sorcerer knows several spells, such as healing a touched creature for 4 health or Pool points,
--identifying diseases and afflictions, removing or ameliorating afflictions and chronic conditions for a day, or making a
--patient feel relaxed and safe for a few hours. They're usually licensed and trained to perform minor medical procedures
--such as administering vaccines, applying topical medicines, and splinting broken bones.
--
--A pharmaceutical sorcerer often has one or more assistants, protégés, or students who help with clients or other aspects
--of running their health practice. They are generally on good terms with doctors, licensed therapists, nurses,
--magic-using priests, and other professionals in the health field.
--
--Interaction: Pharmaceutical sorcerers are compassionate, intelligent, and well-informed. They want to help people, but
--sometimes are stymied by paperwork, laws, and lack of money.
--
--Use: Pharmaceutical sorcerers are usually support characters using their magic to heal others and prevent harm. Their
--extensive knowledge of helpful magic, medicinal herbs, and health science makes them useful for diagnosing strange
--symptoms and ruling out minor afflictions to find the real cause of a problem.
--
--Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing
--cypher or some interesting payment from a patient.
--
--### FANTASY NPCs
--
--### BARD 3 (9)
--
--A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a
--musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices,
--creating fascinating tales and dramatic speeches.
--
--Motive: Entertainment, interaction, and novel experiences
--
--Health: 10
--
--Damage Inflicted: 3 points
--
--Movement: Short
--
--Modifications: Music, oration, persuasion, stealth, and Speed defense as level 4
--
--Combat: Bards prefer weapons that rely on speed and agility, like daggers, rapiers, and small bows. Every other round, a
--bard can create a blast of pure sound that inflicts 3 points of damage (ignores Armor) to one target within short
--range.
--
--A bard knows several spells, such as adding +1 to recovery rolls of nearby creatures, making an indifferent creature
--friendly (or a hostile one indifferent) for a few minutes, deafening one opponent for hours, easing a physical task by
--two steps, turning invisible for a minute, or negating sound for a minute.
--
--Interaction: Bards are personable and easy to talk to, but they have a sharp wit and a sharper tongue when it comes to
--critics and tyrants. A bard would rather escape from a dangerous situation than fight to the death.
--
--Use: A bard ally often has useful information about the current situation, drawn from songs and folk tales. In a pinch,
--they can make do as a scout or spy, especially in an urban setting. An unfriendly bard mocks the characters and turns
--the will of a crowd against them.
--
--Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a
--moderately priced item and one or two cyphers.
--
--### BERSERKER 3 (9)
--
--A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them
--choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like
--wild beasts.
--
--Motive: Glory in battle
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1 (or 3 when berserk)
--
--Movement: Short
--
--Modifications: Climbing, jumping, running, and Speed defense as level 4
--
--Combat: Berserkers prefer large, heavy weapons such as axes, hammers, and greatswords, but they may use bows if they
--can't easily get close to their foes.
--
--A berserker can enter a state of rage as part of their action. When raging, they gain +1 to Armor (including against
--fire), their melee attacks inflict an additional 2 points of damage, and their attacks, Might defense, and actions
--relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
--raging berserker fights only with melee weapons and won't retreat from battle.
--
-- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
--throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
--or honor.
--
--Use: A group of warriors is led by a mighty berserker looking for a challenging fight. A group of berserkers enters town
--and picks fights with the local toughs.
--
--Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a
--group might have a cypher that enhances strength or toughness.
--
--### DRUID 4 (12)
--
--A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals,
--plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures,
--society-hating hermits in others.
--
--Motive: Protecting nature
--
--Health: 12
--
--Damage Inflicted: 4 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Nature lore, perception, and stealth as level 5
--
--Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual
--tools such as daggers and sickles.
--
--A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for
--4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming
--into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a
--black bear, hawk, viper, or wolf.
--
--Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or
--exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries,
--sapient trees, satyrs, and so on).
--
--Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers
--and hunters who stray too far from civilization.
--
--Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of
--cyphers or perhaps an artifact.
--
--### DWARF 4(12)
--
--A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel
--to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting.
--
--Motive: Defense, loyalty, honor
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 2
--
--Movement: Short
--
--Modifications: Crafting (metal or stone), Intellect defense, and Might defense as level 5
--
--Combat: Dwarves traditionally use weapons like axes, hammers, and crossbows. They're used to working together to defend
--their halls; three or more dwarves attacking the same target act as a level 6 creature that inflicts 8 points of
--damage.
--
--Dwarf leaders are usually officers or priests.
--
-- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
--them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
--sturdy hammer.
--
--Use: A stoic old dwarf is looking to go on one more quest before retiring. A clan of dwarves seeks a trade agreement
--with a human city leader—or redress for an old insult.
--
--Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such
--as tools or exploration gear) and perhaps a cypher or two.
--
--### ELF 4 (12)
--
--An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic.
--Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest,
--the most beautiful sunset, or the perfect love song.
--
--Motive: Curiosity
--
--Health: 12
--
--Damage Inflicted: 5 points
--
--Armor: 1
--
--Movement: Short
--
--Modifications: Perception, Speed defense, and any two noncombat skills as level 5
--
--Combat: Elves usually fight with short or medium blades and delicate but deadly bows. Because of their subtle skill and
--fast reactions, their first attack in any combat inflicts an additional 2 points of damage.
--
--A typical elf might know a few minor spells, such as heating or chilling food, creating a bit of moonlight, and cleaning
--or repairing clothing.
--
--Interaction: Elves appreciate beauty, grace, and skill, and they don't respond well to crudeness or bluster, especially
--from people decades or centuries younger than themselves. They are subtle in their insults but do have a sense of
--humor.
--
--Use: A group of young elves arrives in a city, wanting to see firsthand how the short-lived humans do things. An elf is
--said to have lived in the forest for a thousand years, listening to the secrets whispered by the trees.
--
--Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made)
--curios and mementos, and usually a cypher.
--
--### HALFLING 3 (9)
--
--A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea
--or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big
--folk as scouts, burglars, and loyal companions.
--
--Motive: Defense, comfort
--
--Health: 9
--
--Damage Inflicted: 3 points
--
--Armor: 0 or 1
--
--Movement: Short
--
--Modifications: Intellect defense, pleasant social interactions, and stealth as level 4
--
--Combat: Halflings are remarkably skilled with knives, clubs, slings, and small bows. They prefer not to fight larger
--creatures head on; instead they stay at range, plan ambushes to quickly overwhelm opponents, or team up with a larger
--ally so they can attack a foe's back and legs.
--
--Interaction: Halflings enjoy the company of larger folks as long as they aren't mocked for their size. They're brave and
--determined when they need to be, though some might complain about wanting to go home.
--
--Use: A young halfling wants to have some adventures before settling down. The local thieves' guild is said to employ
--halflings as lookouts and cutpurses, sometimes disguised as human children.
--
--Loot: In addition to their weapons (and perhaps some light armor) and food, a halfling might have an interesting cypher
--or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice
--bag of tools.
--
--### PALADIN 4 (12)
--
--Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden,
--and most of them expect to die in battle against an evil foe.
--
--Motive: Protecting the innocent, destroying evil
--
--Health: 15
--
--Damage Inflicted: 5 points
--
--Armor: 2 or 3
--
--Movement: Short
--
--Modifications: Attacks and Might defense as level 5
--
--Combat: Paladins like flashy weapons and shiny armor, which help them show their devotion to the ideals of goodness and
--draw the attention of evil foes. Many choose a two-handed weapon, but some prefer using a shield in their off hand
--(defense-oriented paladins like these inflict only 4 points of damage with their attacks but gain an asset on Speed
--defense).
--
--Blessed by the powers of good, paladins can draw on innate holy magic for several purposes, such as detecting the
--presence of supernatural evil (demons, evil dragons, undead, and so on), restoring 4 health to themselves or a touched
--creature, smiting an evil foe to inflict an additional 4 points of damage, or breaking free of mind control.
--
--Interaction: Paladins have big personalities and strongly believe in their purpose and goals. They have no tolerance for
--evil acts and are unwilling to look the other way when their allies want to bend the rules or take advantage of a "grey
--area." However, they are not fools and won't throw away their lives for nothing.
--
--Use: A paladin lays claim to a foe the characters are seeking or have captured. An old paladin is looking for one last
--villain to smite.
--
--Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be
--lucky enough to have an artifact (usually a weapon or armor).
--
--### CYPHERS
--
--### MODERN MAGIC CYPHERS
--
--The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
--modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
--immediately creates a different gameplay dynamic than a game that uses only subtle cyphers. First, it means that the PCs
--can exchange cyphers with each other, allowing them better optimizations of their abilities and counteracting their
--weaknesses. Second, it means their cyphers can be stolen from them, forcing them to adapt to a situation without their
--extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
--fantastic effects.
--
--Manifest Cypher Forms
--
--The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
--the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only
--difference is the look and feel (campaign flavor) in the story.
--
--Example Modern Fantasy Cyphers
--
--Random Cyphers
--
--| D00 | Cypher |
--|-------|-------------------------|
--| 01-02 | Absolute Power |
--| 03 | Algomancy |
--| 04-05 | Ambiance |
--| 06-07 | Anywhere web |
--| 08-09 | Below the law |
--| 10-11 | Best gift |
--| 12-13 | Beverage bestie |
--| 14 | Borrowed familiar |
--| 15 | Brain overclock |
--| 16 | Burn your bridges |
--| 17-18 | Burner phone |
--| 19 | Cloak of the crafter |
--| 20-21 | Dancing on air |
--| 22 | Dumpster fire |
--| 23 | Duplicity window |
--| 24-25 | EasyMagic App |
--| 26-27 | Exceptional engine |
--| 28 | Extrovert shield |
--| 29 | Fade to black |
--| 30-31 | Faraday ward |
--| 32 | Fey collar |
--| 33 | Ghost tag |
--| 34 | Girl moss |
--| 35-36 | Got your back |
--| 37 | Gravity denied |
--| 38 | Great hair day |
--| 39-40 | Growwell |
--| 41 | Handwave |
--| 42 | Hashtag |
--| 43-44 | Here all along |
--| 45-46 | Instant automobile |
--| 47-48 | Instant delivery |
--| 49-50 | Instant motorcycle |
--| 51-52 | Lie to me |
--| 53 | Light 'em up |
--| 54-55 | Lucky charm |
--| 56-57 | Magic aura tracker |
--| 58 | Malware cyphers |
--| 59 | Mental load alleviator |
--| 60 | Merciful memory |
--| 61 | Next you |
--| 62-63 | No take backs |
--| 64 | Pickpocket |
--| 65-66 | Pocket protector |
--| 67 | Portal stone |
--| 68-69 | Power device |
--| 70-71 | Power house |
--| 72 | Presto change-o |
--| 73 | Puzzle box |
--| 74-75 | Quick pic |
--| 76 | Quick pickup |
--| 77 | Real fake |
--| 78-79 | Repair module |
--| 80 | Safe space |
--| 81 | Screen control |
--| 82 | Social battery |
--| 83 | Soul saver |
--| 84-85 | Stay down |
--| 86 | Take me there |
--| 87-88 | Talk to me |
--| 89 | Teleportation block |
--| 90-91 | Through the window |
--| 92 | Time ticket |
--| 93 | Tunnel traverser |
--| 94-95 | What the doctor ordered |
--| 96-97 | Who's looking |
--| 98 | Wire wraith |
--| 99 | Wrecking balls |
--| 00 | You're safe now |
--
--### APPS AS CYPHERS
--
--Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
--phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
--need to be working to activate the app. Draining the device's battery or turning it off doesn't affect the app or
--someone's ability to use it. (Breaking the device, losing it, or having it stolen might be another matter.)
--
--Because each app is a unique magical item (meaning only one exists in the world, unlike a regular app, which can be
--downloaded by everyone who wants it), they're harder to find than regular apps. Instead, you likely need to purchase one
--directly from the person who created it. Some campaign settings might have physical app stores, while others might
--require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
--might be something you download into a modified body part or integrated piece of hardware.
--
--Absolute Power
--
--Level: 1d6 + 4
--
--Form: App, battery, bone
--
--Effect: Powers a single device for a day. The device can be as simple as a cell phone or as complex as a jet airplane,
--as long as the device's power requirement is equal to or less than the cypher level. In general, something like a cell
--phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
--power requirement.
--
--Algomancy
--
--Level: 1d6 + 3
--
--Form: App, bookmark, tarot card
--
--Effect: Allows the user to take anything driven by an algorithm (such as video and music services, social media, search
--engines, and so on) and use it to divine the future. If the user spends one roundstudying the algorithm, then for a
--number of rounds equal to the cypher level, they gain limited precognition and can predict what's going to happen next.
--They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
--and ease their friends' next action.
--
--Ambiance
--
--Level: 1d6 + 1
--
--Form: Key fob, feather, DVD
--
--Effect: Allows you to control the lights, sound, and other atmospheric elements within any space that you are in for ten
--minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
--starting or stopping music through any available medium, starting a fire, and so on.
--
--Anywhere Web
--
--Level: 1d6 + 2
--
--Form: Spiderweb, key fob, key
--
--Effect: Allows you to access and interact with the internet from anywhere, without needing any type of physical device,
--including a phone, keyboard, or screen. You can see the internet as if there were a screen in front of you, type as if
--there were a keyboard, hear as if there were speakers, and speak as if into a microphone. Others you choose within
--immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
--places where there is no internet connectivity and lasts for ten minutes per cypher level.
--
--Below the Law
--
--Level: 1d6 + 2
--
--Form: App, temporary tattoo, patch
--
--Effect: Once activated, the cypher makes it difficult for any member of the law or people in a position of power to
--perceive, apprehend, or punish you. This includes police, guards, the mayor, mob bosses, regular bosses, and so on. All
--tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
--bonds, and so on. The effect lasts for ten minutes per cypher level.
--
--Best Gift
--
--Level: 1d6
--
--Form: Granny square, key, candle
--
--Effect: The user picks someone they know, and the cypher transforms into a beautifully wrapped box that person can hold
--in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
--the recipient will truly love.
--
--Beverage Bestie
--
--Level: 1d6
--
--Form: App, mug, charm
--
--Effect: The user picks someone they know, and that person will have their favorite morning beverage delivered to them at
--their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
--beverage, their location, or when they will wish for it—the magic takes care of it.
--
--Borrowed Familiar
--
--Level: 1d6
--
--Form: Feather, cat's whisker, figurine of a dog
--
--Effect: Activating the cypher creates a living version of the creature it represented. This creature is actually the
--clone of another magic user's familiar that was stored in the object. For the next day per cypher level, the creature
--becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
--creature cannot be harmed, but at the end of its time, it fades away.
--
--Brain Overclock
--
--Level: 1d6 + 3
--
--Form: App, mushroom, hair clip
--
--Effect: Amplifies the user's mental abilities so their senses are keener and their brain works far beyond its normal
--capacity.
--
--Roll for effect:
--
--| D6 | Effect |
--|-----|---------------------------------------------------------------|
--| 1 | Increases Intellect Edge by 1 for one hour |
--| 2 | Trained in Intellect Defense for one hour |
--| 3 | Add +1 damage to all Intellect-based attacks for one hour |
--| 4 | Eases all Intellect-based attacks for one hour |
--| 5 | Restores Intellect Pool to full |
--| 6 | Become trained in two noncombat Intellect skills for one hour |
--
--Burn Your Bridges
--
--Level: 1d6
--
--Form: App, candle, bones
--
--Effect: Covers and destroys the user's trail in such a way that it makes them very hard to follow. This might include
--covering their scent, destroying ladders or bridges, creating face-recognition distortion, blurring their license plate,
--or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
--actions hindered by two steps.
--
--Burner Phone
--
--Level: 1d6
--
--Form: Key fob, charm, hair clip
--
--Effect: Creates or transforms into a basic mobile phone that can make and receive telephone calls and text messages like
--a prepaid phone. Calls and texts made from this phone appear as "UNKNOWN CALLER" with the number obscured; once
--contacted, the recipient can call or text this phone like any other phone. The phone uses normal (prepaid) cellular
--connections, but has no internet access or other functions other than sending and receiving calls and texts.
--
--The phone lasts for one hour per cypher level, after which it becomes inert, nonfunctional, and untrackable (like a
--mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
--speaking a command word or physically breaking it.
--
--Cloak of the Crafter
--
--Level: 1d6
--
--Form: Oil, moss, granny square
--
--Effect: When activated, it cloaks the user in what looks like a handmade wrap, such as a shawl, scarf, or cloak, for an
--hour per cypher level. During that time, the user's crafting-related tasks are eased, and everything they craft is one
--level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
--of the cypher) in the pockets of the cloak.
--
--Dancing on Air
--
--Level: 1d6 + 1
--
--Form: Feather, bullet, charm
--
--Effect: The user is lifted a foot (30 cm) or so off the ground, as if there is a pocket of air between them and whatever
--surface is below them. They can move normally as if walking across a smooth, flat surface. This works even if the
--substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
--cypher level.
--
--Dumpster Fire
--
--Level: 1d6 + 3
--
--Form: Matchbook, coaster, rope
--
--Effect: Instantly transforms to become a large, contained fire that creates a deep feeling of gloom and despair in all
--creatures chosen by the user within long range of it who fail an Intellect defense roll. Any negative actions the user
--takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
--creatures (such as attempting to inspire them) are hindered by one step.
--
--Duplicity Window
--
--Level: 1d6 + 1
--
--Form: Sticker, flyer, stamp
--
--Effect: When this cypher is stuck on any window or other transparent item, the user can alter what can be seen from the
--other side. While this illusion might be used in a simple way, such as creating a blackout window on a car, it could
--also be much more complex, such as creating an elaborate dance party inside an otherwise empty apartment. The illusion
--level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
--eyes. The effect lasts for ten minutes per cypher level.
--
--Exceptional Engine
--
--Level: 1d6 + 2
--
--Form: Herbs, battery, flip lighter
--
--Effect: When activated near an engine, computer, device, program, or piece of machinery, the affected target works
--exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
--a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
--
--Extrovert Shield
--
--Level: 1d6 + 1
--
--Form: Carved figure, bones, building blocks
--
--Effect: Creates the semblance of a being of the user's choice, such as a human who walks beside them, a bird that sits
--on their shoulders, or a robot, to act as their shield in social situations. The first time they would take damage from
--a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
--makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
--
--Fade to Black
--
--Level: 1d6 + 2
--
--Form: Mirror, lapel pin, spiderweb
--
--Effect: Turns the user into a shadow for ten minutes per cypher level. During that time, the user looks exactly like
--their own shadow, is two-dimensional, and can move through any space where light could shine through. As a shadow, the
--user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
--attacks against them inflict +1 point of damage.
--
--Faraday Ward
--
--Level: 1d6 + 3
--
--Form: App, pocket handkerchief, lapel pin
--
--Effect: When activated, the ward protects the user, their items, and their devices from any attempts at scrying,
--electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
--per cypher level.
--
--Fey Collar
--
--Level: 1d6 + 3
--
--Form: Collar, knitted scarf, necklace
--
--Effect: When placed around a creature's neck, the collar locks and prevents the wearer from using magic of any kind (up
--to the level of the cypher). If the creature is a PC, each time they try to use magic they must succeed at an
--Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
--cypher level and then disintegrates.
--
--Ghost Tag
--
--Level: 1d6
--
--Form: Spray paint, feather, lipstick
--
--Effect: Allows the user to leave their tag on someone else's graffiti, painting, or public artwork. The tag includes a
--spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
--touch the tag and hear the entirety of the message.
--
--Girl Moss
--
--Level: 1d6
--
--Form: Mushroom, chalk, seed packet
--
--Effect: The user melds into whatever soft thing is near them, such as moss, earth, or a blanket, and becomes nearly
--indistinguishable from that thing. For a number of rounds equal to the cypher level, they gain an asset to hiding,
--sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
--breaks the effect.
--
--Got Your Back
--
--Level: 1d6
--
--Form: Napkin, straw, coaster
--
--Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
--substance whose level is equal to or less than the cypher level. The effect lasts for one day.
--
--Gravity Denied
--
--Level: 1d6
--
--Form: App, feather, balloon
--
--Effect: The user no longer has to follow gravity's laws. For one minute per cypher level, they can walk (or crawl or
--run) on steep inclines and horizontal surfaces (such as walls and cliffs) as if they were on flat ground. When using
--this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
--choice).
--
--Great Hair Day
--
--Level: 1d6
--
--Form: Hair clip, twigs, bones
--
--Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
--hours, they have an asset in all confidence-based actions, social and otherwise.
--
--Growwell
--
--Level: 1d6
--
--Form: Herbs, seed packet, bouquet of flowers
--
--Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
--water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
--
--Handwave
--
--Level: 1d6 + 4
--
--Form: Fingerless glove, ring, temporary tattoo
--
--Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
--
--Hashtag
--
--Level: 1d6
--
--Form: App, flyer, electronic stylus
--
--Effect: The user chooses a word or short phrase when activating this cypher. For an hour per cypher level, that word
--will glow when they encounter it in their environment in a way that only they can perceive, allowing them to pick it out
--from its surroundings easily. This glow will appear around the word itself as well as symbols and objects. For example,
--if they choose "apple," they will sense a glow around the word in print, around an actual apple, and around the symbol
--of an apple logo on a computer. This doesn't extend their range of vision farther than they can normally see.
--
--This cypher adjusts to be beneficial to the user. For example, if a non-sighted character uses hashtag, the cypher might
--create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
--instead.
--
--Here All Along
--
--Level: 1d6 + 4
--
--Form: App, needle and thread, ID card
--
--Effect: Allows the user to instantly create a long trail on the internet for someone that they just made up. This
--includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
--stays on the internet forever.
--
--Instant Automobile
--
--Level: 1d6 + 2
--
--Form: Key, charm, temporary tattoo
--
--Effect: Creates or transforms into a large automobile that can carry up to eight people. The user or other characters
--must steer the automobile as normal. At cypher level 5 and higher, the automobile grants an asset on all tasks relating
--to its movement, and at cypher level 7 and higher, the automobile can move a short distance each round under its own
--power. The automobile lasts for a day, after which it vanishes.
--
--> The vehicle created by an instant automobile cypher is utilitarian and unremarkable rather than flashy, more like a
--> station wagon, generic van, panel truck, or SUV. In some settings, local laws might require these temporary magical
--> vehicles to have a specific color or text to easily identify them as such, including a unique license plate that can
--> be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
--> particularly "sexy" motorbike.
--
--Instant Delivery
--
--Level: 1d6 + 3
--
--Form: App, feather, stamp
--
--Effect: Allows the user to have a letter, small package, or any object up to about 10 pounds (4.5 kg) delivered almost
--instantaneously to someone. If the object is dangerous, such as a bomb, the recipient's level must be equal to or less
--than the cypher's. The user must know the person's name and at least one small fact about them, but doesn't need to know
--their location. Within a round of having left the user, the package will arrive within a short distance of the
--recipient.
--
--Instant Motorcycle
--
--Level: 1d6 + 2
--
--Form: Playing card, key, metal flask
--
--Effect: Creates or transforms into a motorcycle that can comfortably carry one person (or two people sitting tandem).
--The user or other characters must steer the motorcycle as normal. At cypher level 4 and higher, the motorcycle grants an
--asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
--each round under its own power. The motorcycle lasts for a day, after which it vanishes.
--
--Lie To Me
--
--Level: 1d6 + 4
--
--Form: Contact lenses, goggles, mask
--
--Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
--of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
--
--Light 'Em Up
--
--Level: 1d6 + 4
--
--Form: Laser light pointer, pair of glasses, key fob
--
--Effect: Activating the cypher causes a powerful beam of magic light to erupt from the user's body part they choose. The
--beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
--and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
--
--Lucky Charm
--
--Level: 1d6
--
--Form: Worry stone, fuzzy dice, deck of cards
--
--Effect: Rubbing the lucky charm draws a tiny bit of luck away from someone else and gives it to the user, causing
--something to happen that makes the user's next action a little easier. This might be a friend showing up, a tool
--appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
--using this cypher grants the player a player intrusion without having to spend 1 XP.
--
--Magic Aura Tracker
--
--Level: 1d6
--
--Form: App, bus ticket, 3D glasses
--
--Effect: User can view the cypher's symbols to see if the ambient power of magic in the area is normal, high (increased
--capabilities or prone to disruptive surges), low (decreased effects or scarcity), or absent. It can also be configured
--to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
--readings. This lasts for five hours per cypher level.
--
--Mental Load Alleviator
--
--Level: 1d6 + 4
--
--Form: Worry stone, pen, figurine
--
--Effect: Helps take on some of the user's mental loads for the next day, including creating shopping lists, organizing
--the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
--Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
--
--Merciful Memory
--
--Level: 1d6
--
--Form: Candle, charm, 3D glasses
--
--Effect: For one willing target (including the user), the user can alter a negative memory into one that's mor positive.
--Altering the memory takes a few rounds, depending on the intricacy and difficulty of the memory. Once the memory is
--altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
--involving the memory (such as talking to the person the memory's about) are eased.
--
--Next You
--
--Level: 1d6 + 2
--
--Form: Comb, mirror, hair pin
--
--Effect: Activating the cypher brings up a magical avatar of the user. The user can alter all parts of their avatar,
--include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
--made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
--
--No Take Backs
--
--Level: 1d6
--
--Form: Temporary tattoo, playing card, skein of yarn
--
--Effect: Activating the cypher creates an invisible bubble around the user. The next time a foe inflicts damage on the
--user, the bubble registers the type of attack (such as melee, magic, or ranged) and alters itself to protect the user
--from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
--all of it and then pops.
--
--Pickpocket
--
--Level: 1d6 + 1
--
--Form: App, stone, key fob
--
--Effect: The next time the user attempts to pickpocket someone, they automatically succeed against a target whose level
--is equal to or less than the cypher's, and they gain an asset to their task against targets whose level is higher than
--the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
--to or less than the level of the pickpocket cypher).
--
--Pocket Protector
--
--Level: 1d6 + 2
--
--Form: Metal flask, flip lighter, book
--
--Effect: If the user is shot with a bullet, arrow, or other projectile, the cypher just happens to be in the right place
--to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
--activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
--
--Portal Stone
--
--Level: 1d6
--
--Form: Stone, marble, baseball
--
--Effect: Placing an object beneath the portal stone and letting it rest there for one round shifts it to an
--undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
--by holding the portal stone and whispering the name of the object.
--
--Power Device
--
--Level: 1d6 + 2
--
--Form: App, flip lighter, seed packet
--
--Effect: Magically powers one device that can fit within an area a short distance across. The device is now fully
--powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
--flashlight, the battery is fully charged.
--
--Power House
--
--Level: 1d6
--
--Form: Stone, wood, building box
--
--Effect: Expands into an instant tiny home complete with a washroom, sleeping area, and kitchen space. The entirety of
--the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
--all nonliving things inside it disintegrate.
--
--Presto Change-O
--
--Level: 1d6 + 2
--
--Form: Skein of yarn, key fob, key
--
--Effect: Allows the user to alter the appearance of a single vehicle whose level is equal to or less than the cypher
--level for the next day. This could be a minor alteration, such as changing the paint color and the license plate number,
--or it could be a major one, such as changing a horse-drawn carriage into a go-kart. The new vehicle must be able to
--traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
--into a plane or a race car).
--
--Puzzle Box
--
--Level: 1d6 + 2
--
--Form: Building block, flip lighter, locket
--
--Effect: Allows the user to put a creature (up to the level of the cypher) inside an item the user touches with the
--cypher. The creature shrinks to fit inside the item. While inside the item, the creature is in stasis and cannot take
--any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
--permanently, unless they are released by magic or until the user chooses to let them out.
--
--Quick Pic
--
--Level: 1d6 + 2
--
--Form: App, pen, stone with a hole in it
--
--Effect: Allows the user to snap a quick image of whatever they point it at. The image stays perfectly in their mind for
--the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
--At the end of 24 hours, all versions of the image, including the one in their head, disappear.
--
--Quick Pickup
--
--Level: 1d6
--
--Form: App, key, fidget toy
--
--Effect: For a number of hours equal to the cypher level, anytime the user needs a ride somewhere, one instantly appears.
--This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
--GM determines.
--
--Real Fake
--
--Level: 1d6
--
--Form: App, playing card, ticket
--
--Effect: When placed against any form of ID, such as a driver's license, birth certificate, or passport, the cypher
--instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
--verifying features. The duplicate lasts for a number of days equal to the cypher level.
--
--Repair Module
--
--Level: 1d6 + 2
--
--Form: Remote control, bullet, needle and thread
--
--Effect: Repairs a single device or machine of any kind (up to the level of the cypher) once. This could work on an
--artifact, a computer, a piece of lab equipment, a mechanical cider press, a furnace, and so on. The user doesn't need
--any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
--for the length of the repair. The repair takes one minute per level of the machine.
--
--Safe Space
--
--Level: 1d6 + 3
--
--Form: App, knitted scarf, letter
--
--Effect: Allows the user to create a temporary safe space around them that takes the form of their choosing, such as a
--bed, bathroom, mossy grove, and so on. The place looks, sounds, and feels just as the user imagines it. During that
--time, no one and nothing outside the space can see, hear, or interact with the user in any way, nor can they see, hear,
--or interact with anything outside their safe space. While in their safe space, they restore a number
--
--of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
--though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
--
--Screen Control
--
--Level: 1d6 + 2
--
--Form: App, mirror, granny square
--
--Effect: A technological screen (a television, computer monitor, smartphone, or the like) within short range shows
--whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
--and colors.
--
--Social Battery
--
--Level: 1d6
--
--Form: Battery, doll, feather
--
--Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
--including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
--
--Soul Saver
--
--Level: 1d6 + 1
--
--Form: Egg, battery, cross-stitch square
--
--Effect: Brings a dead creature whose level is equal to or less than the cypher's back to life for ten minutes per cypher
--level. PCs are automatically brought back for the duration. The creature is exactly as they were in life, with the same
--stats, personality, knowledge, and so on, but only has 2 points of health or Might. If the creature's health or Might
--Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
--their maximum health or Might Pool.
--
--Stay Down
--
--Level: 1d6
--
--Form: Nail polish, glove, stick
--
--Effect: Upon activating the cypher, the user's hand crackles with power and noise. They emit a concussive blast at a
--single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
--rounds equal to the cypher level.
--
--Take Me There
--
--Level: 1d6
--
--Form: Crayon, chalk, lipstick
--
--Effect: The user spends a few rounds drawing a map of somewhere they're trying to get to. Even if the map is not the
--least bit accurate, they will sense a thread of magic leading them to their desired destination. If the place they seek
--is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
--thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
--
--Talk to Me
--
--Level: 1d6 + 2
--
--Form: Spiderweb, flyer, building blocks
--
--Effect: The user can talk to any creature that is part of a structure, such as a mermaid in a fountain statue, a stone
--gargoyle on a skyscraper, or a dragon-shaped doorbell on a private home. The user can ask them a number of questions
--equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
--something they saw or heard in the area, something they felt, or who made them.
--
--Teleportation Block
--
--Level: 1d6 + 4
--
--Form: Bird's nest, remote control, building block
--
--Effect: A short area within immediate range of the user becomes warded against any teleportation effect or other ability
--that allows travel without direct physical movement (including abilities specifically meant to get around obstacles,
--such as Bypass Barrier). Any creature whose level is less than the cypher level can't use these methods to get in or
--out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
--cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
--
--Through the Window
--
--Level: 1d6
--
--Form: App, mirror, flyer
--
--Effect: The user chooses any window they can see, and they are able to look through it as if they were standing right in
--front of it. The window does not need to be transparent, the user does not need to stay in sight of the window after
--they choose it, and no one else can perceive what they're doing. While they are looking through the window, they can
--wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
--for ten minutes per cypher level or until they choose to end it.
--
--Time Ticket
--
--Level: 1d6 + 3
--
--Form: Bus ticket, moss, remote control
--
--Effect: For the next day, no matter what time the user leaves or what hurdles they encounter, they will arrive exactly
--on time for the event, ride, or other activity. Busses and planes will not leave without them, the play or movie will
--not start until they arrive, and they'll meet people exactly when they said they would. (Note that this doesn't change
--how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
--companions, if any, enjoy the same benefit as long as they stick with the user.
--
--Tunnel Traverser
--
--Level: 1d6 + 2
--
--Form: Coveralls, poncho, knitted scarf
--
--Effect: When activated, it turns the wearer into a liquid or gaseous form of themselves, allowing them to travel through
--small spaces, such as air ducts, sewer tunnels, tight caverns, and so on. Efforts to detect the user are hindered by two
--steps (or three steps if the cypher is level 5 or higher), even by magic or security systems. The spaces must be at
--least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
--per cypher level.
--
--What the Doctor Ordered
--
--Level: 1d6 + 1
--
--Form: Potion, herbs, candle
--
--Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
--+3 to their next recovery roll.
--
--Who's Looking
--
--Level: 1d6 + 3
--
--Form: Remote control, glass eye, stone with a hole
--
--Effect: For the next ten minutes per cypher level, the cypher vibrates any time the user is being monitored, watched, or
--tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
--so on.
--
--Wire Wraith
--
--Level: 1d6
--
--Form: Wire, broken electronics, phone charger
--
--Effect: Activating the cypher creates a large wraithlike being that looks as if it's formed from wire. The wraith is a
--level 4 incorporeal construct that inflicts 4 points of electrical damage (ignores Armor) with its touch when directed.
--While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
--foes. It lasts for a number of rounds equal to the cypher level.
--
--Wrecking Balls
--
--Level: 1d6 + 2
--
--Form: Baseball, bouncy ball, marble
--
--Effect: When thrown, the ball multiplies into a number of itself equal to the cypher level. Each ball bounces once and
--then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
--(ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
--
--You're Safe Now
--
--Level: 1d6 + 3
--
--Form: Suspenders, lapel pin, spiderweb
--
--Effect: Once the user activates the cypher, it protects them from ambient damage. The next time they would take ambient
--damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
--to the cypher level).
--
--Software Cyphers
--
--EasyMagic.App
--
--Level: 1d6 + 2
--
--Form: App
--
--Effect: Adds +1 to the user's Intellect Edge (+2 for cypher level 5 or higher) for the next 24 hours, but only for the
--purpose of casting spells.
--
--When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
--internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
--
--Malware Cyphers
--
--EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
--user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
--(lasting 24 hours instead of one hour) in order to trick a naive or greedy character into activating it. Magicians
--well-versed in cypher lore (and human nature) recognize that this sort of thing is too good to be true.
--
--The GM should feel free to create similar kinds of malware app cyphers that are somewhat better than the standard ones
--in this chapter or in the Cypher System Rulebook, and give them a harmful side effect. Example malware cypher benefits
--are curatives that add more points or affect two Pools at once, Effort enhancers that can be used two or more times in
--an hour, and perfections that don't require an action to activate (and therefore can affect a roll on the same turn the
--user activates the cypher).
--
--Example malware cypher drawbacks are hindering the user's attack spells, debiting the user's bank account, monitoring
--the user's in-person or magical communications, deleting the user's other magical app cyphers, compelling the user to
--take a specific action, "locking" one of the user's spells until they pay a ransom, accessing private data such as
--passwords or photos, and so on.
--
--Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
--
--### ARTIFACTS
--
--### MODERN MAGIC ARTIFACTS
--
--If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
--be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
--many artifacts a character can bear.
--
--| D00 | Artifact |
--|-------|---------------------------------------|
--| 01-02 | Accessories sold separately |
--| 03-04 | Ask me anything |
--| 05-06 | Atheneum of the mind card |
--| 07-08 | Attempted murder |
--| 09-10 | Battery of the vanquished |
--| 11-12 | Blade of the roses |
--| 13-14 | Book of the baker |
--| 15-16 | Breakaway bag |
--| 17-18 | Busy box |
--| 19-20 | Cats hide their paws |
--| 21-22 | Cloud storage |
--| 23-24 | Cloud thief |
--| 25-26 | Color cannon |
--| 27-28 | Combat glasses |
--| 29-31 | Crow friend |
--| 32-33 | Crown of the high king |
--| 34-35 | Dragon pen |
--| 36-37 | Eau de blood and monsters |
--| 38-39 | Ecosensitive fridge magnets |
--| 40-41 | Flying carpet |
--| 42-43 | Gift from the fairy queen |
--| 44-45 | Goodest gargoyle |
--| 46-47 | Harrowing blade |
--| 48-49 | History's fickle hands |
--| 50-51 | Keys of close to you |
--| 52-53 | Living copycat |
--| 54-55 | Magician's protective amulet |
--| 56-57 | Malware genie |
--| 58-60 | Meatboy |
--| 61-62 | My friend Lockness |
--| 63-64 | Pearls of your grandmother, the witch |
--| 65-66 | Poor magician's lunchbox |
--| 67-68 | Rainbow suspenders |
--| 69-71 | Ring of reflected bullets |
--| 72-74 | Scarf of love and death |
--| 75-76 | Song of the siren |
--| 77-79 | Speed readers |
--| 80-82 | Tattoo of the tiger |
--| 83-84 | Tattoo of tomorrow's edge |
--| 85-87 | Tattoo of true shot |
--| 88-89 | Time is a circle |
--| 90-91 | Umbrella of no-touch |
--| 92-93 | Vanity of the vanities |
--| 94-96 | Witch wand |
--| 97-98 | Witch's broom |
--| 99 | Wonder onesie |
--| 00 | Your mama's biker jacket |
--
--Artifact Rules
--
--Artifacts are more powerful than common equipment or cyphers.
--
--Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
--designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
--last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
--be used only once.
--
--Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
--abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
--recharge artifacts, at least temporarily.
--
--Example Modern Fantasy Artifacts
--
--Accessories Sold Separately
--
--Level: 1d6
--
--Form: Articulated action figure that comes equipped with a number of accessories, such as a gun, armor, handbag, laptop
--computer, dazzling outfit, and so on.
--
--Effect: The action figure carries a number of accessories equal to the artifact level. When the button on their back is
--pushed, the action figure does nothing, but their accessories grow to the size they would be if they were real, and they
--become functional. They remain this way for a day.
--
--Roll a d20 for each accessory the action figure might carry.
--
--Depletion: 1 in 1d20
--
--| D20 | Accessory |
--|-----|------------------------------------------------------------------------------------------|
--| 1 | Light weapon (includes ammo) |
--| 2 | Medium weapon (includes ammo) |
--| 3 | Heavy weapon (includes ammo) |
--| 4 | Light armor |
--| 5 | Medium armor |
--| 6 | Heavy armor |
--| 7 | Laptop computer |
--| 8 | Cell phone |
--| 9 | Doctor bag (eases healing tasks) |
--| 10 | Dazzling outfit (eases social interactions) |
--| 11 | Handbag (includes a handful of items, such as gum, lipstick, sunglasses, and a notebook) |
--| 12 | Bag of light tools |
--| 13 | Puppy (level 1) |
--| 14 | Kitten (level 1) |
--| 15 | Dinosaur (level 1) |
--| 16 | Fiction book |
--| 17 | Nonfiction book |
--| 18 | Backpack (empty) |
--| 19 | Guitar |
--| 20 | Inflatable couch |
--
--Ask Me Anything
--
--Level: 1d6 + 1
--
--Form: Magic billiard ball fill with liquid, inside of which a small gargoyle, crow, or other creature floats
--
--Effect: The user can shake the magic ball, causing the creature inside to wake up. They can ask the creature two
--questions about the future and learn the answer (three questions if the artifact is level 4 or higher, four questions if
--the artifact is level 6 or higher). Because the future is ever-changing, the answers may not line up perfectly with what
--will happen, but they usually offer at least one piece of concrete, actionable information.
--
--Depletion: 1 in 1d20
--
--Atheneum of the Mind Card
--
--Level: 1d6
--
--Form: Metal and glass card about the size and shape of a library card
--
--Effect: Allows the user to "borrow" people's minds the same way that one might borrow a library book. The person must be
--agreeable to sharing their knowledge and must be within short range of the user when the exchange happens. For the next
--24 hours, the user has access to the person's brain from anywhere, allowing them to become trained in two noncombat
--skills or specialized in one noncombat skill. The skill they choose must make sense for the person whose brain they're
--"borrowing" (for example, a professor of English lit would likely be skilled in speed-reading and storytelling, but
--maybe not in woodworking or cooking). They can only borrow one person's mind each day.
--
--Depletion: 1 in 1d00
--
--Attempted Murder
--
--Level: 1d6 + 4
--
--Form: Tattoo of a flock of crows located anywhere on the body
--
--Effect: When the tattoo is activated, the crows fly out of it in a barrage of attacks. Everyone and everything in an
--immediate area suffers damage equal to the artifact level, unless they are designated safe by the user ahead of time.
--
--Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
--
--Battery of the Vanquished
--
--Level: 1d6 + 4
--
--Form: Small metal pipe that's been etched with elaborate symbols
--
--Effect: After killing a magical creature, the user can place the pipe against the body and suck the creature's magic up
--into their body. The creature must have been slain by the user, they must be magical in some way, and they must have
--died within the last hour. The user restores a number of points equal to the artifact level to their Intellect Pool
--(even if this temporarily puts them above their maximum Pool).
--
--Depletion: 1 in 1d6
--
--Blade of the Roses
--
--> Level: 1d6 + 2
-->
--> Form: Handcrafted sword etched with vines and roses
-->
--> Effect: This sword is a medium weapon that inflicts 5 points of damage (6 points if the artifact is level 6 or
--> higher). Additionally, on the first successful attack against a foe, the sword sows a rose vine into the creature's
--> heart. The vine begins to spread through the creature's veins, inflicting 2 additional points of damage each round for
--> one day or until magic is used to remove the vine. A PC can end the effect early by succeeding on a Might defense roll
--> on their turn.
--
--Depletion: 1 in 1d00 (check each first successful attack)
--
--Book of the Baker
--
--> Level: 1d6
-->
--> Form: Pocket-sized book with a well-worn leather cover filled with handwritten recipes
-->
--> Effect: Taking a round to read a recipe from the book aloud causes everyone within short range to feel as if they've
--> eaten the meal from the recipe. They all add +1 to their recovery rolls for the next ten minutes.
--
--Depletion: 1 in 1d20
--
--Breakaway Bag
--
--> Level: 1d6 + 4
-->
--> Form: Backpack, purse, or duffel covered in patches
-->
--> Effect: This bag can hold a number of magic items (including cyphers and artifacts) equal to the artifact level. Every
--> item the user places inside the bag instantly turns into a patch on the bag's surface. Only the user can recognize
--> these patches as the objects they once were, and only the user can turn them back into their original items (doing so
--> takes an action). The bag can also be used as a regular bag to hold mundane items, which does not affect how many
--> magic items it can hold. Cyphers in the bag do not count against the user's cypher limit.
--
--Depletion: 1 in 1d20 (roll each time a magic item is added)
--
--Busy Box
--
--Level: 1d6
--
--Form: Small wooden box with a remote opener
--
--Effect: Opening the box reveals a dazzling array of enticing things to do, see, hear, and experience. These enticements
--are magically geared to those experiencing them. Everyone who fails an Intellect defense roll within short range of the
--box is so distracted that they're hindered on all actions for a number of rounds equal to the artifact level. (NPCs
--whose level is less than the artifact level are automatically affected.) The remote will open and close the box from up
--to long range away.
--
--Depletion: 1 in 1d20
--
--Cats Hide Their Paws
--
--Level: 1d6 + 2
--
--Form: Onyx ring that depicts a cat curling around itself, so that it becomes a feline ouroboros
--
--Effect: The ring allows the user to slink into the shadows, hide their true motives, and otherwise go mostly unseen and
--unnoticed. This provides an asset to sneaking, lockpicking, disguise, and deception tasks.
--
--Depletion: 1 in 1d00 (check each day)
--
--Cloud Storage
--
--Level: 1d6 + 2
--
--Form: Palm-sized device with a carabiner attached
--
--Effect: Stores up to five cypher apps at a time. The device is thumbprint-protected by the user, and only the user can
--add apps and activate them. Any additional apps stored above the user's cypher limit do not count against the limit.
--
--Depletion: 1 in 1d20 (check each time an app is added)
--
--Cloud Thief
--
--> Level: 1d6
-->
--> Form: Ring that alters to perfectly fit the wearer (in size and appearance)
-->
--> Effect: Allows the user to copy a cypher app from any device the user chooses within long range. The ring chooses
--> randomly from the available apps on that device, and the user doesn't know what the app is until they receive it. They
--> can activate the cypher app directly from the ring or download it into a device of their choice. The ring can only
--> hold one app at a time, and that app does count against the user's cypher limit.
--
--Depletion: 1 in 1d20
--
--Color Cannon
--
--> Level: 1d6
-->
--> Form: Can of spray paint modified to spray from three different nozzles
-->
--> Effect: Depending on which nozzle is used, the color cannon has the following effects with a successful attack roll by
--> the user.
-->
--> Fear. Sprays a target within short range with a beam of color that frightens them so badly that they flee for a number
--> of rounds equal to the artifact level.
-->
--> Stun. Sprays a target within short range with a beam of color that stuns them for one round, making them lose their
--> next action.
-->
--> Tag. Tags a target within long range with a symbol. All tasks involving tracking, following, and finding that target
--> are eased for the next day. No matter where the symbol lands, the tag still works (for example, if the target's shirt
--> is tagged, the tag works even if they remove their shirt).
--
--Depletion: 1 in 1d20
--
--Combat Glasses
--
--> Level: 1d6 + 2
-->
--> Form: Pair of stylish sunglasses
-->
--> Effect: The glasses analyze a foe and display information about the best places to strike them as well as how best to
--> avoid their incoming attacks. If the user spends an action to allow the glasses to analyze a chosen foe, they gain an
--> asset in both melee attacks and Speed defense rolls against the foe. They must take a separate action to analyze each
--> foe, and the glasses can only assist against one foe at a time.
--
--Depletion: 1 in 1d6 (check after each foe)
--
--Crow Friend
--
--Level: 1d6 + 4
--
--Form: Pocket-sized figurine of a crow, its feathers worn from being lovingly petted over time
--
--Effect: For as long as the user carries the figurine on their person and does not actively harm, scare, or otherwise
--offend any living corvids, a flock of crows may show up randomly once per day to assist them. The crows arrive on their
--own time and act as crows do, attempting to help the user in the way that they deem most useful, such as dropping stones
--on a foe's head, warning them of incoming dangers, bringing them a snack, and so on.
--
--Depletion: 1 in 1d00 (roll each time the crows arrive)
--
--Crown of the High King
--
--Level: 1d6 + 3
--
--Form: Pair of over-the-ear headphones that sparkle in the light
--
--Effect: When worn, the headphones provide the user with an enhanced sense of elegance, power, or status. Other people
--find themselves drawn to the user in the hopes of helping them, granting their wishes, and treating them like the
--royalty they obviously are. All social interactions are eased.
--
--Depletion: 1 in 1d00 (roll each day)
--
--Dragon Pen
--
--> Level: 1d6 + 2
-->
--> Form: Quill made from a green feather
-->
--> Effect: The user can dip the pen in ink and draw an object or creature, which becomes real for one minute. The object
--> or creature's level is half the artifact's level, +1 level if the user is trained in drawing, or +2 levels if the user
--> is specialized in drawing. Once released from the page or surface it was drawn upon, the object or creature swells
--> until it reaches the appropriate size, but it grows no bigger than an immediate distance in width, depth, and height.
--> If a creature is made, it does the bidding of the user.
-->
--> Someone familiar with magic made from drawings or illustrations, such as someone who has the Inks Spells on Skin
--> focus, can use the pen as part of casting their spells, easing the task of casting the spell.
--
--Depletion: 1 in 1d10
--
--Eau de Blood of Monsters
--
--> Level: 1d6 + 4
-->
--> Form: Red crystal bottle filled with amber perfume
-->
--> Effect: This perfume is specially created to be used by a single person. To activate it for the first time, the user
--> must put a single drop of their blood into the bottle, incorporating their own scent into that of the perfume. The
--> result smells amazing to them but is not noticeable to anyone else.
-->
--> After that, whenever the user applies the perfume, it provides +2 Armor (+3 if the artifact is level 9 or higher).
--> Each application lasts for ten minutes per artifact level, and it's an action to reapply the perfume.
-->
--> Anyone else who attempts to wear the perfume quickly realizes it smells awful on their skin, and they take 1 point of
--> damage.
--
--Depletion: 1 in 1d20
--
--Ecosensitive Fridge Magnets
--
--Level: 1d6
--
--Form: Set of refrigerator magnets (two of each letter and two of each number 0 through 9) made out of bone or wood
--
--Effect: Ghosts, haunts, wraiths, poltergeists, and other spectral creatures can move these objects as easily as a human
--can, using them to spell out messages visible to anyone in the area. Usually, the magnets are also enchanted so these
--creatures can't remove them from the surface they're attached to (preventing the creatures from stealing, hiding, or
--throwing them).
--
--Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
--continue to function
--
--Flying Carpet
--
--Level: 1d6 + 1
--
--Form: Small woven rug, large enough for several people to sit on
--
--Effect: The carpet flies a long distance each round, carrying up to five passengers. It flies for up to ten hours per
--activation. When traveling overland, the artifact can achieve a flying speed of 60 miles (97 km) per hour.
--
--Depletion: 1 in 1d20
--
--Gift from the Fairy Queen Level: 1d6 + 2
--
--Form: Glass eye that shines with a beautiful inner light
--
--Effect: Looking through the glass eye allows the user to see anything that's hidden or invisible, including magic, up to
--the level of the artifact. If they have the glass eye surgically or magically implanted (a task equal to the artifact
--level), they also gain an asset in using magic in all its forms, including crafting, combat, and defenses.
--
--Depletion: —
--
--Goodest Gargoyle
--
--> Level: 1d6 + 2
-->
--> Form: Small lapel pin of a winged, grinning gargoyle
-->
--> Effect: Once activated, this gargoyle grows to the size of a human. It follows within a few feet of the user and
--> attacks anyone or anything within immediate range that attacks it or the user. The gargoyle attacks with a powerful
--> blast of water that deals damage equal to its level. The gargoyle lasts for a day.
--
--Depletion: 1 in 1d20
--
--Harrowing Blade Level: 1d6 + 1
--
--Form: Long black blade with a carved stone handle
--
--Effect: A successful attack with the blade doesn't inflict physical damage. Instead, it fills the foe's mind with dark
--and dangerous thoughts, inflicting 4 points of Intellect damage (6 points if the artifact Is level 5 or higher) that
--ignore Armor. The foe does not need to be corporeal for the attack to be successful.
--
--Depletion: —
--
--History's Fickle Hands
--
--> Level: 1d6
-->
--> Form: Watch with a beautiful leather band and silver face whose hands and numbers move in a seemingly random order
-->
--> Effect: The watch works as a two-way communication device to someone in the past whose level is equal to or less than
--> the artifact level. A screen opens up on the watch face that allows the user to see the person and interact with them.
--> The person isn't compelled to interact with the user, and the user's interaction with them doesn't change anything in
--> the present or future. The connection stays open for ten minutes per artifact level.
--
--Depletion: 1 in 1d6
--
--Keys of Close to You
--
--Level: 1d6 + 4
--
--Form: Two small gold keys, each with a simple bow
--
--Effect: When activated by two people standing together, the bows of the keys magically adjust to create an abstract
--representation of the two users' relationship. At any time, one of the users can teleport themselves to the other person
--instantly, from up to 50 miles (80 km) away. For this to work, both people must have their key on their person, and
--there must be no magical barriers in place that are higher level than the artifact.
--
--Depletion: 1 in 1d20 (check each teleportation)
--
--Living Copycat
--
--Level: 1d6
--
--Form: Collection of metal magnets in a small tin
--
--Effect: If the user spends about an hour shaping the metal magnets into a copy of a living entity they've seen or have
--an image of, such as a human, cat, or dragon, the living metal takes the shape of that entity (albeit at about a tenth
--of its size). The copycat does and says everything that the living entity is doing, at the moment that they're doing it.
--The copycat lasts for ten minutes per artifact level, after which it returns to a collection of magnets.
--
--Depletion: 1 in 1d20
--
--Magician's Protective Amulet
--
--Level: 1d6 + 2
--
--Form: Silver medallion bearing several magical symbols
--
--Effect: The wearer's defense rolls against spell attacks are eased (by two steps if the artifact level is 7 or higher).
--
--Depletion: 1 in 1d20 (check each spell attack)
--
--Malware Genie
--
--Level: 1d6 + 2
--
--Form: Thumb drive with the image of a lamp engraved on it
--
--Effect: Inserting the thumb drive into a device produces the avatar of a genie who grants the user a single wish. The GM
--assigns a level to the wish, so the larger and more difficult the wish, the more difficult it is to have the wish
--granted. Generally, a wish such as gaining an asset or inexpensive item is level 1, and a wish for an expensive item or
--for a foe to vanish is level 7. The genie cannot grant a wish above its level. The genie can grant only one wish per
--day.
--
--Depletion: 1 in 1d6
--
--Meatboy
--
--Level: 1d6
--
--Form: Ring with a generic human face design
--
--Effect: The ring creates a "meatboy," a level 1 lifelike simulation of a human, who appears within immediate range. The
--meatboy has only a limited vocabulary and ability to reason. It does as the user instructs for one minute, then slumps,
--melts into reddish goo, and vanishes.
--
--Depletion: 1 in 1d20
--
--My Friend Lockness
--
--Level: 1d6 + 3
--
--Form: Silver lapel pin in the shape of the Loch Ness monster
--
--Effect: When activated, the back of the pin opens up to reveal a number of helpful miniature tools, including a
--lockpick, tweezers, screwdriver, and so on. Using the pin provides an asset in both magical and mundane tasks such as
--lockpicking and crafting. In addition, it allows the user to perceive items, creatures, spells, and doors that would
--normally be hidden by easing their perception tasks by two steps (three steps if the cypher is level 7 or higher).
--
--Depletion: 1 in 1d00
--
--Pearls of Your Grandmother, the Witch
--
--Level: 1d6 + 2
--
--Form: Elegant necklace made of pearls with unusual colors and shapes
--
--Effect: Wearing the necklace eases all crafting tasks (including crafting magic cyphers and artifacts). Tasks that
--involve finding, sourcing, locating, and purchasing craft-related items are also eased.
--
--Depletion: —
--
--Poor Magician's Lunchbox
--
--Level: 1d6
--
--Form: Small metal lunchbox with an illustration of a person enjoying a picnic lunch
--
--Effect: The lunchbox creates a set of sturdy compostable utensils and a compostable bowl filled to the brim with a
--bland-tasting porridge that provides enough nutrition for one person for one day (enough for two people if the artifact
--is level 5 or higher). The porridge is non-allergenic, gluten free, dairy free, meat free, and cruelty free.
--
--Depletion: 1 in 1d10
--
--Rainbow Suspenders
--
--Level: 1d6
--
--Form: Bright rainbow suspenders that adjust to fit the wearer perfectly
--
--Effect: When worn and visible, the suspenders provide an asset to all positive social interactions. In addition, they
--provide +1 Armor against Intellect damage.
--
--Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
--
--Ring of Reflected Bullets
--
--Level: 1d6
--
--Form: Red gold ring engraved with a chaotic bullet pattern
--
--Effect: When targeted with a ranged attack from a firearm that fires bullets, the wearer can attempt a hindered Speed
--defense roll. If the roll succeeds, the bullet rebounds before hitting the wearer and immediately returns to the sender,
--effectively granting the wearer a free attack against the shooter fired from the shooter's weapon. The wearer is
--practiced with this attack.
--
--Depletion: 1 in 1d20
--
--Scarf of Love and Death
--
--> Level: 1d6
-->
--> Form: Hand-knitted scarf with a tag that says MADE WITH LOVE
-->
--> Effect: When activated, the scarf can do one of two things (chosen by the user). The scarf must be reactivated to
--> switch the effect.
-->
--> Love: Creates a magical shield around the user for one hour, during which time they gain +2 Armor (+3 Armor if the
--> artifact is level 5 or higher).
-->
--> Death: For the next hour, each time the user attacks someone in short range, the scarf snaps out in that same action
--> and inflicts 2 additional points of damage (3 points if the artifact is level 5 or higher).
--
--Depletion: 1 in 1d20 (roll each activation)
--
--Song of the Siren
--
--> Level: 1d6 + 3
-->
--> Form: Safety whistle in the shape of a woman with bird wings and a fish tail
-->
--> Effect: Blowing into the whistle creates no sound, but instead causes a siren to appear. The siren sings a brief song.
--> The user chooses a number of targets within long range who can hear it equal to the artifact level. The user makes an
--> Intellect attack against each; affected targets each take 3 points of Intellect damage (ignores Armor).
--
--Depletion: 1 in 1d6
--
--Speed Readers
--
--> Level: 1d6
-->
--> Form: Reading glasses with blue-hued lenses
-->
--> Effect: Allows the user to quickly read and understand almost anything within short range, such as a book, long
--> article, important document, and so on, even if it's not in a language they know. Reading something usually takes at
--> least a few rounds, depending on the length of the item.
-->
--> For the next ten minutes per artifact level, the user remembers everything they read perfectly, and if they take any
--> actions pertaining to that knowledge, their task is eased. At the end of that time, all of their newly gained
--> knowledge disappears. They can only use the speed readers on the same item once.
--
--Depletion: 1 in 1d20
--
--Tattoo of the Tiger
--
--Level: 1d6 + 2
--
--Form: Tattoo of a nonmagical creature, such as a tiger, spider, domesticated dog, raven, or horse
--
--Effect: Allows the user to shapeshift into the form of the creature depicted in the tattoo. The creature is nearly
--impossible to tell from other creatures of its ilk, meaning it's the same size, moves the same way, vocalizes the same
--way, has the same coloration, and so on. Once shapeshifted, the user can only do things that the creature could do in
--its normal state, such as run, roar, fly, swim, and so on. They cannot do things as a human would, but they could talk
--as a raven might talk, use a device as a primate might, and so on. The shapeshifted user otherwise retains their base
--stats. The form lasts for ten minutes per artifact level.
--
--Depletion: 1 in 1d20
--
--> Because tattoo artifacts are magical, they can be transferred from one person's skin to another's. For example, if a
--> character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
--> their body.
--
--Tattoo of Tomorrow's Edge
--
--Level: 1d6 + 3
--
--Form: Tattoo of a skull, bones, or other body part with ink made from ashes of the dead
--
--Effect: Each time the user would die, the tattoo brings them back to life and restores 5 points to each of their Pools.
--However, all of their Pools are permanently reduced by 1 each time.
--
--Depletion: 1 in 1d6
--
--Tattoo of True Shot
--
--Level: 1d6
--
--Form: Tattoo of a projectile, such as a bullet, arrow, or spear, crafted with ink made with blood
--
--Effect: Adds +1 damage to all of the user's successful ranged attacks that are made with physical weapons, such as a
--bow, gun, or throwing knife.
--
--Depletion: 1 in 1d10
--
--Time is a Circle
--
--> Level: 1d6 + 4
-->
--> Form: Watch with no face and no hands
-->
--> Effect: The user can tell the watch what time it is, and it will be that time for them and only them. The watch face
--> shows them a video of what they were experiencing in the past or will experience in the future (depending on what time
--> they chose). The user cannot change anything about the experience, but they can replay and slow down the video. The
--> video lasts for a number of minutes equal to the artifact level and disappears after. Note that while the video of the
--> past is always accurate, the video of the future shows one of many possible futures and may not come true.
--
--Depletion: 1 in 1d6 (roll each use)
--
--Umbrella of No-Touch
--
--> Level: 1d6 + 3
-->
--> Form: Umbrella that folds down to the size of a credit card
-->
--> Effect: When opened, the umbrella grants the user protection from more than just the rain for one minute. Any creature
--> attempting to come within immediate distance of the user stops short and their turn ends if their level is equal to or
--> less than the umbrella's. PCs gain an Intellect defense roll to overcome the effect.
--
--Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
--
--Vanity of the Vanities
--
--> Level: 1d6
-->
--> Form: Handheld mirror or small vanity with a special button shaped like a crown
-->
--> Effect: The user activates the artifact by pressing the button and staring into the mirror for one minute. As long as
--> they do some type of personal grooming (such as showering, getting dressed, or applying makeup) within short range of
--> the vanity, no time passes for them, allowing them to spend as much time as they need to get ready.
--
--Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
--it continues to function as a normal mirror
--
--Witch Wand Level: 1d6
--
--Form: Wooden wand of exceptional quality
--
--Effect: This wand grants its wielder an asset on attack rolls with spells cast while holding it.
--
--Depletion: —
--
--Witch's Broom
--
--Level: 1d6 + 2
--
--Form: Long wooden broom
--
--Effect: As a flying vehicle, the broom can be ridden a long distance each round. On extended trips, it can move up to
--100 miles (160 km) per hour.
--
--The bearer can call upon the broom to grant them a powerful hallucinogenic state that lasts for four hours, during which
--time all tasks are hindered. After the hallucinations end, the bearer's Intellect tasks are eased for the next ten
--minutes.
--
--Depletion: 1 in 1d20
--
--Wonder Onesie
--
--Level: 1d6 + 4
--
--Form: Adult onesie in the form of an animal, imaginary creature, or other entity that adjusts to fit the wearer
--perfectly.
--
--Effect: When worn, the onesie acts as light armor, but grants an additional +1 Armor (+2 if the artifact is level 9 or
--higher) in addition to the 1 Armor that light armor typically provides. Additionally, the user has an asset on all
--Intellect defense rolls.
--
--Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
--ability, after which it still functions as armor.)
--
--Your Mama's Biker Jacket
--
--Level: 1d6 + 4
--
--Form: Well-loved and well-worn leather jacket with the patch of a large winged creature on the back
--
--Effect: When worn, it makes the user appear tough and badass, providing an asset to all interactions involving coercion,
--persuasion, fear, and intimidation. Roll a d6 to determine the jacket's secondary ability.
--
--Depletion: — for the main effect, 1 in 1d10 for the secondary ability (check each use)
--
--
--
--
--
--
--
--
--
--
--
--1-2 |
--Metal spikes appear along the sleeves,
--shoulders, and back, providing +1 Armor and +1 damage on unarmed attacks for a number of rounds equal to the artifact
--level. |
--
--
--3-4 |
--The wings of the creature emerge from the back of the jacket, allowing the wearer to fly for a number of rounds
--equal to the artifact level. |
--
--
--5-6 |
--The jacket taunts a foe selected by the wearer within short range for one minute. If the wearer succeeds on an
--Intellect attack, the foe selectively targets the wearer over other enemies for the duration. The wearer gains an asset
--on combat tasks, such as attacking and
--defending, for a number of rounds equal to the artifact level. |
--
--
--
--
--### FANTASY ARTIFACTS
--
--If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
--be used over and over again—swords, armor, tomes of weird magic, cloaks of invisibility, and so on. Unlike cyphers,
--there is no limit to how many artifacts a character can bear; an entire campaign might stem from an ongoing quest to
--collect all of the legendary items carried by a famous hero.
--
--### ARTIFACT RULES
--
--Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
--When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
--the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
--never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
--recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
--item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
--temporarily
--
--### HORROR ARTIFACTS
--
--Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus
--
--the attention of monsters on a place or person) or things used to control, contain, or destroy the horrors threatening
--the main characters. The origin of the artifact is often part of the backstory of the plot: why a particular ghost is
--haunting the house, why the cultists are making human sacrifices, or why monsters keep appearing in a particular town.
--In most cases, the characters don't have to know how these things work, how they were made, or what sort of creature
--(alien, demon, ghost) is responsible—an artifact is merely a tool that gives the PCs a chance to survive the threat, or
--the thing that must be destroyed to make everything safe again (see the Bad Penny module).
--
--Because one of the interesting aspects of horror is mixing genres, you should feel free to incorporate any of these
--artifacts into your horror game even if they're traditionally associated with different genres; it'll give your game a
--unique twist and give you many additional ways to scare the PCs and players. For example, PCs entering the lair of a
--vampire might find a room with a dozen brain cylinders, each containing the brain of a former lover or would-be hunter,
--forever imprisoned and available for conversation whenever the vampire wants it. Or PCs dealing with an alien invasion
--find the crashed spacecraft and discover that its engine is connected to a ghost vault, using the souls of the dead as a
--power source for interstellar travel.
--
--> The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
--
--### LOVECRAFTIAN ARTIFACTS
--The stories of the mythos often feature strange books or devices (which might be magical or of
--
--exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
--your Lovecraftian game session doesn't involve these artifacts, having other characters mention them or letting the PCs
--find notes about them creates a sense of a larger world filled with unknowable horrors. Appropriate items in this
--chapter are:
--
--• Brain cylinder
--
--• Necronomicon
--
--• Pnakotic Manuscripts
--
--• Shining trapezohedron
--
--### HORROR ARTIFACTS
--
--### BOOK OF THOTH
--
--Level: 1d6 + 2
--
--Form: Bundle of Ancient Egyptian scrolls
--
--Effect: This Egyptian funerary text is thought to have been authored by Thoth himself, the wisest of the Egyptian gods.
--It usually contains several spells, but its greatest power is a ritual that can revive a mummy (whether an inert mummy
--or an animate undead one) as a living immortal human being. The ritual requires an intact mummy, its canopic jars (or
--suitable replacements), and a human sacrifice whose level is equal to the target mummy's level. The ritual takes one
--hour to perform and costs Might, Speed, and Intellect points equal to the target mummy's level.
--
--Depletion: —
--
--### BRAIN CYLINDER
--
--Level: 1d6 + 2
--
--Form: Metal cylinder with three exterior ports
--
--Effect: This device is designed to hold and preserve an intelligent brain, keeping it alive indefinitely. The brain must
--first be surgically extracted from its natural housing (typically
--
--a level 6 surgical task requiring an hour), then placed in the cylinder, saturated with a nutrient bath, and sealed
--shut. The brain is wired to three ports on the cylinder's exterior, which can be connected to external machines that
--allow it to see and hear, as well as speak through a voice synthesizer. The cylinder is immune to vacuum and cold,
--allowing it to be carried through space without harming its precious contents. The cylinder grants the brain 3 Armor,
--but
--
--the brain is otherwise helpless, unable to perform physical actions, and completely blind and deaf if disconnected from
--its machines. Deprived of the illusion of physical stimuli, a human brain trapped in a cylinder is likely to go insane
--after weeks or months.
--
--Depletion: 1 in 1d6 (check each year)
--
--Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
--want to study humans.
--
--### CURSED VIDEO
--
--Level: 1d6 + 2
--
--Form: DVD, film, thumb drive, or videocassette
--
--Effect: Anyone who watches this disturbing video must make an Intellect defense roll against the level of the artifact
--or become cursed. A cursed victim becomes haunted by a malevolent spirit and begins to experience strange phenomena,
--which eventually kills them. The curse can simultaneously affect a number of people equal to the artifact level (which
--prevents it from starting a curse epidemic by being broadcast or posted online where thousands of people can see it at
--once).
--
--For some cursed videos, a victim can free themselves of the curse by making another person watch the video, thus passing
--the curse on to a new victim.
--
--Depletion: —
--
--### DEMON PUZZLE
--
--Level: 1d6 + 4
--
--Form: Crystal or device
--
--Effect: Solving the puzzle creates a beacon or portal that draws a demon (or other extradimensional entity) to the
--user's location. The demon's level is equal to the artifact's level. Depending on the intent of the puzzle's creator and
--the nature of the demon summoned, the demon might perform a service for the user, attack the user, try to drag the user
--back to its home dimension, or leave to do whatever it wants. (Solving the puzzle is part of the action of activating
--the artifact and doesn't require a roll, as it wants to be solved this way.) Instead of using the artifact to summon a
--demon, the user can attempt to solve the puzzle in a different way, which forces a demon back to its native dimension.
--The user must make an Intellect roll with a difficulty equal to the artifact's level. If successful, the user banishes a
--demon within short range whose level is lower than the artifact's level.
--
--There are similar artifacts that instead summon or banish ghosts, Lovecraftian horrors, or other strange creatures, with
--similar risks.
--
--Depletion: 1 in 1d100
--
--### GHOST VAULT
--
--Level: 1d6 + 4
--
--Form: Large immobile machine Effect: When used in conjunction with a ghost trap, this machine can imprison multiple
--ghosts (including spirits, phased beings, and similar creatures) for an indefinite amount of time. The total level of
--ghosts it can store is equal to its level × 20 (so a level 5 vault can hold 100 levels of ghosts). The vault can be used
--as a ghost trap, but doing so triggers a depletion roll. If the vault is disconnected from its power supply, destroyed,
--or depletes, the imprisoned ghosts are freed, initially at a rate of one per round but quickly speeding up so that all
--of them are free within a couple of minutes.
--
--Depletion: 1 in 1d20 (check each month)
--
--### HUMAN SUIT
--
--Level: 1d6
--
--Form: Folds of cloth and fleshlike substance (inactive) or a specific human individual (active)
--
--Effect: The wearer of a human suit is completely disguised as a specific human individual; their disguise task to
--pretend to be that human is eased by five steps. A human suit is usually no one in particular; each suit is designed to
--allow the wearer to adopt a new human persona, not pretend to be someone famous. A suit's technology is such that it
--adapts to fit a wearer ranging from half the size of a normal human to one that is almost the same size (including
--another human). Human suits usually come with attached clothing.
--
--Depletion: 1 in 1d20
--
--### MONKEY'S PAW
--
--Level: 1d6
--
--Form: Mummified monkey's paw
--
--Effect: This cursed object will grant three wishes to the user, but each wish always has terrible consequences. A wish
--for wealth might mean a friend dies and leaves the user some money in a will. A wish for a dead person to return to life
--might turn them into a zombie. A wish for knowledge might grant specialization in one subject but inabilities in all
--others. No matter how clever the user thinks they are or how precisely they word their wish, the result is always
--fulfilled in a way that makes them regret using the artifact. The monkey's paw is limited to affecting things of its
--level or lower. For example, a level 3 monkey's paw could be used to wish for the death of a level 3 enemy, destroy a
--level 3 barrier, resurrect a dead level 3
--
--person, and so on.
--
--Depletion: 1 in 1d6
--
--### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
--
--Level: 1d6 + 4
--
--Form: Grimoire (no reader can long keep the book's exact form in memory)
--
--Effect: A reader who understands Latin can use this grimoire to accomplish a wide variety of occult operations, all of
--which risk their sanity. Indeed, one must be a little insane or at least naive to use this tome, given its storied
--history. That said, the uses a reader can put the Necronomicon to include the following.
--
--• Reference. The grimoire eases by three steps any task related to knowledge of Lovecraftian realms, entities, objects,
--and related subjects.
--
--• Spellbook. The grimoire contains a variety of horrifying spells and rituals, which a reader can attempt to cast by
--incanting from the tome. They range from simple curses and spells to speak to the dead all the way up to death spells
--and the summoning of Lovecraftian entities. The GM can let the player describe the kind of spell desired, and then
--decide if it exists in the Necronomicon. If it does, the spell also likely has an unintended side effect, such as
--infecting a nearby object or friend with a demonic entity, killing a pet, or driving a nearby NPC insane.
--
--Each time the reader references the grimoire or casts a spell from it, the disturbing imagery, phrasing, and general
--evil nature require them to make a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of
--Intellect damage, descend one step on the damage track, and take one other action (determined by the GM) motivated by
--insanity. On a successful roll, they still take 2 points of Intellect damage.
--
--There may be damaged copies of the Necronomicon in Greek and a handwritten version that was poorly translated into
--English and exists only in fragments. Supposedly the original Arabic version was lost or destroyed in a fire.
--
--Depletion: —
--
--### PNAKOTIC MANUSCRIPTS
--
--Level: 1d6 + 2
--
--Form: Tome with stony plates binding a sheaf of parchment
--
--Effect: When a user reads aloud from the manuscripts, they can create either of the following effects, both of which put
--them at risk:
--
--• Contact the mind of a powerful godlike being. The user must make
--
--a difficulty 5 Intellect defense roll. On a failed roll, they take 5 points of Intellect damage, descend one step on the
--damage track, and take one other action (determined by the GM) motivated by insane panic. On a successful roll, they
--take 2 points of Intellect damage and learn the answer to one question, no matter the scope, from the mind contacted.
--
--• Close a portal to a Lovecraftian planet or dimension. This requires reciting a chant from the book and might require
--an object that somehow relates to the portal (such as a piece of a creature from the destination). The user must make a
--difficulty 5 Intellect defense roll each round they chant from the manuscript. On a failed roll, they take 4 points of
--Intellect damage. On a successful roll, they take 2 points of Intellect damage and make progress toward closing the
--portal. A typical portal requires ten successes to close it. Another person can take over the chant if the previous
--person stops, but the first Intellect defense roll for their chanting is hindered.
--
--Depletion: —
--
--### SHINING TRAPEZOHEDRON
--
--Level: 1d6 + 3
--
--Form: Black spherical stone with red streaks and many irregular facets
--
--Effect: Summons a messenger of
--
--the Outer Gods (powerful and dangerous Lovecraftian entities): a bat-like, three-eyed creature called the Haunter of the
--Dark. The messenger can show its summoner wonders of the universe or teach them spells, but it requires human
--sacrifices, and if allowed to roam, it will hunt and commit murder. The stone is usually stored in a strangely angled
--hinged box made of yellow metal, decorated with carvings of weird alien beings.
--
--Haunter of the Dark: level 6, magical knowledge and stealth as level 8; inflicts 6 points of Intellect damage;
--automatically banished in any light stronger than dim light
--
--Depletion: —
--
--### SILGARHO BULLET
--
--Level: 1d6
--
--Form: Hollow-point bullet
--
--Effect: Silgarho (sil-gar-o) bullets are custom-made hollow bullets filled with a mixture of powdered silver (sil),
--garlic (gar), and holy water (ho), and sealed at the top with wax. They are designed to have an extra effect against
--vampires who have aversions to one or more of these substances. The bullet breaks open when it hits, scattering these
--materials into the wound. A silgarho bullet inflicts +1 point of damage and hinders the target's actions for one round
--(this extra damage and hindered step is for each substance in the bullet that the vampire is averse to). Alternatively,
--the bullet can be fired against a hard surface such as a wall or floor, creating a cloud of dispersed material an
--immediate distance across, which lasts for one or two rounds and affects (for one round) any averse vampire who passes
--through it. Silgarho bullets are safe for vampires to handle—it's only when broken open that they cause reactions.
--
--One advantage of a silgarho bullet over a destructive cypher is that the bullet doesn't count toward your cypher limit.
--
--Depletion: Automatic
--
--### SPIRIT BOARD
--
--Level: 1d6
--
--Form: Weathered, flat piece of wood inked with letters and numbers
--
--Effect: Unlike the mass-produced parlor game, this handcrafted wooden board has the power to contact the spirit world.
--One or more people put their fingers on a wooden planchette and allow a supernatural force to move it around the board,
--spelling out words to answer questions from the participants. Each minute that the artifact is used, the users can ask
--one question from the spirits and get a general answer if one of them makes an Intellect roll (this might be modified by
--any skills or abilities the user has relating to ghosts or the supernatural); other participants can help with this
--task. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally,
--knowledge that could be found by looking somewhere other than the current location is level 1, and obscure knowledge of
--the past is level 7; gaining knowledge of the future is normally impossible.
--
--Usually the spirits contacted by the board are benign or indifferent and will answer honestly. Sometimes the users
--contact a mischievous spirit who gives answers that are lies or half-truths for the sake of its own amusement, or
--perhaps to give the users a scare. However, there is always a chance that a hostile spirit (such as a demon or vengeful
--ghost whose level is equal to the artifact level) takes over the interaction. This may occur if there is a GM intrusion
--while using the board, if the question asked is too difficult for the contacted spirits to answer, or if the users fail
--to end the session by using the planchette to indicate "goodbye." A hostile spirit's answers are a mix of lies,
--contentious ambiguities, frightening predictions, and threats; it may choose to remain in the area for a while and haunt
--the participants.
--
--Depletion: 1 in 1d100 (check each session)
--
--### EQUIPMENT
--
--### MODERN FANTASY EQUIPMENT
--
--In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
--available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
--expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
--real-world item because items used with magic usually require higher quality or specific materials.
--
--Inexpensive Items
--
--| Item | Notes |
--|------------------------|-------------------------------------------------------|
--| Bottle | |
--| Bowl | |
--| Box | |
--| Candle | |
--| Candle Holder | |
--| Crystals | |
--| Figurine | |
--| Fresh or dried flowers | |
--| Incense | |
--| Mason Jar | |
--| Metal needles | |
--| Mortar and pestle | Required for some magic and crafting |
--| Pendulum | |
--| Poster | Diagrams of herbs and medicinal plants |
--| Sealing wax | Used in some rituals and for sealing letters |
--| Seashells | |
--| Smudging stick | For cleansing an area and warding off negative energy |
--| Tea | |
--
--Moderately Priced Items
--
--| Item | Notes |
--|-------------------------|-------------------------------------------------------|
--| Altar | Required for some rituals |
--| Altar cloth | Required for covering a ritual altar |
--| Artwork | Painting, drawing, or a high-quality print |
--| Athame | Required for some magic |
--| Boline | Required for some magic |
--| Broom | |
--| Chalice | Required for some magic |
--| Crystal ball | Nonmagical sphere, required for some divination magic |
--| Decorative headband | Antlers, branches, flowers, and so on |
--| Drinking horn | Required for some magic |
--| Formal cloak | |
--| Grimoire | Notebook for magical information |
--| Jewelry | |
--| Lantern | |
--| Old book | Asset on knowledge related tasks |
--| Plant | Provides herbs or supportive energy |
--| Pouch | Leather or velvet |
--| Rune set | Required for some divination spells |
--| Set of small stones | Required for some magic |
--| Signet | For use with sealing wax |
--| Skull (human or animal) | |
--| Spirit board | |
--| Staff | |
--| Tarot deck | |
--| Vintage clothing | |
--| Wand | |
--
--Expensive Items
--
--| Item | Notes |
--|-------------------------------|--------------------------------------|
--| Cauldron | Required for some magic and crafting |
--| Cloth canopy | For covering a meditation corner |
--| Cloth tapestry | |
--| Frog pond | Labor and materials to build one |
--| Wedding dress (off the shelf) | |
--
--Many items in these lists are magical implements used with casting spells and performing rituals, but don't have a
--specific purpose in the rules. The GM may decide that certain abilities or kinds of abilities require them or are
--hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
--board for a ritual to talk to a dead person.
--
--### MODERN FANTASY CRAFTING MATERIALS
--
--An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
--more price categories higher.
--
--Often, a material with sentimental value to the magician is worth one price category more than its default value.
--
--Inexpensive Materials
--
--• Base metals (copper, aluminum, iron, and so on)
--
--• Beer
--
--• Book (fiction, history)
--
--• Candle
--
--• Cheese
--
--• Clay or ceramic
--
--• Coffee
--
--• Combustible fuel (lamp oil, kerosene, gasoline)
--
--• Common animal (chicken, cow, tuna) parts, non‑renewable\*
--
--• Common animal parts (chicken, cow, tuna), renewable\*
--
--• Common fabric (denim, linen, polycotton, polyester, quilting cotton, wool)
--
--• Common stone (granite, sandstone, slate)
--
--• Common wood (pine, hemlock)
--
--• Dry food goods (nuts, beans, grains)
--
--• Edible mushrooms
--
--• Eggs
--
--• Flowers or flower petals
--
--• Fruit or vegetables
--
--• Glass
--
--• Hard alcohol
--
--• Houseplant
--
--• Human hair or nails
--
--• Ink
--
--• Leaves
--
--• Meat
--
--• Ornamental stones (agate, obsidian, quartz, turquoise)
--
--• Paint
--
--• Pastries
--
--• Plant-based drug (aspirin, opium, tobacco, cannabis)
--
--• Roots
--
--• Rubber
--
--• Salt
--
--• Sand
--
--• Seawater
--
--• Smoke
--
--• Soil or mulch
--
--• Sugar
--
--• Tea
--
--• Water
--
--• Wax
--
--• Wine
--
--Moderately Priced Materials
--
--• Book or textbook
--
--• Custom seal matrix (such as a family crest or a magician's personal rune)
--
--• Dust from an outdoor wedding
--
--• Earth from a grave
--
--• Fine fabric (cashmere wool, heirloom-quality linen, merino wool, silk satin)
--
--• Fine stone (marble)
--
--• Fine wood (oak, juniper, mesquite, redwood)
--
--• Firearm
--
--• Human blood
--
--• Human teeth
--
--• Incense
--
--• Knife
--
--• Lantern
--
--• Leather
--
--• Live music
--
--• Mushrooms (hallucinogenic, poisonous)
--
--• Musical instrument
--
--• Noble gas (helium, neon, argon)
--
--• Painting
--
--• Semi-precious stones (jasper, moonstone, onyx)
--
--• Shoes
--
--• Small sculpture
--
--• Stone from a grave marker
--
--• Sword
--
--• Uncommon animal (monkey, snake, lizard) parts, non-renewable\*
--
--• Uncommon animal (monkey, snake, lizard) parts, renewable\*
--
--• Water from a hot spring
--
--• Well water
--
--Expensive Materials
--
--• Air from a mountaintop
--
--• Bottled lightning
--
--• Cypher, level 1–5
--
--• Exotic animal (elephant, reindeer, tiger) parts, non renewable\*
--
--• Exotic animal (elephant, reindeer, tiger) parts, renewable\*
--
--• Exotic wood (manzanita, sequoia)
--
--• Flame kindled from a burning house
--
--• Flame kindled from a funeral pyre
--
--• Human bones
--
--• Human organs
--
--• Meteorite
--
--• Pearl
--
--• Precious metals (gold, silver)
--
--• Precious stones (amber, amethyst, jade, topaz)
--
--• Raindrops from a powerful storm
--
--• Stone that has been in darkness for at least a century
--
--• Wood from a used coffin
--
--• Wood from a wine cask
--
--Very Expensive Materials
--
--• Air from a person's last breath
--
--• Baby's first laugh
--
--• Cypher, level 6–10
--
--• Dream of an infant
--
--• Exotic metals (rare earths, uranium ore)
--
--• Gemstone (diamond, opal, ruby, sapphire)
--
--Exorbitant Materials
--
--• Wood from an ancient tree
--
--### FANTASY EQUIPMENT
--
--### STARTING GOLD PIECES FOR CHARACTERS
--
--Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
--
--Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
--
--Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
--
--Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
--
--### WEAPONS AND ARMOR DESCRIPTIONS
--
--Battleaxe: A wooden pole with a blade on one end.
--
--Blowgun: A long hollow tube used to shoot darts. You can fire it with one hand, but you need two hands to load it.
--
--Bow: A bent piece of flexible wood with a taut string connected to each end. It fires arrows. You need two hands to fire
--it.
--
--Broadsword: A long-bladed sword, longer than a dagger, heavier than a rapier, but not as large as a greatsword.
--
--Club: A simple bludgeon, such as a sturdy tree branch, board, or improvised weapon.
--
--Crank crossbow: A weapon similar to a light crossbow, but it has a magazine that holds five bolts. You turn a small
--crank to advance to the next bolt (this is not an action). Action to load an empty magazine with five bolts, action to
--reload the crossbow with a new magazine. It can be used as a rapid-fire weapon.
--
-- Dagger: A very short blade for stabbing or slicing.
--
--Flail: A handle with a chain on one end and a ball or spiked ball at the end of the chain.
--
--Greataxe: A larger, heavier version of the battleaxe, sometimes with two opposing blades instead of one.
--
--Greatsword: A two-handed version of the broadsword.
--
--Hammer: A wooden handle with a heavy metal head, either one-sided (like a carpenter's hammer) or two-sided (like a
--sledgehammer).
--
--Hand crossbow: A smaller and weaker version of a light crossbow. It fires crossbow bolts. You can fire it with one hand.
--You need two hands to load it.
--
--Handaxe: A light, one-handed axe that's good for melee or throwing.
--
--Heavy crossbow: A heavier, more powerful version of a light crossbow. You need two hands to fire or load it. Action to
--reload.
--
--Heavy mace: A larger, two-handed version of a mace.
--
--Javelin: A light spear that's designed to be thrown.
--
--Light crossbow: A bow with a handle and mechanism for drawing and holding the string. It fires crossbow bolts. You can
--fire it with one hand. You need two hands to load it. Action to reload. Mace: A wooden handle with a heavy metal head
--that's spherical, flanged, or knobbed.
--
--Maul: A larger version of the hammer, such as a sledgehammer.
--
--Net: A net designed for battle rather than fishing. It has metal hooks at each intersection to help catch your enemy.
--You can throw it with one hand. Action to refold it so it can be thrown again. If you hit an opponent with the net, all
--of their physical actions are hindered until they take an action to remove it.
--
--Pick: A hafted weapon with a sideways metal spike on the end, similar to a miner's tool.
--
--Polearm: Various kinds of spears, sometimes with hooks or additional blades for special purposes like tripping a foe or
--pulling an opponent from their mount.
--
--Quarterstaff: A wooden pole about 4 to 5 feet (1.2 to 1.5 m) long.
--
--Rapier: A light sword with a thin blade used for stabbing and slashing.
--
--Scimitar: A medium-length sword with a strongly curved blade.
--
--Sickle: A one-handed hafted weapon with a sharply curved blade, originally used for harvesting crops but adapted for use
--as a weapon.
--
--Sling: A small pouch connected to two cords. You put a stone or bullet (metal slug) in the pouch, hold the end of the
--cords, spin it, and let go of one of the cords to hurl the projectile. You can fire it with one hand. You need two hands
--to load it. Action to reload.
--
--Spear: A one-handed pole about 3 to 5 feet (1 to 1.5 m) long with a stabbing blade on the end.
--
--Throwing dart: A very short, light spear meant to be thrown rather than used in melee.
--
--Trident: A three-pronged spear, often used for spear fishing.
--
--Unarmed: A typical punch, kick, or other weaponless attack.
--
--Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat.
--
--### WEAPONS
--
--| Light Weapons (2 points of damage) | Price | Notes |
--|-------------------------------------|---------|---------------------------------|
--| Blowgun | 5 gp | Short range |
--| Blowgun darts (20) | 1 gp | |
--| Dagger | 2 gp | Can be thrown up to short range |
--| Hand crossbow | 75 gp | Short range |
--| Crossbow bolts (20) | 1 gp | |
--| Handaxe | 5 gp | Can be thrown up to short range |
--| Net | 1 gp | Can be thrown up to short range |
--| Rapier | 25 gp | |
--| Sickle | 1 gp | Short range |
--| Sling | 1 sp | Short range |
--| Sling bullets (20) | 5 cp | |
--| Throwing dart | 5 cp | Short range |
--| Unarmed (punch, kick, etc) | – | |
--| Whip | 2 gp | |
--| Medium Weapons (4 points of damage) | Price | Notes |
--| Battleaxe | 10 gp | |
--| Bow | 30 gp | Long range |
--| Arrows (20) | 1 gp | |
--| Broadsword | 15 gp | |
--| Club | 1 sp | |
--| Crank crossbow | 250 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Light crossbow | 25 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Flail | 10 gp | |
--| Hammer | 15 gp | |
--| Javelin | 5 sp | Can be thrown up to long range |
--| Mace | 10 gp | |
--| Pick | 10 gp | |
--| Polearm | 10 gp | |
--| Quarterstaff | 2 sp | |
--| Scimitar | 25 gp | |
--| Spear | 1 gp | Can be thrown up to long range |
--| Trident | 5 gp | |
--| Heavy Weapons (6 points of damage) | Price | Notes |
--| Greataxe | 30 gp | |
--| Greatsword | 50 gp | |
--| Heavy crossbow | 50 gp | Long range |
--| Crossbow bolts (20) | 1 gp | |
--| Heavy mace | 15 gp | |
--| Maul | 10 gp | |
--
--### RANDOM WEAPON TABLE
--
--If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
--
--| d100 | Weapon |
--|--------|----------------|
--| 01-06 | Battleaxe |
--| 07 | Blowgun |
--| 08-13 | Bow |
--| 14-20 | Broadsword |
--| 21-23 | Club |
--| 24 | Crank crossbow |
--| 25-31 | Dagger |
--| 32-34 | Flail |
--| 35-36 | Greataxe |
--| 37-42 | Greatsword |
--| 43-48 | Hammer |
--| 49 | Hand crossbow |
--| 50-55 | Handaxe |
--| 56-59 | Heavy crossbow |
--| 60-61 | Heavy mace |
--| 62-63 | Javelin |
--| 64-67 | Light crossbow |
--| 68-71 | Mace |
--| 72-74 | Maul |
--| 75 | Net |
--| 76 | Pick |
--| 77-79 | Polearm |
--| 80-81 | Quarterstaff |
--| 82-84 | Rapier |
--| 85-87 | Scimitar |
--| 88 | Sickle |
--| 89-91 | Sling |
--| 92-96 | Spear |
--| 97 | Throwing dart |
--| 98-99 | Trident |
--| 00 | Whip |
--
--> It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
--> with.
--
--### ARMOR DESCRIPTIONS
--
--You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
--Speed Effort cost of the worst one).
--
--Beastskin: An improved form of hides and furs, usually crafted from a creature with especially tough skin such as a
--giant lizard or rhinoceros.
--
--Breastplate: A fitted metal plate or set of plates that protect your torso but not your arms or legs, giving you greater
--movement than full plate at the cost of some protection.
--
--Brigandine: Long strips of metal attached to a cloth or leather backing. Often called "splint mail."
--
--Chainmail: Mail armor made from hundreds of interlocking metal rings or links. Often called "chain" or "chain armor."
--
--Dwarven breastplate: A high-quality breastplate crafted by a skilled dwarf, providing good protection and great
--mobility. Dwarven breastplate is medium armor (2 Armor) but encumbers the wearer as if it were light armor (it has a
--Speed Effort cost of 1). Not all dwarf-crafted breastplates count as this type of armor (only exceptionally skilled
--dwarven smiths know how to make it).
--
--Elven chainmail: A high-quality suit of chainmail crafted by a skilled elf, providing good protection and excellent
--mobility. Elven chainmail is medium armor (2 Armor) but is no more encumbering than a typical outfit of normal clothing
--(it has no Speed Effort cost). Not all elf-crafted chainmail counts as this type of armor (only exceptionally skilled
--elven smiths know how to make it).
--
--Full plate: A complete suit of fitted metal plates that give excellent coverage and protection against attacks. The
--joints are protected by small layered plates over flexible chain. Sometimes called "plate mail."
--
--Heavy cloth: Clothing that's heavy enough to reduce the effect of attacks against you, such as winter clothing or a
--fashionable leather outfit. Heavy cloth provides 1 Armor against piercing or slashing attacks like arrows and swords,
--but not bashing attacks like clubs or hammers. Heavy cloth doesn't have a Speed Effort cost. It can't be worn with other
--kinds of armor.
--
--Hides and furs: Made from thick or poorly cured animal skins. It's heavier and bulkier than other kinds of leather
--armor, but easier to make, especially by resource-poor crafters.
--
--Leather jerkin: Armor made of hardened pieces of leather (usually boiled or treated with chemicals) that mainly covers
--your torso. It's stiffer than leather used for clothing, but still flexible enough that you can bend and twist in it.
--Some jerkins are reinforced with metal studs (and may be called "studded leather"), and brigandine improves upon that
--concept.
--
--Padded: Cloth armor that is deliberately designed with multiple layers to be thick and protective. This is sometimes
--called "quilted armor" because it is a layer of padding sewn between two layers of cloth. Padded armor provides 1 Armor
--against piercing or slashing attacks like arrows and swords, but not bashing attacks like clubs or hammers. Padded armor
--doesn't have a Speed Effort cost. It can't be worn with other kinds of armor.
--
-- Scale: Mail armor made from overlapping scales or plates attached to a leather or cloth backing. Often called "scale
--mail."
--
--Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher
--System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit).
--
--### ARMOR
--
--| Light Armor | Armor | Speed Effort Additional Cost | Price |
--|---------------------|-----------|------------------------------|----------|
--| Heavy cloth | 1\* | 0 | 3 gp |
--| Hides and furs | 1 | 1 | 10 gp |
--| Leather jerkin | 1 | 1 | 10 gp |
--| Padded | 1\* | 0 | 5 gp |
--| Medium Armor | Armor | Speed Effort Additional Cost | Price |
--| Breastskin | 2 | 2 | 10 gp |
--| Breastplate | 2 | 2 | 400 gp |
--| Brigandine | 2 | 2 | 200 gp |
--| Chainmail | 2 | 2 | 75 gp |
--| Dwarven breastplate | 2 | 1 | 8,000 gp |
--| Elven chainmal | 2 | 0 | 8,000 gp |
--| Heavy Armor | Armor | Speed Effort Additional Cost | Price |
--| Full plate | 3 | 0 | 1,500 gp |
--| Scale | 3 | 0 | 50 gp |
--| Shield | asset\*\* | | 10 gp |
--
--\* Only against piercing and slashing attacks
--
--\*\* Using a shield provides the wearer with an asset on Speed defense tasks
--
--If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
--and padded armor should provide no Armor at all.
--
--### ADVENTURING EQUIPMENT
--
--Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
--If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
--
--Adventuring pack: Includes 50 feet (15 m) of rope, three days' iron rations, three spikes, small hammer, a set of warm
--clothes, boots, and three torches.
--
--Alchemist fire: A flask of chemicals that burst into flames upon contact with air. The flames burn out after one round.
--Can be thrown up to short range, inflicting fire damage as a light weapon (ignores Armor).
--
--Alchemist tools: A sturdy wooden case with tiny flasks, stirring rods, droppers, and other materials used in alchemy. It
--grants an asset for identifying potion cyphers and similar mysterious liquids.
--
--Bag of heavy tools: Contains a hammer, six spikes, crowbar, large tongs, chisel, and 10 feet (3 m) of strong rope.
--
--Bag of light tools: Contains a small hammer, small tongs, pliers, small pry bar, awl, lockpicks, 10 feet (3 m) of
--string, 3 feet (1 m) of metal wire, and a handful of nails.
--
--Battering ram: This sturdy plank is capped with hard metal. It provides an asset for breaking down doors.
--
--Book: A book with information on a particular topic, such as geography, history, magic, or religion. Provides an asset
--on appropriate rolls if the character reads or skims the book for at least ten minutes before attempting the task (this
--assumes the character has already read the book and is looking for relevant information).
--
--Caltrops, bag: A bag of hard things you scatter on the ground to slow or injure anyone walking through an area. One bag
--covers an immediate area and makes that area count as difficult terrain. A creature can safely move through it as if it
--were difficult terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 2
--Speed defense roll or take 2 points of Speed damage (ignores Armor).
--
--Candle: A candle burns for one hour and creates dim light in an immediate area.
--
--Climbing kit: A set of crampons, pitons, ropes, and tools. Provides an asset on climbing tasks.
--
--Crowbar: This bent length of metal grants an asset on tasks to open doors, treasure chests, and similar objects.
--
--Disguise kit: Makeup, simple prosthetics, and a wig or two, suitable for disguises for a theatrical production. Provides
--an asset on disguise tasks. Some parts are reusable, but the kit runs out after about five uses.
--
--Healing kit: A collection of bandages, needles, thread, and basic medicines. Provides an asset on healing tasks. Some
--parts are reusable, but the kit runs out after about five uses.
--
--Lamp: A hollow container filled with oil that slowly burns to provide light (often resembling a "genie lamp"). A lamp
--creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to four
--hours on 1 pint (.5 L) of oil. If dropped, it might spill oil, break, or both.
--
--Lantern: An improved version of a lamp, with a wick that draws oil and glass or metal panes to protect it from wind. A
--lantern creates normal light in an immediate area and dim light out to the short area beyond that. It burns for three to
--four hours on 1 pint (.5 L) of oil. If dropped, it is less likely to spill than a lamp.
--
--Lockpicks: Also known as thieves' tools, this set provides everything a skilled person needs to pick locks and disarm
--traps.
--
--Manacles: Metal or heavy wooden restraints that hold an enemy's wrists or ankles in place and are secured with a pin. A
--common set of manacles is level 5.
--
--Oil: A pint (.5 L) of lamp oil in a leather flask. It burns for three to four hours in a lantern or lamp. If prepped
--with a burning wick, it can be thrown, inflicting fire damage as a light weapon (ignores Armor). If poured on a flat
--surface, it makes an immediate area slippery. A creature can safely move through the oil slick as if it were difficult
--terrain (half speed). If a creature moves through the area at normal speed, they must make a difficulty 3 Speed defense
--roll or slip on the oil and fall prone. Lighting the oil slick makes it burn for one or two rounds and inflicts 1 point
--of fire damage (ignores Armor) on anyone in or moving through the area.
--
--Signal horn: This horn can be heard up to a mile away.
--
--Spyglass: This device grants an asset on perception tasks to see things at long range or longer.
--
--Tent: This has enough room for two humans or three smaller people.
--
--Torch: A wooden stick with some kind of fuel on one end (such as burlap and wax). It burns for one hour, creating normal
--light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to
--hit something
--
--### ADVENTURING EQUIPMENT
--
--| Item | Price |
--|------------------------------|-----------|
--| Acid (flask) | 25 gp |
--| Adventuring pack | 6 gp |
--| Alchemist fire (flask) | 50 gp |
--| Alchemist tools | 50 go |
--| Backpack | 2 gp |
--| Bag of heavy tools | 25 gp |
--| Bag of light tools | 10 gp |
--| Battering arm | 10 gp |
--| Bedroll | 1 gp |
--| Book | 25 gp |
--| Caltrops, bag | 1 gp |
--| Candle | 1 sp |
--| Climbing kit | 25 gp |
--| Crowbar | 2 gp |
--| Disguising kit | 25 gp |
--| Grappling hook | 2 gp |
--| Healing kit | 5 gp |
--| Hourglass | 25 gp |
--| Ink (flask) | 10 gp |
--| Ink pen | 2 cp |
--| Iron spikes (10) | 1 gp |
--| Ladder (10 ft/3m) | 1 sp |
--| Lamp | 5 sp |
--| Lantern | 5 gp |
--| Lockpicks | 25 gp |
--| Manacles | 2 gp |
--| Mirror | 5gp |
--| Musical instrument | 2-50 gp |
--| Oil (flask) | 1 cp |
--| Piton | 5 cp |
--| Pole, wooden | 5 cp |
--| Pouch or other small rations | 5 sp |
--| Rations (1 day) | 5 sp |
--| Rope (50 ft./15m) | 1 gp |
--| Sack | 1 cp |
--| Signal horn | 2 gp |
--| Spyglass | 1,0000 gp |
--| Tent | 2 gp |
--| Torch | 1 cp |
--| Waterskin | 2 sp |
--
--### CLOTHING
--
--### CLOTHING DESCRIPTIONS
--
--Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
--shoes, and underclothes.
--
--Artisan's outfit: A suitable outfit for a person who performs a trade (blacksmith, cobbler, and so on). Often includes
--an apron and a belt for holding tools.
--
--Ascetic's outfit: A simple outfit worn by monks and other people who eschew displays of wealth and status. Specific
--styles vary by climate and the philosophical tenets of the wearer, but a typical example is a loose shirt, loose
--breeches, sandals, a cap, and several cloth straps that can serve as a belt, scarf, or simple adornments.
--
--Cold-weather outfit: A heavier set of clothing for protection against cold weather.
--
--Entertainer's costume: Interesting (and usually colorful) clothing appropriate for an entertainer such as an actor,
--bard, juggler, or acrobat.
--
--Explorer's outfit: A set of sturdy clothing for adventurers and experienced travelers who want to be prepared for
--various activities and environments.
--
--Fancy outfit: A stylish set of clothes according to the local fashions and customs. Generally the minimum required for
--meeting with important townsfolk such as a mayor or noble. Higher-status events require outfits that cost up to four
--times as much.
--
--Peasant's outfit: Very simple clothing for free people of low social status. Includes a kerchief or cap, shirt or
--blouse, trousers or skirt, and heavy cloth shoes or foot wrappings.
--
--Priestly vestments: Garments appropriate for performing ceremonies for a specific religion. A common example is a hat or
--headdress, long tunic or dress, tabard or stole, and shoes, with the outer pieces marked with appropriate symbols.
--
--Traveler's outfit: A comfortable set of clothes that includes gloves, a protective hat, a jacket, and a cloak with a
--hood.
--
--Wizard's outfit: Clothing that identifies the wearer as a practitioner of arcane magic. A typical outfit includes an
--interesting hat or cap, a robe with long sleeves and many pockets, and shoes, often adorned with runes or
--representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the
--mystical aspects of wizard clothing.
--
--### CLOTHING
--
--| Item | Price |
--|-----------------------|-------|
--| Artisan's outfit | 2 gp |
--| Ascetic's outfit | 1 gp |
--| Cold-weather outfit | 6 gp |
--| Entertainer's costume | 3 gp |
--| Explorer's outfit | 8 gp |
--| Fancy outfit | 25 gp |
--| Peasant's outfit | 1 sp |
--| Priestly vestments | 5 gp |
--| Traveler's outfit | 2 gp |
--| Wizard's outfit | 5 gp |
--
--### ANIMALS AND GEAR DESCRIPTIONS
--
--Draft horse: A strong horse able to carry or pull heavy loads.
--
--Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and
--intruders than it is for accompanying adventurers into dangerous locations.
--
--Pony: A smaller type of horse, suitable for pulling a cart, carrying smaller loads than a full-sized horse, or serving
--as a mount for a smaller-than-human creature such as a dwarf or halfling.
--
--Riding horse: A horse trained for riding and able to carry a typical adult human. Riding horses tend to panic in
--combat.
--
--Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
--such as a chariot.
--
--### ANIMALS AND GEAR
--
--| Item | Price |
--|--------------|------------|
--| Draft horse | 50 gp |
--| Guard dog | 25 gp |
--| Pony | 30 gp |
--| Riding horse | 75 gp |
--| Saddle | 10 gp |
--| Warehouse | 300-500 gp |
--
--### FOOD AND LODGING
--
--| Item | Price |
--|----------------------|-------|
--| Ale, gallon | 2 sp |
--| Ale, mug | 4 cp |
--| Banquet (1 person) | 10 gp |
--| Bread, loaf | 2 cp |
--| Inn stay (per night) | |
--| Good | 8 sp |
--| Common | 5 sp |
--| Poor | 1 sp |
--| Meals (per day) | |
--| Good | 5 sp |
--| Common | 3 sp |
--| Poor | 6 cp |
--| Meat (one serving) | 3 sp |
--| Wine (bottle) | 10 gp |
--| Wine (pitcher) | 2 sp |
--
--### POST-APOCALYPTIC EQUIPMENT
--
--Currency
--
--In your setting, you may want a new currency that PCs can use to purchase goods and services
--
--that fall into the various price categories. Currency of some sort can be used in places where survivors trust each
--other enough not to steal or kill for resources.
--
--A few options are described here.
--
--Loot
--
--The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
--designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
--established community or trade town, such items might retain some value, though they're worth only a fraction of what
--they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
--apocalypse.
--
--Ammunition
--
--| Price Category | Rounds of Ammo |
--|----------------|----------------|
--| Inexpensive | 1 bullet |
--| Moderate | 10 bullets |
--| Expensive | 500 bullets |
--| Very expensive | 1,000 bullets |
--| Exorbitant | 10,000 bullets |
--
--Other Currency Options
--
--Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
--especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
--item or service.
--
--Water: After an apocalypse, clean and drinkable water could become scarce. Measuring out water could become a standard
--in some locations. Case in point, 1/3 cup (80 ml) of water might be worth an inexpensive item or service.
--
--Fuel: Gasoline might be considered liquid gold, assuming working vehicles also exist. However, if you're adhering
--strictly to the shelf life of common things, you'll also have to include a new source for usable gasoline after all the
--stuff from the before‑times goes bad. For instance, a quarter‑gallon (1 L) of gasoline might be worth an inexpensive
--item or service.
--
--Drugs: From over‑the‑counter painkillers to prescription medications, the drugs found in a pharmacy could be the basis
--for currency. Over time, they would probably become more valuable because people are likely to go through their treasure
--hoard of aspirin or antibiotic. Thus, one aspirin or other pain‑relief tablet might be worth an inexpensive item or
--service.
--
--Scrip: A large and somewhat organized post‑apocalyptic group might produce its own vouchers or tokens to pay its members
--for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
--setting.
--
--Additional Post-Apocalyptic Equipment
--
--The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
--equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
--
--Inexpensive Items
--
--| Weapons | Notes |
--|--------------------------|-----------------------------------------------------------------|
--| Knife | Rusty and worn |
--| Light weapon, Improvised | Chair, ice skate, frying pan, etc; could break after one combat |
--| Wooden Club | |
--
--| Armor | Notes |
--|-------------|----------------------------------------------|
--| Animal hide | Light armor; rank odor hinders stealth tasks |
--
--| Other Items | Notes |
--|---------------------------|-------------------------------------------------------------------------------------|
--| Candle | |
--| Duct tape | Useful and ubiquitous |
--| Food, perishable | Single helping of fruit, vegetable, recently slaughtered animal, etc |
--| Matches | Single box or book |
--| Medication, one pill | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another single drug pill |
--| Plastic bag | Use and ubiquitous; won't last long |
--| Shopping cart/wheelbarrow | |
--| Sunglasses | |
--| Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
--
--Moderately Priced Items
--
--| Weapons | Notes |
--|---------------------|-------------------------------------------|
--| Hand axe | Light weapon |
--| Knife, multipurpose | Light weapon, asset to minor repair tasks |
--| Machete | Medium weapon |
--| Baseball bat | Medium weapon |
--
--| Other Items | Notes |
--|----------------------------------|-------------------------------------------------------------------------------------|
--| Backpack | |
--| Batteries | 4-pack, household (one use or rechargeable) |
--| Bicycle/skateboard/inline skates | Use requires same attention as other vehicular movement |
--| Binoculars | Asset for perception tasks at range |
--| Bolt cutter | Cuts bolts, chains, bars, etc. of up to level 5 |
--| Climbing gear | Asset for climbing tasks |
--| Crowbar | Asset for breaking into stuck or locked doors |
--| First aid kit | Asset for twenty healing tasks before contents used up |
--| Food, preserved | Single can of food, water, or condiment, typically from before-times |
--| Gas mask | Breathable air for four hours |
--| Glasses | Corrects for different vision impairments |
--| Handcuffs | Level 5 |
--| Lighter (butane or electric) | Depletes after 1d100 uses (but may be refilled/recharged) |
--| Matches, windproof | Single container (25 matches) |
--| Medication, one bottle | Pain relief, allergy, antacid, antibiotic, anti-nausea, or another drug in a bottle |
--| Padlock with keys | Level 5 |
--| Personal hygiene product, single | Toilet paper roll, menstrual supply, soap, etc. |
--| Portable lamp or flashlight | Requires batteries (expensive version recharges with sunlight or crank) |
--| Rope | Nylon, 50 ft (16m) |
--| Sleeping bag | |
--| Textbook, "How To" | Asset to one knowledge task such as plumbing, electronics, gardening, etc |
--| Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
--| Water filter straw or bottle | Filters water while drinking |
--
--Expensive Items
--
--| Weapons | Notes |
--|-----------------|-------------------------------|
--| Handgun, light | Light weapon, short range |
--| Handgun, medium | Medium weapon, long range |
--| Bow | Medium weapon, long range |
--| Rifle | Medium weapon, long range |
--| Shotgun | Heavy weapon, immediate range |
--
--| Armor | Notes |
--|-------------|--------------|
--| Kevlar vest | Medium armor |
--| Riot gear | Medium armor |
--
--| Other Items | Notes |
--|------------------------------|----------------------------------------------------------------|
--| Ammo handloading tools | Asset (and needed supplies) for creating ammunition |
--| Hazmat suit | Light armor, +2 Armor against chemical and radiation damage |
--| Nightvision goggles | See in darkness as if dim light at long range |
--| Radiation detector, handheld | Immediate range |
--| Radiation tent | Prevents damage from environmental radiation |
--| Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
--
--Very Expensive Items
--
--| Weapons | Notes |
--|----------------|-----------------------------------------------|
--| Handgun, heavy | Heavy weapon, long range |
--| Assault rifle | Heavy weapon, rapid-fire weapon, long range |
--| Rifle, heavy | Heavy weapon, 300-foot (90 m) range |
--| Submachine gun | Medium weapon, rapid-fire weapon, short range |
--
--| Armor | Notes |
--|------------------------|----------------------------------------|
--| Lightweight body armor | Medium armor, encumbers as light armor |
--| Military body armor | Heavy armor |
--
--| Other Items | Notes |
--|-------------|------------------------------------------------------------------------------------|
--| Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
--| Horse | Trained for riding (typically found with a few days of feed) |
--
--### POST-APOCALYPTIC CYPHERS AND ARTIFACTS
--
--Post-Apocalyptic Cyphers
--
--Subtle Cyphers
--
--Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
--it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
--
--Optional Rule: Transferring Subtle Cyphers
--
--A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
--effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
--the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
--of the character activating the cypher, not the recipient.
--
--Manifest Cyphers
--
--Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
--it fell, or the technology or magic that caused the end of the world.
--
--Scavenger Subtle Cyphers
--
--Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
--subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
--ammo, or other needful things.
--
--Discovering Scavenger Subtle Cyphers: Anytime PCs in your game are eligible for discovering a subtle cypher, consider
--giving someone in the group a scavenger subtle cypher. No more than one PC in the group should have a scavenger subtle
--cypher at any given time. Once they use it, you can give another PC in the group one, preferably something different.
--
--Using a Scavenger Subtle Cypher: The character uses their action to activate the scavenger subtle cypher, as usual. At
--the end of their turn, they gain the indicated resource.
--
--| D20 | Cypher |
--|-------|---------------------|
--| 1-2 | Ammunition |
--| 3-4 | Construction supply |
--| 5-6 | Edible food |
--| 7 | Firearm |
--| 8-9 | First aid |
--| 10-11 | How-to manual |
--| 12 | Medicine |
--| 13-14 | Melee weapon |
--| 15 | Potable liquid |
--| 16 | Transport |
--| 17 | Useful clothing |
--| 18 | Useful thing |
--| 19-20 | Useful tool |
--
--Ammunition
--
--Level: 1d6 + 1
--
--Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
--firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
--
--Construction Supply
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. The right component or substance for the job provides an asset to related tasks.
--
--| D6 | Component or Substance |
--|-----|-------------------------------|
--| 1 | Glue, wood, ceramic, or super |
--| 2 | Epoxy, metal welding |
--| 3 | Nails, screws, fasteners |
--| 4 | Electrician's tape |
--| 5-6 | Duct tape |
--
--Edible Food
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. Food obtained is enough to feed one adult for one day, or if coffee is discovered, about
--a gallon (4 L).
--
--| D100 | Food |
--|-------|------------------------------------|
--| 01-03 | Baby food, jarred |
--| 04-06 | Beans, canned |
--| 07-08 | Beans, dehydrated |
--| 09-12 | Bouillon cubes |
--| 13-14 | Canned pasta |
--| 15-16 | Cereal, breakfast |
--| 17-18 | Cheese in wax |
--| 19-20 | Chocolate, dark |
--| 21-22 | Coffee, instant |
--| 23 | Eggs, fresh |
--| 24 | Eggs, powdered |
--| 25-26 | Energy bar |
--| 27-28 | Fruit, canned |
--| 29-30 | Fruit, dried |
--| 31-34 | Fruit, fresh |
--| 35-40 | Honey |
--| 41-42 | Mayonnaise |
--| 43-44 | Meat, canned |
--| 45-47 | Milk, powdered |
--| 48-50 | Nuts |
--| 51-53 | Oatmeal |
--| 54-56 | Pasta, dried |
--| 57-58 | Pet food, canned |
--| 59-62 | Rice, dried |
--| 63-72 | Snack bag, dried chips, candy, etc |
--| 73-83 | Sugar, bulk |
--| 84-97 | Vegetables, canned |
--| 98-00 | Vegetables, fresh |
--
--Firearm
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. A firearm is usually found with about ten bullets or shells (or crossbow bolts). The
--discovered firearm works, but it is damaged and has a GM intrusion range of 1–3 on a d20. In addition to any other
--effect of a GM intrusion, the firearm breaks (but could be repaired).
--
--| D10 | Specific firearm |
--|-----|--------------------------------------------------|
--| 1 | Handgun (light, shortrange) |
--| 2 | Light crossbow (medium, long range) |
--| 3 | Handgun (medium, long range) |
--| 4 | Heavy crossbow (heavy, long range) |
--| 5 | Rifle (medium, long range) |
--| 6 | Shotgun (heavy, immediate range) |
--| 7 | Handgun, big (heavy, long range) |
--| 8 | Assault rifle (heavy, rapid-fire, long range) |
--| 9 | Heavy rifle (heavy, very long range) |
--| 10 | Submachine gun (medium, rapid-fire, short range) |
--
--First Aid
--
--Level: 1d6 + 1
--
--Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
--cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
--
--How-To Manual
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. If the manual is studied for about an hour, the character gains an asset to a related
--knowledge task.
--
--| D10 | Topics |
--|-----|--------------------------|
--| 1 | Plumbing |
--| 2 | Electronics |
--| 3 | Gardening |
--| 4 | Farming |
--| 5 | Civil engineering |
--| 6 | Robotics |
--| 7 | Health |
--| 8 | Renewables (solar, wind) |
--| 9 | Smithcraft |
--| 10 | Chemistry |
--
--Medicine
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. The right medicine vanquishes (or treats the symptoms of) an eligible disease or illness.
--Other medicines are preventative.
--
--Special: A character who suffers from one of these medical conditions, without treatment, descends one step on the
--damage track every month or so.
--
--| D20 | Condition Treated |
--|-----|-------------------------------------|
--| 1 | Radiation sickness (iodine tablets) |
--| 2 | Hypothyroidism |
--| 3 | Diabetes |
--| 4 | High blood pressure |
--| 5 | Depression and anxiety |
--| 6 | Heart and artery condition |
--| 7 | High cholesterol |
--| 8 | Bacterial infection |
--| 9 | Lung issues |
--| 10 | Seizures |
--| 11 | Asthma |
--| 12 | Arthritis |
--| 13 | Degenerative nerve condition |
--| 14 | Cancer |
--| 15 | Pregnancy prevention/termination |
--| 16 | Gender dysmorphia |
--| 17 | Enlarged prostate |
--| 18 | Ulcers |
--| 19 | Acid reflux |
--| 20 | Blood clots |
--
--Melee Weapon
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain.
--
--| D10 | Weapon |
--|-----|---------------------------------------------------------|
--| 1 | Sap/blackjack (light) |
--| 2 | Hand axe (light) |
--| 3 | Hunting/combat knife (light) |
--| 4 | Brass knuckles (light weapon, deals 3 points of damage) |
--| 5 | Axe (medium) |
--| 6 | Baseball bat (medium) |
--| 7 | Baton (medium) |
--| 8 | Saber/machete (medium) |
--| 9 | Bow (medium) |
--| 10 | Pickaxe (heavy) |
--
--Potable Liquid
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. Water obtained is enough to hydrate one adult for one day.
--
--| D10 | Liquid |
--|-----|--------------------------|
--| 1 | Milk, fresh |
--| 2-3 | Milk, bottled/canned |
--| 4-5 | Soda, can |
--| 6-7 | Liquor |
--| 8-9 | Water, bottled or canned |
--| 10 | Wine |
--
--Transport
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain.
--
--| D10 | Transport |
--|-----|--------------------------------------------------|
--| 1 | Roller skates |
--| 2 | Inline skates |
--| 3 | Skateboard |
--| 4-6 | Bicycle |
--| 7 | Moped/scooter, gas or electric |
--| 8 | Hang glider |
--| 9 | Motorcycle, gas or electric |
--| 10 | Two-wheeled, self-balancing personal transporter |
--
--Useful Clothing
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain.
--
--| D10 | Garment |
--|-----|---------------------------------------------------------------------------|
--| 1 | Cold-weather coat |
--| 2 | Raincoat |
--| 3 | Leather jacket (light armor) |
--| 4 | Boots |
--| 5 | Motorcycle leathers (light armor) |
--| 6 | Kevlar vest (medium armor) |
--| 7 | Lightweight body armor (medium armor, encumbers as light) |
--| 8 | Riot gear (medium armor) |
--| 9 | Military body armor (heavy armor) |
--| 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
--
--Useful Thing
--
--Level: 1d6 + 1
--
--Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
--character can choose which item they obtain from the table.
--
--Useful Tool
--
--Level: 1d6 + 1
--
--Effect: One of the following items is gained; roll randomly. If the cypher's level is 6 or higher, the character can
--choose which item they obtain. The right tool or tools for the job provide an asset to related tasks.
--
--| D20 | Tool |
--|-----|---------------------------|
--| 1 | Manual drill |
--| 2 | Hammer |
--| 3 | Chainsaw, gas or electric |
--| 4 | Lever hoist |
--| 5 | Screwdriver |
--| 6 | Saw |
--| 7 | Pliers |
--| 8 | Wrench |
--| 9 | Level |
--| 10 | Tape measure |
--| 11 | Crowbar |
--| 12 | Drill, electric |
--| 13 | Nail gun |
--| 14 | Air compressor |
--| 15 | Heat gun, electric |
--| 16 | Scissors |
--| 17 | Binoculars |
--| 18 | Lighter |
--| 19 | Can opener |
--| 20 | Box of black markers |
--
--Additional Post-Apocalyptic Manifest Cyphers
--
--Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
--activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
--effect through direct manipulation before burning out or dispersing.
--
--Effect: AI‑fashioned cyphers can provide nearly any effect described for cyphers in the Cypher System Rulebook, as well
--as the effects described for the new manifest cyphers in the following section.
--
--Secondary Effect: Any time an AI‑fashioned manifest cypher is used, there's a chance the AI who created it for their own
--ambiguous purpose becomes aware, if that instance still operates somewhere. That usually has no bearing on the
--situation, but if the PC triggers an intrusion while using the cypher, a fledgling instance of the AI tries to install
--on the PC, who must succeed on an Intellect defense roll against the cypher's level to avoid coming under the control of
--the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
--stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
--
--AI-Fashioned Manifest Cyphers
--
--| D10 | Cypher |
--|-----|-------------------------|
--| 1 | AI instance |
--| 2 | Armor breach |
--| 3 | Data wipe |
--| 4 | Denature nanotech |
--| 5 | Detonation (prion) |
--| 6 | Disassembler |
--| 7 | Disassembler, ephemeral |
--| 8 | Fabricator, civil |
--| 9 | Fabricator, military |
--| 10 | Smartdust |
--
--### AI INSTANCE
--
--Level: 1d6 + 1
--
--Effect: Installs an AI instance in an inert object. The instance persists for about a day. The AI's level is equal to
--this cypher's level. The AI has the ability to understand and audibly synthesize nearly any language and can provide
--answers to questions. The GM assigns a level to the question, so the more obscure the answer, the higher its level. The
--instance can only answer questions equal to its level or less. Generally, knowledge that could be found by looking
--somewhere other than the current location is level 1 or higher, and obscure knowledge of the past is level 7. Gaining
--knowledge of the future is impossible. If the AI answers a question of level 5 or higher, the instance's existence
--terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
--actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
--
--### ARMOR BREACH
--
--Level: 1d6
--
--Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
--for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
--coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
--### 6).
--
--### DATA WIPE
--
--Level: 1d6 + 2
--
--Effect: A successfully targeted AI instance within short range whose level is equal to or less than this cypher's level
--is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
--is permanently wiped from the hardware (or wetware, if installed on a living creature).
--
--### DENATURE NANOTECH
--
--Level: 1d6 + 3
--
--Effect: Coats a short area surrounding the user, or adjacent to the user, with a nearly invisible film of nanotech that
--lasts for years. The first time anyone attempts to use a nanotech‑based cypher, ability, or other effect in the affected
--area whose level is less than this cypher's level, that use is suppressed and fails. Once one effect is suppressed, the
--denaturing effect is expended. The cypher instead can be used to end one ongoing nanotech effect of the cypher's level
--or less in a short area, but the user must succeed on an Intellect attack roll against the level of the effect or the
--target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
--by nanotech, the creature would become so much inert biological matter.
--
--### DETONATION (PRION)
--
--Level: 1d6 + 2
--
--Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, inflicting
--damage equal to the cypher's level. On a hit, the living tissue of targets whose level is less than the cypher's level
--begins to unravel due to a prion‑unfolding chain reaction. These targets take damage equal to the cypher's level on the
--first round, then 1 point of damage each subsequent round until only so much cloudy pink fluid remains. PCs can make a
--Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
--is equal to or higher than the cypher's level take damage from the cypher for only one round.
--
--### DISASSEMBLER
--
--Level: 1d6 + 1
--
--Effect: Recycles waste or other unwanted material by breaking it down to constituent atoms and molecules. If used
--destructively, this cypher can disassemble an object within immediate range whose level is equal to or less than the
--cypher's level that fits into a 10‑foot (3.5 m) cube, or it can create a cavity of the same volume in a larger object
--whose level is less than the cypher's level. If used as a weapon against creatures, the cypher can be hurled a short
--distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
--effectiveness of any Armor worn by targets by 1.
--
--### DISASSEMBLER, EPHEMERAL
--
--Level: 1d6 + 2
--
--Effect: An object or creature whose level is equal to or less than this cypher's level within immediate range is
--temporarily disassembled into its component atoms and molecules. The disassembly lasts for up to ten hours or until a
--time specified by the user, whichever occurs first. When the effect ends, the object or creature is reassembled over the
--course of one round at the location where it was disassembled (or at the location the fine "dust" of its disassembly was
--moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
--being disassembled.
--
--### FABRICATOR, CIVIL
--
--Level: 1d6 + 1
--
--Effect: Assembles a specified object whose level is equal to the cypher's level. Once created, the object is permanent
--until destroyed. A civil fabricator can build one object on the Additional Post‑Apocalyptic Equipment table (or another
--equipment table in the Cypher System Rulebook) that falls into the "other items" category—no weapons or armor. The user
--chooses which item to fabricate by speaking aloud the name of the item they want as they activate the cypher. The higher
--the cypher level, the more expensive an item the fabricator can create, as follows: Level 2 cyphers can fabricate
--inexpensive items, cyphers of level 3 or less can fab inexpensive and moderately priced items, cyphers of level 6 or
--less can fab up to expensive items, and level 7 cyphers can fab up to very expensive items.
--
--A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
--
--### FABRICATOR, MILITARY
--
--Level: 1d6 + 1
--
--Effect: A military fabricator cypher functions like a civil fabricator; however, it can be used to create armor or
--weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
--ammunition.
--
--### SMARTDUST
--
--Level: 1d6 + 2
--
--Effect: Coats an area up to a short distance in diameter with a nearly invisible film of nanotech that lasts for a
--number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
--activity that occurs in that location no matter how far they are from it.
--
--### PRE-APOCALYPTIC ARTIFACTS
--
--One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
--commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
--impossible to manufacture and hard to preserve. The depletion roll for such items represents the likelihood that the
--item will fall apart, break down, or run out. The upshot of adopting such a system for your game is that nearly every
--nonfood item on the Useful Stuff table is also a pre‑apocalyptic artifact. Give most of these items a depletion of 1 in
--1d20; however, if the item seems particularly hardy, a roll of 1d100 is appropriate. If particularly flimsy or prone to
--being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
--before‑times Useful Stuff objects into artifacts with a specific depletion.
--
--Book
--
--Level: 1d6
--
--Form: Textbook, how‑to book, or other nonfiction book of knowledge on one topic; may be moldy or otherwise damaged
--
--Effect: This book covers a particular topic or area of knowledge determined by the GM. A reader who studies it for an
--hour has an asset on a related Intellect task.
--
--Depletion: 1 in 1d100
--
--Faraday Cake
--
--Level: 3
--
--Form: Container made of metal mesh, of variable size (usually up to the size of a room)
--
--Effect: Blocks electromagnetic signals from reaching the interior of the cage.
--
--Depletion: —
--
--Salvaged Car
--
--Level: 1d6
--
--Form: Rusted vehicle, with parts cobbled together from multiple before‑times vehicles
--
--Effect: Transports five characters a very long distance on each turn in an open cab or, if level 6, a closed cab.
--
--Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
--
--Water Filter
--
--Level: 1d6 + 1
--
--Form: Large pitcher with built‑in filter
--
--Effect: Purifies enough drinking water for one character per artifact level every day.
--
--Depletion: 1 in 1d20 (check each day used)
--
--### POST-APOCALYPTIC ARTIFACTS
--
--The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part,
--retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most
--of these would fit in almost any post‑apocalyptic setting that includes fantastic elements, especially if reskinned to
--be thematically appropriate. The artifacts presented below include artifacts appropriate to an End Times apocalypse, an
--apocalypse caused by the rise of antagonistic AIs (such as in Radio Quiet), and alien tech possibly brought by invading
--or terraforming aliens. That said, any artifact could potentially be the result of AI artifice. Such artifacts usually
--have a fractal quality to their form, as is the case for AI‑fashioned cyphers. And like AI‑fashioned cyphers, a
--triggered intrusion could endanger the user if an instance of the artificial intelligence that created the item tries to
--install itself on the PC's wetware (mind).
--
--| D20 | Apocalypse | Artifact |
--|-------|-----------------------|--------------------------|
--| 1-2 | Retro-futuristic | Autodoc\* |
--| 3-4 | Alien | Carbonizer |
--| 5-6 | Retro-futuristic | Enviroscanner\* |
--| 7 | Alien or AI-fashioned | Memory Eraser |
--| 8 | Retro-futuristic | Military exoskeleton\* |
--| 9 | AI-fashioned | Mutation Inducer |
--| 10-12 | AI-fashioned | Nanorifle |
--| 13 | Retro-futuristic | Rocket first\* |
--| 14-16 | Retro-futuristic | Rocket-propelled grenade |
--| 17 | End Times | Seal of Solomon |
--| 18 | End Times | Spear of Destiny |
--| 19 | Retro-futuristic | Terahertz scanner\* |
--| 20 | Alien | Transfer discs |
--
--\*Artifacts presented in the Cypher System Rulebook
--
--Carbonizer
--
--Level: 1d6 + 1
--
--Form: Tiny silver device with multiple prong‑like barrels
--
--Effect: This weapon fires a beam that transmutes the matter of targets within short range into powdery ash, inflicting
--damage equal to the artifact's level that ignores Armor (including Armor granted by force fields). A target killed by a
--carbonizer is turned completely to dust.
--
--Depletion: 1 in 1d20
--
--Memory Eraser
--
--Level: 1d6 + 1
--
--Form: Handheld reflective mass
--
--Effect: A flash of nano‑textured light erases the last few minutes of memory in all creatures within immediate range
--that the user makes a successful Intellect attack on (one attack roll per target).
--
--Depletion: 1 in 1d20
--
--Mutation Inducer
--
--Level: 1d6 + 1
--
--Form: Handheld reflective device with gradually evolving fractal textures
--
--Effect: A targeted willing or helpless creature within immediate range is transformed over the course of one minute,
--gaining a randomly determined beneficial mutation. If the artifact is level 6 or higher, the target instead gains a
--powerful mutation. Mutations gained by the inducer fade within about a day.
--
--Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
--
--Nanorifle
--
--Level: 1d6 + 2
--
--Form: Sleek two‑handed reflective device with gradually evolving fractal textures
--
--Effect: This weapon contains an onboard AI that assists the user, granting an asset to any attacks made with the weapon.
--The weapon fires a stream of nanomachine rounds at a target within long range, inflicting damage equal to the artifact's
--level. In addition, if the target fails an Intellect defense roll, they are affected as if with a minor AI instance
--hazard, coming under the control of the AI housed in the nanorifle rather than a random artificial intelligence. The AI
--usually works with the user to exert control over the target. Control lasts for about a minute.
--
--Depletion: 1 in 1d100
--
--Seal of Solomon
--
--Level: 1d6 + 2
--
--Form: Signet ring bearing a star design
--
--Effect: The wearer can attempt to command a demon, a devil, a Horseman of the Apocalypse, an angel, or a similar entity
--by making a successful Intellect attack roll against a target within short range. An affected target must do as
--requested for up to one minute (if the creature is level 5 or lower) or for one round (if the creature is level 6 or
--higher). The ring also grants the wearer the ability to understand and communicate with animals.
--
--Depletion: 1 in 1d100
--
--Spear of Destiny
--
--Level: 7
--
--Form: Heavy spear of ancient manufacture
--
--Effect: Attacks with this spear are eased. If used against a supernatural creature such as a demon, a Horseman of the
--Apocalypse, or an angel, it ignores Armor, and it inflicts 4 additional points of damage (10 points total). If an attack
--with the spear kills a target normally able to return to existence (such as a Horseman), the target is truly destroyed
--instead.
--
--Depletion: —
--
--Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
--the character for 7 points of ambient damage each round they use it.
--
--Transfer Discs
--
--Level: 1d6 + 1
--
--Form: Two or more matching discs 3 feet (1 m) in diameter
--
--Effect: The user can step between deployed transfer discs, teleporting any distance. If a series of discs is deployed in
--a network, the user receives a mental map of the discs upon stepping on any one of them, and they can navigate by
--stepping on each intervening disc between their current location and their desired location. To deploy a disc as their
--action, the user places it on a mostly level, secure surface and must succeed on a difficulty 3 Intellect‑based roll.
--
--Depletion: 1 in 1d20 (check after each day of use)
--
- ### CYPHER SHORTS
-
- Cypher Shorts are what we call quick and easy adventures for use with the Cypher
diff --git a/patches/base/019-move-player-intrusion-into-rules.patch b/patches/base/019-move-player-intrusion-into-rules.patch
deleted file mode 100644
index 2e664c1..0000000
--- a/patches/base/019-move-player-intrusion-into-rules.patch
+++ /dev/null
@@ -1,54 +0,0 @@
---- _tmp/ccsrd.md 2025-05-06 16:25:47.446640235 -0500
-+++ _tmp/ccsrd.new.md 2025-05-06 16:35:29.392868897 -0500
-@@ -671,25 +671,6 @@
-
- Finally, more fundamental options for further customization are provided at the end of this chapter.
-
--### PLAYER INTRUSION
--
--A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
--character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
--unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
--What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
--changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
--would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
--use a player intrusion.
--
--A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
--appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
--is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
--situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
--
--Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
--
--(Player intrusions should be limited to no more than one per player per session.)
--
- ### WARRIOR
-
- Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
-@@ -15946,6 +15927,25 @@
- succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs
- more than others.
-
-+### PLAYER INTRUSION
-+
-+A player intrusion is the player choosing to alter something in the campaign, making things easier for a player
-+character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an
-+unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication.
-+What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly
-+changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use
-+would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't
-+use a player intrusion.
-+
-+A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is
-+appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM
-+is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the
-+situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
-+
-+Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
-+
-+(Player intrusions should be limited to no more than one per player per session.)
-+
- ### DISTANCE
-
- Distance is simplified into four basic categories: immediate, short, long, and very long.
diff --git a/patches/base/020-moving-misc-equipment-to-core.patch b/patches/base/020-moving-misc-equipment-to-core.patch
deleted file mode 100644
index 636a481..0000000
--- a/patches/base/020-moving-misc-equipment-to-core.patch
+++ /dev/null
@@ -1,55 +0,0 @@
---- _tmp/ccsrd.md 2025-05-06 16:36:35.987238528 -0500
-+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
-@@ -15499,6 +15499,25 @@
- Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a
- long distance (or farther).
-
-+### Miscellaneous Items and Services
-+
-+Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
-+lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
-+inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
-+very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
-+probably a feast for a crowd, with the finest foods and drink available.
-+
-+Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
-+flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
-+probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
-+personal services (such as massages and grooming) included.
-+
-+Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
-+you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
-+clothing (and jewelry) when they go to their elite galas.
-+
-+Other sorts of miscellaneous items can be found in the Genre chapter.
-+
- ### CYPHERS
-
- Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers
-@@ -19942,26 +19959,7 @@
- | Torch | 1 cp |
- | Waterskin | 2 sp |
-
--### Miscellaneous Items and Services
--
--Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
--lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
--inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not
--very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is
--probably a feast for a crowd, with the finest foods and drink available.
--
--Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a
--flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is
--probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and
--personal services (such as massages and grooming) included.
--
--Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party,
--you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant
--clothing (and jewelry) when they go to their elite galas.
--
--Other sorts of miscellaneous items can be found in the Genre chapter.
--
- Fantasy clothing descriptions
-
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
- shoes, and underclothes.
diff --git a/patches/base/021-moving-key-concepts-under-taking-action.patch b/patches/base/021-moving-key-concepts-under-taking-action.patch
deleted file mode 100644
index 53a43f0..0000000
--- a/patches/base/021-moving-key-concepts-under-taking-action.patch
+++ /dev/null
@@ -1,52 +0,0 @@
---- _tmp/ccsrd.md 2025-05-07 08:01:29.720525602 -0500
-+++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500
-@@ -15595,7 +15595,24 @@
- System with just this information. The key features here are: character actions, determining task difficulty, and
- determining modifications.
-
--### KEY CONCEPTS
-+### TAKING ACTION
-+
-+Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
-+one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
-+a d20.
-+
-+Every action performs a task, and every task has a difficulty that determines what number a character must reach or
-+surpass with a die roll to succeed.
-+
-+Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
-+opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
-+that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
-+have a higher difficulty. These actions usually require a roll.
-+
-+Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
-+number of points needed to complete the action, they automatically fail at the task.
-+
-+#### KEY CONCEPTS
-
- ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power,
- and so on. Each character can take one action in a round.
-@@ -15659,23 +15676,6 @@
- fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the
- orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started.
-
--### TAKING ACTION
--
--Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into
--one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling
--a d20.
--
--Every action performs a task, and every task has a difficulty that determines what number a character must reach or
--surpass with a die roll to succeed.
--
--Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room,
--opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions
--that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard)
--have a higher difficulty. These actions usually require a roll.
--
--Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
--number of points needed to complete the action, they automatically fail at the task.
--
- ### DETERMINING TASK STAT
-
- Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
diff --git a/patches/base/022-deduping-general-artifact-rules.patch b/patches/base/022-deduping-general-artifact-rules.patch
deleted file mode 100644
index d9fa12f..0000000
--- a/patches/base/022-deduping-general-artifact-rules.patch
+++ /dev/null
@@ -1,39 +0,0 @@
---- _tmp/ccsrd.md 2025-05-07 10:08:35.577006353 -0500
-+++ _tmp/ccsrd.new.md 2025-05-07 13:33:04.293461662 -0500
-@@ -18390,16 +18388,6 @@
- > course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
- > day
-
--### ARTIFACT RULES
--
--Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion.
--When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows
--the depletion number(s), the item works, but that is its last use. A depletion entry of "—" means that the artifact
--never depletes, and an entry of "automatic" means that it can be used only once. Depowered artifacts can sometimes be
--recharged using the repair rules, depending on the item's nature. Other special abilities can also repower an expended
--item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least
--temporarily
--
- ### CRAFTING ARTIFACTS
-
- Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
-@@ -42688,19 +42676,6 @@
- | 99 | Wonder onesie |
- | 00 | Your mama's biker jacket |
-
--Artifact Rules
--
--Artifacts are more powerful than common equipment or cyphers.
--
--Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the
--designated die (1d6, 1d10, 1d20, or 1d00). If the die shows the depletion number(s), the item works, but that is its
--last use. A depletion entry of "—" means that the artifact never depletes, and an entry of "automatic" means that it can
--be used only once.
--
--Depowered artifacts can sometimes be recharged using the repair rules, depending on the item's nature. Other special
--abilities can also repower an expended item, but probably for only one use. Powerful magical creatures might be able to
--recharge artifacts, at least temporarily.
--
- Example Modern Fantasy Artifacts
-
- Accessories Sold Separately
diff --git a/patches/base/023-moving-starting-gold-below-equipment-section.patch b/patches/base/023-moving-starting-gold-below-equipment-section.patch
deleted file mode 100644
index 6206193..0000000
--- a/patches/base/023-moving-starting-gold-below-equipment-section.patch
+++ /dev/null
@@ -1,36 +0,0 @@
---- _tmp/ccsrd.md 2025-05-07 13:58:49.339019024 -0500
-+++ _tmp/ccsrd.new.md 2025-05-08 23:54:45.512019961 -0500
-@@ -19575,16 +19573,6 @@
- | Other Items | Notes |
- | Sailing ship (small) | |
-
--### STARTING GOLD PIECES FOR CHARACTERS
--
--Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
--
--Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
--
--Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
--
--Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
--
- ### MEDIEVAL FANTASY EQUIPMENT
-
- | Category | GP Value |
-@@ -19595,6 +19583,16 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
-+### STARTING GOLD PIECES FOR CHARACTERS
-+
-+Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-+
-+Adept Starting Equipment: Appropriate clothing, plus 3d6 + 80 gp.
-+
-+Explorer Starting Equipment: Appropriate clothing and a weapon of your choice, plus 3d6 + 90 gp.
-+
-+Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-+
- #### FANTASY ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
diff --git a/patches/base/024-header-fixes-and-4-plus-part-2.patch b/patches/base/024-header-fixes-and-4-plus-part-2.patch
deleted file mode 100644
index c636ed7..0000000
--- a/patches/base/024-header-fixes-and-4-plus-part-2.patch
+++ /dev/null
@@ -1,6117 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 08:25:53.864926575 -0500
-+++ _tmp/ccsrd.new.md 2025-05-29 08:32:41.013398015 -0500
-@@ -3031,7 +3031,7 @@
- Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are
- debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until
- you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are
--### 0.
-+0.
-
- Skill: You are trained in Might defense actions.
-
-@@ -7396,8 +7396,6 @@
- option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up
- damage boost on attacks or better control of an unstable physical transformation.
-
--### SUPERHERO FOCI
--
- ### CUSTOMIZING FOCI
-
- Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines
-@@ -15488,7 +15486,7 @@
- available in a given setting. Keep in mind that in many genres, it's not acceptable to run around carrying dangerous
- weapons.
-
--### EXPLOSIVE WEAPONS
-+#### EXPLOSIVE WEAPONS
-
- Bombs, grenades, missiles, and other explosives operate differently than other weapons. They affect all targets within
- an area (usually an immediate area) and inflict damage to all of them. A separate attack roll is required for each (or a
-@@ -15541,7 +15539,7 @@
-
- For GM information on artifacts, see the Running the Cypher System chapter.
-
--Finding, Identifying, and USing Artifacts
-+#### Finding, Identifying, and USing Artifacts
-
- Characters can sometimes find artifacts while on adventures. They might be in ancient ruins, either intact or in need of
- manipulation to get them working. They could have been stolen from well-guarded military installations. They might be
-@@ -15913,7 +15911,7 @@
- As with minor effects, usually the GM just has the desired major effect occur, but sometimes the GM might require an
- extra roll if the major effect is unusual or unlikely.
-
--Retrying a Task after failure
-+### Retrying a Task after failure
-
- If a character fails a task (whether it's climbing a wall, picking a lock, trying to figure out a mysterious device, or
- something else) they can attempt it again, but they must apply at least one level of Effort when retrying that task. A
-@@ -16032,9 +16030,7 @@
- Likewise, an ability that lasts for ten minutes can safely be considered the length of an in-depth conversation, the
- time it takes to quickly explore a small area, or the time it takes to rest after a strenuous activity.
-
--Boxed text:
--
--TIMEKEEPING
-+#### TIMEKEEPING TABLE
-
- | | |
- |-----------------------------------------------------------------|-----------------------------------------------|
-@@ -16132,7 +16128,7 @@
-
- Do something else
-
--### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
-+#### A CLOSER LOOK AT SITUATIONS THAT DON'T INVOLVE PCs
-
- Ultimately, the GM is the arbiter of conflicts that do not involve the PCs. They should be adjudicated in the most
- interesting, logical, and story-based way possible. When in doubt, match the level of the NPCs (characters or creatures)
-@@ -16248,7 +16244,7 @@
- burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
- comprehensive, the Damage From Hazards table includes common examples.
-
--##### DAMAGE FROM HAZARDS
-+##### DAMAGE FROM HAZARDS TABLE
-
- | | | |
- |---------------|---------------------------------------------------|---------------------------------------|
-@@ -16665,7 +16661,7 @@
- As with the attempt to make a long move, this is a Speed task with a difficulty of 4, and failure means that the
- character stops at some point, slipping or stumbling or otherwise getting held up.
-
--Long-Term Movement
-+#### Long-Term Movement
-
- When talking about movement in terms of traveling rather than round-by-round action, typical characters can travel on a
- road about 20 miles (32 km) per day, averaging about 3 miles (5 km) per hour, including a few stops. When traveling
-@@ -16673,7 +16669,7 @@
- Mounted characters, such as those on horseback, can go twice as far. Other modes of travel (cars, airplanes, hovercraft,
- sailing ships, and so on) have their own rates of movement.
-
--Movement Modifiers
-+#### Movement Modifiers
-
- Different environments affect movement in different ways.
-
-@@ -16706,7 +16702,7 @@
- object that they can grab or land against, they continue to drift in that direction each round, traveling half the
- distance of the initial push.
-
--Special Situation: A Chase
-+#### Special Situation: A Chase
-
- When a PC is chasing an NPC or vice versa, the player should attempt a Speed action, with the difficulty based on the
- NPC's level. If the PC succeeds at the roll, they catch the NPC (if chasing), or they get away (if chased). In terms of
-@@ -16759,7 +16755,7 @@
-
- Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
-
--### Defense Tasks
-+#### Defense Tasks
-
- Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of
- defense task matters when using Effort.
-@@ -16798,7 +16794,7 @@
- difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
- while under fire, pose additional step penalties.
-
--CLIMBING Difficulty
-+##### CLIMBING Difficulty Table
-
- | | |
- |----------------|-----------------------------------------------------|
-@@ -16938,7 +16934,7 @@
- too dangerous for PCs to mess around with (or at least mess around with easily). Einstein may have been extraordinary,
- but that doesn't mean he could reverse-engineer a teleporter made in another dimension.)
-
--Crafting Difficulty and Time
-+##### Crafting Difficulty and Time
-
- | | | |
- |------------|--------------------------------------------------------------------------------------------------------|-----------------------|
-@@ -17075,7 +17071,7 @@
- | 7 | Knowledge very few people possess |
- | 10 | Completely lost knowledge |
-
--### VEHICULAR MOVEMENT
-+#### VEHICULAR MOVEMENT
-
- Vehicles move just like creatures. Each has a movement rate, which indicates how far it can move in a round. Most
- vehicles require a driver, and when moving, they usually require that the driver spends every action controlling the
-@@ -17093,7 +17089,7 @@
- it might grant the PC an asset in the chase. If the PC is not in a car at all, but riding a bicycle, it might hinder the
- chase rolls by two or three steps, or the GM might simply rule that it's impossible.
-
--### VEHICULAR COMBAT
-+#### VEHICULAR COMBAT
-
- Much of the time, a fight between foes in cars, boats, or other vehicles is just like any other combat situation. The
- combatants probably have cover and are moving fast. Attacks to disable a vehicle or a portion of it are based on the
-@@ -17239,7 +17235,7 @@
- well-cared-for pet grants an asset to a PC's tasks related to achieving peace of mind, finding comfort, and resisting
- loneliness.
-
--### BREATHING LIFE INTO FOLLOWERS
-+#### BREATHING LIFE INTO FOLLOWERS
-
- The modifications provided by followers could come across as fairly dry and mechanical. To avoid that, you could present
- each follower in a way that makes them more compelling and interesting. Here are a few examples of how to describe a
-@@ -17382,7 +17378,7 @@
- explain a change in a character's capabilities that occurred in the course of the story, such as if the PC made a new
- device or learned a new skill, isn't a waste of XP—it's what XP are for.)
-
--Immediate Benefits
-+#### Immediate Benefits
-
- The most straightforward way for a player to use XP is to reroll any roll in the game—even one that they didn't make.
- This costs 1 XP per reroll, and the player chooses the best result. They can continue to spend XP on rerolls, but this
-@@ -17391,7 +17387,7 @@
-
- A player can also spend 1 XP to refuse a GM intrusion.
-
--Short- and Medium-Term Benefits
-+#### Short- and Medium-Term Benefits
-
- By spending 2 XP, a character can gain a skill—or, more rarely, an ability—that provides a short-term benefit. Let's say
- a character notices that the computer terminals in the facility they're infiltrating are similar to those used by the
-@@ -17418,7 +17414,7 @@
- underwater. This gives them the ability for a considerable length of time, but not permanently—the device might work for
- only eight hours. Again, the story and the logic of the situation dictate the parameters.
-
--Long-Term Benefits
-+#### Long-Term Benefits
-
- In many ways, the long-term benefits a PC can gain by spending XP are a means of integrating the mechanics of the game
- with the story. Players can codify things that happen to their characters by talking to the GM and spending 3 XP.
-@@ -17456,7 +17452,7 @@
- location for two months to learn the inhabitants' unique language, the GM might award the character a few XP, which are
- then immediately spent to grant them the ability to understand and speak that language.)
-
--Character Advancement
-+#### Character Advancement
-
- Progressing to the next tier involves four steps. When a PC has spent 4 XP on each of the steps, they advance to the
- next tier and gain all the type and focus benefits of that tier. The four steps can be purchased in any order, but each
-@@ -17498,7 +17494,7 @@
-
- Select another character ability from your type, such as a tier 2 Warrior selecting Reload or Crushing Blow.
-
--### EQUAL ADVANCEMENT
-+##### EQUAL ADVANCEMENT
-
- It's worthwhile if all characters advance through the six tiers at about the same rate—an important issue for some
- players. A good GM can achieve this result by carefully handing out XP rewards, some during play (which will tend to get
-@@ -17507,7 +17503,7 @@
- equal advancement isn't an important issue in the Cypher System, but people should get to play the game the way they
- want to play it.
-
--### TIER ADVANCEMENT IN THE CYPHER SYSTEM
-+##### TIER ADVANCEMENT IN THE CYPHER SYSTEM
-
- Tiers in the Cypher System aren't entirely like levels in other roleplaying games. In the Cypher System, gaining tiers
- is not the players' only goal or the only measure of achievement. Starting (first-tier) characters are already
-@@ -17565,7 +17561,7 @@
- (Some players might not want to use character arcs. The GM, however, can still use them as a benchmark for awarding XP.
- If the PCs are going off to explore a strange planet, the GM can essentially give them the Explore arc.)
-
--### AID A FRIEND
-+#### AID A FRIEND
-
- Someone needs your help.
-
-@@ -17585,7 +17581,7 @@
- Resolution: You speak with your friend and learn if they are satisfied. Together, you share what you've learned (if
- anything) and where you will go from here.
-
--### ASSIST AN ORGANIZATION
-+#### ASSIST AN ORGANIZATION
-
- You set out to accomplish something that will further an organization. You're probably allied with them or they are
- rewarding you for your help in some fashion.
-@@ -17604,7 +17600,7 @@
- Perhaps getting access to higher-ranking people in the organization. You can choose to have your connection to the
- organization increase rather than take the standard reward.
-
--### AVENGE
-+#### AVENGE
-
- Someone close to you or important to you in some way has been wronged. The most overt version of this arc would be to
- avenge someone's death. Avenging is different than revenge, as revenge is personal—you are the wronged party. But in the
-@@ -17624,7 +17620,7 @@
-
- Resolution: You resolve the outcome and the ramifications of the confrontation and decide what to do next.
-
--### BIRTH
-+#### BIRTH
-
- You are becoming a parent.
-
-@@ -17645,7 +17641,7 @@
-
- Resolution: You get the baby to the place you have prepared and settle in, deciding what to do next.
-
--### BUILD
-+#### BUILD
-
- You are going to build a physical structure—a house, a fortress, a workshop, a defensive wall, and so on. This arc would
- also cover renovating an existing structure or substantially adding to one. Of course, this doesn't have to be physical
-@@ -17666,7 +17662,7 @@
-
- Resolution: You put the structure to its desired use and see if it holds up.
-
--### CLEANSE
-+#### CLEANSE
-
- Someone or something has been contaminated, probably by evil spirits, radiation, a deadly virus, foul magic, or the
- like, and you want to rid them of such influences or contaminants. This could also be a curse, a possession, an
-@@ -17684,7 +17680,7 @@
- Resolution: You reflect on the events that have transpired and what effects they might have on the future. How can you
- keep this from happening again?
-
--### CREATION
-+#### CREATION
-
- You want to make something. This might be a magic item, a painting, a novel, or a machine.
-
-@@ -17700,7 +17696,7 @@
-
- Resolution: You think about what you have learned from the process and use or enjoy the fruits of your labor.
-
--### DEFEAT A FOE
-+#### DEFEAT A FOE
-
- Someone stands in your way or is threatening you. You must overcome the challenge they represent. Defeat doesn't always
- mean kill or even fight. Defeating a foe could mean beating them in a chess match or in competition for a desired
-@@ -17717,7 +17713,7 @@
-
- Resolution: You reflect on what you've learned and what the consequences of your actions might be.
-
--### DEFENSE
-+#### DEFENSE
-
- A person, place, or thing is threatened, and you want to protect it.
-
-@@ -17733,7 +17729,7 @@
- Resolution: A time for reflection on everything that occurred, and an assessment of the person, place, or thing's safety
- going forward.
-
--### DEVELOP A BOND
-+#### DEVELOP A BOND
-
- You want to get closer to another character. This might be to make a friend, find a mentor, or establish a contact in a
- position of power. It might be to turn a friend into a much closer friend. The character might be an NPC or a PC.
-@@ -17749,7 +17745,7 @@
-
- Resolution: You enjoy the fruits of your new relationship.
-
--### ENTERPRISE
-+#### ENTERPRISE
-
- You want to create and run a business or start an organization. Maybe you're a craftsperson who wants to sell your
- creations. Maybe you like baking and you want to start a catering service. Or maybe you want to start a secret society
-@@ -17775,7 +17771,7 @@
-
- Resolution: A time for reflection on everything that occurred, and how you're going to move forward.
-
--### ESTABLISHMENT
-+#### ESTABLISHMENT
-
- You want to prove yourself as someone of importance. This can take many forms—socially, within your order, financially,
- or even romantically.
-@@ -17793,7 +17789,7 @@
-
- Resolution: You reflect on what you did and where you go from here.
-
--### EXPLORE
-+#### EXPLORE
-
- Something out there is unknown and you want to explore its secrets. This is most likely an area of wilderness, a new
- planet, an otherworldly dimension, or something similar.
-@@ -17815,7 +17811,7 @@
-
- Resolution: You return home and possibly share your findings.
-
--### FALL FROM GRACE
-+#### FALL FROM GRACE
-
- This is an odd character arc in that it's (presumably) not something that a character would want. It is something that a
- player selects on a meta level for the character because it makes for an interesting story. It also sets up the
-@@ -17833,7 +17829,7 @@
-
- Resolution: You wallow in your own misery.
-
--### FINISH A GREAT WORK
-+#### FINISH A GREAT WORK
-
- Something that was begun in the past must now be completed. This might involve destroying an evil artifact, finishing
- the construction of a monument, developing the final steps of a cure for a disease, or uncovering a lost temple
-@@ -17851,7 +17847,7 @@
-
- Resolution: You reflect on what you did and where you go from here.
-
--### GROWTH
-+#### GROWTH
-
- Willingly or unwillingly, you are going to change. This is another meta arc. It's less about a goal and more about
- character development. While it's possible that the growth involved is intentional, in most people's lives and stories,
-@@ -17869,7 +17865,7 @@
-
- Resolution: You recognize the change in yourself and move forward.
-
--### INSTRUCTION
-+#### INSTRUCTION
-
- You teach a pupil. You have knowledge on a topic and are willing to share. This can be a skill, an area of lore, a
- combat style, or the use of a special ability. This is usually a fairly long-term arc. Sometimes teaching a pupil is a
-@@ -17891,7 +17887,7 @@
-
- Resolution: You and the pupil say your goodbyes, and you look toward the future.
-
--### JOIN AN ORGANIZATION
-+#### JOIN AN ORGANIZATION
-
- You want to join an organization. This might be a military organization, a corporation, a secret society, a religion, or
- something else.
-@@ -17908,7 +17904,7 @@
-
- Resolution: You consider your efforts and assess what your membership gets you.
-
--### JUSTICE
-+#### JUSTICE
-
- You try to right a wrong or bring a wrongdoer to justice.
-
-@@ -17926,7 +17922,7 @@
-
- Resolution: You resolve the outcome and ramifications of the confrontation and decide what to do next.
-
--### LEARN
-+#### LEARN
-
- You want to learn something. This isn't the same as the Uncover a Secret arc, in which you're looking for a bit of
- information. This is a skill or whole area of knowledge you want to gain proficiency with. This is learning a new
-@@ -17943,7 +17939,7 @@
-
- Resolution: You relax a bit and decide what to do next.
-
--### MASTER A SKILL
-+#### MASTER A SKILL
-
- You're skilled, but you want to become the best. This arc might logically follow the Learn arc. As with the Learn arc,
- this can involve any kind of training at all, not just a skill.
-@@ -17962,7 +17958,7 @@
-
- Resolution: You relax a bit and decide what to do next.
-
--### MYSTERIOUS BACKGROUND
-+#### MYSTERIOUS BACKGROUND
-
- You don't know who your parents were, but you want to find out. The mystery might be something other than your
- parentage, but that's a common theme in this kind of arc. You want to know where you come from—there's some kind of
-@@ -17979,7 +17975,7 @@
-
- Resolution: You contemplate how this new knowledge sits with you.
-
--### NEW DISCOVERY
-+#### NEW DISCOVERY
-
- You want to invent a new device, process, spell, or something similar. A cure for a heretofore unknown disease? An
- invocation with a result you've never heard of before? A method for getting into an impregnable vault? Any of these and
-@@ -17997,7 +17993,7 @@
- Resolution: You reflect on your discovery and probably compile your notes and write it all down, for posterity's sake if
- nothing else.
-
--### RAISE A CHILD
-+#### RAISE A CHILD
-
- You raise a child to adulthood. It can be your biological child or one you adopt. It can even be a child taken under
- your wing, more a young protégé than a son or daughter. This is obviously a very long-term arc.
-@@ -18018,7 +18014,7 @@
-
- Resolution: You reflect on the memories you have made.
-
--### RECOVER FROM A WOUND (OR TRAUMA)
-+#### RECOVER FROM A WOUND (OR TRAUMA)
-
- You need to heal. This isn't just for healing simple damage. This involves recovering from a major debilitating injury,
- illness, or shock. Severe damage, the loss of a body part, and emotional trauma all fall into this category.
-@@ -18037,7 +18033,7 @@
-
- Resolution: You get on with your life.
-
--### REDEMPTION
-+#### REDEMPTION
-
- You've done something very wrong, but you want to atone and make it right again. This is like the Justice arc or the
- Undo a Wrong arc, except you are the wrongdoer. This could be a follow-up to the Fall From Grace arc.
-@@ -18052,7 +18048,7 @@
-
- Resolution: You reflect on what has happened but now look to the future.
-
--### REPAY A DEBT
-+#### REPAY A DEBT
-
- You owe someone something, and it's time to make good.
-
-@@ -18067,7 +18063,7 @@
-
- Resolution: You relax knowing that your debt is repaid, and you look to the future.
-
--### RESCUE
-+#### RESCUE
-
- Someone or something of great importance has been taken, and you want to get them or it back.
-
-@@ -18082,7 +18078,7 @@
-
- Resolution: You return them home.
-
--### RESTORATION
-+#### RESTORATION
-
- You're down but not out. You want to restore your good name. Recover what you've lost. Rebuild what has been destroyed.
- You've fallen down or have been knocked down, but either way you want to pick yourself up. This is a possible follow-up
-@@ -18098,7 +18094,7 @@
-
- Resolution: You enjoy a return to things the way they were before.
-
--### REVENGE
-+#### REVENGE
-
- Someone did something that harmed you. Unlike the Avenge arc, this arc probably isn't about tracking down a murderer,
- but it might involve pursuing someone who stole from you, hurt you, or otherwise brought you grief. The key is that it's
-@@ -18113,7 +18109,7 @@
- Resolution: You deal with the aftermath of the confrontation and move on. You think about whether you are satisfied by
- gaining your revenge.
-
--### ROMANCE
-+#### ROMANCE
-
- You want to strike up a relationship with a romantic partner. Perhaps you have a specific person in mind, or maybe
- you're just interested in a relationship in general.
-@@ -18129,7 +18125,7 @@
-
- Resolution: You think about the future. Marriage? Children? These are only some of the possibilities.
-
--### SOLVE A MYSTERY
-+#### SOLVE A MYSTERY
-
- Different from the Learn arc and the Uncover a Secret arc, this arc is about solving a crime or a similar action
- committed in the fairly recent past. It's not about practice or study, but about questions and answers. In theory, the
-@@ -18148,7 +18144,7 @@
- mystery with what you've discovered, or you use the information in some way (such as taking it to the proper
- authorities).
-
--### THEFT
-+#### THEFT
-
- Someone else has something you want.
-
-@@ -18165,7 +18161,7 @@
- Resolution: You decide what to do with the thing you've stolen and contemplate the repercussions you might face for
- stealing it.
-
--### TRAIN A CREATURE
-+#### TRAIN A CREATURE
-
- You want to domesticate and train an animal or other creature. While the beast doesn't need to be wild, it must not
- already be domesticated and trained.
-@@ -18185,7 +18181,7 @@
-
- Resolution: You reflect on the experience.
-
--### TRANSFORMATION
-+#### TRANSFORMATION
-
- You want to be different in a specific way. Because the Growth arc covers internal change, this one focuses primarily on
- external change. This could take many forms, and probably varies greatly by genre. In some settings, it could even be
-@@ -18202,7 +18198,7 @@
-
- Resolution: You contemplate how this change affects you going forward.
-
--### UNCOVER A SECRET
-+#### UNCOVER A SECRET
-
- There is knowledge out there that you want. It could be an attempt to find and learn a specific special ability. This
- could also be a hunt for a lost password or a key that will open a sealed door, the true name of a devil, the secret
-@@ -18221,7 +18217,7 @@
-
- Resolution: You contemplate how this secret affects you and the world.
-
--### UNDO A WRONG
-+#### UNDO A WRONG
-
- Someone did something horrible, and its ramifications are still felt, even if it happened long ago. You seek to undo the
- damage, or at least stop it from continuing.
-@@ -18246,7 +18242,7 @@
- The Cypher System can be used to play in many settings. This chapter provides additional information and rules for
- fantasy, modern, science fiction, horror, romance, superheroes, post-apocalyptic, fairy tale, and historical genres.
-
--### FANTASY RULES MODULES
-+### Fantasy
-
- For our purposes, fantasy is any genre that has magic, or something so inexplicable it might as well be magic. The sort
- of core default of this type is Tolkienesque fantasy, also known as second-world fantasy because it includes a
-@@ -18268,7 +18264,7 @@
-
- The point is, there are many, many types of fantasy.
-
--Suggested Types for a FANTASY Game
-+#### Suggested Types for a FANTASY Game
-
- | | |
- |--------------|--------------------------------|
-@@ -18284,7 +18280,7 @@
- | Warrior mage | Warrior flavored with magic |
- | Bard | Speaker |
-
--Basic CREATURES AND NPCs FOR A FANTASY GAME
-+#### Basic CREATURES AND NPCs FOR A FANTASY GAME
-
- Bat: level 1
-
-@@ -18312,11 +18308,11 @@
-
- Villager: level 2
-
--### CRAFTING MAGIC ITEMS
-+#### CRAFTING MAGIC ITEMS
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
-
--### CRAFTING CYPHERS
-+##### CRAFTING CYPHERS
-
- 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides
- what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher
-@@ -18390,7 +18386,7 @@
- > course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one
- > day
-
--### CRAFTING ARTIFACTS
-+##### CRAFTING ARTIFACTS
-
- Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they
- select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of
-@@ -18404,15 +18400,15 @@
- this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of
- the same assessed difficulty
-
--### RITUAL MAGIC
-+#### RITUAL MAGIC
-
--### TIME
-+##### TIME
-
- Ritual magic has two aspects related to time: how long it takes to prepare the ritual, and how long it takes to perform
- it. The preparation time is how long it takes to get ready to perform the ritual. The performance time is how long the
- ritual takes from start to finish, once the preparations (if any) are complete.
-
--### DIFFICULTY AND SUBTASKS
-+##### DIFFICULTY AND SUBTASKS
-
- Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't
- a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person
-@@ -18430,28 +18426,28 @@
- assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of
- the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask.
-
--### POOL INVESTMENT
-+##### POOL INVESTMENT
-
- Some rituals might require the PCs to spend points from their Pools on each subtask, with Might representing blood or
- vitality, Speed representing energy, and Intellect representing will or sanity. Multiple PCs involved in the ritual
- could collectively contribute to this cost (and if a ritual costs many points, spreading out the cost in this way may be
- necessary to prevent a participating PC from dying during the ritual).
-
--### ACCELERATED PERFORMANCE
-+##### ACCELERATED PERFORMANCE
-
- The GM may allow a character to speed up a ritual, reducing the time required for one or more subtasks. Generally,
- reducing a subtask's time by half should hinder the subtask, and reducing it by half again (reducing the time needed to
- a quarter of the normal amount) should hinder the subtask by an additional step (two steps total). The minimum amount of
- time for a subtask is 1 round (unless the subtask is routine, in which case the GM may allow it to take no time at all).
-
--### EXAMPLE RITUALS
-+##### EXAMPLE RITUALS
-
- The following are examples of common magical rituals suitable for many fantasy settings. Specific details of a ritual
- may vary depending on what the characters are trying to accomplish; for example, a ritual to ask a demon for a favor
- might be similar to one used to ask an angel, but the exact details are probably very different. Everything listed in a
- ritual is merely a suggestion, and the GM should alter, add, or remove whatever they like to suit their campaign.
-
--### UNDERSTANDING THE EXAMPLES
-+##### UNDERSTANDING THE EXAMPLES
-
- Each ritual is described in the following format.
-
-@@ -18468,7 +18464,7 @@
-
- Other Assets: Kinds of abilities that can help success.
-
--### BESEECH
-+##### BESEECH
-
- Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor
- that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity
-@@ -18494,7 +18490,7 @@
- Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual
- space to talk in person.
-
--### CONJURE THE DEAD
-+##### CONJURE THE DEAD
-
- Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle
- prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate
-@@ -18519,7 +18515,7 @@
- A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act
- accordingly.
-
--### CONJURE DEMON
-+##### CONJURE DEMON
-
- Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for
-@@ -18544,7 +18540,7 @@
-
- Other Assets: Knowledge or control of similar entities, secret name of the demon
-
--### CONJURE DEVIL
-+##### CONJURE DEVIL
-
- Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to
- perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command
-@@ -18569,7 +18565,7 @@
-
- Other Assets: Knowledge or control of similar entities, secret name of the devil
-
--### CONJURE ELEMENTAL
-+##### CONJURE ELEMENTAL
-
- Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental
- remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An
-@@ -18597,7 +18593,7 @@
- Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and
- playing up their strengths are the key to bargaining with them.
-
--### CONSECRATION
-+##### CONSECRATION
-
- Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a
- very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or
-@@ -18620,7 +18616,7 @@
-
- Other Assets: Warding magic, religious knowledge
-
--### ENCHANT WEAPON
-+##### ENCHANT WEAPON
-
- Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the
- next day.
-@@ -18642,7 +18638,7 @@
- In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack
- rolls, grant extra damage, affect multiple weapons at once, or all of the above.
-
--### ENTOMBMENT
-+##### ENTOMBMENT
-
- Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem,
- the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual
-@@ -18663,7 +18659,7 @@
-
- Other Assets: Control magic, grappling, imprisoning magic, wards
-
--### EXORCISM
-+##### EXORCISM
-
- Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast
- out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time
-@@ -18691,7 +18687,7 @@
- Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than
- possessing a creature— throwing objects, causing nightmares, making noises, and so on.
-
--### FLESH FOR KNOWLEDGE
-+##### FLESH FOR KNOWLEDGE
-
- Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and
- permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as
-@@ -18717,7 +18713,7 @@
- reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all
- points gained through recovery rolls by 2.
-
--### PURIFICATION
-+##### PURIFICATION
-
- Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse
- or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified
-@@ -18738,7 +18734,7 @@
-
- Other Assets: Healing magic, resistance to the target's affliction
-
--### RESURRECTION
-+##### RESURRECTION
-
- Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is
- completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember
-@@ -18764,7 +18760,7 @@
- A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or
- impaired state on the damage track instead of hale, requiring further rest or healing.
-
--### SACRIFICIAL RITE
-+##### SACRIFICIAL RITE
-
- A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so
- the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be
-@@ -18784,17 +18780,17 @@
-
- Other Assets: Death spells, instant-kill abilities, soul manipulation
-
--### MAGICAL TECHNOLOGY
-+#### MAGICAL TECHNOLOGY
-
- To craft items of magical technology in a setting where they are commonplace, use the standard rules for crafting
- regular (nonmagical) items.
-
--### MAGIC PLUS TECHNOLOGY
-+#### MAGIC PLUS TECHNOLOGY
-
- Whatever technology exists in the setting could be magically enhanced if magic is also present. Such items would almost
- certainly be manifest cyphers or artifacts. Here's an example cypher:
-
--### FROZEN TIMEPIECE
-+##### FROZEN TIMEPIECE
-
- Level: 1d6 + 2
-
-@@ -18805,7 +18801,7 @@
-
- And here's an example artifact:
-
--### TRUTH BINOCULARS
-+##### TRUTH BINOCULARS
-
- Level: 1d6 + 2
-
-@@ -18821,7 +18817,7 @@
- you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely
- very different.
-
--### TECHNOLOGY THAT INTERACTS WITH MAGIC
-+#### TECHNOLOGY THAT INTERACTS WITH MAGIC
-
- In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to
- interact and cope with it. Technological devices that are not magical but deal with magic could include:
-@@ -18837,12 +18833,12 @@
- signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are
- impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once.
-
--### MAGIC THAT INTERACTS WITH TECHNOLOGY
-+#### MAGIC THAT INTERACTS WITH TECHNOLOGY
-
- In a world where magic and technology coexist, wizards will have spells and effects that protect them from shotgun
- blasts as well as sword blades, and radiation as well as fire or frost. Consider, for example, these effects as cyphers:
-
--### FINDING PRYING EYES
-+##### FINDING PRYING EYES
-
- Level: 1d6 + 3
-
-@@ -18851,7 +18847,7 @@
- this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not
- the location of the listener.
-
--### POWER DEVICE
-+##### POWER DEVICE
-
- Level: 1d6 + 2
-
-@@ -18859,7 +18855,7 @@
- powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
- flashlight, the battery is fully charged.
-
--### SCREEN CONTROL
-+##### SCREEN CONTROL
-
- Level: 1d6 + 2
-
-@@ -18870,7 +18866,7 @@
- Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even
- though the technology involved might not have any common principles
-
--### MIND CONTROL
-+#### MIND CONTROL
-
- From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature
- takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature,
-@@ -18905,7 +18901,7 @@
- A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission.
- For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent
-
--### MYSTICAL MARTIAL ARTS
-+#### MYSTICAL MARTIAL ARTS
-
- If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to
- portray the kinds of things characters in such stories can accomplish.
-@@ -18939,7 +18935,7 @@
- > Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force—
- > building up and cultivating the energy known as qi and using it for supernatural effects.
-
--### POSSESSION
-+#### POSSESSION
-
- Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living
- person, taking over a character's body as if it were the creature's own. The creature must touch the character to
-@@ -18968,7 +18964,7 @@
- Possession is like mind control in that it takes away a player's ability to control their character, and that can make
- some players very uncomfortable. See the section on mind control and consent for more information (page 67).
-
--### SECRET AND TRUE NAMES
-+#### SECRET AND TRUE NAMES
-
- Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature,
- including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks,
-@@ -18980,7 +18976,7 @@
- Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose
- the Uncover a Secret character arc to do so.
-
--### WISHES
-+#### WISHES
-
- Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give
- them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish,
-@@ -18998,17 +18994,17 @@
- itself—at least not without some investment of time and other resources, like a character using XP to acquire an
- artifact.
-
--### AWARDING TREASURE
-+#### AWARDING TREASURE
-
- It's best to think of gold and magic as two different kinds of currencies that characters have access to.
-
--### GOLD
-+##### GOLD
-
- The Cypher System abstracts item costs into general categories— inexpensive, moderate, expensive, and so on. Starting
- characters generally have access to only a few inexpensive and moderate items and perhaps one or two expensive items. In
- a typical fantasy campaign, the characters should become wealthier as they advance.
-
--### MANIFEST CYPHERS
-+##### MANIFEST CYPHERS
-
- The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players
- can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM
-@@ -19023,7 +19019,7 @@
- are generally considered to be about the same value, although local biases and NPC interests may affect their
- willingness to trade certain items despite or because of a level disparity
-
--### ARTIFACTS
-+##### ARTIFACTS
-
- Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers:
- not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different
-@@ -19035,13 +19031,13 @@
- expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact
- could be worth about the same as an exorbitant item.
-
--### DUNGEONS, CASTLES, AND KEEPS
-+#### DUNGEONS, CASTLES, AND KEEPS
-
- This section describes several kinds of common physical features and their game stats. Any of these levels can be
- adjusted up or down by the GM—a wall made from soft wood can have a lower level than a typical wall, stone can be
- reinforced by magic so its level is higher, and so on.
-
--### WALLS
-+##### WALLS
-
- Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work
- by a creature). Anything describing walls in this section also applies to ceilings and floors.
-@@ -19065,7 +19061,7 @@
-
- - Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault.
-
--### DOORS
-+##### DOORS
-
- Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on
- their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying
-@@ -19097,17 +19093,17 @@
- necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to
- lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis.
-
--### TRAPS
-+##### TRAPS
-
- One common element of fantasy exploration—particularly for castles and dungeons—is the danger of traps.
-
--### TRIGGERING TRAPS
-+###### TRIGGERING TRAPS
-
- Mechanical traps have a triggering mechanism—something set up to react when an unauthorized creature is in the area.
- Magical traps have triggers that are usually based on proximity—if a creature enters the area the trap is "watching," it
- activates.
-
--### FINDING TRAPS
-+###### FINDING TRAPS
-
- Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their
- presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such
-@@ -19125,7 +19121,7 @@
- trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after
- they've resolved the first trap.
-
--### DISABLING, DAMAGING, AND BYPASSING TRAPS
-+###### DISABLING, DAMAGING, AND BYPASSING TRAPS
-
- A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the
- same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted
-@@ -19144,7 +19140,7 @@
- Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is
- hindered by two additional steps).
-
--### UNDERSTANDING THE LISTINGS
-+###### UNDERSTANDING THE LISTINGS
-
- The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a
- standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted
-@@ -19169,7 +19165,7 @@
- GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one
- possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic.
-
--### COMMON TRAP POISONS
-+###### COMMON TRAP POISONS
-
- - Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes,
- and one hour.
-@@ -19201,7 +19197,7 @@
- time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and
- then making them groggy for an hour, even if they're awakened early).
-
--### ARROW 4 (12)
-+###### ARROW 4 (12)
-
- Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a
- hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap
-@@ -19216,7 +19212,7 @@
- GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord,
- or wire, with the other end tied to something dangerous like a falling block or an electrical shock.
-
--### CRUSHING WALL 6 (18)
-+###### CRUSHING WALL 6 (18)
-
- A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap
- could be built in its place).
-@@ -19235,7 +19231,7 @@
- can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies)
- and can now reach the characters.
-
--### DISINTEGRATION 7 (21)
-+###### DISINTEGRATION 7 (21)
-
- A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or
- any object destroyed by it) turns to dust.
-@@ -19245,7 +19241,7 @@
- GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the
- ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage.
-
--### EXPLOSIVE GLYPH 4 (12)
-+###### EXPLOSIVE GLYPH 4 (12)
-
- A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict
- acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn,
-@@ -19261,7 +19257,7 @@
- character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the
- curse is removed.
-
--### FLOODING ROOM 4 (12)
-+###### FLOODING ROOM 4 (12)
-
- Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and
- creatures in it begin to drown.
-@@ -19278,7 +19274,7 @@
- GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room
- fills with water faster than expected because the floor and/or ceiling are also moving toward each other.
-
--### MANGLER 3 (9)
-+###### MANGLER 3 (9)
-
- A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and
- hindering all actions requiring that hand by one or two steps.
-@@ -19300,7 +19296,7 @@
- fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or
- poison.
-
--### NET 3 (9)
-+###### NET 3 (9)
-
- A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net
- traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it.
-@@ -19316,7 +19312,7 @@
- net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each
- round.
-
--### PIT 4 (12)
-+###### PIT 4 (12)
-
- A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch
- multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor
-@@ -19335,7 +19331,7 @@
- damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who
- falls in.
-
--### POISON GAS 3 (9)
-+###### POISON GAS 3 (9)
-
- The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause
- harm, it is likely that the character won't realize at first that they've sprung a trap.
-@@ -19354,7 +19350,7 @@
- exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their
- companions for enemies, until they make an Intellect defense roll. The gas is flammable.
-
--### POISON NEEDLE 5 (15)
-+###### POISON NEEDLE 5 (15)
-
- A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a
- mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times.
-@@ -19367,7 +19363,7 @@
- releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas
- instead of a poisoned needle, affecting all nearby characters.
-
--### PORTCULLIS 5 (15)
-+###### PORTCULLIS 5 (15)
-
- An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the
- creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is
-@@ -19382,7 +19378,7 @@
- object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow
- enemies to make ranged attacks on the trapped character.
-
--### ROLLING BOULDER 6 (12)
-+###### ROLLING BOULDER 6 (12)
-
- A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of
- the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere.
-@@ -19400,7 +19396,7 @@
- is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons,
- which jump out as it moves and attack nearby creatures.
-
--### SLICING BLADE 5 (15)
-+###### SLICING BLADE 5 (15)
-
- A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area
- (such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of
-@@ -19415,7 +19411,7 @@
- blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after
- the initial attack until it is healed.
-
--### SLIDING STAIR 4 (12)
-+###### SLIDING STAIR 4 (12)
-
- A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold
- near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually
-@@ -19427,7 +19423,7 @@
- between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down
- the stairs after the sliding character, inflicting an additional 3 points of damage.
-
--### SNAKE PIT 4 (12)
-+###### SNAKE PIT 4 (12)
-
- The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes
- immediately attack the character and perhaps others in the area.
-@@ -19437,7 +19433,7 @@
- GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a
- Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated.
-
--### SPEAR 4 (12)
-+###### SPEAR 4 (12)
-
- The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous
- version of an arrow trap, and the same suggestions for that trap apply to this one.)
-@@ -19450,7 +19446,7 @@
- of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a
- falling block or an electrical shock
-
--### TELEPORTER 6 (18)
-+###### TELEPORTER 6 (18)
-
- The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an
- oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is
-@@ -19462,12 +19458,12 @@
- (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a
- shark tank, or a boulder in a lava lake.
-
--### ADDITIONAL FANTASY EQUIPMENT
-+#### ADDITIONAL FANTASY EQUIPMENT
-
- In the default Medieval Europe-style fantasy setting, the following items (and anything else appropriate to that time
- period) are usually available.
-
--### INEXPENSIVE ITEMS
-+##### INEXPENSIVE ITEMS
-
- | | |
- |------------------------|--------------------------------|
-@@ -19485,7 +19481,7 @@
- | Iron rations (1 day) | |
- | Torch (3) | |
-
--### MODERATELY PRICED ITEMS
-+##### MODERATELY PRICED ITEMS
-
- | | |
- |---------------------|---------------------------------|
-@@ -19516,7 +19512,7 @@
- | Spikes and hammer | 10 spikes |
- | Tent | |
-
--### EXPENSIVE ITEMS
-+##### EXPENSIVE ITEMS
-
- | | |
- |----------------|----------------------------------|
-@@ -19541,7 +19537,7 @@
- | Bag of heavy tools | |
- | Bag of light tools | |
-
--### VERY EXPENSIVE ITEMS
-+##### VERY EXPENSIVE ITEMS
-
- | | |
- |-----------------|--------------------------|
-@@ -19563,7 +19559,7 @@
- | Healing kit | Asset for healing tasks |
- | Spyglass | Asset for perception tasks at range |
-
--### EXORBITANT ITEMS
-+##### EXORBITANT ITEMS
-
- | | |
- |-----------------|-------------------------------------|
-@@ -19575,7 +19571,7 @@
- | Other Items | Notes |
- | Sailing ship (small) | |
-
--### MEDIEVAL FANTASY EQUIPMENT
-+#### MEDIEVAL FANTASY EQUIPMENT
-
- | Category | GP Value |
- |----------------|-----------------|
-@@ -19585,7 +19581,7 @@
- | Very expensive | 1,000–10,000 gp |
- | Exorbitant | 10,000+ gp |
-
--### STARTING GOLD PIECES FOR CHARACTERS
-+##### STARTING GOLD PIECES FOR CHARACTERS
-
- Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp.
-
-@@ -19595,7 +19591,7 @@
-
- Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp
-
--#### FANTASY ARMOR DESCRIPTIONS
-+##### FANTASY ARMOR DESCRIPTIONS
-
- You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the
- Speed Effort cost of the worst one).
-@@ -19672,7 +19668,7 @@
- If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth
- and padded armor should provide no Armor at all.
-
--#### FANTASY WEAPONS DESCRIPTIONS
-+##### FANTASY WEAPONS DESCRIPTIONS
-
- Battleaxe: A wooden pole with a blade on one end.
-
-@@ -19794,7 +19790,7 @@
- | Heavy mace | 15 gp | |
- | Maul | 10 gp | |
-
--### RANDOM WEAPON TABLE
-+##### RANDOM WEAPON TABLE
-
- If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table.
-
-@@ -19835,7 +19831,7 @@
- > It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar
- > with.
-
--### Adventuring equipment DESCRIPTIONS
-+##### Adventuring equipment DESCRIPTIONS
-
- Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor).
- If poured carefully, it can damage or destroy a small item or areas made of stone or metal.
-@@ -19951,7 +19947,7 @@
- | Torch | 1 cp |
- | Waterskin | 2 sp |
-
--Fantasy clothing descriptions
-+##### Fantasy clothing descriptions
-
- Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt,
- shoes, and underclothes.
-@@ -20002,7 +19998,7 @@
- | Traveler's outfit | 2 gp |
- | Wizard's outfit | 5 gp |
-
--### ANIMALS AND GEAR DESCRIPTIONS
-+##### ANIMALS AND GEAR DESCRIPTIONS
-
- Draft horse: A strong horse able to carry or pull heavy loads.
-
-@@ -20018,7 +20014,7 @@
- Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle
- such as a chariot.
-
--### ANIMALS AND GEAR
-+##### ANIMALS AND GEAR
-
- | Item | Price |
- |--------------|------------|
-@@ -20029,7 +20025,7 @@
- | Saddle | 10 gp |
- | Warehouse | 300-500 gp |
-
--### FOOD AND LODGING
-+##### FOOD AND LODGING
-
- | Item | Price |
- |----------------------|-------|
-@@ -20049,19 +20045,19 @@
- | Wine (bottle) | 10 gp |
- | Wine (pitcher) | 2 sp |
-
--### FANTASY CYPHERS
-+#### FANTASY CYPHERS
-
- Magic items are a staple of fantasy stories and games. In the Cypher System, these magic items are, of course, cyphers.
- The Cypher System assumes that subtle cyphers are the default, but in a fantasy game the assumption is usually the
- opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts,
- or rewards for their adventures and exploits.
-
--### MIXING SUBTLE AND MANIFEST CYPHERS
-+##### MIXING SUBTLE AND MANIFEST CYPHERS
- There's no reason why a fantasy campaign can't use manifest cyphers and subtle cyphers. In this setup, manifest cyphers
- are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods,
- and other coincidences that benefit the characters.
-
--### CYPHER FORMS
-+##### CYPHER FORMS
-
- What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
- the user's next task by three steps is functionally identical to a magical scroll that does the same thing.
-@@ -20102,11 +20098,11 @@
- | 93-96 | Watery potion |
- | 97-00 | Wood runeplate |
-
--### EXAMPLE FANTASY CYPHERS
-+##### EXAMPLE FANTASY CYPHERS
-
- All of the cyphers in this chapter are manifest and fantastic cyphers.
-
--### FANTASY CYPHERS TABLE
-+###### FANTASY CYPHERS TABLE
-
- | 01-05 | Acid resistance |
- |-------|------------------------|
-@@ -20130,13 +20126,13 @@
- | 94-98 | Undead ward |
- | 99-00 | Walking corpse |
-
--### ACID RESISTANCE
-+###### ACID RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against acid damage equal to the cypher's level for one hour.
-
--### ANIMAL CONTROL
-+###### ANIMAL CONTROL
-
- Level: 1d6 + 2
-
-@@ -20153,7 +20149,7 @@
- "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures
- like basilisks, pegasi, and so on.
-
--### BEAST SHAPE
-+###### BEAST SHAPE
-
- Level: 1d6
-
-@@ -20175,20 +20171,20 @@
- noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the
- above.
-
--### COLD RESISTANCE
-+###### COLD RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against cold damage equal to the cypher's level for one hour.
-
--### DEMON WARD
-+###### DEMON WARD
-
- Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher's level against damage from demons, devils, and similar
- malevolent creatures.
-
--### DRAGON WARD
-+###### DRAGON WARD
-
- Level: 1d6
-
-@@ -20197,13 +20193,13 @@
-
- In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence.
-
--### ELECTRICITY RESISTANCE
-+###### ELECTRICITY RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against electricity damage equal to the cypher's level for one hour.
-
--### ELEMENTAL CONJURATION
-+###### ELEMENTAL CONJURATION
-
- Level: 1d6
-
-@@ -20217,13 +20213,13 @@
- The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes
- back to its native realm.
-
--### FIRE RESISTANCE
-+###### FIRE RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against fire damage equal to the cypher's level for one hour.
-
--### GIANT SIZE
-+###### GIANT SIZE
-
- Level: 1d6
-
-@@ -20237,7 +20233,7 @@
- If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed
- defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher.
-
--### INSTANT BOAT
-+###### INSTANT BOAT
-
- Level: 1d6 + 2
-
-@@ -20246,7 +20242,7 @@
- its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The
- boat lasts for a day, after which it vanishes.
-
--### INSTANT TOWER
-+###### INSTANT TOWER
-
- Level: 1d6 + 3
-
-@@ -20258,7 +20254,7 @@
-
- The tower is permanent and immobile once created.
-
--### LYCANTHROPE WARD
-+###### LYCANTHROPE WARD
-
- Level: 1d6
-
-@@ -20268,7 +20264,7 @@
- Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such
- as a bear, rat, tiger, or wolf
-
--### PENULTIMATE KEY
-+###### PENULTIMATE KEY
-
- Level: 1d6 + 2
-
-@@ -20277,13 +20273,13 @@
-
- Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god.
-
--### POISON RESISTANCE
-+###### POISON RESISTANCE
-
- Level: 1d6 + 3
-
- Effect: The user gains Armor against poison damage equal to the cypher's level for one hour.
-
--### RESTORATIVE AURA
-+###### RESTORATIVE AURA
-
- Level: 1d6
-
-@@ -20292,7 +20288,7 @@
- level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for
- cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active.
-
--### THOUGHT LISTENING
-+###### THOUGHT LISTENING
-
- Level: 1d6 + 1
-
-@@ -20300,7 +20296,7 @@
- doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute
- per cypher level.
-
--### TINY SIZE
-+###### TINY SIZE
-
- Level: 1d6
-
-@@ -20313,14 +20309,14 @@
- If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect
- ends, they lose all of the advantages and penalties from the cypher.
-
--### UNDEAD WARD
-+###### UNDEAD WARD
-
- Level: 1d6
-
- Effect: For one hour, the user gains Armor equal to the cypher's level against damage from skeletons, zombies, ghosts,
- vampires, and other undead creatures.
-
--### WALKING CORPSE
-+###### WALKING CORPSE
-
- Level: 1d6
-
-@@ -20330,7 +20326,7 @@
- one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it
- again when its time expires, but any damage it had when it became inert applies to its newly reanimated state.
-
--### FANTASY ARTIFACTS
-+#### FANTASY ARTIFACTS
-
- In many ways, fantasy is the genre for artifacts. All magic items—wands that shoot lightning, magic carpets, singing
- swords, rings that make the wearer invisible, and so on—are artifacts. Below are a few sample artifacts to give a
-@@ -20347,7 +20343,7 @@
- minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either
- table.
-
--### MINOR FANTASY ARTIFACTS TABLE
-+##### MINOR FANTASY ARTIFACTS TABLE
-
- | 01-02 | Adamantine rope |
- |-------|-------------------------|
-@@ -20381,7 +20377,7 @@
- | 99 | Vorpal sword |
- | 00 | Whisperer in the ether |
-
--### MAJOR FANTASY ARTIFACTS TABLE
-+##### MAJOR FANTASY ARTIFACTS TABLE
-
- | 01-03 | Angelic ward\* |
- |-------|-------------------------------------------------|
-@@ -20423,7 +20419,7 @@
-
- \* Artifact found in the Fantasy Artifacts section of the Cypher System
-
--### ADAMANTINE ROPE
-+##### ADAMANTINE ROPE
-
- Level: 1d6 + 4
-
-@@ -20434,7 +20430,7 @@
-
- Depletion: —
-
--### ALCHEMIST BAG
-+##### ALCHEMIST BAG
-
- Level: 1d6
-
-@@ -20445,7 +20441,7 @@
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the bag)
-
--### ANGELIC WARD
-+##### ANGELIC WARD
-
- Level: 1d6 + 2
-
-@@ -20458,7 +20454,7 @@
-
- Depletion: 1 in 1d10
-
--### ARMORED CLOTH
-+##### ARMORED CLOTH
-
- Level: 1d6
-
-@@ -20470,7 +20466,7 @@
-
- Depletion: —
-
--### BELT OF STRENGTH
-+##### BELT OF STRENGTH
-
- Level: 1d6
-
-@@ -20483,7 +20479,7 @@
-
- Depletion: —
-
--### BOOK OF ALL SPELLS
-+##### BOOK OF ALL SPELLS
-
- Level: 1d6 + 2
-
-@@ -20514,7 +20510,7 @@
- 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a
- later page, or disappear and reappear somewhere else in the world.)
-
--### BOUNDING BOOTS
-+##### BOUNDING BOOTS
-
- Level: 1d6 + 1
-
-@@ -20525,7 +20521,7 @@
-
- Depletion: —
-
--### CAT'S EYE SPECTACLES
-+##### CAT'S EYE SPECTACLES
-
- Level: 1d6
-
-@@ -20536,7 +20532,7 @@
-
- Depletion: —
-
--### CLOAK OF BALAKAR
-+##### CLOAK OF BALAKAR
-
- Level: 1d6 + 3
-
-@@ -20548,7 +20544,7 @@
-
- Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world)
-
--### CLOAK OF ELFKIND
-+##### CLOAK OF ELFKIND
-
- Level: 1d6 + 2
-
-@@ -20560,7 +20556,7 @@
-
- Depletion: 1 in 1d100
-
--### CLOAK OF FINERY
-+##### CLOAK OF FINERY
-
- Level: 1d6 + 1
-
-@@ -20572,7 +20568,7 @@
-
- Depletion: 1 in 1d20
-
--### COIL OF ENDLESS ROPE
-+##### COIL OF ENDLESS ROPE
-
- Level: 1d6
-
-@@ -20584,7 +20580,7 @@
-
- Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet)
-
--### CROWN OF EYES
-+##### CROWN OF EYES
-
- Level: 1d6
-
-@@ -20597,7 +20593,7 @@
-
- Depletion: 1 in 1d100
-
--### CROWN OF THE MIND
-+##### CROWN OF THE MIND
-
- Level: 1d6
-
-@@ -20610,7 +20606,7 @@
-
- Depletion: —
-
--### CRYSTAL BALL
-+##### CRYSTAL BALL
-
- Level: 1d6 + 3
-
-@@ -20650,7 +20646,7 @@
- An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would
- against a directly harmful mental spell.
-
--### DEATH'S SCYTHE
-+##### DEATH'S SCYTHE
-
- Level: 1d6 + 4
-
-@@ -20666,7 +20662,7 @@
-
- Death manifestation: level 7
-
--### DEMONFLESH
-+##### DEMONFLESH
-
- Level: 1d6 + 1
-
-@@ -20684,7 +20680,7 @@
-
- To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--### DEMONIC RUNE BLADE
-+##### DEMONIC RUNE BLADE
-
- Level: 1d6 + 4
-
-@@ -20705,7 +20701,7 @@
- Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical
- abilities can be recharged if it kills an "innocent" creature)
-
--### DRAGONTONGUE WEAPON
-+##### DRAGONTONGUE WEAPON
-
- Level: 1d6 + 2
-
-@@ -20718,7 +20714,7 @@
-
- Depletion: 1 in 1d100
-
--### DRAGONTOOTH SOLDIERS
-+##### DRAGONTOOTH SOLDIERS
-
- Level: 1d6 + 1
-
-@@ -20733,7 +20729,7 @@
- Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1;
- spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round
-
--### ELFBLADE
-+##### ELFBLADE
-
- Level: 1d6 + 3
-
-@@ -20744,7 +20740,7 @@
- sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures
- are within 300 feet (90 m). Depletion: —
-
--### ENCHANTED ARMOR L
-+##### ENCHANTED ARMOR L
-
- evel: 1d6 + 3
-
-@@ -20761,7 +20757,7 @@
-
- Depletion: —
-
--### EXPLODING ARROW
-+##### EXPLODING ARROW
-
- Level: 1d6
-
-@@ -20783,7 +20779,7 @@
-
- An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile.
-
--### EXPLORER'S GLOVES
-+##### EXPLORER'S GLOVES
-
- Level: 1d6
-
-@@ -20794,7 +20790,7 @@
-
- Depletion: 1 in 1d20
-
--### FALCON CLOAK
-+##### FALCON CLOAK
-
- Level: 1d6
-
-@@ -20808,7 +20804,7 @@
- Most magic items that turn a character into a different creature make it difficult to use any of the character's special
- abilities (other than skills) in that form.
-
--### FLYING CARPET
-+##### FLYING CARPET
-
- Level: 1d6 + 1
-
-@@ -20819,7 +20815,7 @@
-
- Depletion: 1 in 1d20
-
--### GHOSTLY ARMOR
-+##### GHOSTLY ARMOR
-
- Level: 1d6 + 3
-
-@@ -20839,7 +20835,7 @@
-
- To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34.
-
--### GLOVES OF AGILITY
-+##### GLOVES OF AGILITY
-
- Level: 1d6
-
-@@ -20852,7 +20848,7 @@
-
- Depletion: —
-
--### GRUELMAKER
-+##### GRUELMAKER
-
- Level: 1d6
-
-@@ -20863,7 +20859,7 @@
-
- Depletion: 1 in 1d10
-
--### GUARDIAN IDOL
-+##### GUARDIAN IDOL
-
- Level: 1d6 + 3
-
-@@ -20877,7 +20873,7 @@
- twenty-four hours or until it has made one hundred attacks, whichever comes first.
- Depletion: Automatic
-
--### HAND OF GLORY
-+##### HAND OF GLORY
-
- Level: 1d6 + 3
-
-@@ -20892,7 +20888,7 @@
-
- Depletion: 1 in 1d20
-
--### HELM OF WATER BREATHING
-+##### HELM OF WATER BREATHING
-
- Level: 1d6
-
-@@ -20901,7 +20897,7 @@
-
- Depletion: 1–2 in 1d100 (check each day)
-
--### HORN OF THUNDER
-+##### HORN OF THUNDER
-
- Level: 1d6 + 4
-
-@@ -20914,7 +20910,7 @@
-
- Depletion: 1 in 1d10
-
--### INSTANT LADDER
-+##### INSTANT LADDER
-
- Level: 1d6
-
-@@ -20928,7 +20924,7 @@
- A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper
- sequence to expand or collapse it.
-
--### LIGHTNING HAMMER
-+##### LIGHTNING HAMMER
-
- Level: 1d6 + 2
-
-@@ -20941,7 +20937,7 @@
-
- Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion)
-
--### MASTERCRAFT ARMOR
-+##### MASTERCRAFT ARMOR
-
- Level: 1d6
-
-@@ -20951,7 +20947,7 @@
-
- Depletion: —
-
--### MASTERCRAFT WEAPON
-+##### MASTERCRAFT WEAPON
-
- Level: 1d6
-
-@@ -20965,7 +20961,7 @@
- or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy
- Equipment, page 34.
-
--### MINDSHIELD HELMET
-+##### MINDSHIELD HELMET
-
- Level: 1d6 + 2
-
-@@ -20976,7 +20972,7 @@
-
- Depletion: —
-
--### NECROMANTIC WAND
-+##### NECROMANTIC WAND
-
- Level: 1d6 + 4
-
-@@ -20991,7 +20987,7 @@
-
- Depletion: 1 in 1d10
-
--### PACK OF STORAGE
-+##### PACK OF STORAGE
-
- Level: 1d6 + 1
-
-@@ -21004,7 +21000,7 @@
- Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the
- pack)
-
--### POISONER'S TOUCH
-+##### POISONER'S TOUCH
-
- Level: 1d6 + 1
-
-@@ -21017,7 +21013,7 @@
-
- Depletion: 1 in 1d10
-
--### PROTECTION AMULET
-+##### PROTECTION AMULET
-
- Level: 1d6
-
-@@ -21035,7 +21031,7 @@
-
- Depletion: 1 in 1d6 (check each time the amulet reduces damage)
-
--### RING OF DRAGON'S FLIGHT
-+##### RING OF DRAGON'S FLIGHT
-
- Level: 1d6 + 2
-
-@@ -21046,7 +21042,7 @@
-
- Depletion: 1 in 1d10
-
--### RING OF FALL FLOURISHING
-+##### RING OF FALL FLOURISHING
-
- Level: 1d6
-
-@@ -21056,7 +21052,7 @@
-
- Depletion: 1 in 1d100
-
--### RING OF INVISIBILITY
-+##### RING OF INVISIBILITY
-
- Level: 1d6
-
-@@ -21067,7 +21063,7 @@
-
- Depletion: 1 in 1d20
-
--### RING OF WISHES
-+##### RING OF WISHES
-
- Level: 1d6 + 4
-
-@@ -21079,7 +21075,7 @@
-
- Depletion: 1–3 in 1d6
-
--### SHIELD OF TWO SKIES
-+##### SHIELD OF TWO SKIES
-
- Level: 1d6 + 2
-
-@@ -21090,7 +21086,7 @@
-
- Depletion: 1 in 1d100
-
--### SKILL RING
-+##### SKILL RING
-
- Level: 1d6
-
-@@ -21101,7 +21097,7 @@
-
- Depletion: —
-
--### SMOOTH-STEPPING BOOTS
-+##### SMOOTH-STEPPING BOOTS
-
- Level: 1d6 + 1
-
-@@ -21113,7 +21109,7 @@
-
- Depletion: 1 in 1d100
-
--### SOUL-STEALING KNIFE
-+##### SOUL-STEALING KNIFE
-
- Level: 1d6
-
-@@ -21129,7 +21125,7 @@
-
- Depletion: 1 in 1d20 (check each activation)
-
--### SOULFLAYING WEAPON
-+##### SOULFLAYING WEAPON
-
- Level: 1d6 + 1
-
-@@ -21141,7 +21137,7 @@
-
- Depletion: 1 in 1d100
-
--### SOVEREIGN KEY
-+##### SOVEREIGN KEY
-
- Level: 1d6 + 2
-
-@@ -21153,7 +21149,7 @@
-
- Depletion: 1 in 1d10
-
--### SPELLBOOK OF THE AMBER MAGE
-+##### SPELLBOOK OF THE AMBER MAGE
-
- Level: 1d6
-
-@@ -21166,7 +21162,7 @@
-
- Depletion: 1 in 1d20
-
--### SPELLBOOK OF ELEMENTAL SUMMONING
-+##### SPELLBOOK OF ELEMENTAL SUMMONING
-
- Level: 1d6 + 1
-
-@@ -21178,7 +21174,7 @@
-
- Depletion: 1–3 in 1d20
-
--### STAFF OF BLACK IRON
-+##### STAFF OF BLACK IRON
-
- Level: 1d6 + 2
-
-@@ -21200,7 +21196,7 @@
-
- Depletion: 1 in 1d100
-
--### STAFF OF HEALING
-+##### STAFF OF HEALING
-
- Level: 1d6 + 4
-
-@@ -21212,7 +21208,7 @@
-
- Depletion: 1 in 1d10
-
--### STAFF OF THE PROPHET
-+##### STAFF OF THE PROPHET
-
- Level: 1d6 + 2
-
-@@ -21233,7 +21229,7 @@
-
- Depletion: 1 in 1d20
-
--### STORM SHACK
-+##### STORM SHACK
-
- Level: 1d6 + 3
-
-@@ -21248,7 +21244,7 @@
-
- Depletion: 1 in 1d100
-
--### TRAP RUNESTONE
-+##### TRAP RUNESTONE
-
- Level: 1d6
-
-@@ -21267,7 +21263,7 @@
-
- Depletion: Automatic
-
--### TUNNELING GAUNTLETS
-+##### TUNNELING GAUNTLETS
-
- Level: 1d6 + 1
-
-@@ -21280,7 +21276,7 @@
-
- Depletion: 1 in 1d20
-
--### VORPAL SWORD
-+##### VORPAL SWORD
-
- Level: 1d6 + 3
-
-@@ -21293,7 +21289,7 @@
-
- Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material)
-
--### WAND OF FIREBOLTS
-+##### WAND OF FIREBOLTS
-
- Level: 1d6 + 2
-
-@@ -21304,7 +21300,7 @@
-
- Depletion: 1 in 1d20
-
--### WAND OF SPIDER'S WEBBING
-+##### WAND OF SPIDER'S WEBBING
-
- Level: 1d6 + 1
-
-@@ -21318,7 +21314,7 @@
-
- Depletion: 1 in 1d20
-
--### WHISPERER IN THE ETHER
-+##### WHISPERER IN THE ETHER
-
- Level: 1d6 + 1
-
-@@ -21340,7 +21336,7 @@
-
- Depletion: 1 in 1d20 (check each day)
-
--### WITCH'S BROOM
-+##### WITCH'S BROOM
-
- Level: 1d6 + 2
-
-@@ -21355,7 +21351,7 @@
-
- Depletion: 1 in 1d20
-
--### FANTASY CHARACTER OPTIONS
-+#### FANTASY CHARACTER OPTIONS
-
- In some cases, the ideas here require minor changes to the flavor described in the character options; you should work
- with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the
-@@ -21502,7 +21498,7 @@
-
- - Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\*
-
--### PREPARED VS. SPONTANEOUS SPELLCASTING
-+#### PREPARED VS. SPONTANEOUS SPELLCASTING
-
- Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus,
- and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes
-@@ -21510,9 +21506,11 @@
- selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine
- Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule.
-
--### NEW FOCI
-+#### NEW FOCI
-
--Takes Animal Shape: A shapechanger who can take the form of various animals.
-+##### Takes Animal Shape
-+
-+A shapechanger who can take the form of various animals.
-
- Tier 1: Animal Shape
-
-@@ -21528,7 +21526,9 @@
-
- Tier 6: Blurring Speed or Lend Animal Shape
-
--Uses Wild Magic: A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-+##### Uses Wild Magic
-+
-+A spellcaster who learns a variety of spells instead of focusing on just one kind of magic.
-
- Tier 1: Magical Repertoire
-
-@@ -21544,7 +21544,9 @@
-
- Tier 6: Maximize Cypher or Wild Insight
-
--Walks the Wild Woods: An adherent of nature magic who draws on the power and strength of trees.
-+##### Walks the Wild Woods
-+
-+An adherent of nature magic who draws on the power and strength of trees.
-
- Tier 1: Wilderness Life
-
-@@ -21560,7 +21562,9 @@
-
- Tier 6: Dreadwood or Restorative Bloom
-
--Wields an Enchanted Weapon: One who channels magic through or from a weapon to create a unique fighting style.
-+##### Wields an Enchanted Weapon
-+
-+One who channels magic through or from a weapon to create a unique fighting style.
-
- Tier 1: Enchanted Weapon
-
-@@ -21578,7 +21582,7 @@
-
- Tier 6: Deadly Strike or Spin Attack
-
--### NEW ABILITIES
-+#### NEW ABILITIES
-
- Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
- within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
-@@ -21718,7 +21722,7 @@
-
- Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
-
--### FANTASY SPECIES
-+#### FANTASY SPECIES
-
- For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
- additional options, which a player can choose for their character in place of their descriptor
-@@ -21728,7 +21732,7 @@
- In a high fantasy setting, some GMs may want dwarves and elves to be mechanically different from humans. Below are some
- possibilities for how this might work.
-
--### CATFOLK
-+##### CATFOLK
-
- You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are
- nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and
-@@ -21754,7 +21758,7 @@
-
- 4\. It seemed like a lark.
-
--### DRAGONFOLK
-+##### DRAGONFOLK
-
- You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly
- transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before
-@@ -21787,7 +21791,7 @@
-
- 4\. You want to make a name for yourself, and the other PCs seem competent and compatible.
-
--### DWARF
-+##### DWARF
-
- You're a stocky, broad-shouldered, bearded native of the mountains and hills. You're also as stubborn as the stone in
- which the dwarves carve their homes under the mountains. Tradition, honor, pride in smithcraft and warcraft, and a keen
-@@ -21823,7 +21827,7 @@
-
- 4\. Before dwarves settle down, they need to see the world.
-
--### ELF
-+##### ELF
-
- You haunt the woodlands and deep, natural realms, as your people have for millennia. You are the arrow in the night, the
- shadow in the glade, and the laughter on the wind. As an elf, you are slender, quick, graceful, and long lived. You
-@@ -21859,7 +21863,7 @@
-
- 4\. An adventure was in the offing, and you didn't want to be left behind.
-
--### GNOME
-+##### GNOME
-
- You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor,
- smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you
-@@ -21892,7 +21896,7 @@
-
- 4\. You owe one of the PCs a favor for a useful gift in the past.
-
--### HALF-GIANT
-+##### HALF-GIANT
-
- You stand at least 12 feet (4 m) tall and tower over everyone around you. Whether you are a full-blooded giant or merely
- have giant heritage from large ancestors, you're massive. Always large for your age, it became an issue only once you
-@@ -21922,7 +21926,7 @@
-
- 4\. You kept the PCs from being discovered by hiding them behind your bulk when they were on the run.
-
--### HALFLING
-+##### HALFLING
-
- Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small
- and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed
-@@ -21955,7 +21959,7 @@
-
- 4\. You're very protective of another PC and want to make sure they get through the upcoming challenges.
-
--### HELBORN
-+##### HELBORN
-
- Demons of the underworld sometimes escape. When they do, they can taint human bloodlines. Things like you are the result
- of such unnatural unions. Part human and part something else, you are an orphan of a supernatural dalliance. Thanks to
-@@ -21996,7 +22000,7 @@
-
- 4\. Your situation at home became untenable because of how people reacted to your looks. You joined the PCs to get away.
-
--### LIZARDFOLK
-+##### LIZARDFOLK
-
- You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and
- thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may
-@@ -22031,7 +22035,7 @@
-
- 4\. You or your priest had a vision of you traveling with the other PCs.
-
--### OPTIONAL RULE: SPELLCASTING
-+#### OPTIONAL RULE: SPELLCASTING
-
- Fantasy settings prioritize magic as an essential ingredient. But why restrict that magic to just wizards and similar
- characters? It's not uncommon in fantasy literature for a thief or warrior to learn a few spells as they steal or brawl
-@@ -22043,7 +22047,7 @@
- Under the spellcasting rule, any character, no matter their role or type, can choose to learn a spell as a long-term
- benefit. After they learn one spell, they may learn more later if they wish, or just stick with the one.
-
--### FIRST SPELL
-+##### FIRST SPELL
-
- Any character can gain a spell by spending 3 XP and working with the GM to come up with an in-game story of how the PC
- learned it. Maybe they learned it as a child from their parent and practiced it enough to actually do it; perhaps they
-@@ -22064,7 +22068,7 @@
- concentrating deeply, or otherwise using all their actions, they can cast a low-tier spell (if they also pay any Pool
- costs). An hour is required to cast mid-tier spells. Ten hours are required to cast a high-tier spell.
-
--### MORE SPELLS
-+##### MORE SPELLS
-
- Once a character has learned at least one spell, they can opt to learn additional spells later. Each time, they must
- spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's magical learning
-@@ -22080,7 +22084,7 @@
-
- Otherwise, gaining and casting additional spells are as described for the character's first spell.
-
--### WIZARDS AND THE OPTIONAL SPELLCASTING RULE
-+##### WIZARDS AND THE OPTIONAL SPELLCASTING RULE
-
- Wizards (usually Adepts) and characters with explicit spellcasting foci like Masters Spells, Channels Divine Blessings,
- Speaks for the Land, and possibly others are also considered to be spellcasters, and moreover, specialized ones. Their
-@@ -22109,7 +22113,7 @@
- ability so gained. If the PC is a wizard and uses the 4 XP character advancement option, treat the ability as one more
- prepared spell.)
-
--### FANTASY CREATURES AND NPCs BY LEVEL
-+#### FANTASY CREATURES AND NPCs BY LEVEL
-
- The most important element of each creature or NPC is its level. You use the level to determine the target number a PC
- must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in
-@@ -22208,7 +22212,7 @@
-
- \* Creature or NPC found in the Cypher System
-
--### BIGGER AND TOUGHER
-+##### BIGGER AND TOUGHER
-
- If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase
- the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't
-@@ -22216,7 +22220,7 @@
-
- A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases.
-
--### OTHER CREATURES AND NPCs FOR A FANTASY GAME
-+##### OTHER CREATURES AND NPCs FOR A FANTASY GAME
-
- Bat: level 1
-
-@@ -22338,7 +22342,7 @@
- city? How fast do the authorities arrive? In truth, the facts aren't as important as the story you're creating, but some
- verisimilitude is nice.
-
--### MOLDING CHARACTERS FOR A MODERN GAME
-+#### MOLDING CHARACTERS FOR A MODERN GAME
-
- If you're trying to portray a psychic with a few basic powers, you might not want to use the Adept character type.
- Instead, choose a different type (perhaps a Speaker) and encourage foci such as Commands Mental Powers or Focuses Mind
-@@ -22393,11 +22397,11 @@
-
- Worker: level 2; health 8
-
--### ADDITIONAL MODERN EQUIPMENT
-+#### ADDITIONAL MODERN EQUIPMENT
-
- In a modern setting, the following items (and anything else appropriate to the real world) are usually available.
-
--### INEXPENSIVE ITEMS
-+##### INEXPENSIVE ITEMS
-
- | | |
- |-------------------------|--------------------------------|
-@@ -22411,7 +22415,7 @@
- | Padlock with keys | |
- | Trail rations (1 day) | |
-
--### MODERATELY PRICED ITEMS
-+##### MODERATELY PRICED ITEMS
-
- | | |
- |---------------|-------------------------------------------------------------------|
-@@ -22445,7 +22449,7 @@
- | Sleeping bag | |
- | Tent | |
-
--### EXPENSIVE ITEMS
-+##### EXPENSIVE ITEMS
-
- | | |
- |----------------|-------------------------------|
-@@ -22472,7 +22476,7 @@
- | Smartphone | |
- | Straightjacket | |
-
--### VERY EXPENSIVE ITEMS
-+##### VERY EXPENSIVE ITEMS
-
- | | |
- |----------------|-----------------------------------------------|
-@@ -22495,7 +22499,7 @@
- | Used car | Level 3 |
- | Small boat | Level 3 |
-
--### EXORBITANT ITEMS
-+##### EXORBITANT ITEMS
-
- | | |
- |-------------|---------|
-@@ -22504,7 +22508,7 @@
- | Luxury car | Level 5 |
- | Sports car | Level 6 |
-
--### OPTIONAL RULE: HANDLING PCs AS CHILDREN
-+#### OPTIONAL RULE: HANDLING PCs AS CHILDREN
-
- The regular character creation process makes fully competent, adult characters. To account for playing children, the GM
- could adopt this optional rule. First, the players make their characters normally, and then they apply the following
-@@ -22512,7 +22516,7 @@
- childhood adventure games with kids of up to thirteen years old, and a tier cap of 4 for childhood adventure games
- featuring PCs who are aged fourteen to seventeen.
-
--### AGE 9 TO 13
-+##### AGE 9 TO 13
-
- Slight: –4 to your Might Pool.
-
-@@ -22522,7 +22526,7 @@
-
- Inability: Tasks involving knowledge are hindered.
-
--### AGE 14 TO 17
-+##### AGE 14 TO 17
-
- Youthful: –2 to your Might Pool.
-
-@@ -22543,9 +22547,9 @@
- That said, we've also got some additional guidance for hard science fiction, where what's possible is more grounded in
- what we currently scientifically extrapolate. But your science fiction setting can be anything you can imagine.
-
--### ASSEMBLING A SCI-FI SETTING
-+#### ASSEMBLING A SCI-FI SETTING
-
--### ESTABLISHING A TECHNOLOGY RATING
-+#### ESTABLISHING A TECHNOLOGY RATING
-
- Every science fiction setting has an implicit level of advancement, which is the average degree of technological
- sophistication available to most characters. This sophistication lies along a spectrum, from contemporary, to advanced,
-@@ -22561,13 +22565,13 @@
- doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found
- in a setting; breaking the established rules (for a good reason) often leads to interesting results.
-
--### COSMIC SET PIECES AND OPTIONAL RULES
-+#### COSMIC SET PIECES AND OPTIONAL RULES
-
- This chapter contains a variety of subsystems and set pieces that you can choose to incorporate in your game, depending
- on the kind of setting you'd like to run. Options here run the gamut from making your science fiction setting more
- realistic to making your fantastic games even wilder by introducing rules for posthuman advancement and psionics.
-
--### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-+#### QUICK DESCRIPTIONS FOR COMMON SCI-FI SITUATIONS
-
- Weightlessness (zero G) feels like, first time: The sensation of falling jerks through the body; instincts scream to
- reach out and catch yourself.
-@@ -22591,14 +22595,12 @@
- exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the
- character.)
-
--### OPTIONAL RULES FOR SCIENCE FICTION
--
--### SPACE HAZARDS
-+#### SPACE HAZARDS
-
- A few specific hazards that you can include as part of an encounter involving a spacecraft follow. These hazards are
- more site specific than the general threats presented in Chapter 5: Conflicts of the Future.
-
--### GRAVITY WELL
-+#### GRAVITY WELL
-
- All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a
- hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the
-@@ -22614,7 +22616,7 @@
- Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing
- the craft to expend additional power to get free (power it may or may not have)
-
--### BLACK HOLE
-+#### BLACK HOLE
-
- Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A
- couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time
-@@ -22638,7 +22640,7 @@
- from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated
- post-singularity AI or ancient ultra.
-
--### RADIATION BELT/SOLAR FLARE
-+#### RADIATION BELT/SOLAR FLARE
-
- Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge,
- causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same
-@@ -22652,7 +22654,7 @@
- single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on
- the damage track for each day they fail a Might defense roll until they expire.
-
--### ASTEROID/DEBRIS FIELD
-+#### ASTEROID/DEBRIS FIELD
-
- Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through
- to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in
-@@ -22669,7 +22671,7 @@
- spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
- spin, then slide into the cramped space.
-
--### OPTIONAL RULES: HARDER SCIENCE FICTION
-+#### OPTIONAL RULES: HARDER SCIENCE FICTION
-
- Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy.
- This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including
-@@ -22700,7 +22702,7 @@
- Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can
- reach to very-long range.
-
--### VOID RULES
-+#### VOID RULES
-
- The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of
- gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong
-@@ -22732,13 +22734,13 @@
- decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given
- situation.
-
--### EFFECTS OF VACUUM
-+#### EFFECTS OF VACUUM
-
- In terms of game mechanics, an unprotected character in vacuum moves one step down the damage track each round. However,
- at the point where they should die, they instead fall unconscious and remain so for about a minute. If they are rescued
- during that time, they can be revived. If not, they die
-
--### VACUUM GM INTRUSIONS
-+##### VACUUM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -22749,7 +22751,7 @@
- | 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. |
- | 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. |
-
--### SPACE SUITS ARE FALLIBLE
-+#### SPACE SUITS ARE FALLIBLE
-
- Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course,
- that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so
-@@ -22757,7 +22759,7 @@
- a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings,
- and by being able to maintain a higher internal pressure than soft suits.
-
--### SPACE SUITS GM INTRUSIONS
-+##### SPACE SUITS GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -22768,7 +22770,7 @@
- | 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. |
- | 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. |
-
--### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-+#### EFFECTS OF ACCELERATION AND HIGH-G MANEUVERS
-
- In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is
- only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in
-@@ -22782,7 +22784,7 @@
- or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher
- speeds. Normally.
-
--### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-+##### ACCELERATION AND HIGH-G MANEUVER GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -22793,7 +22795,7 @@
- | 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. |
- | 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received |
-
--### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-+#### LONG-TERM EXPOSURE TO ZERO G AND RADIATION
-
- In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high
- radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to
-@@ -22802,7 +22804,7 @@
- returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or
- parasite could also do them in.
-
--### SPACE HEALTH HAZARD GM INTRUSIONS
-+##### SPACE HEALTH HAZARD GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -22813,14 +22815,14 @@
- | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. |
- | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. |
-
--### MOVING IN MICROGRAVITY
-+#### MOVING IN MICROGRAVITY
-
- Long-term zero G is dangerous, but there are issues associated with moving around in microgravity. Those who have spent
- at least a little time in microgravity can move as part of a routine action. It's only when something else distracting
- or dangerous is happening simultaneously that routine movements through a ship or station become potentially
- problematic.
-
--### MOVING IN MICROGRAVITY GM INTRUSIONS
-+##### MOVING IN MICROGRAVITY GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -22831,7 +22833,7 @@
- | 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. |
- | 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. |
-
--### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-+#### OPTIONAL RULES: EXTENDED VEHICULAR COMBAT (SPACECRAFT COMBAT)
-
- When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really
- the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System
-@@ -22872,35 +22874,35 @@
-
- The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows.
-
--### BASE COMBAT TASK MODIFIERS
-+##### BASE COMBAT TASK MODIFIERS
-
- The following modifiers change the effective level of the enemy of the spacecraft for a given task by hindering or
- easing a PC's roll. Track each change in effective level on the space combat status tracker
-
--### SPACECRAFT LEVEL DIFFERENCE
-+##### SPACECRAFT LEVEL DIFFERENCE
-
- Compare the levels of the spacecraft involved in the conflict. If the PCs' vehicle has the higher level, the difference
- in levels becomes a reduction in the difficulty of attack and defense rolls PCs might make. If the PCs' vehicle has the
- lower level, the difference is an increase in difficulty by the same amount. If the levels are the same, there is no
- modification.
-
--### MISMATCHED TECH RATING
-+##### MISMATCHED TECH RATING
-
- It's possible that vehicles from different tech ratings will fight each other at some point, or become caught up in a
- larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the
- effective level of the higher-rated vehicle by two steps.
-
--### VEHICLE COORDINATION
-+##### VEHICLE COORDINATION
- If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles
- coordinate, the attack is eased by two steps.
-
--### SUPERIOR SHIP SYSTEMS
-+##### SUPERIOR SHIP SYSTEMS
-
- Some vehicles have superior weapons or defenses, as noted in the specific vehicle listing in chapter 8. If a vehicle has
- a superior system, treat that vehicle as if one level higher than its actual level when figuring attacks or evasion
- tasks if that specific system is involved.
-
--### REDLINE MANEUVER
-+##### REDLINE MANEUVER
-
- When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline"
- maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes
-@@ -22944,7 +22946,7 @@
-
- If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous.
-
--### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-+##### THE SUPERIORITY OF A WELL-CREWED SPACECRAFT
-
- A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular
- spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might
-@@ -22954,7 +22956,7 @@
- systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that
- are 2 levels higher than their own
-
--### BRIDGE COMBAT
-+##### BRIDGE COMBAT
-
- If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship
- system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew
-@@ -22978,7 +22980,7 @@
- shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the
- station.
-
--### WEAPONS
-+##### WEAPONS
-
- A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be
- crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced
-@@ -22988,7 +22990,7 @@
- Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose
- from.
-
--### WEAPON SYSTEM GM INTRUSIONS
-+###### WEAPON SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions (Choose Best Option) |
- |-----|------------------------------------------------------------------------------------------------------------|
-@@ -22999,7 +23001,7 @@
- | 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. |
- | 06 | Weapon melts to slag, must be replaced at a shipyard. |
-
--### PILOTING
-+##### PILOTING
-
- Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to
- crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of
-@@ -23013,7 +23015,7 @@
- character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the
- hull or shields, so there's no significant damage.
-
--### PILOTING SYSTEM GM INTRUSIONS
-+###### PILOTING SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -23024,7 +23026,7 @@
- | 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. |
- | 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). |
-
--### SCIENCE AND ENGINEERING
-+##### SCIENCE AND ENGINEERING
-
- A spacecraft may have more than one science and engineering system. Each science and engineering system has a station,
- each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks
-@@ -23033,7 +23035,7 @@
- Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides
- options to choose from.
-
--### PILOTING SYSTEM GM INTRUSIONS
-+###### PILOTING SYSTEM GM INTRUSIONS
-
- | d6 | GM Intrusions |
- |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -23044,14 +23046,14 @@
- | 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. |
- | 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. |
-
--### OPTIONAL: COMMAND
-+##### OPTIONAL: COMMAND
-
- Ships with a captain may have a Command station, possibly a captain's chair, though the captain might just crew one of
- the other stations. Sometimes those with captain's privileges also have the Captain's Calm special ability. Normally, a
- captain commanding someone else to do something can't redline; it would be up to the person who received the command
- whether to try to redline or not, and to face any GM intrusion consequences.
-
--### BRIDGE COMBAT AT THE TABLE
-+##### BRIDGE COMBAT AT THE TABLE
-
- Running a combat using these extended rules is straightforward.
-
-@@ -23080,7 +23082,7 @@
- enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they
- will be close enough to begin attacking, and let the combat flow
-
--### VEHICLES FIGHTING CREATURES
-+##### VEHICLES FIGHTING CREATURES
-
- Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to
- vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three
-@@ -23098,7 +23100,7 @@
- character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points
- of damage.
-
--### PC WEAPON SYSTEM OPTIONS
-+##### PC WEAPON SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -23113,7 +23115,7 @@
- | Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) |
- | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble |
-
--### PC PILOTING SYSTEM OPTIONS
-+##### PC PILOTING SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -23128,7 +23130,7 @@
- | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task |
- | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble |
-
--### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-+##### PC SCIENCE AND ENGINEERING SYSTEM OPTIONS
-
- All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual.
-
-@@ -23143,7 +23145,7 @@
- | Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. |
- | Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit |
-
--### SALVAGE FROM A SPACECRAFT
-+#### SALVAGE FROM A SPACECRAFT
-
- If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close
- encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than
-@@ -23164,7 +23166,7 @@
- | 09 | GM-selected robot, advanced tech rating (variable) |
- | 10 | GM-selected armament, advanced tech rating (variable) |
-
--### SHIP COLLISION DAMAGE TRACK
-+#### SHIP COLLISION DAMAGE TRACK
-
- | Number of Collisions | Effect |
- |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -23175,7 +23177,7 @@
- | 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage |
- | 10 | Spacecraft is completely destroyed |
-
--### FTL INSTABILITY
-+#### FTL INSTABILITY
-
- Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar
- sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL.
-@@ -23203,7 +23205,7 @@
- as a particle cannon accidentally aimed at some other craft or space station at the destination location, or
- creating/falling into a spatial anomaly.
-
--### SPATIAL ANOMALY
-+#### SPATIAL ANOMALY
-
- Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time,
- spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are
-@@ -23215,12 +23217,12 @@
- spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do
- so
-
--### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-+#### WEAK, SIM, STRONG, AND POST-SINGULARITY AI
-
- Though somewhat fuzzy, for the purposes of creating a sci-fi setting, artificial intelligence (AI) can be broken into
- four categories: Weak, Sim, Strong, and Post-singularity.
-
--### WEAK AI
-+##### WEAK AI
-
- Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life)
- focused on very narrow tasks, such as playing chess.
-@@ -23233,7 +23235,7 @@
-
- Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill
-
--### SIM AI
-+##### SIM AI
-
- Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for
- understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not
-@@ -23246,7 +23248,7 @@
-
- Sim AI: level equal to the ship, station, or installation in which it is installed
-
--### STRONG AI
-+##### STRONG AI
-
- Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same
- way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they
-@@ -23259,7 +23261,7 @@
- Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial
- Intelligence on page 115
-
--### POST- SINGULARITY
-+##### POST- SINGULARITY
-
- Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second
- generation immediately designed an even more advanced third generation, and so on from there. This iterating
-@@ -23281,7 +23283,7 @@
-
- Post-singularity AI: : level 10; see godmind
-
--### ANCIENT ULTRAS
-+#### ANCIENT ULTRAS
-
- Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of
- aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual
-@@ -23291,7 +23293,7 @@
- Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any
- at all.
-
--### KARDASHEV SCALE
-+#### KARDASHEV SCALE
- Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance,
- despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists
- accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st
-@@ -23301,7 +23303,7 @@
- its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the
- manipulation of the universe (Type IV) and even the multiverse (Type V).
-
--### SUGGESTED TYPES FOR A SCIENCE FICTION GAME
-+#### SUGGESTED TYPES FOR A SCIENCE FICTION GAME
-
- | | |
- |----------------|-------------------------------------------|
-@@ -23326,7 +23328,7 @@
-
- Physical laborer: level 2; health 8
-
--### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-+#### SCIENCE FICTION CREATURES AND NPCS BY LEVEL & TECH
-
- The most important element of each creature is its level. You use the level to determine the target number a PC must
- reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in
-@@ -23366,7 +23368,7 @@
- | 10 | Godmind | Fantastic |
- | 10 | Omworwar | Fantastic |
-
--### ADDITIONAL SCIENCE FICTION EQUIPMENT
-+#### ADDITIONAL SCIENCE FICTION EQUIPMENT
-
- In a science fiction setting, the following items (and anything else appropriate to the setting) are usually available.
-
-@@ -23378,14 +23380,14 @@
- Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons
- presented in this chapter are dedicated to those that a single character can carry and use.
-
--### VARIABLE COST BY TECH RATING
-+##### VARIABLE COST BY TECH RATING
-
- Equipment costs assume the setting is predominantly of same tech rating as the object's tech rating. The price drops by
- one price category if the setting tech rating is, generally speaking, greater than the object's tech rating.
-
- Note, however, that inexpensive items do not become free; they remain inexpensive.
-
--### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-+##### WEAPON OPTIONS GRANTED BY TYPE OR FOCUS
-
- When a player makes up their character, their type likely indicates that they can choose one or more weapons of their
- choice. When choosing such weapons and equipment, the following restrictions apply to that choice:
-@@ -23394,25 +23396,25 @@
-
- • Characters may not choose weapons in the exorbitant or priceless price category.
-
--### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+##### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- Equipment listed as contemporary can often be had in hard science fiction or fantastic genres, possibly at a lower
- price. Note that such equipment available in these future worlds are not necessarily antiques (though they could be),
- but rather cheaply made objects.
-
--### EQUIPMENT POWER
-+##### EQUIPMENT POWER
-
- For the most part, assume that equipment is either self-powered, or easily powered by charging fields or other
- ubiquitous and freely available sources. That is, unless a piece of equipment losing power makes a good GM intrusion in
- a clutch situation.
-
--### CUSTOMIZING EQUIPMENT
-+##### CUSTOMIZING EQUIPMENT
-
- Listing all possible armaments and equipment and their many variants across all three tech ratings, at least in the
- space available, isn't an option. However, a representative cross section is provided. If you're looking for something
- that isn't noted, look for something close and adapt the listing
-
--### INEXPENSIVE ITEMS
-+##### INEXPENSIVE ITEMS
-
- | | |
- |------------------------|--------------|
-@@ -23426,7 +23428,7 @@
- | Flashlight | |
- | Survival rations (1 day) | |
-
--Moderately Priced ITEMS
-+##### Moderately Priced ITEMS
-
- | | |
- |--------------------|--------------------------------------------------------------------------------------------------------------|
-@@ -23460,7 +23462,7 @@
- | Rope | Nylon, 50 feet |
- | Sleeping bag | |
-
--### EXPENSIVE ITEMS
-+##### EXPENSIVE ITEMS
-
- | | |
- |----------------|---------------------------------------------------------------------------------------|
-@@ -23485,7 +23487,7 @@
- | Environment suit | Provides 24 hours of atmosphere and +10 to Armor against extreme temperatures |
- | Wrist computer | Asset for most knowledge-based tasks |
-
--Very EXPENSIVE ITEMS
-+##### Very EXPENSIVE ITEMS
-
- | | |
- |---------------------|----------------------------------------------|
-@@ -23510,7 +23512,7 @@
- | Jetpack | Level 4 |
- | Stealthsuit | Asset for stealth tasks |
-
--Exhorbitant ITEMS
-+##### Exhorbitant ITEMS
-
- | | |
- |--------------|------------------------------------------------------------------------------------------|
-@@ -23529,18 +23531,16 @@
- | Robot servant | Level 3 |
- | Small spaceship | Level 4 |
-
--### EQUIPMENT LISTING
--
--### COMMUNICATION
-+#### COMMUNICATION EQUIPMENT
-
--### LIGHTSPEED COMMUNICATION DELAYS
-+##### LIGHTSPEED COMMUNICATION DELAYS
-
- For ease of reference, the light delay table provides the time it takes light from the sun to each planet in our solar
- system, plus a few other notable locations. To figure light delays between two different locations, subtract the time
- delay of the object closer to the sun from the time delay of the object farther away. The difference is the light delay
- between those two locations. Double times for two-way communication
-
--### LIGHT DELAY TABLE
-+##### LIGHT DELAY TABLE
-
- | Location | AU | Light Delay |
- |-------------------|------|-------------|
-@@ -23560,9 +23560,9 @@
- | Outer Oort Cloud | 100k | 19 months |
- | Proxima Centauri | 269k | 4.2 years |
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Smartphone
-+###### Smartphone
-
- Level 2 (6)
-
-@@ -23572,7 +23572,7 @@
- and ability to run multiple apps. Provides an asset to knowledge tasks that can be researched on the internet, and
- bright light within immediate range. Subject to running out of charge or breaking.
-
--Computer/Laptop
-+###### Computer/Laptop
-
- Level 3 (9)
-
-@@ -23580,7 +23580,7 @@
-
- A data processing and data-access tool that enables all sorts of creative and comprehension tasks.
-
--Satellite phone
-+###### Satellite phone
-
- Level 4 (12)
-
-@@ -23589,9 +23589,9 @@
- As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network,
- providing planetary range.
-
--### ADVANCED
-+##### ADVANCED
-
--Communicator, badge/ring
-+###### Communicator, badge/ring
-
- level 3 (9)
-
-@@ -23604,7 +23604,7 @@
-
- A communicator badge in the form of ring is often referred to as a data-ring.
-
--AR glasses
-+###### AR glasses
-
- level 4 (12)
-
-@@ -23614,7 +23614,7 @@
- communication) and communicator badge, plus is capable of both immersive VR and overlaid HUD and augmented reality
- functions. Can be worn inside a space suit helmet or incorporated directly into one.
-
--AR contacts
-+###### AR contacts
-
- level 4 (12)
-
-@@ -23622,7 +23622,7 @@
-
- As AR glasses, but are lenses fitted to the eye. Also called "smartacs."
-
--Courier
-+###### Courier
-
- level 5 (15)
-
-@@ -23632,7 +23632,7 @@
- radio (via DSM network), laser, or even graser communication is deemed too susceptible to interception by a third party.
- A courier must be launched in a micro-gravity environment.
-
--Laser array
-+###### Laser array
-
- level 5 (15)
-
-@@ -23641,7 +23641,7 @@
- traveling a few light-seconds, diminishing their usefulness. Also doubles as a spacecraft weapon system (but all attack
- tasks using it are hindered).
-
--Graser array
-+###### Graser array
-
- level 5 (15)
-
-@@ -23650,9 +23650,9 @@
- As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between
- planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered).
-
--### FANTASTIC
-+##### FANTASTIC
-
--Mind's eye
-+###### Mind's eye
-
- level 4 (12)
-
-@@ -23662,7 +23662,7 @@
- memory, the ability to link senses between authorized users within network range, and some control over brain chemistry,
- granting an asset on all tasks the user attempts to control or moderate their own reactions.
-
--Ansible
-+###### Ansible
-
- level 6 (18)
-
-@@ -23671,14 +23671,14 @@
- A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use,
- allows instantaneous communication between two points even across interstellar distances.
-
--### SENSE-ENHANCING TOOLS
-+#### SENSE-ENHANCING TOOLS
-
- Some communication devices also provide sense-enhancing abilities, such as the smartphone, AR glasses and contacts, and
- the mind's eye implant.
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Binoculars
-+###### Binoculars
-
- level 2 (6)
-
-@@ -23686,7 +23686,7 @@
-
- Provides an asset for perception tasks at range.
-
--Camera, surveillance
-+###### Camera, surveillance
-
- level 3 (9)
-
-@@ -23695,7 +23695,7 @@
- Wireless transmission to internet node, radio within long range, or flash storage to be picked up physically at a later
- date; includes microphone and ability to have conversation through camera speakers.
-
--Microscope
-+###### Microscope
-
- level 3 (9)
-
-@@ -23704,7 +23704,7 @@
- Provides an asset to any research task where small-scale perception could provide additional information, though
- analysis requires several hours or more.
-
--Nightvision goggles
-+###### Nightvision goggles
-
- level 3 (9)
-
-@@ -23712,7 +23712,7 @@
-
- Reasonably accurate vision in complete darkness, up to 100 m (330 feet).
-
--Analysis apparatus
-+###### Analysis apparatus
-
- level 4 (12)
-
-@@ -23722,9 +23722,9 @@
- columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any
- analysis task where perception could provide additional information, though analysis requires several hours or more.
-
--### ADVANCED
-+##### ADVANCED
-
--Hand scanner
-+###### Hand scanner
-
- level 4 (12)
-
-@@ -23732,7 +23732,7 @@
-
- Smartphone-like device customized for analysis; provides an asset for identifying tasks.
-
--White noise generator
-+###### White noise generator
-
- level 5 (15)
-
-@@ -23741,7 +23741,7 @@
- Fist-sized device that fuzzes frequencies all across the spectrum, hindering all electronic perception and surveillance
- tasks within short range by five steps.
-
--Lab-on-a-chip
-+###### Lab-on-a-chip
-
- level 5 (15)
-
-@@ -23750,7 +23750,7 @@
- Portable 15 cm (6 inch) cube with many inputs and readouts (and network connections). Eases any research task where
- small-scale perception could provide additional information by two steps, though analysis requires about ten minutes.
-
--Research drone
-+###### Research drone
-
- level 4 (12)
-
-@@ -23760,7 +23760,7 @@
- audio, chemical, and lab-on-a-chip functionality. Propelled by rotors in an atmosphere or micro-thrusters in vacuum.
- Research drones can also be controlled through AR glasses or smartphones to any distance communications reach.
-
--Tactile drone
-+###### Tactile drone
-
- level 4 (12)
-
-@@ -23770,9 +23770,9 @@
- controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those
- of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Multicorder
-+###### Multicorder
-
- level 5 (15)
-
-@@ -23785,7 +23785,7 @@
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
- in effect providing one more level of Effort than what was paid for
-
--Probe drone
-+###### Probe drone
-
- level 6 (18)
-
-@@ -23795,7 +23795,7 @@
- gather environmental and tactical information, which is transmitted back. If forced to defend itself, this level 6 robot
- has Armor 3 and two long-range energy blasts each round that inflict 8 points of damage each.
-
--Sonic toolgrip
-+###### Sonic toolgrip
-
- level 6 (18)
-
-@@ -23806,14 +23806,14 @@
- tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind
- nearby targets for a round. The sonic toolgrip eases all tasks by two steps.
-
--### APPAREL & ARMOR
-+#### APPAREL & ARMOR
-
- Unless the GM is running some kind of survival-related scenario, characters can be presumed to have basic clothing and
- footwear suitable to their environment. CONTEMP
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Cold weather gear
-+###### Cold weather gear
-
- level 3 (9)
-
-@@ -23822,7 +23822,7 @@
- Insulated clothing, including gloves, boots, and facemask, that allows wearer to function in extremely cold environments
- for several hours at temperatures down to –90 degrees C (–130 degrees F).
-
--Elegant clothes
-+###### Elegant clothes
-
- level 3 (9)
-
-@@ -23830,7 +23830,7 @@
-
- Clothing suitable for moving in elite circles; provides an asset to interaction checks in some situations.
-
--SCUBA gear
-+###### SCUBA gear
-
- level 4 (12)
-
-@@ -23839,15 +23839,15 @@
- Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under
- normal Earth atmosphere) of up to 40 m (130 feet)
-
--### CONTEMPORARY ARMOR
-+##### CONTEMPORARY ARMOR
-
--Leather jacket
-+###### Leather jacket
-
- level 2 (6)
-
- Moderate Functions as light armor (+1 Armor).
-
--Kevlar vest
-+###### Kevlar vest
-
- level 3 (9)
-
-@@ -23855,7 +23855,7 @@
-
- Functions as medium armor (+2 Armor).
-
--Military body armor, light
-+###### Military body armor, light
-
- level 4 (12)
-
-@@ -23863,7 +23863,7 @@
-
- Functions as medium armor (+2 Armor), encumbers as light armor.
-
--Military body armor
-+###### Military body armor
-
- level 4 (12)
-
-@@ -23874,9 +23874,9 @@
- Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type
- of armor at a time, but you can have many sources of Armor, theoretically.
-
--### ADVANCED
-+##### ADVANCED
-
--Safesuit, space
-+###### Safesuit, space
-
- level 2 (6)
-
-@@ -23887,7 +23887,7 @@
- physical action taken while wearing one is subject to automatic GM intrusions on a d20 die roll of 1 or 2. If a roll
- triggers a GM intrusion, the suit tears.
-
--Breather
-+###### Breather
-
- level 2 (6)
-
-@@ -23897,7 +23897,7 @@
- breathers with recycling and oxy extraction features. If used in a vacuum, a breather provides the wearer three rounds
- of action before the full effects of vacuum begin dropping them on the damage track.
-
--Exoskin, grav-assist
-+###### Exoskin, grav-assist
-
- level 3 (9)
-
-@@ -23906,7 +23906,7 @@
- Powered anthropomorphic exoskeleton allows completely normal function in high gravity environments of up to 5 G.
- Exoskins are related to loader mechs. Increase the cost category by one to grant +1 Armor.
-
--Shipboots
-+###### Shipboots
-
- level 3 (9)
-
-@@ -23915,7 +23915,7 @@
- Any footwear that allows variable magnetic adhesion to a surface; cancels the hindrance to all physical actions suffered
- by those acting in zero-gravity conditions.
-
--Pressure suit
-+###### Pressure suit
-
- level 3 (9)
-
-@@ -23924,7 +23924,7 @@
- A full-body suit similar to a space suit, but only rated for regions of low pressure (not vacuum) such as is typically
- found on Mars. Some come integrated with breathers (at double the cost).
-
--Exoskin, brute
-+###### Exoskin, brute
-
- level 4 (12)
-
-@@ -23932,7 +23932,7 @@
-
- As grav-assist exoskin, but high-tensile effectors ease all tasks related to Might.
-
--Exoskin, reactive
-+###### Exoskin, reactive
-
- level 4 (12)
-
-@@ -23940,7 +23940,7 @@
-
- As grav-assist exoskin, but integrated memory fibers ease all tasks related to Speed.
-
--Space suit
-+###### Space suit
-
- level 4 (12)
-
-@@ -23953,7 +23953,7 @@
-
- "Atmo" is the catch-all term for oxygenated, breathable air and livable pressure.
-
--Stealthsuit
-+###### Stealthsuit
-
- level 4 (12)
-
-@@ -23961,7 +23961,7 @@
-
- Provides two assets to stealth tasks.
-
--Swimsuit, hydrodynamic
-+###### Swimsuit, hydrodynamic
-
- level 4 (12)
-
-@@ -23970,7 +23970,7 @@
- Next-generation materials repel water, increase oxygen consumption, and shape swimmer's body to better swimming ideal;
- provides two free levels of Effort to swimming tasks.
-
--Space suit, deluxe
-+###### Space suit, deluxe
-
- level 5 (15)
-
-@@ -24001,7 +24001,7 @@
-
- Functions as medium armor (+2 Armor), encumbers as if not wearing any armor.
-
--Body armor, lightweight
-+###### Body armor, lightweight
-
- level 4 (12)
-
-@@ -24009,7 +24009,7 @@
-
- Functions as heavy armor (+3 Armor), encumbers as if wearing medium armor.
-
--Paint-on impact armor
-+###### Paint-on impact armor
-
- level 5 (15)
-
-@@ -24018,7 +24018,7 @@
- Not armor; offers +1 to Armor, applied by spraying nanosolution from spray applicator over clothing and skin, lasts ten
- minutes; each applicator depletes 1 in 1d10 uses.
-
--Battlesuit
-+###### Battlesuit
-
- level 5 (15)
-
-@@ -24026,7 +24026,7 @@
-
- Functions as heavy armor (+3 Armor), also grants the benefit of a deluxe space suit.
-
--Holobit
-+###### Holobit
-
- level 5 (15)
-
-@@ -24034,7 +24034,7 @@
-
- Not armor; wearable device projects an offset hologram of the wearer, providing an asset to Speed defense tasks.
-
--Battlesuit, deluxe
-+###### Battlesuit, deluxe
-
- level 6 (18)
-
-@@ -24044,9 +24044,9 @@
- Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often
- isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage).
-
--### FANTASTIC
-+##### FANTASTIC
-
--Breather, vacuum
-+###### Breather, vacuum
-
- level 3 (9)
-
-@@ -24055,7 +24055,7 @@
- Facemask generates a variable forcefield around wearer that provides comfortable temperature and atmo to wearer in
- poisonous atmospheres, underwater, or in vacuum, for several hours, even without a space suit.
-
--Bounding boots
-+###### Bounding boots
-
- level 4 (12)
-
-@@ -24064,7 +24064,7 @@
- Gravity-assist boots provide two free levels for Effort for jumping and running tasks. In addition, wearer can fall from
- any height safely if prepared for the descent.
-
--Cloak, chameleon
-+###### Cloak, chameleon
-
- level 5 (15)
-
-@@ -24076,9 +24076,9 @@
- An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort,
- in effect providing one more level of Effort than what was paid for.
-
--### FANTASTIC ARMOR
-+##### FANTASTIC ARMOR
-
--Force field, quick
-+###### Force field, quick
-
- level 4 (12)
-
-@@ -24087,7 +24087,7 @@
- Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
- Once used, must be recharged for several hours.
-
--Cloak, impact
-+###### Cloak, impact
-
- level 5 (15)
-
-@@ -24096,14 +24096,14 @@
- Fashionable cloak with attached hood. If the wearer is subjected to a physical or energy attack, the garment
- strategically hardens, functioning as heavy armor (+3 Armor), and encumbering as light armor.
-
--Cloak, reflective
-+###### Cloak, reflective
-
- level 6 (18)
-
- Very Expensive x2 As chameleon cloak, but also reflects energy attacks back on attacker if PC succeeds on their defense
- task.
-
--Battle armor
-+###### Battle armor
-
- level 6 (18)
-
-@@ -24115,7 +24115,7 @@
-
- their Might Pool.
-
--Force field, omni
-+###### Force field, omni
-
- level 6 (18)
-
-@@ -24125,7 +24125,7 @@
- field so that it's hazed and translucent, hiding their identity, or make it fully dark so that it emits no light (though
- they can see through the field normally).
-
--Kinetic ring
-+###### Kinetic ring
-
- level 6 (18)
-
-@@ -24137,7 +24137,7 @@
-
- against the attack.
-
--Gun armor
-+###### Gun armor
-
- level 6 (18)
-
-@@ -24150,11 +24150,11 @@
-
- triggered, result in friendly fire).
-
--### UTILITY GEAR
-+#### UTILITY GEAR
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Duct tape roll
-+###### Duct tape roll
-
- level 1 (3)
-
-@@ -24164,7 +24164,7 @@
-
- and much more.
-
--Flashlight
-+###### Flashlight
-
- level 1 (3)
-
-@@ -24172,7 +24172,7 @@
-
- Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-
--Padlock with keys
-+###### Padlock with keys
-
- level 3 (9)
-
-@@ -24180,7 +24180,7 @@
-
- Padlocks aren't too difficult to remove, especially with bolt cutters, but they do slow down would-be thieves.
-
--Backpack
-+###### Backpack
-
- level 2 (6)
-
-@@ -24188,7 +24188,7 @@
-
- A quality, well-packed backpack can carry a surprising amount of gear, including a sleeping bag.
-
--Bolt cutters
-+###### Bolt cutters
-
- level 3 (9)
-
-@@ -24196,7 +24196,7 @@
-
- Enables and eases tasks to cut through metal bars.
-
--Climbing gear
-+###### Climbing gear
-
- level 3 (9)
-
-@@ -24204,7 +24204,7 @@
-
- Enables and eases tasks to climb buildings or cliffs. Includes 15 m (50 feet) of nylon rope.
-
--Crowbar
-+###### Crowbar
-
- level 3 (9)
-
-@@ -24212,7 +24212,7 @@
-
- Enables and eases tasks to force open stuck or barred doors.
-
--Electric lantern
-+###### Electric lantern
-
- level 3 (9)
-
-@@ -24220,7 +24220,7 @@
-
- Provides bright light within 9 m (30 feet) for several hours before requiring new batteries/a charge.
-
--Lockpick set
-+###### Lockpick set
-
- level 3 (9)
-
-@@ -24228,7 +24228,7 @@
-
- Asset to picking mechanical locks.
-
--Restraint
-+###### Restraint
-
- level 3 (9)
-
-@@ -24237,7 +24237,7 @@
- Moderately priced non-novelty cuffs restrain targets at the wrists, hindering tasks to break free by two steps.
- Straitjackets wrap a target more securely, hindering tasks to break free by three steps.
-
--Sleeping bag
-+###### Sleeping bag
-
- level 3 (9)
-
-@@ -24245,7 +24245,7 @@
-
- Moderately priced bags are suitable for temperatures down to –4°C (24°F); expensive down to –29°C (–20°F).
-
--Tent
-+###### Tent
-
- level 3 (9)
-
-@@ -24253,7 +24253,7 @@
-
- Moderately priced tents are for one or two people; expensive tents can sleep four to six people.
-
--Tools, general
-+###### Tools, general
-
- level 3 (9)
-
-@@ -24261,7 +24261,7 @@
-
- All-purpose tools include a utility knife, tape measure, pliers, small hammer, variable screwdriver, and level.
-
--Tools, specialized
-+###### Tools, specialized
-
- level 3 (9)
-
-@@ -24273,7 +24273,7 @@
-
- suited for.
-
--Disguise kit
-+###### Disguise kit
-
- level 3 (9)
-
-@@ -24283,9 +24283,9 @@
-
- few minutes but grants an asset to tasks related to disguise and impersonation.
-
--### ADVANCED
-+##### ADVANCED
-
--Everlight
-+###### Everlight
-
- level 3 (9)
-
-@@ -24294,7 +24294,7 @@
- As flashlight, but radioisotope power cell allows the light to shine a bright light up to a very long distance for
- arbitrary lengths of time.
-
--Tent, environment
-+###### Tent, environment
-
- level 3 (9)
-
-@@ -24303,7 +24303,7 @@
- As tent, but filters out poisonous atmospheres. Can be used in vacuum in an emergency for a few hours of air, but the
- taut fabric is given to tearing (GM intrusions triggered by rolling a 1 on d20 cause it to rip).
-
--Repair tape roll
-+###### Repair tape roll
-
- level 4 (12)
-
-@@ -24312,7 +24312,7 @@
- As duct tape, but programmable matter embedded in fabric provides two assets to all tasks related to repair using the
- tape and taping things together. Each roll has about ten uses.
-
--Self-extending rope
-+###### Self-extending rope
-
- level 4 (12)
-
-@@ -24320,7 +24320,7 @@
-
- Mechanism prints fiber on the fly, allowing the rope to extend over 300 m (1,000 feet).
-
--Surelock
-+###### Surelock
-
- level 5 (15)
-
-@@ -24329,7 +24329,7 @@
- As padlock with keys, but can be attached to secure any opening by forming a level 8 bond with any surface; attempts to
- pick or otherwise open the lock are hindered by three steps.
-
--Lock infiltrator
-+###### Lock infiltrator
-
- level 5 (15)
-
-@@ -24338,7 +24338,7 @@
- Advanced tech electronic and digital locks are amazingly advanced—so is this item that provides an asset to picking them
- (including a surelock).
-
--Exo-hand
-+###### Exo-hand
-
- level 5 (15)
-
-@@ -24349,7 +24349,7 @@
- their hands full. Attacks (and other tasks requiring precise dexterity) made with an exo-hand are hindered by two
- steps.
-
--Fusion battery
-+###### Fusion battery
-
- level 5 (15)
-
-@@ -24359,7 +24359,7 @@
- power through fusion. Provides power to nearly any device short of a spacecraft for a variable period depending on power
- requirements.
-
--Fusion torch
-+###### Fusion torch
-
- level 5 (15)
-
-@@ -24367,7 +24367,7 @@
-
- Cuts through substances of up to level 9 after a few rounds of application.
-
--4D printer
-+###### 4D printer
-
- level 5 (15)
-
-@@ -24379,9 +24379,9 @@
- supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the
- amount of material that must otherwise be carried.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Carryall pack
-+###### Carryall pack
-
- level 5 (15)
-
-@@ -24390,7 +24390,7 @@
- As backpack, but dimensional folding allows for an arbitrary number of objects to be stored inside, so long as they fit
- the carryall pack's 60 cm (2 foot) diameter mouth.
-
--Gravity regulator
-+###### Gravity regulator
-
- level 5 (15)
-
-@@ -24398,7 +24398,7 @@
-
- Belt-mounted device that regulates gravity to 1 G for wearer if within zero G to 3 G.
-
--Molecular joiner
-+###### Molecular joiner
-
- level 5 (15)
-
-@@ -24407,7 +24407,7 @@
- Handheld device causes the molecules of two touching physical surfaces of up to level 8 to truly blend, forming a
- seamless bond stronger than even the most advanced glue.
-
--Programmable suitcase
-+###### Programmable suitcase
-
- level 6 (18)
-
-@@ -24417,21 +24417,21 @@
- object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The
- replicated object can be converted back to its base state as a separate action.
-
--### HEALTH CARE AND NUTRITION
-+#### HEALTH CARE AND NUTRITION
-
- Health care is too broad a topic to cover in depth. However, for purposes of on-the-go amelioration of wounds and other
- injuries, the following options are available. In particular, advanced tech autodocs include any number of partly
- robotic healing kits or automated hospital devices.
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Trail rations (1 day)
-+###### Trail rations (1 day)
-
- level 1 (3)
-
- Inexpensive
-
--First aid kit
-+###### First aid kit
-
- level 2 (6)
-
-@@ -24439,7 +24439,7 @@
-
- Kit of bandages, antibiotics, and similar supplies; provides an asset to healing tasks.
-
--Military-grade field dressing
-+###### Military-grade field dressing
-
- level 3 (9)
-
-@@ -24448,9 +24448,9 @@
- Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one
- step of the damage track if damage was due to a wound.
-
--### ADVANCED
-+##### ADVANCED
-
--Cold sober
-+###### Cold sober
-
- level 2 (6)
-
-@@ -24459,7 +24459,7 @@
- Chewable tablet that speeds the breakdown of blood alcohol while also dissolving the toxic breakdown products of natural
- alcohol processing, leaving a user sober and free of a hangover within ten minutes.
-
--Instabulb, coffee
-+###### Instabulb, coffee
-
- level 3 (9)
-
-@@ -24468,7 +24468,7 @@
- Coin-like disc; percolates and swells when water is added, becoming a sealed bulb filled with aromatic hot coffee. Other
- beverages can be had in the same form factor, suitable for travel and drinking in zero G.
-
--Mega bar
-+###### Mega bar
-
- level 3 (9)
-
-@@ -24476,7 +24476,7 @@
-
- As trail rations, but bar either provides enough nutrition for one day of food or one free recovery roll.
-
--Serum, remedial
-+###### Serum, remedial
-
- level 3 (9)
-
-@@ -24487,7 +24487,7 @@
- in packs or cases. An ampule of remedial serum grants the user 3 points they can add to any Pool. It also has the
- benefit of relieving hangover symptoms.
-
--Serum, space-fit
-+###### Serum, space-fit
-
- level 4 (12)
-
-@@ -24497,7 +24497,7 @@
- and long-term exposure to zero G and radiation, which most notably include DNA breakage from cosmic rays and bone and
- muscle deterioration from microgravity. An ampule of space-fit serum lasts for about a month.
-
--Serum, acceleration
-+###### Serum, acceleration
-
- level 4 (12)
-
-@@ -24508,7 +24508,7 @@
- high G, but won't pass out, have a stroke, cardiac arrest, etc.—at least, not immediately. Prolonged use may still lead
- to all these outcomes.
-
--Serum, antivenom
-+###### Serum, antivenom
-
- level 4 (12)
-
-@@ -24517,7 +24517,7 @@
- As remedial serum, but grants a Might task eased by four steps to withstand and clear poison from the user's system and
- provides similar poison resistance for one day.
-
--Sleep set
-+###### Sleep set
-
- level 4 (12)
-
-@@ -24528,7 +24528,7 @@
- loud noises, movement, someone addresses the sleeper, or other triggers occur. Users find themselves extremely well
- rested after each use.
-
--Transplant, organ or limb
-+###### Transplant, organ or limb
-
- level 4 (12)
-
-@@ -24538,7 +24538,7 @@
- become equally effective as the original, with practice. However, the mechanical (or possibly force-grown) prosthetic
- limbs initially hinders all physical tasks attempted using it for several weeks.
-
--Autodoc, mobile
-+###### Autodoc, mobile
-
- level 4 (12)
-
-@@ -24548,7 +24548,7 @@
- types. (Each use requires a depletion roll of 1 on a d10; if depleted, autodoc supplies are used up, and it must be
- refilled as an expensive cost.)
-
--Hibernation pod
-+###### Hibernation pod
-
- level 4 (12)
-
-@@ -24559,7 +24559,7 @@
- Each hundred years thereafter, the hibernating human must succeed on a Might defense task. The difficulty begins at 1,
- but increases by +1 every few hundred years that pass.
-
--Omnichair
-+###### Omnichair
-
- level 4 (12)
-
-@@ -24571,7 +24571,7 @@
- expensive cost, can extend a fairing, enabling the omnichair to act as a sort of space suit/miniature spacecraft at
- need.
-
--Autodoc
-+###### Autodoc
-
- level 5 (15)
-
-@@ -24581,9 +24581,9 @@
- recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for
- the most minor of treatments.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Nano tab, general
-+###### Nano tab, general
-
- level 4 (12)
-
-@@ -24593,7 +24593,7 @@
- pills are usually designed for health interventions, though some also provide additional physical benefits. A
- general-use nano tab adds 1 to all recovery rolls made by user for one day.
-
--Nano tab, rejuvenator
-+###### Nano tab, rejuvenator
-
- level 5 (15)
-
-@@ -24601,7 +24601,7 @@
-
- As general nano tab, but refills 4 points to 1 Pool and raises user one step on damage track.
-
--Stasis pod
-+###### Stasis pod
-
- level 5 (15)
-
-@@ -24609,7 +24609,7 @@
-
- As hibernation pod, but suspends time for target indefinitely, until program ends or pod is opened.
-
--Nano tab, acceleration
-+###### Nano tab, acceleration
-
- level 6 (18)
-
-@@ -24617,7 +24617,7 @@
-
- As general nano tab, but permanently grants the benefits of an ampule of acceleration serum.
-
--Nano tab, space-fit
-+###### Nano tab, space-fit
-
- level 6 (18)
-
-@@ -24625,7 +24625,7 @@
-
- As general nano tab, but permanently grants the benefits of an ampule of space-fit serum.
-
--Nano tab, immolating
-+###### Nano tab, immolating
-
- level 7 (21)
-
-@@ -24635,10 +24635,11 @@
- effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a
- solar standard month.
-
--### ROBOTS & AI
-+#### ROBOTS & AI
-
--### CONTEMPORARY
--Electronic assistant
-+##### CONTEMPORARY
-+
-+###### Electronic assistant
-
- level 2 (6)
-
-@@ -24648,7 +24649,7 @@
- Electronic assistants are voice activated and tie into the internet and any other connected systems, such as lights,
- door locks, furnaces, music speakers, and more.
-
--House robot
-+###### House robot
-
- level 3 (9)
-
-@@ -24657,7 +24658,7 @@
- Any number of small automated devices that can vacuum, mop, or conduct similar routine tasks in a limited area. Includes
- embodied electronic assistants with some mobility, such as Jibo.
-
--PackBot
-+###### PackBot
-
- level 3 (9)
-
-@@ -24667,7 +24668,7 @@
- would be endangered, such as bomb disposal, hazmat, search, and reconnaissance. It can climb stairs, drive through mud,
- and operate in all-weather conditions.
-
--Surveillance drone
-+###### Surveillance drone
-
- level 3 (9)
-
-@@ -24677,9 +24678,9 @@
- controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict
- 12 points of damage and drop unprotected targets two steps on the damage track.
-
--### ADVANCED
-+##### ADVANCED
-
--Auton
-+###### Auton
-
- level 1 (3)
-
-@@ -24693,7 +24694,7 @@
- microthrusters, allowing them to fly rather than move on the ground. Treat a basic auton as a level 1 follower, which
- allows the auton modifications in one task.
-
--Auton, aide
-+###### Auton, aide
-
- level 2 (6)
-
-@@ -24701,7 +24702,7 @@
-
- Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-
--Auton, medical
-+###### Auton, medical
-
- level 2 (6)
-
-@@ -24709,7 +24710,7 @@
-
- As auton, but one modification is always healing. A medical auton also incorporates a mobile autodoc.
-
--Auton, defense
-+###### Auton, defense
-
- level 2 (6)
-
-@@ -24718,7 +24719,7 @@
- As auton, but one modification is always Speed defense, which means when helping to defend a target from a physical
- attack, the target eases the task by two steps. A defense auton also has 3 Armor.
-
--Auton, military drone
-+###### Auton, military drone
-
- level 2 (6)
-
-@@ -24726,7 +24727,7 @@
-
- As defense auton or warrior auton, but miniaturized and able to fly in gravity to support owner.
-
--Auton, warrior
-+###### Auton, warrior
-
- level 2 (6)
-
-@@ -24736,7 +24737,7 @@
- eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
- melee weapon that inflicts 5 points of damage.
-
--Shipmind
-+###### Shipmind
-
- level 3 (9)
-
-@@ -24748,8 +24749,9 @@
- installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes
- tasks at the level of the ship in which it is installed.
-
--### FANTASTIC
--Synth
-+##### FANTASTIC
-+
-+###### Synth
-
- level 3 (9)
-
-@@ -24762,7 +24764,7 @@
- follower, which allows the synths modifications in up to three tasks, depending on the particular synth. At minimum, all
- synths have 2 Armor and regain 1 point of lost health per round if damaged.
-
--Synth, companion
-+###### Synth, companion
-
- level 4 (12)
-
-@@ -24770,7 +24772,7 @@
-
- As synth, but treat as a level 4 follower, which allows the synths modifications in up to four tasks.
-
--Synth, free
-+###### Synth, free
-
- level 5 (15)
-
-@@ -24779,7 +24781,7 @@
- As companion synth, but with modifications for up to five tasks. \*A free synth usually can't be purchased, by
- definition, but can be hired on a contract basis, as an expensive cost for each week of service required.
-
--Wardroid
-+###### Wardroid
-
- level 6 (18)
-
-@@ -24788,7 +24790,7 @@
- As free synth, but outfitted for war, including modifications in attack and defense. A wardroid often has many
- additional customizations and abilities.
-
--Synth, infiltrator
-+###### Synth, infiltrator
-
- level 7 (21)
-
-@@ -24799,14 +24801,15 @@
- apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous
- object.
-
--### RECREATION
-+#### RECREATION
-
- Occasional recreation is absolutely necessary to maintain stable relationships as well as mental stability and
- happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find
- interaction tasks and most Intellect tasks hindered unexpectedly.
-
--### CONTEMPORARY
--Book
-+##### CONTEMPORARY
-+
-+###### Book
-
- level 2 (6)
-
-@@ -24814,7 +24817,7 @@
-
- Print, digital, or audio; once perused for at least ten minutes, grants an asset to relaxation tasks.
-
--Card/tabletop/digital game
-+###### Card/tabletop/digital game
-
- level 2 (6)
-
-@@ -24822,7 +24825,7 @@
-
- Suitable for passing the time and building bonds between friends and strangers alike.
-
--Alcohol/drugs
-+###### Alcohol/drugs
-
- level 2 (6)
-
-@@ -24837,9 +24840,9 @@
- ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On
- the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids.
-
--### ADVANCED
-+##### ADVANCED
-
--Sidekick sphere
-+###### Sidekick sphere
-
- level 2 (6)
-
-@@ -24849,7 +24852,7 @@
- stay within an immediate distance of owner. Capable of playing music, pulsing with light, engaging in witty
- conversation, and in keeping confidence. Treat the sidekick sphere as a level 2 follower (and limited sim AI).
-
--Tattoo, programmable
-+###### Tattoo, programmable
-
- level 3 (9)
-
-@@ -24859,9 +24862,9 @@
- skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming
- any artistry at all is involved, may take a few days to complete.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Tattoo, living
-+###### Tattoo, living
-
- level 3 (9)
-
-@@ -24870,7 +24873,7 @@
- As programmable tattoo, but images can be animated to run in a loop, or visually respond with limited reactivity to
- certain audible or other cues. Some come implanted with sim AIs for conversation and interaction.
-
--Pleasure bit
-+###### Pleasure bit
-
- level 4 (12)
-
-@@ -24880,11 +24883,11 @@
- ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps
- put users back into their right minds gradually.
-
--### ARMAMENTS LISTING
-+#### ARMAMENTS LISTING
-
- A selection of weapons for your sci-fi setting rated by level, price, function, and tech level
-
--### ARMAMENT AMMUNITION & CHARGE
-+##### ARMAMENT AMMUNITION & CHARGE
-
- Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more
- exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep
-@@ -24899,9 +24902,9 @@
-
- Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common.
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Ammo (box of 50 rounds)
-+###### Ammo (box of 50 rounds)
-
- level 1 (3)
-
-@@ -24909,8 +24912,9 @@
-
- Caliber varies by specific firearm, used in most contemporary ranged weapons
-
--### ADVANCED/FANTASTIC
--Energy pack (50 shots)
-+##### ADVANCED/FANTASTIC
-+
-+###### Energy pack (50 shots)
-
- level 1 (3)
-
-@@ -24918,7 +24922,7 @@
-
- Watt-hours (Wh) varies by specific energy weapon, used in most advanced and fantastic ranged weapons.
-
--Smart rounds (box of 4 rounds)
-+###### Smart rounds (box of 4 rounds)
-
- level 4 (12)
-
-@@ -24932,14 +24936,14 @@
- A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however,
- the GM intrusion range on the last ricochet attack would be 1–7 on the d20.
-
--### MELEE WEAPONS
-+#### MELEE WEAPONS
-
- Any weapon that a character must use by swinging or stabbing at a target within immediate range is considered a melee
- weapon. Most contemporary melee weapons rely on the strength of the wielder.
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Knife, simple
-+###### Knife, simple
-
- level 1 (3)
-
-@@ -24947,7 +24951,7 @@
-
- Light weapon (2 damage, difficulty of attack is eased); breaks on attack roll of 1–2.
-
--Knife, hunting
-+###### Knife, hunting
-
- level 2 (6)
-
-@@ -24955,7 +24959,7 @@
-
- Light weapon (2 damage, difficulty of attack is eased).
-
--Machete
-+###### Machete
-
- level 2 (6)
-
-@@ -24963,7 +24967,7 @@
-
- Medium weapon (4 damage).
-
--Nightstick
-+###### Nightstick
-
- level 2 (6)
-
-@@ -24971,7 +24975,7 @@
-
- Medium weapon (4 damage).
-
--Broad sword, replica
-+###### Broad sword, replica
-
- level 2 (6)
-
-@@ -24979,7 +24983,7 @@
-
- Heavy weapon (6 damage, requires both hands to wield).
-
--Stun "gun"
-+###### Stun "gun"
-
- level 3 (9)
-
-@@ -24988,9 +24992,9 @@
- Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of
- attack is eased, and on additional failed Might defense roll, target is dazed 1 round).
-
--### ADVANCED
-+##### ADVANCED
-
--Power fist
-+###### Power fist
-
- level 3 (9)
-
-@@ -24998,7 +25002,7 @@
-
- Power-assist gauntlet; medium weapon (but inflicts 6 points of damage from power-assist).
-
--Stunstick
-+###### Stunstick
-
- level 3 (9)
-
-@@ -25007,7 +25011,7 @@
- Nightstick-like form factor; medium weapon (variable setting: 0, 2, 4, or 6 points of damage; if setting is set to 2 or
- fewer hit points, human-sized target or smaller loses their next turn).
-
--Mono-molecular blade
-+###### Mono-molecular blade
-
- level 4 (12)
-
-@@ -25016,7 +25020,7 @@
- Produces a 15 cm (6 inch) wire–like blade that cuts through any material of up to level 4; light weapon (2 damage,
- difficulty of attack is eased). It ignores 1 point of Armor value (except from force fields).
-
--Stunring
-+###### Stunring
-
- level 4 (12)
-
-@@ -25025,9 +25029,9 @@
- As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target
- to use.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Plasma saber
-+###### Plasma saber
-
- level 5 (15)
-
-@@ -25037,14 +25041,14 @@
- either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a
- target's Armor (except from force fields).
-
--### RANGED WEAPONS
-+#### RANGED WEAPONS
-
- Any weapon that fires a projectile or other destructive force at a target within short or longer range is considered a
- ranged weapon.
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Bow
-+###### Bow
-
- level 2 (6)
-
-@@ -25052,7 +25056,7 @@
-
- Medium weapon (4 damage), long range.
-
--Hand grenade
-+###### Hand grenade
-
- level 3 (9)
-
-@@ -25063,7 +25067,7 @@
- In modern and nearfuture settings, hand grenades are usually difficult to come by unless a character has a shady
- connection.
-
--Rifle, low caliber
-+###### Rifle, low caliber
-
- level 2 (6)
-
-@@ -25071,7 +25075,7 @@
-
- Medium weapon but requires both hands (4 damage), long range.
-
--Handgun, light
-+###### Handgun, light
-
- level 2 (6)
-
-@@ -25079,7 +25083,7 @@
-
- Light weapon (2 damage, difficulty of attack is eased), short range.
-
--Handgun, medium
-+###### Handgun, medium
-
- level 3 (9)
-
-@@ -25087,7 +25091,7 @@
-
- Medium weapon (4 damage), long range.
-
--Shotgun
-+###### Shotgun
-
- level 3 (9)
-
-@@ -25095,7 +25099,7 @@
-
- Heavy weapon (6 damage, both hands), immediate range.
-
--Handgun, heavy
-+###### Handgun, heavy
-
- level 3 (9)
-
-@@ -25103,7 +25107,7 @@
-
- Heavy weapon (6 damage, both hands), long range.
-
--Rifle, assault
-+###### Rifle, assault
-
- level 3 (9)
-
-@@ -25112,7 +25116,7 @@
- Heavy weapon (6 damage, both hands), long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
- Spray abilities.
-
--Rifle, heavy
-+###### Rifle, heavy
-
- level 3 (9)
-
-@@ -25120,7 +25124,7 @@
-
- Heavy weapon (6 damage, both hands), very long range.
-
--Submachine gun
-+###### Submachine gun
-
- level 3 (9)
-
-@@ -25129,7 +25133,7 @@
- Medium weapon (4 damage), short range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray
- abilities.
-
--Taser
-+###### Taser
-
- level 3 (9)
-
-@@ -25138,8 +25142,9 @@
- Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
- and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-
--### ADVANCED
--Grenade, sonic
-+##### ADVANCED
-+
-+###### Grenade, sonic
-
- level 4 (12)
-
-@@ -25148,7 +25153,7 @@
- Single use; can be thrown a short distance; explodes to inflict 2 points of damage in immediate radius. On a failed
- Might defense roll, targets lose their next turn.
-
--Grenade, thermite
-+###### Grenade, thermite
-
- level 4 (12)
-
-@@ -25157,7 +25162,7 @@
- Single use; can be thrown a short distance; explodes to inflict 6 points of damage in immediate radius. On a failed
- Might defense roll, targets burn for 2 points of damage each round until they spend a round smothering the fire.
-
--Laser/photon pistol
-+###### Laser/photon pistol
-
- level 3 (9)
-
-@@ -25165,7 +25170,7 @@
-
- Handgun fires coherent light beams; light weapon (2 damage, difficulty of attack is eased), long range.
-
--Needler/syringer
-+###### Needler/syringer
-
- level 3 (9)
-
-@@ -25174,7 +25179,7 @@
- Light weapon (2 damage, difficulty of attack is eased), long range. Injects soporific that dazes target on a successful
- Might defense roll for one minute, or puts them into a light sleep for one minute on a failed roll.
-
--Vacuum handgun, heavy
-+###### Vacuum handgun, heavy
-
- level 3 (9)
-
-@@ -25183,7 +25188,7 @@
- As contemporary handgun, but uses special rounds designed to fire in a zero-oxygen environment, and that are
- self-propelling so firing this gun in zero or low gravity doesn't spin wielder backward.
-
--Vacuum rifle, assault
-+###### Vacuum rifle, assault
-
- level 3 (9)
-
-@@ -25192,7 +25197,7 @@
- As contemporary assault rifle, but uses special rounds designed to fire in a zero-oxygen environment, and that are
- self-propelling so firing this assault rifle in zero or law gravity doesn't spin wielder backward.
-
--Foam restraint rifle
-+###### Foam restraint rifle
-
- level 4 (12)
-
-@@ -25202,7 +25207,7 @@
- lasts for ten minutes. A restrained victim can't move or take actions that require movement. A target whose level is
- higher than the rifle's level can usually break free within one or two rounds.
-
--Laser/photon rifle
-+###### Laser/photon rifle
-
- level 4 (12)
-
-@@ -25210,7 +25215,7 @@
-
- Rifle fires coherent light beams; medium weapon but requires both hands (4 damage), very long range.
-
--Grapple gun
-+###### Grapple gun
-
- level 4 (12)
-
-@@ -25220,7 +25225,7 @@
- hinders animate targets until they can remove the grapple. Grapple gun mechanism either pulls gun wielder to anchored
- object, or vice versa if object is small. Otherwise, user must succeed on a Might-based task to pull target to them.
-
--Laser/photon pulse rifle
-+###### Laser/photon pulse rifle
-
- level 4 (12)
-
-@@ -25229,7 +25234,7 @@
- Rifle fires coherent light beams; heavy weapon (6 damage), long range. This rapid-fire weapon can operate in conjunction
- with Spray or Arc Spray abilities.
-
--Rail gun
-+###### Rail gun
-
- level 5 (15)
-
-@@ -25238,9 +25243,9 @@
- Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of
- damage, both hands), range is 3,050 m (10,000 feet).
-
--### FANTASTIC
-+##### FANTASTIC
-
--Blaster, light
-+###### Blaster, light
-
- level 4 (12)
-
-@@ -25249,7 +25254,7 @@
- Handgun that projects an energetic plasma-particle beam; light weapon (2 damage, difficulty of attack is eased), long
- range. It ignores 1 point of Armor value (except from force fields).
-
--Blaster, medium
-+###### Blaster, medium
-
- level 4 (12)
-
-@@ -25258,7 +25263,7 @@
- Handgun that projects an energetic plasma-particle beam; medium weapon (4 damage), long range. It ignores 1 point of
- Armor value (except from force fields).
-
--Plasma grenade
-+###### Plasma grenade
-
- level 4 (12)
-
-@@ -25267,7 +25272,7 @@
- Single use; can be thrown a short distance; explodes to inflict 8 points of damage in immediate radius and targets
- descend one step on the damage track. It ignores 2 points of Armor value (except from force fields).
-
--Blaster, goggles
-+###### Blaster, goggles
-
- level 4 (12)
-
-@@ -25276,7 +25281,7 @@
- Thick goggles that project twin energetic plasma-particle beams; light weapon (2 damage, difficulty of attack is eased),
- long range. It ignores 1 point of Armor value (except from force fields).
-
--Blaster, heavy
-+###### Blaster, heavy
-
- level 5 (15)
-
-@@ -25285,7 +25290,7 @@
- Big handgun that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), long range. It ignores
- 1 point of Armor value (except from force fields).
-
--Blaster, heavy rifle
-+###### Blaster, heavy rifle
-
- level 5 (15)
-
-@@ -25294,7 +25299,7 @@
- Rifle that projects an energetic plasma-particle beam; heavy weapon (6 damage, both hands), very long range. It ignores
- 1 point of Armor value (except from force fields).
-
--Blaster, heavy pulse rifle
-+###### Blaster, heavy pulse rifle
-
- level 5 (15)
-
-@@ -25304,7 +25309,7 @@
- weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 1 point of Armor value (except from
- force fields).
-
--Blaster, cannon
-+###### Blaster, cannon
-
- level 5 (15)
-
-@@ -25314,18 +25319,21 @@
- weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc
- Spray abilities. It ignores 2 points of Armor value (except from force fields).
-
--### BLASTER WEAPONS
-+##### BLASTER WEAPONS
-+
- Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light
- weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as
- the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons.
-
--### EQUIPMENT AND WEAPONS AS ARTIFACTS
-+#### EQUIPMENT AND WEAPONS AS ARTIFACTS
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the items presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
- fantastic settings, opportunities to find especially unusual devices are everywhere.
-
--Dimensional Modulator
-+##### EQUIPMENT
-+
-+###### Dimensional Modulator
-
- Level: 1d6 + 3
-
-@@ -25339,7 +25347,7 @@
-
- Depletion: 1 in 1d10
-
--Metabolic Prod
-+###### Metabolic Prod
-
- Level: 1d6 + 1
-
-@@ -25361,7 +25369,7 @@
-
- Depletion: 1 in 1d20
-
--Probability Regulator
-+###### Probability Regulator
-
- Level: 1d6 + 4
-
-@@ -25375,7 +25383,7 @@
-
- Depletion: 1 × task difficulty in 1d20
-
--Steorraform
-+###### Steorraform
-
- Level: 1d6 + 3
-
-@@ -25389,7 +25397,7 @@
-
- Depletion: 1 × number of previous uses in 1d20
-
--### WEAPONS
-+##### WEAPONS
-
- Artifacts that can be used as weapons, though some have other uses as well.
-
-@@ -25398,7 +25406,7 @@
- their training doesn't match up with a particular designation. With artifact weapons living outside the regular weapon
- categories, anyone can use an artifact weapon.
-
--Alpha Beam Projector
-+###### Alpha Beam Projector
-
- Level: 1d6 + 3
-
-@@ -25413,7 +25421,7 @@
-
- Depletion: 1 in 1d20
-
--Carbonizer
-+###### Carbonizer
-
- Level: 1d6 + 3
-
-@@ -25425,7 +25433,7 @@
-
- Depletion: 1 in 1d20
-
--Death Ray
-+###### Death Ray
-
- Level: 1d6 + 3
-
-@@ -25437,7 +25445,7 @@
-
- Depletion: 1 in 1d20
-
--Disintegration Beamer
-+###### Disintegration Beamer
-
- Level: 1d6 + 2
-
-@@ -25450,7 +25458,7 @@
-
- Depletion: 1 in 1d20
-
--Empathetic Ray
-+###### Empathetic Ray
-
- Level: 1d6 + 2
-
-@@ -25465,7 +25473,7 @@
-
- Depletion: 1 in 1d20
-
--### VEHICLES & SPACECRAFT
-+#### VEHICLES & SPACECRAFT
-
- Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all
- guidance here regarding "vehicles" also applies to spacecraft.
-@@ -25476,24 +25484,24 @@
- spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is
- referred to as a starship.
-
--### VARIABLE COST BY TECH RATING
-+##### VARIABLE COST BY TECH RATING
-
- Vehicle costs assume the setting is predominantly of the same tech rating as the vehicle's tech rating. However, the
- price might drop by a price category if the setting tech rating is predominantly greater than the vehicle's rating.
-
--### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-+##### CONTEMPORARY STYLING IN ADVANCED OR FANTASTIC SETTINGS
-
- As previously indicated, vehicles listed as contemporary might be found in settings using advanced or fantastic tech,
- possibly at a lower price. However, the vehicles available in these future worlds are not (necessarily) antiques, but
- rather cheaply made objects, possibly with the veneer and stylings of vehicles suitable to the setting, and possibly the
- power source, too.
-
--### PRICELESS PRICE CATEGORY
-+##### PRICELESS PRICE CATEGORY
-
- A priceless item is something that even the very rich can't afford, requiring the resources of a nation-state, or
- similar entity appropriate to the setting, to acquire or build.
-
--### FIGHTING IN A VEHICLE
-+##### FIGHTING IN A VEHICLE
-
- If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case
- of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement.
-@@ -25504,7 +25512,7 @@
- If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all
- kinds of additional options.
-
--### DRIVERLESS VEHICLES
-+##### DRIVERLESS VEHICLES
-
- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
- are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
-@@ -25514,7 +25522,7 @@
- control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but
- are not subject to the task hindrance that more basic driverless vehicles suffer.
-
--### LOOKING FOR MORE VEHICLE OPTIONS
-+##### LOOKING FOR MORE VEHICLE OPTIONS
-
- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
- close and adapt the listing.
-@@ -25522,18 +25530,17 @@
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
- obtained in a luxury or sports package, either at the next price category up, or at double the indicated price.
-
--### CUSTOMIZING VEHICLES
-+##### CUSTOMIZING VEHICLES
-+
- Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system,
- add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for
- such an upgrade is very expensive to exorbitant.
-
--### PLANETARY VEHICLE LISTING
--
--### CYCLES
-+#### CYCLES
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Motorcycle, dirt bike
-+###### Motorcycle, dirt bike
-
- level 2 (6)
-
-@@ -25543,7 +25550,7 @@
- passenger) open to the environment, ideal for wild terrain and off-road travel; moves a short distance each round in
- wild terrain or an average of 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces).
-
--Motorcycle, cruiser
-+###### Motorcycle, cruiser
-
- level 3 (9)
-
-@@ -25553,9 +25560,9 @@
- environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60
- mph) during long-distance travel.
-
--### ADVANCED
-+##### ADVANCED
-
--Motorcycle, battle
-+###### Motorcycle, battle
-
- level 4 (12)
-
-@@ -25567,7 +25574,7 @@
- surfaces; moves a long distance each round on paved and broken surfaces or an average of 144 km/h (90 mph) during
- long-distance travel.
-
--Motorcycle, omni-terrain
-+###### Motorcycle, omni-terrain
-
- level 3 (9)
-
-@@ -25579,7 +25586,7 @@
- eases all tasks related to riding. Moves a long distance each round in any terrain or an average of 112 km/h (70 mph)
- during long-distance travel.
-
--Vacuum cycle
-+###### Vacuum cycle
-
- level 4 (12)
-
-@@ -25591,9 +25598,9 @@
- polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80
- km/h (50 mph) during long-distance travel.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Hover speedster
-+###### Hover speedster
-
- level 5 (15)
-
-@@ -25604,7 +25611,7 @@
- terrain and over-water excursions. Auto-stabilization eases all tasks related to riding by two steps. Moves a very long
- distance each round in any terrain or an average of 240 km/h (150 mph) during long-distance travel.
-
--Hard-light cycle
-+###### Hard-light cycle
-
- level 5 (15)
-
-@@ -25620,7 +25627,7 @@
- Hard-light cycles can also be used as gladiatorial vehicles, modified to lay a forcefield wall trail behind rather than
- a bridge underneath, against opponents on similar cycles in a limited area with speedometers partly disabled.
-
--Hover speedster, battle
-+###### Hover speedster, battle
-
- level 6 (18)
-
-@@ -25629,7 +25636,7 @@
- As hover speedster, with the addition of reinforced cowling providing the rider Armor 2. Built-in weapons include
- deployable swivel long-range energy weapons that inflict 9 points of damage.
-
--Instant cycle
-+###### Instant cycle
-
- Variable
-
-@@ -25639,11 +25646,12 @@
- pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle,
- which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action.
-
--### CARS
-+#### CARS
-+
- Buying a car at the bottom of its price range usually means the car isn't top quality. Such vehicles have a depletion of
- 1 in 1d100 (check per day used)
-
--### WHEELED VEHICLE GM INTRUSIONS
-+##### WHEELED VEHICLE GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|---------------------------------------------------------------------------------------------------------------------------------|
-@@ -25658,9 +25666,9 @@
- | 09 | Vehicle's brakes freezes. |
- | 10 | Vehicle's tire unexpectedly blows out. |
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Car, used
-+###### Car, used
-
- level 3 (9)
-
-@@ -25670,7 +25678,7 @@
- additional passengers; operable/easily breakable glass windows give openness to environment. Moves a long distance each
- round on paved surfaces or an average of 80 km/h (50 mph) during extended trips.
-
--Car, sedan
-+###### Car, sedan
-
- level 4 (12)
-
-@@ -25679,7 +25687,7 @@
- As used car, but in better shape. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph)
- during extended trips.
-
--Car, sports
-+###### Car, sports
-
- level 6 (18)
-
-@@ -25691,7 +25699,7 @@
- related to driving. Moves a long distance each round on paved surfaces or an average of 144 km/h (90 mph) during
- extended trips.
-
--Car, utility
-+###### Car, utility
-
- level 4 (12)
-
-@@ -25702,9 +25710,9 @@
- truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a
- long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips.
-
--### ADVANCED
-+##### ADVANCED
-
--Hovercar
-+###### Hovercar
-
- level 4
-
-@@ -25715,7 +25723,7 @@
- over any terrain (including water and other liquids). Ideal for utterly wild terrain and over-water excursions. Moves a
- long distance each round in any terrain or an average of 160 km/h (100 mph) during longdistance travel.
-
--Land ark
-+###### Land ark
-
- level 5 (15)
-
-@@ -25727,7 +25735,7 @@
- distance each round in broken terrain or an average of 64 km/h (40 mph) during long-distance travel (double movement on
- paved surfaces, though a land ark rarely finds roads).
-
--Land ark, battle
-+###### Land ark, battle
-
- level 5 (15)
-
-@@ -25735,7 +25743,7 @@
-
- As land ark (and sometimes called a "battle ark"), but sports superior weapons, though half the interior space.
-
--Moon buggy
-+###### Moon buggy
-
- level 4 (12)
-
-@@ -25747,8 +25755,9 @@
- moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an
- average of 64 km/h (40 mph) during long-distance travel.
-
--### FANTASTIC
--Car, flying
-+##### FANTASTIC
-+
-+###### Car, flying
-
- level 5 (15)
-
-@@ -25758,7 +25767,7 @@
- driver (and vehicle) Armor 1. Anti-gravity repulsors allow the vehicle to fly within the atmosphere. Flies a very long
- distance each round in any terrain or an average of 320 km/h (200 mph) during long-distance travel.
-
--Car, smart
-+###### Car, smart
-
- level 6 (18)
-
-@@ -25768,9 +25777,9 @@
- prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming
- power reserves remain intact).
-
--### AIRCRAFT
-+#### AIRCRAFT
-
--### HOVERING AND FLYING VEHICLE GM INTRUSIONS
-+##### HOVERING AND FLYING VEHICLE GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|--------------------------------------------------------------------------------------------------------|
-@@ -25785,9 +25794,9 @@
- | 09 | Vehicle runs out of fuel or power while inflight |
- | 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. |
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Airplane, basic
-+###### Airplane, basic
-
- level 2 (6)
-
-@@ -25797,7 +25806,7 @@
- environment. Flies a long distance each round using a rotating propeller to force air over wings or an average of 225
- km/h (140 mph) during extended trips.
-
--Helicopter
-+###### Helicopter
-
- level 3 (9)
-
-@@ -25807,7 +25816,7 @@
- environment. Flies a long distance each round using rotor blades or an average of 225 km/h (140 mph) during extended
- trips.
-
--Fighter jet
-+###### Fighter jet
-
- level 5 (15)
-
-@@ -25817,8 +25826,9 @@
- Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph)
- during extended trips.
-
--### ADVANCED
--Cloud surfing board
-+##### ADVANCED
-+
-+###### Cloud surfing board
-
- level 1 (3)
-
-@@ -25828,7 +25838,7 @@
- succeed on a difficulty 1 Speed roll each round. In combat, it moves a long distance each round, but on extended trips,
- it can move up to 130 km/h (80 mph). Often used for cloud surfing on Venus.
-
--Jetpack
-+###### Jetpack
-
- level 2 (6)
-
-@@ -25838,7 +25848,7 @@
- (requiring user to wear protective gear). Flies a very long distance each round or an average of 190 km/h (120 mph)
- during long-distance travel, though the pack must be refueled every 1000 miles.
-
--VTOL hyperjet
-+###### VTOL hyperjet
-
- level 3 (9)
-
-@@ -25849,7 +25859,7 @@
- maneuverability. Auto-stabilization eases all tasks related to piloting (other than vehicular combat). Flies a very long
- distance each round using jets or an average of over 2,410 km/h (1,500 mph) during extended trips.
-
-- VTOL stealthjet
-+######VTOL stealthjet
-
- level 3 (9)
-
-@@ -25857,7 +25867,7 @@
-
- As VTOL hyperjet, but with superior stealth instead of superior weapons.
-
--VTOL seawing
-+###### VTOL seawing
-
- level 3 (9)
-
-@@ -25866,7 +25876,7 @@
- As VTOL hyperjet, but sacrifices weapons so it can operate both in the air and underwater as a submersible. Able to move
- a long distance each round underwater or 80 km/h (50 mph) during extended trips underwater.
-
--Zeppelin, yacht
-+###### Zeppelin, yacht
-
- level 3 (9)
-
-@@ -25877,8 +25887,9 @@
- purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during
- extended travel (half or double that depending on air conditions).
-
--### FANTASTIC
--Hoverboard
-+##### FANTASTIC
-+
-+###### Hoverboard
-
- level 2 (6)
-
-@@ -25888,7 +25899,7 @@
- Auto-stabilization eases all tasks related to riding. Open to the environment (requiring user to wear protective gear).
- Flies a long distance each round or an average of 225 km/h (140 mph) during long-distance travel.
-
--Orb, personal
-+###### Orb, personal
-
- level 2 (6)
-
-@@ -25900,7 +25911,7 @@
- distance per round or up to 480 km/h (300 mph) during an extended trip, with a maximum duration of up to thirty-six
- hours. Personal orbs are usually single-use transports.
-
--Hard-light jet
-+###### Hard-light jet
-
- level 4 (12)
-
-@@ -25911,7 +25922,7 @@
- steps (except for vehicular combat). Flies a very long distance each round using jets or an average of over 8,000 km/h
- (5,000 mph) during extended trips, and can even make low-orbit rendezvous.
-
--Teleportation disc
-+###### Teleportation disc
-
- level 6 (18)
-
-@@ -25921,9 +25932,9 @@
- on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users
- between planets or even stars, like small versions of stellar gates.
-
--### SEACRAFT
-+#### SEACRAFT
-
--### SEACRAFT GM INTRUSIONS
-+##### SEACRAFT GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|----------------------------------------------------------------------------------------------------------|
-@@ -25938,9 +25949,9 @@
- | 09 | Character(s) fall overboard. |
- | 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) |
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Jet ski
-+###### Jet ski
-
- level 2 (6)
-
-@@ -25949,7 +25960,7 @@
- A stylish seaworthy hull with a seat for one rider (and sometimes a passenger) open to the environment; moves a long
- distance each round or up to 112 km/h (65 mph) on calm water (half movement rates in choppy water).
-
--Motorboat
-+###### Motorboat
-
- level 2 (6)
-
-@@ -25959,7 +25970,7 @@
- round or up to 80 km/h (50 mph) on calm water (half movement rates in choppy water). Used motorboats can be had at
- moderate prices but actions related to operating it are subject to automatic GM intrusions on a d20 die roll of 1 or 2.
-
--Motorboat, performance
-+###### Motorboat, performance
-
- level 3 (9)
-
-@@ -25967,7 +25978,7 @@
-
- As motorboat, but can reach speeds over 128 km/h (80 mph).
-
--Submersible, personal
-+###### Submersible, personal
-
- level 3 (9)
-
-@@ -25977,7 +25988,7 @@
- round underwater or up to 50 km/h (30 mph) on an extended trip. Minimal options for docking with other underwater craft
- or manipulating the environment without customization.
-
--Yacht
-+###### Yacht
-
- level 3 (9)
-
-@@ -25988,7 +25999,7 @@
- to support a team of individuals. Moves a long distance each round or up to 80 km/h (50 mph) on calm water (half
- movement rates in choppy water).
-
--Gunboat, fast attack craft
-+###### Gunboat, fast attack craft
-
- level 4 (12)
-
-@@ -26000,7 +26011,7 @@
- operating the craft, except vehicular combat, are hindered). Moves a long distance each round or up to 96 km/h (60 mph)
- on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate.
-
--Submarine
-+###### Submarine
-
- level 4 (12)
-
-@@ -26011,7 +26022,8 @@
- a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to
- operate.
-
--Warship, destroyer
-+###### Warship, destroyer
-+
- level 4 (12)
-
- Priceless
-@@ -26022,8 +26034,9 @@
- each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and
- central coordination to operate.
-
--### ADVANCED
--Sub, waterglide
-+##### ADVANCED
-+
-+###### Sub, waterglide
-
- level 4 (12)
-
-@@ -26032,7 +26045,7 @@
- As personal submersible, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a
- very long distance each round or up to 370 km/h (230 mph) on extended trips.
-
--Yacht, hydroplane
-+###### Yacht, hydroplane
-
- level 4 (12)
-
-@@ -26041,7 +26054,7 @@
- As yacht, but can cut through the sea at speeds of up to 480 km/h (300 mph) in calm or stormy weather without risk of
- capsizing.
-
--Submarine, supercavitation
-+###### Submarine, supercavitation
-
- level 5 (15)
-
-@@ -26050,9 +26063,9 @@
- As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long
- distance each round or up to 370 km/h (230 mph) on extended trips.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Manta
-+###### Manta
-
- level 6 (18)
-
-@@ -26061,11 +26074,11 @@
- As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on
- extended trips.
-
--### MECHS AND TANKS
-+#### MECHS AND TANKS
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Tank
-+###### Tank
-
- level 4 (12)
-
-@@ -26075,9 +26088,9 @@
- treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up
- to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces.
-
--### ADVANCED
-+##### ADVANCED
-
--Mech, loader
-+###### Mech, loader
-
- level 4 (12)
-
-@@ -26087,7 +26100,7 @@
- lifting and hauling tasks. Moves an immediate distance each round. Attacks in the mech (using its loading arms) are
- hindered, but inflict 10 points of damage. Moves up to a short distance or up to 24 km/h (15 mph) on extended trips.
-
--Mech, infantry
-+###### Mech, infantry
-
- level 4 (12)
-
-@@ -26098,7 +26111,7 @@
- inflicting 6 points of damage. Moves a short distance or power jumps up to a very long distance once every other round
- or up to 72 km/h (45 mph) on extended trips.
-
--Mech, interceptor
-+###### Mech, interceptor
-
- level 4 (12)
-
-@@ -26109,9 +26122,9 @@
- allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have
- superior weapons, defense, or speed, but that doubles the cost.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Colossal battle mech
-+###### Colossal battle mech
-
- level 6 (18)
-
-@@ -26124,7 +26137,7 @@
- as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit
- for brief periods.
-
--### SPACECRAFT LISTING
-+#### SPACECRAFT LISTING
-
- Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced
- capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support
-@@ -26136,7 +26149,7 @@
- spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space
- hazards.
-
--### SPACECRAFT GM INTRUSIONS
-+##### SPACECRAFT GM INTRUSIONS
-
- | d10 | Intrusion |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -26151,7 +26164,7 @@
- | 09 | External operations lead to a character being bucked off craft into empty space. |
- | 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. |
-
--### SPACECRAFT UPKEEP
-+##### SPACECRAFT UPKEEP
-
- Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level
- of the spacecraft determines upkeep.
-@@ -26164,9 +26177,9 @@
- | 8-9 | Exorbitant |
- | 10 | Priceless |
-
--### TRAVEL TIMES
-+##### TRAVEL TIMES
-
--### SOLAR SYSTEM TRAVEL TIMES
-+###### SOLAR SYSTEM TRAVEL TIMES
-
- | Origin | Destination | Travel Time– Nuclear Plasma |
- |---------------|-----------------------|-----------------------------|
-@@ -26180,7 +26193,7 @@
- | Uranus | Neptune | 100 +1d20 days |
- | Neptune | Pluto | 100 +1d20 days |
-
--### RETROFITTING POWER AND DRIVES
-+##### RETROFITTING POWER AND DRIVES
-
- Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives,
- in order to give them the ability to move further. The main reason to do this is that such ships cost much less,
-@@ -26188,7 +26201,7 @@
- rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes
- of level comparison in combat if they are fighting FTL-capable fantastic-rated starships.
-
--### CONTEMPORARY POWER
-+##### CONTEMPORARY POWER
-
- Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard
- systems, including powering ion drives.
-@@ -26198,7 +26211,7 @@
- sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart
- of an RTG is an embedded mass of atomic isotope, such as plutonium-238.
-
--### CONTEMPORARY DRIVES
-+##### CONTEMPORARY DRIVES
-
- Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from
- the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets
-@@ -26209,15 +26222,15 @@
- ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times
- around the solar system, if perfected.
-
--### ADVANCED
-+##### ADVANCED
-
--### ADVANCED POWER
-+###### ADVANCED POWER
-
- Fusion Power: Electrical generation by using heat from nuclear fusion reactions, requiring relatively small fuel input
- for much higher-power output. Fuel sources include helium-3 (abundant on the Moon and other locations in the solar
- system without an atmosphere).
-
--### ADVANCED DRIVES
-+###### ADVANCED DRIVES
-
- Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected"
- version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint.
-@@ -26226,9 +26239,9 @@
- thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses
- the fusion product as an exhaust to provide thrust.
-
--### FANTASTIC
-+##### FANTASTIC
-
--### FANTASTIC POWER
-+###### FANTASTIC POWER
-
- Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially
- explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources
-@@ -26242,7 +26255,7 @@
- zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the
- initial resources required to build the generator.
-
--### FANTASTIC DRIVES
-+###### FANTASTIC DRIVES
-
- Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the
- starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving
-@@ -26267,7 +26280,7 @@
- minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no
- matter the distance traveled, or the objective time noted by external observers.
-
--### PIONEER-ERA SPACECRAFT
-+#### PIONEER-ERA SPACECRAFT
-
- Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is
- still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes
-@@ -26277,9 +26290,9 @@
- trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually
- don't have weapon systems.
-
--### CONTEMPORARY
-+##### CONTEMPORARY
-
--Space Capsule
-+###### Space Capsule
-
- level 1 (3)
-
-@@ -26291,7 +26304,7 @@
- of safely returning crew and cargo back down a gravity well though a fiery reentry process that lands the capsule in
- water for recovery by watercraft.
-
--Rocket, heavy-lift launch
-+###### Rocket, heavy-lift launch
-
- level 2 (6)
-
-@@ -26303,7 +26316,7 @@
- launch vehicle after ascent. Craft is partially re-usable in that the booster rockets autonomously return to designated
- pads where they can be refurbished and refueled.
-
--Shuttle, launch
-+###### Shuttle, launch
-
- level 3 (9)
-
-@@ -26314,20 +26327,22 @@
- on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a
- process of many months and another priceless expenditure in cost.
-
--### TORPEDOS IN SPACE COMBAT
-+#### TORPEDOS IN SPACE COMBAT
-
- Once launched, self-guiding torpedoes engage smart-tracking systems to zero in on their assigned targets. The torpedo
- accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may
- still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target.
-
--### SPACECRAFT
-+##### SPACECRAFT
-+
- Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar
- system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most
- advanced spacecraft can't land on a planet's surface unless noted, requiring some secondary craft or means to transfer
- crew and cargo.
-
--### ADVANCED
--Wafercraft, exploration
-+##### ADVANCED
-+
-+###### Wafercraft, exploration
-
- level 1 (3)
-
-@@ -26338,7 +26353,7 @@
- encrypted personalities (human and/or AI) capable of gathering data on target solar systems after relative travel times
- of months (but decades in objective time).
-
--Microcapsule
-+###### Microcapsule
-
- level 2 (6)
-
-@@ -26348,7 +26363,7 @@
- usually doesn't have enough fuel to move between planets. External manipulators allow the pilot to attempt repair and
- construction tasks without exiting the vehicle.
-
--Microcapsule, fighter (dart)
-+###### Microcapsule, fighter (dart)
-
- level 1 (3)
-
-@@ -26356,7 +26371,7 @@
-
- As microcapsule, but with a laser cannon weapon system capable of targeting another craft.
-
--Spacecraft, racer
-+###### Spacecraft, racer
-
- level 1 (3)
-
-@@ -26366,7 +26381,7 @@
- cradles fitted for high-G chemical amelioration, easing all piloting tasks by two steps. Travel times across limited
- interplanetary distances are halved in a racer. Mostly used for competition or as couriers.
-
--Spacecraft, freighter
-+###### Spacecraft, freighter
-
- level 2 (6)
-
-@@ -26377,7 +26392,7 @@
- all maneuvering and combat tasks are hindered. Able to move interplanetary distances with advanced variable dynamic ion
- propulsion. Can land and take off from low-gravity moons and dwarf planets.
-
--Spaceplane
-+###### Spaceplane
-
- level 2 (6)
-
-@@ -26387,7 +26402,7 @@
- in orbit, and reentry and landing on a planetary surface, all without need for massive refurbishment or colossal
- external network of controllers.
-
--Spaceplane, combat (claw)
-+###### Spaceplane, combat (claw)
-
- level 2 (6)
-
-@@ -26397,7 +26412,7 @@
- torpedo battery. To move between planets or further, a claw usually relies on a larger carrier or more fantastic means
- of transport.
-
--Spacecraft, solar sail
-+###### Spacecraft, solar sail
-
- level 2 (6)
-
-@@ -26408,7 +26423,7 @@
- last several years or longer. No external power is required; solar power provides the motive force. Usually unable to
- land or ascend from a planetary surface.
-
--Spacecraft, dragonfly class
-+###### Spacecraft, dragonfly class
-
- level 3 (9)
-
-@@ -26420,7 +26435,7 @@
- quarters, engineering, an impressively large cargo bay, and a bay containing one microcapsule. May have one weapon
- system.
-
--Spacecraft, exploration class
-+###### Spacecraft, exploration class
-
- level 4 (12)
-
-@@ -26430,7 +26445,7 @@
- exploration with extended range-sensing capabilities and onboard biological and geological labs (among others) for in
- situ analysis.
-
--Spacecraft, corvette class
-+###### Spacecraft, corvette class
-
- level 4 (12)
-
-@@ -26441,7 +26456,7 @@
- torpedo battery, and one superior weapon system in the form of a gauss cannon. Able to move interplanetary distances
- with advanced variable dynamic ion propulsion. Can land and take off from lowgravity moons and dwarf planets.
-
--Spacecraft, destroyer class
-+###### Spacecraft, destroyer class
-
- level 5 (15)
-
-@@ -26450,7 +26465,7 @@
- fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
- microcapsule fighters (darts).
-
--Spacecraft, dreadnought
-+###### Spacecraft, dreadnought
-
- level 5 (15)
-
-@@ -26461,7 +26476,7 @@
- against swarms of smaller attackers. Includes bays for a squadron of fifteen darts and a fireteam of three combat
- spaceplanes.
-
--Skyhook
-+###### Skyhook
-
- level 6 (18)
-
-@@ -26472,7 +26487,7 @@
- the cable as the tether passes, and are then flung into orbit by the station's massive rotation. The skyhook can
- decelerate and safely de-orbit other payloads in the same way.
-
--Space elevator
-+###### Space elevator
-
- level 7 (21)
-
-@@ -26482,7 +26497,7 @@
- access to and from orbital space. A counterweight space station exists at the far end of the tether in what is
- essentially geostationary orbit.
-
--### STARSHIPS
-+#### STARSHIPS
-
- Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times
- ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and
-@@ -26491,9 +26506,9 @@
- Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating
- are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Dagger fighter
-+###### Dagger fighter
-
- level 1 (3)
-
-@@ -26503,7 +26518,7 @@
- between stars (though as fantastic craft, can move between planets), and require a larger carrier for FTL movement, such
- as a capital class starship with suitable docking bays.
-
--Starship, cargo/passenger
-+###### Starship, cargo/passenger
-
- level 2 (6)
-
-@@ -26513,7 +26528,7 @@
- starships may be impressively massive, or at least haul cargo sections that are quite large, but these craft are bulky
- and not meant for quick changes in direction or combat; all maneuvering and combat tasks are hindered.
-
--Starship, solo fighter
-+###### Starship, solo fighter
-
- level 2 (6)
-
-@@ -26522,7 +26537,7 @@
- A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
- travel.
-
--Starship, general purpose
-+###### Starship, general purpose
-
- level 3 (9)
-
-@@ -26533,7 +26548,7 @@
- operations, and/or to act as a tug-craft for larger ships that need assistance. May possess a single weapon system such
- as a particle cannon.
-
--Starship, discovery class
-+###### Starship, discovery class
-
- level 5 (15)
-
-@@ -26545,7 +26560,7 @@
- of blaster cannons and a torpedo battery. Highly configurable, a discovery class ship could be converted for war with
- sufficient resources, granting it superior weapons.
-
--Starship, warship class
-+###### Starship, warship class
-
- level 5 (15)
-
-@@ -26555,7 +26570,7 @@
- easing all piloting tasks. Six weapon stations include three blaster cannons and three torpedo batteries. Two of these
- systems are superior weapons. Includes bays for a fireteam of three dagger fighter starships.
-
--Starship, capital class
-+###### Starship, capital class
-
- level 7 (21)
-
-@@ -26565,7 +26580,7 @@
- include five blaster cannons and five torpedo batteries. Four of these are superior weapons. Includes bays for two
- squadrons of fifteen dagger fighter starships.
-
--Starship, omega class
-+###### Starship, omega class
-
- level 10 (30)
-
-@@ -26575,14 +26590,16 @@
- weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary
- surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships.
-
--### STELLAR GATE
-+#### STELLAR GATE
-+
- Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The
- complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks
- dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech
- rating, no matter how small.
-
--### FANTASTIC
--Gate, planetary
-+##### FANTASTIC
-+
-+###### Gate, planetary
-
- level 3 (9)
-
-@@ -26594,7 +26611,7 @@
- is possible by initiating a second event horizon, though power reserves usually take several hours or more to build up
- to support each new wormhole opening.
-
--Gate, interplanetary
-+###### Gate, interplanetary
-
- level 4 (12)
-
-@@ -26603,7 +26620,7 @@
- As planetary gate, but twice as large and connects gate structures that lie between locations within a single solar
- system.
-
--Gate, star
-+###### Gate, star
-
- level 5 (15)
-
-@@ -26612,7 +26629,7 @@
- As planetary gate, but four times as large and connects gate structures that lie between locations within a few thousand
- light-years.
-
--Gate, galactic
-+###### Gate, galactic
-
- level 6 (18)
-
-@@ -26621,7 +26638,7 @@
- As planetary gate, but six times as large and connects gate structures that lie between locations within a single
- galaxy.
-
--Gate, intergalactic
-+###### Gate, intergalactic
-
- level 7 (21)
-
-@@ -26630,7 +26647,7 @@
- As planetary gate, but six times as large and connects gate structures that lie between locations in different galaxies
- across the entire breadth of the universe.
-
--Gate, interdimensional
-+###### Gate, interdimensional
-
- level 7 (21)
-
-@@ -26638,16 +26655,17 @@
-
- As planetary gate, but connects gate structures that lie in alternate dimensions.
-
--### SPACE-TIME VEHICLES
-+#### SPACE-TIME VEHICLES
-+
- Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly
- rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events,
- limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it's likely
- they are the product of ancient ultras or post-singularity AIs, and could be treated as artifacts with a depletion of 1
- in 1d20.
-
--### FANTASTIC
-+##### FANTASTIC
-
--Car, temporal/dimensional
-+###### Car, temporal/dimensional
-
- level 7 (21)
-
-@@ -26656,7 +26674,7 @@
- As contemporary utility car or sports car, but once moving can transition into another preset dimension or time.
- Enormous power requirements require recharge period of several days between each use.
-
--Matrix, temporal
-+###### Matrix, temporal
-
- level 8 (24)
-
-@@ -26666,7 +26684,7 @@
- locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes
- by the pilot. Enormous power requirements require recharge period of several days between each use.
-
--### VEHICLES AS ARTIFACTS
-+#### VEHICLES AS ARTIFACTS
-
- Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this
- chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or
-@@ -26674,7 +26692,7 @@
-
- A couple of examples of such artifacts are presented here.
-
--### GATE RING
-+##### GATE RING
-
- Level: 1d6 + 4
-
-@@ -26688,7 +26706,7 @@
-
- Depletion: Automatic (if gate is formed)
-
--### FRACTAL TRAVELER
-+##### FRACTAL TRAVELER
-
- Level: 1d6 + 4
-
-@@ -26702,7 +26720,7 @@
-
- Depletion: 1 in 1d6
-
--### STARSHIPS
-+#### STARSHIPS
-
- Here are a few sample starship types:
-
-@@ -26724,7 +26742,7 @@
- fighter craft have ejection systems that put the pilot out into space in an environment suit. In other words, GMs should
- try to give PCs a way out of immediately dying if they get on the wrong end of a space battle.)
-
--### EFFECTS OF GRAVITY
-+##### EFFECTS OF GRAVITY
-
- In a hard science fiction game, variable effects of gravity can't be waved away by tech that simulates normal gravity on
- spacecraft, space stations, and other worlds. Instead, it's an issue people must overcome.
-@@ -26752,16 +26770,14 @@
- Zero Gravity: It's hard to maneuver in an environment without gravity. Attacks (and all physical actions) made in zero
- gravity are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range.
-
--### EFFECTS OF VACUUM
-+##### EFFECTS OF VACUUM
-
- Vacuum is lethal. There's no air to breathe, and the lack of pressure causes havoc on an organic body. An unprotected
- character moves one step down the damage track each round. However, at the point where they should die, they instead
- fall unconscious and remain so for about a minute. If they are rescued during that time, they can be revived. If not,
- they die.
-
--### TRAVELING THE SOLAR SYSTEM
--
--### AND ORBITAL MECHANICS
-+##### TRAVELING THE SOLAR SYSTEM AND ORBITAL MECHANICS
-
- In a hard science fiction setting, you might be interested in evoking the reality of travel times between colonies on
- planets and moons in the solar system. Even so, plotting a course between locations in the solar system isn't simple,
-@@ -26818,13 +26834,13 @@
-
-
-
--### SCIENCE FICTION ARTIFACTS
-+#### SCIENCE FICTION ARTIFACTS
-
- Artifacts in a science fiction game can be strange relics from an unknown alien source or tech items that aren't yet
- widely available. In a galactic setting, for example, it's easy to imagine that innovations or specialized items might
- not have spread everywhere.
-
--### AMBER CASEMENT
-+##### AMBER CASEMENT
-
- Level: 1d6 + 4
-
-@@ -26835,7 +26851,7 @@
-
- Depletion: 1–4 in 1d6
-
--### METABOLISM BUD
-+##### METABOLISM BUD
-
- Level: 1d6
-
-@@ -26847,7 +26863,7 @@
-
- Depletion: —
-
--### MIND IMAGER
-+##### MIND IMAGER
-
- Level: 1d6 + 2
-
-@@ -26857,7 +26873,7 @@
-
- Depletion: 1 in 1d20
-
--### PSYCHIC CRYSTAL
-+##### PSYCHIC CRYSTAL
-
- Level: 1d6 + 4
-
-@@ -26869,7 +26885,7 @@
-
- Depletion: 1 in 1d10
-
--### REPAIR SPHERE
-+##### REPAIR SPHERE
-
- Level: 1d6 + 2
-
-@@ -26885,12 +26901,12 @@
-
- Depletion: 1 in 1d100
-
--Science Fiction SPECIES DESCRIPTORS
-+#### Science Fiction SPECIES DESCRIPTORS
-
- In a science fiction setting, some GMs may want to offer alien species or androids, who are mechanically different from
- humans, as options for player characters. This can be accomplished by using descriptors. Two examples are below.
-
--### ARTIFICIALLY INTELLIGENT
-+##### ARTIFICIALLY INTELLIGENT
-
- You are a machine—not just a sentient machine, but a sapient one. Your awareness might make you an exception, or there
- may be many like you, depending on the setting.
-@@ -26927,7 +26943,7 @@
- Uncanny Valley: You have a hard time relating to organic beings, and they don't react well to you. All positive
- interaction tasks with such beings are hindered by two steps.
-
--### QUINTAR
-+##### QUINTAR
-
- You are a quintar from the planet Quint. You are basically humanoid but taller, thinner, and blue skinned. Your hands
- end in three very long fingers. Quintar have five genders, but all quintar prefer to be addressed as female when
-@@ -26947,7 +26963,7 @@
-
- Difficult Rest: Quintar subtract 2 from all recovery rolls (minimum 1).
-
--### OPTIONAL RULE: PSIONICS
-+#### OPTIONAL RULE: PSIONICS
-
- Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition,
- and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting.
-@@ -26956,14 +26972,14 @@
- Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described
- in the Cypher System Rulebook.
-
--### LATENT PSIONICS
-+##### LATENT PSIONICS
-
- Under the latent psionics rule, any character, no matter their role or type, can unlock a psionic ability (either
- purposefully, or accidentally), as a long-term benefit (see "first psi ability" hereafter). After they unlock one
- psionic ability, they may unlock more later if they wish (or if their ability seeks to reveal itself), or just try to
- stick with the one.
-
--### FIRST PSI ABILITY
-+##### FIRST PSI ABILITY
-
- Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of
- how the character unlocked it.
-@@ -26982,7 +26998,7 @@
- deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool
- costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability.
-
--### MORE PSI ABILITIES
-+##### MORE PSI ABILITIES
-
- Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each
- time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's
-@@ -26993,7 +27009,7 @@
- character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a
- high-tier ability.
-
--### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-+##### PSIONS AND THE OPTIONAL LATENT PSIONICS RULE
-
- Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body,
- and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and
-@@ -27011,14 +27027,14 @@
- tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires
- a fresh mind, and must be done soon after a ten-hour recovery.
-
--### MORE POWERFUL PSIONICS
-+##### MORE POWERFUL PSIONICS
-
- As the GM, you could allow a PC to spend 4 XP to unlock a new psionic ability instead of 3 XP. Such an ability is
- treated more like a regular type or focus ability. Such an ability is still governed by the rules described under More
- Psi Abilities, but is not subject to the limitations for manifesting the ability (i.e., expending a recovery roll or
- lots of time); instead, the user simply pays their Pool costs to use them.
-
--### OPTIONAL RULE: POSTHUMAN UPGRADES
-+#### OPTIONAL RULE: POSTHUMAN UPGRADES
-
- Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a
- significant plot development. Note that many focus and type abilities might be considered to have come from the kind up
-@@ -27026,7 +27042,7 @@
- go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power
- level of characters.
-
--### INTRODUCING UPGRADES TO YOUR SETTING
-+##### INTRODUCING UPGRADES TO YOUR SETTING
-
- You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for
- "free," mechanically speaking. After that, you might decide that that's enough and they're done.
-@@ -27061,7 +27077,7 @@
-
- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
--### POSTHUMAN PACKAGES
-+##### POSTHUMAN PACKAGES
-
- Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones
- your PCs gain.
-@@ -27086,7 +27102,7 @@
- Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy
- the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler.
-
--### POSTHUMAN POWER SHIFTS
-+##### POSTHUMAN POWER SHIFTS
-
- A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook.
-
diff --git a/patches/base/025-remove-duplicated-superhero-powers.patch b/patches/base/025-remove-duplicated-superhero-powers.patch
deleted file mode 100644
index 6de8ba7..0000000
--- a/patches/base/025-remove-duplicated-superhero-powers.patch
+++ /dev/null
@@ -1,343 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500
-+++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500
-@@ -28087,340 +28087,6 @@
- GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
- or unexpected attack.
-
--### NEW ABILITIES
--
--The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
--
--Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
--damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
--
--Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
--infection), you will never die. Enabler.
--
--Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
--can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
--than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
--anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
--
--Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
--Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
--resembles that power (instead of a low-tier ability). Enabler.
--
--Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
--across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
--three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
--in strength, your leaping range increases to 1,000 feet (300 m). Action.
--
--Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
--within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
--animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
--establish.
--
--Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
--immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
--short range. Enabler.
--
--Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
--attempt are eased. Enabler.
--
--Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
--identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
--to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
--retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
--Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
--morphing into a humanoid alien). Action.
--
-- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
--can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
--example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
--to open a door, and the illusion of a fireplace hot to the touch.
--
--The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
--attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
--damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
--levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
--
--You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
--create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
--effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
--minutes pass. Enabler.
--
--Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
--were 2 levels higher. Action.
--
--Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
--activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
--down to one tenth. Action.
--
--Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
--power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
--whether to spend the cost for this ability before you make each attack. Enabler.
--
--Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
--with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
--follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
--nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
--you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
--count.
--
--In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
--target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
--Action to initiate.
--
--Copy Power (2+ Intellect points): You can copy someone else's superpower
--
--for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
--power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
--and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
--battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
--creates a blast of force.
--
--In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
--ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
--that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
--use Onslaught.
--
--ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
--
--Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
--
--In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
--one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
--
--Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
--
--Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
--to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
--attack. Your Speed defense rolls are eased for one minute. Action.
--
--Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
--instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
--location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
--through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
--to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
--opening size by one-fourth. You land safely when you use this ability. Action.
--
--> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
--> through it is faster than normal movement.
--
--Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
--giving them a form that you are able to assume. This lasts for about ten minutes.
--
--In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
--Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
--cannot then change back into the altered form. Action.
--
--You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
--disguising a robot, animal, or crystalline alien
--
--Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
--target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
--hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
--your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
--automatically inflicting 4 points of damage each round by squeezing. Enabler.
--
--Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
--distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
--on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
--pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
--use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
--feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
--that ability and this one increases to very long. Action.
--
--Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
--know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
--farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
--only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
--initiate; ten minutes to complete. Enabler.
--
--Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
--medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
--you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
--already trained to become specialized. Enabler.
--
--Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
--do is move on your turn, you can fly up to a long distance. Enabler.
--
--Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
--aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
--familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
--9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
--suitable replacement. Enabler.
--
--Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
--
--Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
--Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
--that power (instead of a low-tier ability). Enabler.
--
--When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
--ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
--
--Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
--you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
--instead of your Intellect Edge, as appropriate). Enabler.
--
--Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
--transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
--Shape ability. For each level of Effort applied,
--
--you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
--revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
--or someone else) changing form does not affect any other creature affected with this ability. Action.
--
--A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
--
--Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
--you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
--teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
--Effort. Teleporting to
--
--a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
--level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional long distance away to a location you can't see with two passengers costs a total of three levels of
--Effort. Action.
--
--If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
--Teleportation with another tier 4 type ability.
--
--Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
--minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
--for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
--fill a long area, or three to fill a very long area). Action.
--
--Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
--the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
--before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
--Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
--of the original cyphers are temperamental cyphers. Action.
--
--Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
--the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
--level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
--levels, and so on). Enabler.
--
--Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
--time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
--can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
--on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
--clearly.
--
--The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
--presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
--creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
--each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
--themselves). Action.
--
--Power Crash (3+ Intellect points): You strike your enchanted weapon against
--
--the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
--that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
--center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
--you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
--single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
--and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
--
--Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
--past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
--hour per level). Enabler.
--
--Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
--action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
--action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
--then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
--then return to small size. Enabler.
--
--Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
--see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
--to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
--Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
--level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
--an additional short distance away to a location you can't see with one passenger costs a total of three levels of
--Effort. Action.
--
--> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
--> Teleportation with another tier 4 type ability.
--
--Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
--(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
--your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
--normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
--Effort, and other damage modifiers). You can return to your normal size as part of another action.
--
--When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
--of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
--from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
--next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
--levels of Effort for the third use, and so on).
--
--Action to initiate.
--
--> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
--> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
--
--Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
--options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
--additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
--duration of Shrink ends for them. Enabler.
--
--Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
--accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
--you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
--distance if all you do on your turn is move. Action to initiate.
--
--Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
--temporary points to your Speed Pool. Enabler.
--
--Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
--for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
--succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
--task. If they succeed, they regain the use of their ability and you lose it. Enabler.
--
--If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
--ability, or put a power shift in power for it.
--
--Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
--opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
--Enabler.
--
--Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
--your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
--it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
--target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
--Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
--3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
--
--Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
--or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
--in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
--It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
--
--and so on. The object has the approximate mass of the real object and is level 2. Action.
--
--Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
--or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
--Enabler.
--
--Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
--5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
--very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
--become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
--add 1 more point to your Speed Pool. Enabler.
--
--In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
--
--one-thousandth of your normal height may be a means of doing so.
--
--War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
--your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
--light weapons. Enabler.
--
--Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
--level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
--
--Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
--wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
--
- ### POWER SHIFTS
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
- superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
diff --git a/patches/base/026-remove-duplicated-fantasy-powers.patch b/patches/base/026-remove-duplicated-fantasy-powers.patch
deleted file mode 100644
index bd2bc4a..0000000
--- a/patches/base/026-remove-duplicated-fantasy-powers.patch
+++ /dev/null
@@ -1,149 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
-+++ _tmp/ccsrd.new.md 2025-05-29 09:05:25.062389316 -0500
-@@ -21582,146 +21582,6 @@
-
- Tier 6: Deadly Strike or Spin Attack
-
--#### NEW ABILITIES
--
--Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
--within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
--animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
--establish.
--
--Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
--power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
--whether to spend the cost for this ability before you make each attack. Enabler.
--
--Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
--creature to affect it. Enabler.
--
--Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
--of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
--
--Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
--
--Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
--woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
--make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
--source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
--or until they are attacked. Some creatures without minds might be immune to this fear. Action.
--
--Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
--distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
--on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
--pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
--use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
--feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
--that ability and this one increases to very long. Action.
--
--Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
--know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
--farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
--only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
--initiate, ten minutes to complete. Enabler.
--
--If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
--chose this new weapon
--
--Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
--
--Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
--cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
--are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
--You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
--
--Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
--points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
--from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
--necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
--like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
--tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
--tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
--hiding among normal trees are eased by two steps. Enabler.
--
--Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
--you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
--instead of your Intellect Edge, as appropriate). Enabler
--
--Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
--transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
--Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
--you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
--into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
--affected with this ability. Action.
--
--A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
--
--A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
--of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
--change, and the character wouldn't gain any of the creature's magical abilities.
--
--Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
--preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
--hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
--preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
--Enabler.
--
--If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
--whether from preparation or by gaining them automatically as explained in the Cyphers chapter
--
--Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
--spells. Enabler.
--
--Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
--example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
--only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
--recovery action. Enabler.
--
--Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
--
--Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
--creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
--a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
--inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
--attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
--level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
--all targets in the area still take 1 point of damage. Action.
--
--Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
--similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
--Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
--produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
--produce, action to eat.
--
--Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
--or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
--Enabler.
--
--Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
--creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
--roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
--expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
--Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
--Action.
--
--Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
--distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
--can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
--your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
--travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
--and each additional level of Effort beyond that increases it by an additional mile. Action.
--
--Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
--your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
--gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
--specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
--the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
--ability again until after you've taken a ten-hour recovery action. Enabler.
--
--Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
--benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
--much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
--creature of flesh, hindering your Speed defense rolls. Action to change or revert.
--
--Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
--
- #### FANTASY SPECIES
-
- For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
diff --git a/patches/base/027-remove-duplicated-fairytale-rule.patch b/patches/base/027-remove-duplicated-fairytale-rule.patch
deleted file mode 100644
index 22d29de..0000000
--- a/patches/base/027-remove-duplicated-fairytale-rule.patch
+++ /dev/null
@@ -1,101 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
-+++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -0500
-@@ -30025,98 +29885,6 @@
- However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
- accomplishing tasks.
-
--Optional Rule: I Have That!
--
--In fairy tales, characters often have exactly the right mundane piece of equipment
--
--that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
--on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
--to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
--Item" in
--
--that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
--say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
--one of their Pocket Items for the appropriate price category.
--
--Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
--less expensive counterparts.
--
--The GM has veto power over items that they don't think you could have found or carried.
--
--Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
--who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
--into a Pocket Item; it remains a thimble.
--
--Example Pocket Items
--
--Inexpensive
--
--• Apple
--
--• Ashes (handful)
--
--• Breadcrumbs
--
--• Butter
--
--• Candy
--
--• Chalk
--
--• Cricket in a cage
--
--• Cup
--
--• Egg
--
--• Fabric
--
--• Flyswatter
--
--• Glass jar
--
--• Glue
--
--• Honey
--
--• Leather
--
--• Magnets
--
--• Marbles
--
--• Nails
--
--• Needle and thread
--
--• Paper
--
--• Plait of hair
--
--• Pot of fat
--
--• Pot of grease
--
--• Ribbon
--
--• Rice (handful)
--
--• Straw
--
--• Tacks
--
--• Wax
--
--• Wool
--
--Moderate
--
--• Bird in a cage
--
--• Sewing shears
--
--• Thimble
--
- ### CLOTHING
-
- Inexpensive
diff --git a/patches/base/028-remove-duplicated-omni-orbs.patch b/patches/base/028-remove-duplicated-omni-orbs.patch
deleted file mode 100644
index c1008e9..0000000
--- a/patches/base/028-remove-duplicated-omni-orbs.patch
+++ /dev/null
@@ -1,72 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
-+++ _tmp/ccsrd.new.md 2025-05-29 10:44:31.604064917 -0500
-@@ -27328,69 +27188,6 @@
- and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
- transporting a group of PCs 100 miles is probably within the orb's power
-
--### OMNI ORB
--
--Level: 1d6 + 4
--
--Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
--
--what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
--granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
--larger the desired effect, the more likely the GM will limit
--
--it.) Activating the omni orb automatically moves the character using it one step down the damage track.
--
--Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
--they created)
--
--A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
--superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
--and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb's power
--
--### OMNI ORB
--
--Level: 1d6 + 4
--
--Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
--
--what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
--granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
--larger the desired effect, the more likely the GM will limit
--
--it.) Activating the omni orb automatically moves the character using it one step down the damage track.
--
--Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
--they created)
--
--A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
--superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
--and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb's power
--
--### OMNI ORB
--
--Level: 1d6 + 4
--
--Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines
--
--what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect
--granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The
--larger the desired effect, the more likely the GM will limit
--
--it.) Activating the omni orb automatically moves the character using it one step down the damage track.
--
--Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect
--they created)
--
--A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that
--can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of
--superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers
--and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
--transporting a group of PCs 100 miles is probably within the orb's power
--
- ### SERUM X
-
- Level: 1d6 + 2
diff --git a/patches/base/029-move-modern-magic-abilities-into-core.patch b/patches/base/029-move-modern-magic-abilities-into-core.patch
deleted file mode 100644
index d74f8ff..0000000
--- a/patches/base/029-move-modern-magic-abilities-into-core.patch
+++ /dev/null
@@ -1,969 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 10:51:30.789648516 -0500
-+++ _tmp/ccsrd.new.md 2025-05-29 14:20:00.517884876 -0500
-@@ -9983,6 +9983,16 @@
- Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round.
- Action per target to initiate.
-
-+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
-+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
-+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
-+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
-+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
-+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
-+
-+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
-+Intellect-based attack roll against the network's level (typically level 4) to watch them.
-+
- Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
- natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
- attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
-@@ -10166,6 +10176,13 @@
- Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
- should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
-
-+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
-+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
-+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
-+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
-+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
-+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
-+
- Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
- attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
-
-@@ -10194,6 +10211,17 @@
- rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another)
- at once. Make a separate attack roll against each target. Each attack is hindered. Action.
-
-+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
-+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
-+works as if you were carrying your device with you and using it directly (meaning the network notes your current
-+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
-+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
-+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
-+to initiate.
-+
-+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
-+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
-+
- Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that
- it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
- magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
-@@ -10263,6 +10291,11 @@
- to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
- mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
-
-+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
-+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
-+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
-+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
-+
- Balance: You are trained in balancing. Enabler.
-
- Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to
-@@ -10366,6 +10399,11 @@
- body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
- recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
-
-+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
-+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
-+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
-+rounds. The blackout otherwise lasts for one minute. Action.
-+
- Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
-
- Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your
-@@ -10435,6 +10473,10 @@
- Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
- Enabler.
-
-+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
-+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
-+Edge instead of your Intellect Edge. Enabler.
-+
- Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
- foe. You don't need to spend the points until you know that the first foe is down. Enabler.
-
-@@ -10504,6 +10546,22 @@
- If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic
- creature.
-
-+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
-+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
-+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
-+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
-+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
-+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
-+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
-+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
-+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
-+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
-+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
-+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
-+familiar.
-+
-+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
-+
- Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means,
- like magic or high technology) to make others temporarily do what you want them to do. You control the actions of
- another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to
-@@ -10689,6 +10747,21 @@
- percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
- you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
-
-+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
-+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
-+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
-+a short sentence or a few words.
-+
-+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
-+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
-+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
-+
-+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
-+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
-+
-+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
-+above that, you can check on an additional ten creatures. Action.
-+
- Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
- dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
-
-@@ -10726,6 +10799,15 @@
- Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon
- attacks. Enabler.
-
-+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
-+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
-+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
-+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
-+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
-+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
-+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
-+up to one minute to complete.
-+
- Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
- creature, who then attempts to carry out your command as its next action. The creature must be within short range and
- able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
-@@ -10907,6 +10989,15 @@
- damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
- search an urban or wild environment for 1d6 days to find a new one. Enabler.
-
-+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
-+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
-+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
-+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
-+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
-+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
-+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
-+wild bird that got inside your house. Action.
-+
- Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
- for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
- "Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
-@@ -11155,6 +11246,13 @@
- are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only
- one ward at a time. Action to initiate.
-
-+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
-+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
-+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
-+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
-+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
-+alien, high-technology, or other mysterious devices. Action.
-+
- Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic
- powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks,
- regardless of whether the incoming attack uses metal. And so on. Enabler.
-@@ -11229,6 +11327,11 @@
- Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
- understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
-
-+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
-+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
-+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
-+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
-+
- Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
- creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
- target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within
-@@ -11455,6 +11558,18 @@
- attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
- next turn. Action to initiate.
-
-+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
-+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
-+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
-+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
-+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
-+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
-+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
-+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
-+apply to this ability. Action.
-+
-+Adorable Animal: level 1, positive social interactions as level 3
-+
- Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
- Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
- This requires no action on your part. Enabler.
-@@ -11523,6 +11638,11 @@
- example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
- select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
-
-+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
-+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
-+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
-+task. Once this free level of Effort is used, the magic ends. Action.
-+
- Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
- such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate.
-
-@@ -11702,6 +11822,12 @@
- tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
- human morphing into a humanoid alien). Action.
-
-+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
-+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
-+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
-+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
-+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
-+
- Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
- distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
- all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
-@@ -12053,6 +12179,21 @@
- move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while
- phased within a barrier or object, which allows you to peek through walls. Action to initiate.
-
-+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
-+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
-+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
-+vanishes. Action.
-+
-+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
-+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
-+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
-+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
-+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
-+asset on one task of their choosing within one hour.
-+
-+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
-+affects one additional creature. Action per target to initiate.
-+
- Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
- threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
- two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
-@@ -12191,6 +12332,13 @@
- Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges
- reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.
-
-+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
-+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
-+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
-+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
-+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
-+more firearms; each level of Effort affects one additional target. Action or enabler.
-+
- Gunner: You inflict 1 additional point of damage with guns. Enabler.
-
- ### Abilities --- H
-@@ -12315,6 +12463,13 @@
- Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
- of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
-
-+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
-+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
-+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
-+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
-+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
-+Action.
-+
- ### Abilities --- I
-
- Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
-@@ -12740,6 +12895,14 @@
- and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
- it again. Enabler.
-
-+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
-+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
-+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
-+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
-+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
-+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
-+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
-+
- Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
- care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
- This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
-@@ -12885,11 +13048,20 @@
- Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds.
- Enabler.
-
-+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
-+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
-+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
-+morning). Action.
-+
- Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
-
- Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
- attempt to understand and identify its properties. Enabler.
-
-+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
-+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
-+cost is 2 Intellect points plus 1 point per level of the device. Action.
-+
- Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
- preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
- hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
-@@ -12906,6 +13078,12 @@
- projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such
- attacks for one round. You must be aware of an attack to foil it. Enabler.
-
-+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
-+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
-+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
-+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
-+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
-+
- Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the
- Moment, the attack or task is eased. Enabler.
-
-@@ -13284,6 +13462,14 @@
- either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or
- deception task is eased by two steps. Action to initiate, one or more rounds to complete.
-
-+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
-+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
-+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
-+Action.
-+
-+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
-+through a Network Dead Zone spell.
-+
- Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
- Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
- failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
-@@ -13446,6 +13632,10 @@
-
- ### Abilities --- P
-
-+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
-+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
-+target by 1. Action.
-+
- Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
- rounds you ease all Speed defense rolls. Enabler.
-
-@@ -13723,6 +13913,16 @@
- tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
- time. Action to initiate.
-
-+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
-+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
-+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
-+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
-+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
-+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
-+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
-+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
-+ability, you can reach an additional week further into the past. Action.
-+
- Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions
- (usually no more than three before the spirit fades).
-
-@@ -13870,6 +14070,13 @@
- you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
- least two steps due to hardened spacecraft electronic security.)
-
-+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
-+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
-+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
-+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
-+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
-+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
-+
- Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you
- can see another place. This ability can be used in one of two ways:
-
-@@ -13889,6 +14096,13 @@
- the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if
- you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.
-
-+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
-+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
-+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
-+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
-+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
-+use Effort to increase the target level that can be affected by 1. Action.
-+
- Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
- metal. Enabler.
-
-@@ -14054,6 +14268,9 @@
-
- Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
-
-+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
-+transmitting an STI. This protection lasts for ten hours. Action.
-+
- Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
-
- Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
-@@ -14195,6 +14412,12 @@
- Share Defense: If your training in a defense task is greater than that of an ally within short range, your advice and
- insight allow them to substitute your training for that defense task. Enabler.
-
-+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
-+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
-+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
-+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
-+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
-+
- Share the Power: When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature,
- restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from
- your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless
-@@ -14367,6 +14590,45 @@
- deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
- Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
-
-+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
-+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
-+for you like the best combination of a pet and a close friend.
-+
-+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
-+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
-+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
-+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
-+(avian, swimmer, and so on).
-+
-+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
-+this range, you can only sense each other's general level of well-being.
-+
-+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
-+activate or maintain.
-+
-+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
-+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
-+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
-+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
-+
-+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
-+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
-+attacks and defenses against you are eased.
-+
-+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
-+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
-+damage track. If you die, your familiar instantly dies.
-+
-+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
-+1d6 days.
-+
-+Enabler.
-+
-+Soul familiar: level 2, Speed defense as level 4 due to size
-+
-+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
-+anything other than what they appear to be.
-+
- Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
- single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
- (if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
-@@ -14404,6 +14666,12 @@
-
- Specialized Throwing: You are specialized in attacks with all weapons that you throw. Enabler.
-
-+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
-+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
-+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
-+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
-+disappearing. Action.
-+
- Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are
- hindered. You cannot use this ability two rounds in a row. Enabler.
-
-@@ -14411,6 +14679,16 @@
- range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
- required to do so (minimum one action). Action.
-
-+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
-+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
-+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
-+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
-+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
-+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
-+
-+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
-+or a mobile payment service such as Apple Pay, PayPal, or Venmo
-+
- Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
- in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
- each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
-@@ -14459,6 +14737,12 @@
- Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
- distance. You cannot use this ability more than once in a given round. Enabler.
-
-+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
-+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
-+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
-+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
-+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
-+
- Sprint and Grab (2 Speed points): You can run a short distance and make a melee attack to grab a foe of your size or
- smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a
- tackle, if appropriate). Action.
-@@ -14480,6 +14764,12 @@
- moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
- range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
-
-+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
-+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
-+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
-+forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
-+the stasis effect immediately ends. Action.
-+
- Stay the Course (5 Intellect points): When your companions are flagging, you can help inspire them with a well-timed
- word or two. Any ally (except you) within immediate range can make a recovery roll that is not an action and does not
- count toward their daily limit. Action.
-@@ -15022,6 +15312,11 @@
- you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
- kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
-
-+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
-+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
-+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
-+twenty-four hours. Action.
-+
- Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
- affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
- can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
-@@ -40446,10 +40741,7 @@
-
- Tier 1:
-
--Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
--room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
--songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
--increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
-+Background Music
-
- Fast Talk
-
-@@ -40514,64 +40806,19 @@
-
- Advice From A Friend
-
--Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
--where they are. The individual creatures must be willing and able to communicate. You immediately know their current
--status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
--a short sentence or a few words.
--
--These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
--they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
--mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
--
--You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
--people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
--
--If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
--above that, you can check on an additional ten creatures. Action.
--
--Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
--exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
--know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
--gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
--tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
--situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
--you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
--up to one minute to complete.
-+Check Status
-
--Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
--within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
--their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
--know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
--minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
--asset on one task of their choosing within one hour.
-+Comfort and Encouragement
-
--In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
--affects one additional creature. Action per target to initiate.
-+Gift of Appeasment
-
- Tier 2:
-
--Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
--such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
--short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
--and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
--four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
--time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
--animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
--addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
--apply to this ability. Action.
--
--Adorable Animal: level 1, positive social interactions as level 3
--
- Fetch
-
--Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
--transmitting an STI. This protection lasts for ten hours. Action.
-+Safe Sex
-
--Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
--vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
--automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
--or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
--disappearing. Action.
-+Spectral Servant
-
- Telepathic
-
-@@ -40579,19 +40826,9 @@
-
- Informer
-
--Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
--typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
--does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
--range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
--drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
--temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
--each level of Effort affects two additional batches. Action to initiate; one minute to complete.
-+Laundry Day
-
--Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
--apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
--mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
--to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
--Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
-+Spring Cleaning
-
- Tier 4:
-
-@@ -40630,12 +40867,7 @@
-
- Tier 2:
-
--Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
--electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
--malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
--the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
--clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
--alien, high-technology, or other mysterious devices. Action.
-+Diagnose Device
-
- Mind Reading
-
-@@ -40651,15 +40883,7 @@
-
- Device Insight
-
--Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
--two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
--phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
--still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
--an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
--your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
--learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
--of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
--ability, you can reach an additional week further into the past. Action.
-+Question Past Self
-
- Retrieve Memories
-
-@@ -40694,43 +40918,15 @@
-
- Cantrips (choose any four)
-
--Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
--within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
--if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
--or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
--television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
--higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
--
--Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
--lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
--works as if you were carrying your device with you and using it directly (meaning the network notes your current
--location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
--ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
--to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
--to initiate.
--
--In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
--probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
-+Annoy Electronics
-
--Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
--tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
--level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
--task. Once this free level of Effort is used, the magic ends. Action.
-+Arcanaphone
-
--Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
--of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
--time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
--morning). Action.
-+Enhance Athletics
-
--Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
--giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
--or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
--someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
--\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
--ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
-+Mage Clock
-
--Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
--or a mobile payment service such as Apple Pay, PayPal, or Venmo
-+Spellpay
-
- Ward
-
-@@ -40738,37 +40934,21 @@
-
- Charm Machine
-
--Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
--succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
--object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
--apply Effort to increase the level of the effect that can potentially be dispelled. Action.
-+Dispel Magic
-
--Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
--weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
--its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
--fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
--attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
--more firearms; each level of Effort affects one additional target. Action or enabler.
-+Gun Jammer
-
--Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
--such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
--cost is 2 Intellect points plus 1 point per level of the device. Action.
-+Magical Power Current
-
- Safe Fall
-
--Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
--transmitting an STI. This protection lasts for ten hours. Action.
-+Safe Sex
-
- Third Eye
-
- Tier 3:
-
--Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
--electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
--malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
--the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
--clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
--alien, high-technology, or other mysterious devices. Action.
-+Diagnose Device
-
- Network Tap
-
-@@ -40776,12 +40956,7 @@
-
- Tier 4:
-
--Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
--restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
--on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
--electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
--alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
--use Effort to increase the target level that can be affected by 1. Action.
-+Repair Machine
-
- Soothe the Savage
-
-@@ -40812,8 +40987,7 @@
-
- Tier 2:
-
--Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
--transmitting an STI. This protection lasts for ten hours. Action.
-+Safe Sex
-
- Trained Without Armor
-
-@@ -40825,10 +40999,7 @@
-
- Force Field Barrier
-
--Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
--steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
--normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
--twenty-four hours. Action.
-+Unstealable Charm
-
- Tier 4:
-
-@@ -43216,12 +43387,7 @@
-
- Tier 2:
-
--Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
--weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
--its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
--fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
--attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
--more firearms; each level of Effort affects one additional target. Action or enabler.
-+Gun Jammer
-
- Tier 3:
-
-@@ -43891,151 +44057,6 @@
-
- Word of Death
-
--### NEW ABILITIES (MODERN MAGIC)
--
--Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
--can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
--streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
--across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
--The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
--ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
--
--Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
--Intellect-based attack roll against the network's level (typically level 4) to watch them.
--
--Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
--room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
--songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
--increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
--
--Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
--electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
--still work. Any standby generator connected in this area functions normally, activating emergency power within a few
--rounds. The blackout otherwise lasts for one minute. Action.
--
--Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
--magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
--Edge instead of your Intellect Edge. Enabler.
--
--Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
--or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
--use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
--homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
--is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
--for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
--next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
--within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
--of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
--attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
--can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
--dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
--familiar.
--
--Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
--
--Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
--immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
--must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
--without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
--as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
--most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
--example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
--wild bird that got inside your house. Action.
--
--Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
--move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
--When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
--object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
--until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
--
--Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
--of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
--ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
--vanishes. Action.
--
--Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
--such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
--within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
--In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
--increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
--Action.
--
--Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
--of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
--can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
--perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
--another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
--
--Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
--AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
--out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
--Action.
--
--Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
--through a Network Dead Zone spell.
--
--Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
--of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
--target by 1. Action.
--
--Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
--slap a creature. The target must be actively using a device making use of this connection, such as being on the other
--end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
--closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
--creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
--Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
--
--Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
--the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
--courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
--target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
--memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
--
--Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
--interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
--for you like the best combination of a pet and a close friend.
--
--The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
--rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
--skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
--them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
--(avian, swimmer, and so on).
--
--You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
--this range, you can only sense each other's general level of well-being.
--
--Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
--activate or maintain.
--
--If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
--your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
--within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
--you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
--
--Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
--touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
--attacks and defenses against you are eased.
--
--If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
--instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
--damage track. If you die, your familiar instantly dies.
--
--You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
--1d6 days.
--
--Enabler.
--
--Soul familiar: level 2, Speed defense as level 4 due to size
--
--A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
--anything other than what they appear to be.
--
--Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
--period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
--don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
--forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor,
--the stasis effect immediately ends. Action.
--
- ## Creatures
-
- This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
diff --git a/patches/base/039-remove-duplicate-fantasy-creatures.patch b/patches/base/039-remove-duplicate-fantasy-creatures.patch
deleted file mode 100644
index bee5fc9..0000000
--- a/patches/base/039-remove-duplicate-fantasy-creatures.patch
+++ /dev/null
@@ -1,37 +0,0 @@
---- _tmp/ccsrd.md 2025-05-29 14:21:52.436576657 -0500
-+++ _tmp/ccsrd.new.md 2025-05-31 01:16:32.289713299 -0500
-@@ -18575,34 +18575,6 @@
- | Warrior mage | Warrior flavored with magic |
- | Bard | Speaker |
-
--#### Basic CREATURES AND NPCs FOR A FANTASY GAME
--
--Bat: level 1
--
--Dog: level 2, perception as level 3
--
--Dog, guard: level 3, attacks and perception as level 4
--
--Hawk: level 2; flies a long distance each round
--
--Horse: level 3; moves a long distance each round
--
--Rat: level 1
--
--Viper: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
--
--Warhorse: level 4; moves a long distance each round
--
--Wolf: level 3, perception as level 4
--
--Blacksmith: level 2, metalworking as level 4; health 8
--
--Farmer: level 2, animal handling as level 3; health 8
--
--Merchant: level 2, haggling and assessment tasks as level 3
--
--Villager: level 2
--
- #### CRAFTING MAGIC ITEMS
-
- Potions, scrolls, and other one-use items are cyphers, and longer-lasting items are generally artifacts.
diff --git a/patches/base/040-more-organization-through-into-fairytale.patch b/patches/base/040-more-organization-through-into-fairytale.patch
deleted file mode 100644
index f4dc56e..0000000
--- a/patches/base/040-more-organization-through-into-fairytale.patch
+++ /dev/null
@@ -1,2094 +0,0 @@
---- _tmp/ccsrd.md 2025-05-31 01:17:48.667198000 -0500
-+++ _tmp/ccsrd.new.md 2025-06-03 08:10:12.187027069 -0500
-@@ -27279,7 +27281,7 @@
-
- And so on.
-
--### SUGGESTED TYPES FOR A SUPERHERO GAME
-+#### SUGGESTED TYPES FOR A SUPERHERO GAME
-
- | | |
- |----------------------|-------------------------------------------|
-@@ -27297,7 +27299,7 @@
- | Mentalist | Adept |
- | Psychic ninja | Warrior with magic flavor |
-
--Basic CREATURES AND NPCs FOR A SUPERHERO GAME
-+#### Basic CREATURES AND NPCs FOR A SUPERHERO GAME
-
- Dog, guard: level 3, attacks and perception as level 4
-
-@@ -27313,12 +27315,12 @@
-
- Worker: level 2; health 8
-
--### ADDITIONAL SUPERHERO EQUIPMENT
-+#### ADDITIONAL SUPERHERO EQUIPMENT
-
- Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
- "equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
-
--### OPTIONAL RULE: POWER SHIFTS
-+#### OPTIONAL RULE: POWER SHIFTS
-
- Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
- trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
-@@ -27366,7 +27368,7 @@
- street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
- start.
-
--### SUPERPOWERED NPCs AND POWER SHIFTS
-+##### SUPERPOWERED NPCs AND POWER SHIFTS
-
- NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
- is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
-@@ -27378,7 +27380,7 @@
-
- Typical NPC supers get three power shifts. Exceptional ones usually have five.
-
--### REALLY IMPOSSIBLE TASKS
-+#### REALLY IMPOSSIBLE TASKS
-
- In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
- "impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
-@@ -27393,13 +27395,13 @@
- would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
- (level 14); or a space monster the size of the moon (level 15).
-
--### SUPERHERO ARTIFACTS
-+#### SUPERHERO ARTIFACTS
-
- Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird
- machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
- stories. A few examples are below.
-
--### DARKEST BOOK
-+##### DARKEST BOOK
-
- Level: 10
-
-@@ -27423,7 +27425,7 @@
-
- Depletion: —
-
--### DOCTOR DREAD'S TIME PORTAL
-+##### DOCTOR DREAD'S TIME PORTAL
-
- Level: 9
-
-@@ -27434,7 +27436,7 @@
-
- Depletion: 1 in 1d20
-
--### OMNI ORB
-+##### OMNI ORB
-
- Level: 1d6 + 4
-
-@@ -27455,7 +27457,7 @@
- and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
- transporting a group of PCs 100 miles is probably within the orb's power
-
--### SERUM X
-+##### SERUM X
-
- Level: 1d6 + 2
-
-@@ -27467,7 +27469,7 @@
-
- Depletion: Automatic
-
--### SPACE RING
-+##### SPACE RING
-
- Level: 1d6 + 1
-
-@@ -27482,7 +27484,7 @@
-
- Depletion: 1 in 1d100 (check each day of flying)
-
--### STELLAREX CRYSTAL
-+##### STELLAREX CRYSTAL
-
- Level: 1d6 + 4
-
-@@ -27494,11 +27496,9 @@
-
- Depletion: 1–3 in 1d10
-
--### GAMING WITH SUPERPOWERS
--
--### BUILDING A SUPERHERO
-+#### BUILDING A SUPERHERO
-
--### POPULAR HEROES IN THE CYPHER SYSTEM
-+##### POPULAR HEROES IN THE CYPHER SYSTEM
-
- | Character | Summary | Sentence | Archetype |
- |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
-@@ -27541,7 +27541,7 @@
- In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
- them fit your character.
-
--### POWER SOURCE
-+##### POWER SOURCE
- As you're figuring out what type, descriptor, focus, and power shifts you want for
-
- your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
-@@ -27554,7 +27554,7 @@
- If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
- on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
-
--### POWER ORIGIN TABLE
-+##### POWER ORIGIN TABLE
-
- | d100 | Origin |
- |-------|---------------------------------------------------------------|
-@@ -27615,14 +27615,14 @@
-
- Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
-
--### STARTING JUST PAST TIER 1
-+##### STARTING JUST PAST TIER 1
-
- An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
- on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
- superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
- the character they want to play.
-
--### RANDOM SUPERPOWERS
-+##### RANDOM SUPERPOWERS
-
- The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
- for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
-@@ -27694,12 +27694,12 @@
- | 98 | Weapon | Bearer of the item |
- | 99-00 | Weapon master | Weapon master, power shift in single attack |
-
--### SUPERHERO CHARACTER OPTIONS
-+#### SUPERHERO CHARACTER OPTIONS
-
--### DESCRIPTORS
-+##### DESCRIPTORS
- This section presents new descriptors meant specifically for a superhero game.
-
--### AMAZING
-+###### AMAZING
-
- You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
- instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
-@@ -27732,7 +27732,7 @@
-
- 4\. You had a hunch that something big was about to go down.
-
--### INCREDIBLE
-+###### INCREDIBLE
-
- You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
- where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
-@@ -27764,7 +27764,7 @@
-
- 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
-
--### MIGHTY
-+###### MIGHTY
-
- You have a very impressive physique. Your strength, power, and very importance
-
-@@ -27792,7 +27792,7 @@
-
- 4\. An authority figure told you to do this to show you the value of humility.
-
--### SENSATIONAL
-+###### SENSATIONAL
-
- The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
- journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
-@@ -27833,7 +27833,7 @@
-
- 4\. A supervillain chose to make a scene in the hopes of drawing you out.
-
--### UNCANNY
-+###### UNCANNY
-
- There's something unusual about you, and it makes other people a little uncomfortable. You know you're
- exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
-@@ -27878,9 +27878,7 @@
- If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
- gene (perhaps even multiple copies) and can sense others who have it
-
--### SUPERHERO CHARACTER OPTIONS
--
--### NEW FOCI
-+##### NEW FOCI
-
- This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
- are as follows:
-@@ -27909,7 +27907,7 @@
- >
- > Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
-
--### COPIES SUPERPOWERS
-+###### COPIES SUPERPOWERS
-
- You can copy others' skills, abilities, and superpowers.
-
-@@ -27931,7 +27929,7 @@
- powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
- own fire bolts).
-
--### HAS A THOUSAND FACES
-+###### HAS A THOUSAND FACES
-
- You can change your appearance to look like anyone else.
-
-@@ -27955,7 +27953,7 @@
-
- GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
-
--### IGNORES PHYSICAL DISTANCE
-+###### IGNORES PHYSICAL DISTANCE
-
- You can teleport from one place to another by briefly passing through a parallel dimension.
-
-@@ -27974,7 +27972,7 @@
- GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
- continues through the teleport, injuring the character.
-
--### SCULPTS HARD LIGHT
-+###### SCULPTS HARD LIGHT
-
- You create physical objects out of hard light that you can use for offense and defense.
-
-@@ -27994,7 +27992,7 @@
-
- GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
-
--### SHRINKS TO MINUTE SIZE
-+###### SHRINKS TO MINUTE SIZE
-
- You can shrink down to the size of a bug and, with enough experience, even smaller.
-
-@@ -28020,7 +28018,7 @@
- A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
- Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
-
--### SOARS ON AMAZING WINGS
-+###### SOARS ON AMAZING WINGS
-
- Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
-
-@@ -28041,7 +28039,7 @@
- GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
- target for an unexpected foe.
-
--### STRETCHES
-+###### STRETCHES
-
- Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
-
-@@ -28064,7 +28062,7 @@
- GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
- weak.
-
--### TAKES ANIMAL SHAPE
-+###### TAKES ANIMAL SHAPE
-
- You can transform yourself into an animal.
-
-@@ -28087,7 +28085,7 @@
-
- Greater Beast Form applies to using Animal Shape.
-
--### TOUCHES THE SKY
-+###### TOUCHES THE SKY
-
- You can summon storms or break them apart.
-
-@@ -28106,7 +28104,7 @@
- GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
- The weather is seeded by a much smaller effect, and a storm grows out of control.
-
--### WIELDS AN ENCHANTED WEAPON
-+###### WIELDS AN ENCHANTED WEAPON
-
- You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
- combat with it.
-@@ -28130,7 +28128,7 @@
- GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
- action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
-
--### WIELDS INVISIBLE FORCE
-+###### WIELDS INVISIBLE FORCE
-
- You bend light and manipulate beams of force for offense and defense.
-
-@@ -28151,7 +28149,7 @@
- GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
- or unexpected attack.
-
--### POWER SHIFTS
-+#### POWER SHIFTS
- Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
- superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
- together interdimensional gateway devices in a few hours.
-@@ -28197,7 +28195,7 @@
- three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
- procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
-
--### PRODIGY POWER SHIFTS
-+##### PRODIGY POWER SHIFTS
-
- Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
- using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
-@@ -28229,13 +28227,13 @@
- your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
- start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
-
--### GAINING MORE POWER SHIFTS
-+##### GAINING MORE POWER SHIFTS
- Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
- be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
- street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
- start.
-
--### POWER STUNTS
-+#### POWER STUNTS
- A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
- Examples:
-
-@@ -28312,7 +28310,7 @@
- why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
- formidable, or impossible than deciding whether it's a level 6 or level 7 task.
-
--### PERMANENT POWER STUNTS
-+##### PERMANENT POWER STUNTS
-
- Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
- might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
-@@ -28326,14 +28324,14 @@
- Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
- Discovery, Transformation, or Uncover a Secret.
-
--### REALLY IMPOSSIBLE TASKS
-+#### REALLY IMPOSSIBLE TASKS
-
- The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
- difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
- sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
- presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
-
--### FEATS OF STRENGTH
-+##### FEATS OF STRENGTH
-
- Use the following table to estimate the difficulty of various incredible feats of physical strength.
-
-@@ -28369,7 +28367,7 @@
- abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
- roll to succeed.
-
--### FEATS OF SPEED
-+##### FEATS OF SPEED
- A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
- needed). This is basically a jog or a hustle, faster than a walk
-
-@@ -28393,7 +28391,7 @@
- | 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
- | 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
-
--### TREMENDOUS LEAPS
-+##### TREMENDOUS LEAPS
-
- Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
- jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
-@@ -28410,7 +28408,7 @@
- (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
- over their head.
-
--### POWERFUL CREATURES
-+##### POWERFUL CREATURES
- Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
- or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
-
-@@ -28432,7 +28430,7 @@
-
- \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
-
--### MODIFYING HIGH-TECH DEVICES
-+#### MODIFYING HIGH-TECH DEVICES
-
- It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
- different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
-@@ -28474,7 +28472,7 @@
- the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
- extent of the changes.
-
--### FASTER CRAFTING IN A HIGH-TECH SETTING
-+#### FASTER CRAFTING IN A HIGH-TECH SETTING
- In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
- with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
- conditions, the GM should ease
-@@ -28482,14 +28480,14 @@
- the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
- for only about the first quarter of that time and the "helpers" taking care of the rest.
-
--### CYPHERS AND ARTIFACTS
-+#### CYPHERS AND ARTIFACTS
-
- In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
- character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
- should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
- effectively with foes that might otherwise be too potent.
-
--### SPECIAL EQUIPMENT
-+#### SPECIAL EQUIPMENT
-
- Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
- For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
-@@ -28502,7 +28500,7 @@
- shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
- leeway, the GM always has the option to use an intrusion to complicate an encounter.
-
--### POWER BOOST CYPHERS
-+#### POWER BOOST CYPHERS
-
- This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
- System Rulebook into one cypher with variable effects based on cypher level.
-@@ -28518,14 +28516,14 @@
- | 81-90 | Stunt boost |
- | 91-00 | Target boost |
-
--### EFFICACY BOOST
-+##### EFFICACY BOOST
-
- Level: 1d6 + 1
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
- the cypher is level 5 or higher).
-
--### SHIFT BOOST
-+##### SHIFT BOOST
-
- Level: 1d6 + 2
-
-@@ -28536,7 +28534,7 @@
- one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
- power shift to boost.
-
--### STUNT BOOST
-+##### STUNT BOOST
-
- Level: 1d6 + 2
-
-@@ -28567,7 +28565,7 @@
- to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
- rightfully amazed (and perhaps somewhat terrified).
-
--### NATURE OF FAERIE
-+#### NATURE OF FAERIE
-
- Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
- world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
-@@ -28621,9 +28619,9 @@
- Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
- damage per round; troll regains 3 points of health per round
-
--### OPTIONAL RULES FOR FAIRYTALE
-+#### OPTIONAL RULES FOR FAIRYTALE
-
--Optional Rule: I Have That!
-+##### Optional Rule: I Have That!
-
- In fairy tales, characters often have exactly the right mundane piece of equipment
-
-@@ -28645,7 +28643,7 @@
- who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
- into a Pocket Item; it remains a thimble.
-
--Example Pocket Items
-+###### Example Pocket Items
-
- Inexpensive
-
-@@ -28715,7 +28713,7 @@
-
- • Thimble
-
--### FAIRY TALE ARTIFACTS
-+#### FAIRY TALE ARTIFACTS
-
- Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
- setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
-@@ -28735,12 +28733,12 @@
- | 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
- | 10 | Causes flowers to grow wherever it is stored or set down. |
-
--### SPECIAL RULES
-+#### SPECIAL RULES
-
- Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
- are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
-
--Death
-+##### Death
-
- You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
- die. Or die and come back to life. You get the idea.
-@@ -28755,7 +28753,7 @@
- and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game
- time) and still return to life. After that time elapses, death is permanent.
-
--Curses
-+##### Curses
-
- In fairy tale games, curses are likely to be common. Most witches can cast curses
-
-@@ -28770,7 +28768,7 @@
- and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
- their skin turns golden). See the Curse table for a list of example curses.
-
--Preventing Curses
-+###### Preventing Curses
-
- When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
- curse being cast. Being trained in Intellect defense eases
-@@ -28780,7 +28778,7 @@
- Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
- find defending against a second curse is more difficult (their task is hindered).
-
--Removing Curses
-+###### Removing Curses
-
- Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
- Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
-@@ -28790,7 +28788,7 @@
- (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
- curse removal to do the deed.
-
--Curse Intrusions and Curse Mode
-+###### Curse Intrusions and Curse Mode
-
- In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
- happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
-@@ -28826,7 +28824,7 @@
- While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
- situation worse.
-
--Curse Intrusions
-+###### Curse Intrusions
-
- | d6 | Curse |
- |-----|-------------------------------------------------------------------------|
-@@ -28837,7 +28835,7 @@
- | 5 | The character feels an overwhelming urge to start dancing. |
- | 6 | The character's clothes are suddenly much too large. |
-
--Curse Table
-+###### Curse Table
-
- Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
- and the characters.
-@@ -28870,7 +28868,7 @@
- | 19 | Can no longer say, write, or spell their own name |
- | 20 | No one else remembers or recognizes the character |
-
--Curse Removal Table
-+###### Curse Removal Table
-
- Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
- table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
-@@ -28940,7 +28938,7 @@
-
-
-
--Blessings
-+##### Blessings
-
- When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
- roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
-@@ -28957,7 +28955,7 @@
- | 5 | Someone nearby just happens to have the thing the character needs. |
- | 6 | A cypher or artifact works even better than expected. |
-
--Wishes
-+##### Wishes
-
- Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
- wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
-@@ -28970,7 +28968,7 @@
- Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
- has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
-
--### GM INTRUSIONS
-+##### GM INTRUSIONS
-
- GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
- all while making the game more interesting and surprising for characters.
-@@ -28987,7 +28985,7 @@
- The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on
- the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.
-
--Interaction Intrusions
-+###### Interaction Intrusions
-
- | d10 | GM Intrusion |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -29002,7 +29000,7 @@
- | 9 | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog. |
- | 10 | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. |
-
--World Intrusions
-+###### World Intrusions
-
- | d10 | GM Intrusion |
- |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -29017,7 +29015,7 @@
- | 9 | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters. |
- | 10 | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it. |
-
--Item Intrusions
-+###### Item Intrusions
-
-
-
-@@ -29081,9 +29079,9 @@
-
-
-
--### PLAYING IN A FAIRY TALE GAME
-+#### PLAYING IN A FAIRY TALE GAME
-
--### PLAYER INTRUSIONS
-+##### PLAYER INTRUSIONS
-
- A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
- character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
-@@ -29124,7 +29122,7 @@
-
- If a player has no XP to spend, they can't use a player intrusion.
-
--### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-+##### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
-
- Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
-
-@@ -29162,9 +29160,9 @@
- • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
- continue the fight.
-
--### CREATING YOUR CHARACTER
-+#### CREATING YOUR CHARACTER
-
--### FORM VS. FUNCTION
-+##### FORM VS. FUNCTION
-
- In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
- that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
-@@ -29177,7 +29175,7 @@
- small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
- your character that you want to play.
-
--### SKILLS
-+##### SKILLS
-
- As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
- skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
-@@ -29225,7 +29223,7 @@
- ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
- interactions.
-
--### TYPE
-+##### TYPE
-
- Your character's type is the core of who they are and how they interact with their environment, their companions, and
- other living creatures they encounter.
-@@ -29234,7 +29232,7 @@
-
- Type Name and Flavor Suggestions
-
--### WARRIOR
-+###### WARRIOR
-
- Huntsman, Skills and knowledge, stealth
-
-@@ -29246,7 +29244,7 @@
-
- Archer, Stealth
-
--### ADEPT
-+###### ADEPT
-
- King/queen
-
-@@ -29258,7 +29256,7 @@
-
- Magical being (genie, spirit, faerie, and so on)
-
--### EXPLORER
-+###### EXPLORER
-
- Adventurer
-
-@@ -29274,7 +29272,7 @@
-
- Wolf, Combat Stealth
-
--### SPEAKER
-+###### SPEAKER
-
- Aristocrat
-
-@@ -29286,7 +29284,7 @@
-
- Trickster, Skills and Knowledge
-
--### DESCRIPTOR
-+##### DESCRIPTOR
-
- Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
- places your character in their current situation or adventure, and helps provide a sense of their motivations.
-@@ -29381,7 +29379,7 @@
-
- • Lost
-
--### FOCUS
-+##### FOCUS
-
- Your focus makes your character unique.
-
-@@ -29389,7 +29387,7 @@
- it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting
- equipment.
-
--Suggested Foci for a Fairy Tale Game
-+###### Suggested Foci for a Fairy Tale Game
-
- • Abides in Stone
-
-@@ -29531,7 +29529,7 @@
-
- • Would Rather Be Reading
-
--Heartwood Foci
-+###### Heartwood Foci
-
- • Befriends the Black Dog
-
-@@ -29541,7 +29539,7 @@
-
- • Lived Among the Fey
-
--Adjusted Foci
-+###### Adjusted Foci
-
- Battles Robots, Builds Robots, Talks to Machines
-
-@@ -29570,11 +29568,11 @@
-
- With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
-
--### FAIRYTALE CHARACTER OPTIONS
-+#### FAIRYTALE CHARACTER OPTIONS
-
--### FAIRYTALE DESCRIPTORS
-+##### FAIRYTALE DESCRIPTORS
-
--Bewitched
-+###### Bewitched
-
- You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
- force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
-@@ -29607,7 +29605,7 @@
- 4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
- fit.
-
--Changeling
-+###### Changeling
-
- Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
- when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
-@@ -29655,7 +29653,7 @@
- 4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
- You hope to do more of that.
-
--Fragmented
-+###### Fragmented
-
- Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
- unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
-@@ -29693,7 +29691,7 @@
-
- 4\. You felt drawn to join the other PCs, but you don't know why.
-
--Frumious
-+###### Frumious
-
- A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
- do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
-@@ -29729,7 +29727,7 @@
-
- 4\. One of the other PCs invited you to join, after they watched you fight.
-
--Haunted
-+###### Haunted
-
- The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
- discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
-@@ -29764,7 +29762,7 @@
- 4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
- adventure is a great way to do so.
-
--Lost
-+###### Lost
-
- You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
- your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
-@@ -29804,12 +29802,12 @@
-
- 4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
-
--### FAIRYTALE FOCI
-+#### FAIRYTALE FOCI
-
- Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
- Cypher System Rulebook.
-
--Befriends the Black Dog
-+##### Befriends the Black Dog
-
- Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
- presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
-@@ -29831,7 +29829,7 @@
-
- Tier 6: As If One Creature or Embraced by Darkness
-
--Curses the World
-+##### Curses the World
-
- Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
- desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
-@@ -29852,7 +29850,7 @@
-
- Tier 6: Word of Command or Break Their Mind
-
--Feigns No Fear
-+##### Feigns No Fear
-
- Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
- how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
-@@ -29875,7 +29873,7 @@
-
- Tier 6: Finishing Blow or Heroic Monster Bane
-
--Lived Among the Fey
-+##### Lived Among the Fey
-
- You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
- you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
-@@ -29898,7 +29896,7 @@
-
- Tier 6: Explains the Ineffable or Drawing on Life's Experiences
-
--Made a Deal With Death
-+##### Made a Deal With Death
-
- Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
- figure. You, however, are intimate with Death in all their many forms. Perhaps you are
-@@ -29925,7 +29923,7 @@
-
- Tier 6: Duel to the Death or Final Defiance
-
--Sheds Their Skin
-+##### Sheds Their Skin
-
- You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
- nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
-@@ -29949,7 +29947,7 @@
-
- Tier 6: Escape Plan or Perfect Control
-
--Heartwood Character Arcs
-+#### Heartwood Character Arcs
-
- Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
- character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
-@@ -29957,7 +29955,7 @@
-
- Suggested Heartwood Arcs
-
--Become an Advocate
-+##### Become an Advocate
-
- You desire to help and support others, especially those who are dealing with difficult situations. This might be related
- to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
-@@ -29977,7 +29975,7 @@
-
- Resolution: You reflect on everything you've learned and decide what to do next.
-
--Put Down Roots
-+##### Put Down Roots
-
- If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
- seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
-@@ -29997,7 +29995,7 @@
-
- Resolution: You enjoy the benefits of having a supportive group of people in your life.
-
--Develop Coping Strategies
-+##### Develop Coping Strategies
-
- You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
- "fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
-@@ -30016,7 +30014,7 @@
-
- Resolution: You reflect on what you've learned and decide where you want to go from here.
-
--Take the Wrong Path
-+##### Take the Wrong Path
-
- Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
- something the player chooses on a meta level for the character because it makes for an interesting story and sets up
-@@ -30035,7 +30033,7 @@
-
- Resolution: You wallow in your own misery.
-
--### FAIRY TALE CHARACTER ARCS
-+#### FAIRY TALE CHARACTER ARCS
-
- Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
- set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
-@@ -30046,14 +30044,14 @@
- assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
- setting.
-
--### EQUIPMENT
-+#### EQUIPMENT
-
- Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
- using magic.
-
- Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
-
--### CURRENCY
-+##### CURRENCY
-
- In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
- of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
-@@ -30071,7 +30069,7 @@
- moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
- something that taxes the PCs and really puts their skills and dedication to the test.
-
--### SIGNATURE ITEMS
-+##### SIGNATURE ITEMS
-
- In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
- very important. They're often unique and handcrafted,
-@@ -30079,7 +30077,7 @@
- they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
- have undergone repairs or have markings that tell something about the character's background.
-
--### APPAREL AND ARMOR
-+##### APPAREL AND ARMOR
-
- In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
- otherwise or unless it is designated as armor),
-@@ -30089,15 +30087,15 @@
- However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
- accomplishing tasks.
-
--### CLOTHING
-+##### CLOTHING
-
--Inexpensive
-+###### Inexpensive
-
- Gloves or mittens
-
- Hat or hood
-
--Moderately Priced
-+###### Moderately Priced
-
- Cloak or coat
-
-@@ -30105,7 +30103,7 @@
-
- Wizard or enchanter's outfit
-
--Very Expensive
-+###### Very Expensive
-
- Elegant cloak or coat
-
-@@ -30113,35 +30111,35 @@
-
- Suit or ballgown
-
--Exorbitant
-+###### Exorbitant
-
- Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
-
--### WEAPONS AND PROTECTIVE GEAR
-+##### WEAPONS AND PROTECTIVE GEAR
-
--Inexpensive
-+###### Inexpensive
-
- Ammunition (12 arrows, 12 crossbow bolts, and so on)
-
--Moderately Priced
-+###### Moderately Priced
-
- Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
-
- Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
-
--Expensive
-+###### Expensive
-
- Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
-
- Medium armor (breastplate, brigade, chainmail, and so on)
-
--Very Expensive
-+###### Very Expensive
-
- Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
-
- Heavy armor (full plate armor)
-
--Exorbitant
-+###### Exorbitant
-
- Jeweled, ornate, royal, or bespoke weapon
-
-@@ -30151,9 +30149,9 @@
- amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
- you could have many things that give you Armor.
-
--### BASIC EQUIPMENT
-+##### BASIC EQUIPMENT
-
--Inexpensive
-+###### Inexpensive
-
- Candle
-
-@@ -30179,7 +30177,7 @@
-
- Vial
-
--Moderately Priced
-+###### Moderately Priced
-
- Backpack
-
-@@ -30211,7 +30209,7 @@
-
- Waterskin or flask
-
--Expensive
-+###### Expensive
-
- Bag of heavy tools
-
-@@ -30219,7 +30217,7 @@
-
- Box, medium
-
--Very Expensive
-+###### Very Expensive
-
- Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
- conveying the soul to its proper resting place.
-@@ -30233,15 +30231,15 @@
-
- Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
-
--### TRAVEL
-+##### TRAVEL
-
--Moderately Priced
-+###### Moderately Priced
-
- Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
-
- Lodging, shared room or shed, meager
-
--Expensive
-+###### Expensive
-
- Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
- on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate the
-@@ -30251,18 +30249,18 @@
-
- Lodging, solo room, decent
-
--Very Expensive
-+###### Very Expensive
-
- Lodging, whole building or large room
-
--Exorbitant
-+###### Exorbitant
-
- Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
- on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle.
- Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
- vehicle.
-
--### CYPHERS AND ARTIFACTS
-+#### CYPHERS AND ARTIFACTS
-
- Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
- characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
-@@ -30277,7 +30275,7 @@
- random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
- specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
-
--### CYPHER LIMITS
-+#### CYPHER LIMITS
-
- All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
- ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
-@@ -30290,7 +30288,7 @@
-
- fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
-
--Fey Being Table
-+##### Fey Being Table
-
- | d6 | Effect |
- |-----|------------|
-@@ -30301,7 +30299,7 @@
- | 5 | Pixie |
- | 6 | Ogre |
-
--Fey Cypher Attraction
-+##### Fey Cypher Attraction
-
- | d6 | Effect |
- |-----|-------------------------------------------------------------------------------------------------------------------------------------------|
-@@ -30312,7 +30310,8 @@
- | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
- | 6 | Steals the character away to their fey realm |
-
--### CYPHERS
-+#### CYPHERS
-+
- Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
- ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
- object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
-@@ -30327,7 +30326,7 @@
-
- is considered a single cypher even though there are multiple items.
-
--Cypher Forms
-+##### Cypher Forms
-
- While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
- Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
-@@ -30355,7 +30354,7 @@
- | 19 | Spell or hand fan |
- | 20 | Fallen star or playing card |
-
--Fairy Tale Cypher Table
-+##### Fairy Tale Cypher Table
-
- | d100 | Cypher |
- |------|---------------------------------------------------------|
-@@ -30460,9 +30459,9 @@
- | 99 | Yonder yarn |
- | 00 | Roll on the cypher tables in the Cypher System Rulebook |
-
--### A SELECTION OF FAIRY TALE CYPHERS
-+##### A SELECTION OF FAIRY TALE CYPHERS
-
--Adderstone
-+###### Adderstone
-
- Level: 1d6 + 3
-
-@@ -30489,7 +30488,7 @@
- | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
- | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
-
--Agate Eye
-+###### Agate Eye
-
- Level: 1d6 + 2
-
-@@ -30499,7 +30498,7 @@
- cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
- system).
-
--Animated Wood
-+###### Animated Wood
-
- Level: 1d6
-
-@@ -30515,7 +30514,7 @@
- attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
- eased by two steps).
-
--Anywhere Door
-+###### Anywhere Door
-
- Level: 1d6 + 3
-
-@@ -30524,7 +30523,7 @@
- Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
- anything that can discern the door can use it. Erasing the drawn line erases the door.
-
--Apple of Discord
-+###### Apple of Discord
-
- Level: 1d6 + 1
-
-@@ -30534,7 +30533,7 @@
- to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
- of the apple.
-
--Azure Dust
-+###### Azure Dust
-
- Level: 1d6 + 1
-
-@@ -30542,7 +30541,7 @@
-
- Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
-
--Baba Yaga's Spiced Cookie
-+###### Baba Yaga's Spiced Cookie
-
- Level: 1d6
-
-@@ -30550,7 +30549,7 @@
-
- Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
-
--Bellman's Map of the Ocean
-+###### Bellman's Map of the Ocean
-
- Level: 1d6 + 2
-
-@@ -30562,7 +30561,7 @@
- beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
- social interactions with those affected are eased by two steps).
-
--Beloved's Kiss
-+###### Beloved's Kiss
-
- Level: 1d6 + 3
-
-@@ -30579,7 +30578,7 @@
- | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
- | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
-
--Bird's Nest Coronet
-+###### Bird's Nest Coronet
-
- Level: 1d6 + 3
-
-@@ -30589,7 +30588,7 @@
- Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
- are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
-
--Blackbird Pie
-+###### Blackbird Pie
-
- Level: 1d6
-
-@@ -30598,7 +30597,7 @@
- Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
- range who hear the song are hindered on all tasks for ten minutes.
-
--Blood Pearl Blossom
-+###### Blood Pearl Blossom
-
- Level: 1d6 + 4
-
-@@ -30607,7 +30606,7 @@
- Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
- take from one round to one day, depending on the level, severity, and type of curse.
-
--Bone Key
-+###### Bone Key
-
- Level: 1d6 + 2
-
-@@ -30615,7 +30614,7 @@
-
- Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
-
--Bones of the Beloved
-+###### Bones of the Beloved
-
- Level: 1d6 + 3
-
-@@ -30626,7 +30625,7 @@
- hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
- if the cypher is level 6 or higher). This does not change the actual health or age of the character.
-
--Bowl of Porridge
-+###### Bowl of Porridge
-
- Level: 1d6 + 3
-
-@@ -30635,7 +30634,7 @@
- Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
- effects of cold for ten minutes.
-
--Cat Sidhe Medallion
-+###### Cat Sidhe Medallion
-
- Level: 1d6 + 2
-
-@@ -30644,7 +30643,7 @@
- Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
- cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-
--Cheshire Smile
-+###### Cheshire Smile
-
- Level: 1d6
-
-@@ -30655,7 +30654,7 @@
- with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
- and then fades away slowly, until even the original smile has disappeared.
-
--Coalheart's Beard Balm
-+###### Coalheart's Beard Balm
-
- Level: 1d6
-
-@@ -30668,7 +30667,7 @@
-
- Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
-
--Croc's Clock
-+###### Croc's Clock
-
- Level: 1d6
-
-@@ -30677,7 +30676,7 @@
- Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
- within long range to its presence for one day.
-
--Crown Jewel
-+###### Crown Jewel
-
- Level: 1d6 + 2
-
-@@ -30687,7 +30686,7 @@
- item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
- comes first).
-
--Dame Trot's Cat
-+###### Dame Trot's Cat
-
- Level: 1d6 + 3
-
-@@ -30696,7 +30695,7 @@
- Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
- time it senses danger. The cat's level is equal to the cypher level.
-
--Darning Needle
-+###### Darning Needle
-
- Level: 1d6
-
-@@ -30706,7 +30705,7 @@
- damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
- to the cypher's level.
-
--Dead Water
-+###### Dead Water
-
- Level: 1d6 + 3
-
-@@ -30715,7 +30714,7 @@
- Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
- Might Pool.
-
--Deathless
-+###### Deathless
-
- Level: 1d6 + 3
-
-@@ -30731,7 +30730,7 @@
- If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
- actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
-
--Death's Candle
-+###### Death's Candle
-
- Level: 1d6 + 4
-
-@@ -30745,7 +30744,7 @@
- of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
- damage, which is not enough to kill the user, the user takes the 4 points of damage.
-
--Death's Messengers
-+###### Death's Messengers
-
- Level: 1d6 + 2
-
-@@ -30755,7 +30754,7 @@
- in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
- level (each round).
-
--Diadem of Death
-+###### Diadem of Death
-
- Level: 1d6 + 4
-
-@@ -30764,7 +30763,7 @@
- Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
- damage equal to its level.
-
--Dragon's Blood
-+###### Dragon's Blood
-
- Level: 1d6
-
-@@ -30778,7 +30777,7 @@
- | 3-4 | Asset to all tasks involving magic |
- | 5-6 | Asset to all tasks involving romance, sex, and fertility |
-
--Dragon's Teeth
-+###### Dragon's Teeth
-
- Level: 1d6
-
-@@ -30794,7 +30793,7 @@
-
- Warriors: level 3; Armor 1; swords inflict 3 points of damage
-
--Dressmaking Nut
-+###### Dressmaking Nut
-
- Level: 1d6 + 2
-
-@@ -30808,7 +30807,7 @@
-
- Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
-
--Drink Me
-+###### Drink Me
-
- Level: 1d6
-
-@@ -30817,7 +30816,7 @@
- Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
- another way to change their size (such as with an eat me).
-
--Dust of the Dreamer
-+###### Dust of the Dreamer
-
- Level: 1d6
-
-@@ -30826,7 +30825,7 @@
- Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
- action. This does not use up any of their recovery rolls.
-
--Eat Me
-+###### Eat Me
-
- Level: 1d6
-
-@@ -30835,7 +30834,7 @@
- Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
- way to change their size (such as with a drink me).
-
--Emperor's New Clothes
-+###### Emperor's New Clothes
-
- Level: 1d6
-
-@@ -30843,7 +30842,7 @@
-
- Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
-
--Fairy Cup
-+###### Fairy Cup
-
- Level: 1d6 + 1
-
-@@ -30855,7 +30854,7 @@
- It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
- protection by way of thanks.
-
--False Grandmother
-+###### False Grandmother
-
- Level: 1d6 + 2
-
-@@ -30868,7 +30867,7 @@
- creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
- duration.
-
--Father's Betrayal
-+###### Father's Betrayal
-
- Level: 1d6 + 2
-
-@@ -30878,7 +30877,7 @@
- m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
- and are dazed for one round, hindering their next action.
-
--Flaming Arrow
-+###### Flaming Arrow
-
- Level: 1d6 + 2
-
-@@ -30887,7 +30886,7 @@
- Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
- range.
-
--Flowers for Grandmother
-+###### Flowers for Grandmother
-
- Level: 1d6 + 2
-
-@@ -30905,7 +30904,7 @@
- | 5 | Intellect |
- | 6 | Slashing and piercing |
-
--Forget-Me-Knot
-+###### Forget-Me-Knot
-
- Level: 1d6 + 3
-
-@@ -30917,7 +30916,7 @@
- scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
- memory. Capturing the memory is an action, as is untying the loop.
-
--Genie's Handkerchief
-+###### Genie's Handkerchief
-
- Level: 1d6
-
-@@ -30931,7 +30930,7 @@
- their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
- drawbacks.
-
--Gilded Shell
-+###### Gilded Shell
-
- Level: 1d6
-
-@@ -30943,7 +30942,7 @@
- m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
- making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
-
--Gingerbread Man
-+###### Gingerbread Man
-
- Level: 1d6
-
-@@ -30951,7 +30950,7 @@
-
- Effect: After eating the cookie, the user has training in Speed defense for the next day.
-
--Godfather's Picture Book
-+###### Godfather's Picture Book
-
- Level: 1d6 + 2
-
-@@ -30962,7 +30961,7 @@
- turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
- regular book and does not count against the character's cypher limit.
-
--Golden Beetle
-+###### Golden Beetle
-
- Level: 1d6
-
-@@ -30971,7 +30970,7 @@
- Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
- within long range.
-
--Golden Vanity
-+###### Golden Vanity
-
- Level: 1d6
-
-@@ -30990,7 +30989,7 @@
- The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
- When all three items have been used, it remains a functional vanity set but no longer holds any magic.
-
--Green Spectacles
-+###### Green Spectacles
-
- Level: 1d6
-
-@@ -30999,7 +30998,7 @@
- Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
- day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
-
--Hart's Heart
-+###### Hart's Heart
-
- Level: 1d6 + 3
-
-@@ -31008,7 +31007,7 @@
- Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
- convince the recipient are eased by two steps.
-
--Heart of a Star
-+###### Heart of a Star
-
- Level: 1d6
-
-@@ -31018,7 +31017,7 @@
- eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
- eased.)
-
--Heart's Tart
-+###### Heart's Tart
-
- Level: 1d6 + 2
-
-@@ -31027,7 +31026,7 @@
- Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
- ten minutes.
-
--Hot Cross Buns
-+###### Hot Cross Buns
-
- Level: 1d6
-
-@@ -31035,7 +31034,7 @@
-
- Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
-
--Iron Bands of Three
-+###### Iron Bands of Three
-
- Level: 1d6 + 3
-
-@@ -31046,7 +31045,7 @@
- them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
- breaks. When all three bands are broken, the cypher is used up.
-
--Itsy Bitsy Spider
-+###### Itsy Bitsy Spider
-
- Level: 1d6
-
-@@ -31058,7 +31057,7 @@
- cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
- three words or less.
-
--Jack's Candlestick
-+###### Jack's Candlestick
-
- Level: 1d6 + 3
-
-@@ -31066,7 +31065,7 @@
-
- Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
-
--Jiminy Cricket
-+###### Jiminy Cricket
-
- Level: 1d6
-
-@@ -31075,7 +31074,7 @@
- Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
- modifiers.
-
--The Key of Knowing
-+###### The Key of Knowing
-
- Level: 1d6 + 3
-
-@@ -31088,7 +31087,7 @@
- After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
- ever again.
-
--Knave of Hearts
-+###### Knave of Hearts
-
- Level: 1d6 + 2
-
-@@ -31098,7 +31097,7 @@
- knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
- minutes per cypher level.
-
--Lion's Courage
-+###### Lion's Courage
-
- Level: 1d6 + 1
-
-@@ -31108,7 +31107,7 @@
- time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
- +1 point of damage.
-
--Living Water
-+###### Living Water
-
- Level: 1d6 + 3
-
-@@ -31120,7 +31119,7 @@
- When dead water and living water cyphers are used together, a dead character can be brought back to life without any
- permanent reductions of their Might Pool.
-
--Magic Beans
-+###### Magic Beans
-
- Level: 1d6 + 4
-
-@@ -31129,7 +31128,7 @@
- Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
- beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
-
--Memory's Match
-+###### Memory's Match
-
- Level: 1d6
-
-@@ -31140,7 +31139,7 @@
- the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
- (ignores Armor).
-
--Mermaid Tear
-+###### Mermaid Tear
-
- Level: 1d6 + 2
-
-@@ -31151,7 +31150,7 @@
- significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
- to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
-
--Neverlost
-+###### Neverlost
-
- Level: 1d6
-
-@@ -31162,7 +31161,7 @@
- the items become invisible to everyone except the user and any allies the user designates. The items last for one day
- per cypher level and can be seen by the user and their allies, even in complete darkness.
-
--Nonsensical Poem
-+###### Nonsensical Poem
-
- Level: 1d6 + 4
-
-@@ -31172,7 +31171,7 @@
- becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
- the GM to come up with an appropriate and acceptable change.)
-
--Omniscient Bean
-+###### Omniscient Bean
-
- Level: 1d6 + 2
-
-@@ -31186,7 +31185,7 @@
- knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
- can't provide knowledge about the future, since that is level 10).
-
--Pictureless Book
-+###### Pictureless Book
-
- Level: 1d6
-
-@@ -31205,7 +31204,7 @@
- | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
- | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-
--Poison for Your Daughter
-+###### Poison for Your Daughter
-
- Level: 1d6 + 2
-
-@@ -31272,7 +31271,7 @@
-
-
-
--Poisoned Apple
-+###### Poisoned Apple
-
- Level: 1d6 + 2
-
-@@ -31286,7 +31285,7 @@
- other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
- instance, to force-feed someone part of the apple and have the cypher activate.
-
--Poppet (Damage)
-+###### Poppet (Damage)
-
- Level: 1d6 + 4
-
-@@ -31296,7 +31295,7 @@
- Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
- away it is. Writing the name and destroying the poppet are separate actions.
-
--Poppet (Love)
-+###### Poppet (Love)
-
- Level: 1d6 + 2
-
-@@ -31308,7 +31307,7 @@
- time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
- the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
-
--Poppet (Prosperity)
-+###### Poppet (Prosperity)
-
- Level: 1d6 + 2
-
-@@ -31318,7 +31317,7 @@
- Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
- see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
-
--Poppet (Silence)
-+###### Poppet (Silence)
-
- Level: 1d6 + 2
-
-@@ -31328,7 +31327,7 @@
- the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
- with the person who activated the poppet.
-
--Powder of Life
-+###### Powder of Life
-
- Level: 1d6 + 3
-
-@@ -31345,7 +31344,7 @@
- their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
- stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
-
--Princess's Pea
-+###### Princess's Pea
-
- Level: 1d6 + 3
-
-@@ -31354,7 +31353,7 @@
- Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
- claims, and other such tricks (for all senses) for what they are.
-
--Rabbit Hole
-+###### Rabbit Hole
-
- Level: 1d6
-
-@@ -31369,7 +31368,7 @@
- The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
- jumping in feet-first.
-
--Rapunzel Leaf
-+###### Rapunzel Leaf
-
- Level: 1d6 + 3
-
-@@ -31381,7 +31380,7 @@
-
- The tower's level is equal to the cypher level, and the structure is permanent and immobile.
-
--Rose of Red
-+###### Rose of Red
-
- Level: 1d6 + 1
-
-@@ -31393,7 +31392,7 @@
- birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
- inflicting damage equal to the cypher level.
-
--Shadow Soap
-+###### Shadow Soap
-
- Level: 4
-
-@@ -31407,7 +31406,7 @@
-
- Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
-
--Shard of the Moon
-+###### Shard of the Moon
-
- Level: 1d6 + 2
-
-@@ -31418,7 +31417,7 @@
- The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
- ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
-
--Shining Knife
-+###### Shining Knife
-
- Level: 1d6 + 3
-
-@@ -31429,7 +31428,7 @@
- knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
- rusted.
-
--Silver Slippers
-+###### Silver Slippers
-
- Level: 1d6 + 2
-
-@@ -31444,7 +31443,7 @@
-
- it is rumored that they magically return to the world in some form for someone else who needs them.
-
--Singing Bone
-+###### Singing Bone
-
- Level: 1d6 + 3
-
-@@ -31456,7 +31455,7 @@
- For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
- "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-
--Snake Leaves
-+###### Snake Leaves
-
- Level: 1d6 + 2
-
-@@ -31467,7 +31466,7 @@
- a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
- permanent 3-point reduction in their maximum Intellect Pool.
-
--Snickersnee
-+###### Snickersnee
-
- Level: 1d6 + 4
-
-@@ -31476,7 +31475,7 @@
- Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
- additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
-
--Song of the Dead
-+###### Song of the Dead
-
- Level: 1d6
-
-@@ -31486,7 +31485,7 @@
- carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
- communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
-
--Sorcerer's Skeleton Key
-+###### Sorcerer's Skeleton Key
-
- Level: 1d6 + 2
-
-@@ -31495,7 +31494,7 @@
- Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
- automatically unlocks it.
-
--Spirit Ring
-+###### Spirit Ring
-
- Level: 1d6
-
-@@ -31510,7 +31509,7 @@
- on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
- important), and they may take the time to curse or prank the characters before they disappear.
-
--Teleport Hat
-+###### Teleport Hat
-
- Level: 1d6 + 3
-
-@@ -31521,7 +31520,7 @@
- stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
- of origination.
-
--Three Needles
-+###### Three Needles
-
- Level: 1d6
-
-@@ -31530,7 +31529,7 @@
- Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
- doing so was a routine task.
-
--Tin Man's Tears
-+###### Tin Man's Tears
-
- Level: 1d6 + 2
-
-@@ -31540,7 +31539,7 @@
- touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
- soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
-
--To Peter With Love
-+###### To Peter With Love
-
- Level: 1d6 + 3
-
-@@ -31550,7 +31549,7 @@
- specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
- at least a round and sometimes longer, depending on the distance and difficulty.
-
--Valorous Whetstone
-+###### Valorous Whetstone
-
- Level: 1d6
-
-@@ -31559,7 +31558,7 @@
- Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
- next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
-
--Vase of Tears
-+###### Vase of Tears
-
- Level: 1d6
-
-@@ -31568,7 +31567,7 @@
- Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
- the next time they are physically attacked.
-
--White Snake
-+###### White Snake
-
- Level: 1d6 + 2
-
-@@ -31577,7 +31576,7 @@
- Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
- things for ten minutes.
-
--Wish-Granting Pearl
-+###### Wish-Granting Pearl
-
- Level: 1d6 + 1
-
-@@ -31588,7 +31587,7 @@
- an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
- cannot grant a wish above its level.
-
--Witch Bottle
-+###### Witch Bottle
-
- Level: 1d6 + 1
-
-@@ -31597,7 +31596,7 @@
- Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
- to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
-
--Witch's Ladder
-+###### Witch's Ladder
-
- Level: 1d6 + 2
-
-@@ -31606,7 +31605,7 @@
- Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
- who stored it, or by someone who has received their permission to do so.
-
--Wooden Spoon
-+###### Wooden Spoon
-
- Level: 1d6 + 4
-
-@@ -31616,7 +31615,7 @@
- their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
- their turn, or attack a foe three times.
-
--Yonder Yarn
-+###### Yonder Yarn
-
- Level: 1d6 + 4
-
diff --git a/patches/base/041-more-organization-through-into-apocalyptic.patch b/patches/base/041-more-organization-through-into-apocalyptic.patch
deleted file mode 100644
index a64048f..0000000
--- a/patches/base/041-more-organization-through-into-apocalyptic.patch
+++ /dev/null
@@ -1,3379 +0,0 @@
---- _tmp/ccsrd.md 2025-06-04 04:39:31.954786990 -0500
-+++ _tmp/ccsrd.new.md 2025-06-04 06:51:34.535151336 -0500
-@@ -30457,9 +30457,7 @@
- | 99 | Yonder yarn |
- | 00 | Roll on the cypher tables in the Cypher System Rulebook |
-
--##### A SELECTION OF FAIRY TALE CYPHERS
--
--###### Adderstone
-+##### Adderstone
-
- Level: 1d6 + 3
-
-@@ -30486,7 +30484,7 @@
- | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
- | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
-
--###### Agate Eye
-+##### Agate Eye
-
- Level: 1d6 + 2
-
-@@ -30496,7 +30494,7 @@
- cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
- system).
-
--###### Animated Wood
-+##### Animated Wood
-
- Level: 1d6
-
-@@ -30512,7 +30510,7 @@
- attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
- eased by two steps).
-
--###### Anywhere Door
-+##### Anywhere Door
-
- Level: 1d6 + 3
-
-@@ -30521,7 +30519,7 @@
- Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
- anything that can discern the door can use it. Erasing the drawn line erases the door.
-
--###### Apple of Discord
-+##### Apple of Discord
-
- Level: 1d6 + 1
-
-@@ -30531,7 +30529,7 @@
- to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
- of the apple.
-
--###### Azure Dust
-+##### Azure Dust
-
- Level: 1d6 + 1
-
-@@ -30539,7 +30537,7 @@
-
- Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
-
--###### Baba Yaga's Spiced Cookie
-+##### Baba Yaga's Spiced Cookie
-
- Level: 1d6
-
-@@ -30547,7 +30545,7 @@
-
- Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
-
--###### Bellman's Map of the Ocean
-+##### Bellman's Map of the Ocean
-
- Level: 1d6 + 2
-
-@@ -30559,7 +30557,7 @@
- beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
- social interactions with those affected are eased by two steps).
-
--###### Beloved's Kiss
-+##### Beloved's Kiss
-
- Level: 1d6 + 3
-
-@@ -30576,7 +30574,7 @@
- | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
- | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
-
--###### Bird's Nest Coronet
-+##### Bird's Nest Coronet
-
- Level: 1d6 + 3
-
-@@ -30586,7 +30584,7 @@
- Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
- are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
-
--###### Blackbird Pie
-+##### Blackbird Pie
-
- Level: 1d6
-
-@@ -30595,7 +30593,7 @@
- Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
- range who hear the song are hindered on all tasks for ten minutes.
-
--###### Blood Pearl Blossom
-+##### Blood Pearl Blossom
-
- Level: 1d6 + 4
-
-@@ -30604,7 +30602,7 @@
- Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
- take from one round to one day, depending on the level, severity, and type of curse.
-
--###### Bone Key
-+##### Bone Key
-
- Level: 1d6 + 2
-
-@@ -30612,7 +30610,7 @@
-
- Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
-
--###### Bones of the Beloved
-+##### Bones of the Beloved
-
- Level: 1d6 + 3
-
-@@ -30623,7 +30621,7 @@
- hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
- if the cypher is level 6 or higher). This does not change the actual health or age of the character.
-
--###### Bowl of Porridge
-+##### Bowl of Porridge
-
- Level: 1d6 + 3
-
-@@ -30632,7 +30630,7 @@
- Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
- effects of cold for ten minutes.
-
--###### Cat Sidhe Medallion
-+##### Cat Sidhe Medallion
-
- Level: 1d6 + 2
-
-@@ -30641,7 +30639,7 @@
- Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
- cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
-
--###### Cheshire Smile
-+##### Cheshire Smile
-
- Level: 1d6
-
-@@ -30652,7 +30650,7 @@
- with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
- and then fades away slowly, until even the original smile has disappeared.
-
--###### Coalheart's Beard Balm
-+##### Coalheart's Beard Balm
-
- Level: 1d6
-
-@@ -30665,7 +30663,7 @@
-
- Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
-
--###### Croc's Clock
-+##### Croc's Clock
-
- Level: 1d6
-
-@@ -30674,7 +30672,7 @@
- Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
- within long range to its presence for one day.
-
--###### Crown Jewel
-+##### Crown Jewel
-
- Level: 1d6 + 2
-
-@@ -30684,7 +30682,7 @@
- item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
- comes first).
-
--###### Dame Trot's Cat
-+##### Dame Trot's Cat
-
- Level: 1d6 + 3
-
-@@ -30693,7 +30691,7 @@
- Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
- time it senses danger. The cat's level is equal to the cypher level.
-
--###### Darning Needle
-+##### Darning Needle
-
- Level: 1d6
-
-@@ -30703,7 +30701,7 @@
- damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
- to the cypher's level.
-
--###### Dead Water
-+##### Dead Water
-
- Level: 1d6 + 3
-
-@@ -30712,7 +30710,7 @@
- Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
- Might Pool.
-
--###### Deathless
-+##### Deathless
-
- Level: 1d6 + 3
-
-@@ -30728,7 +30726,7 @@
- If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
- actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
-
--###### Death's Candle
-+##### Death's Candle
-
- Level: 1d6 + 4
-
-@@ -30742,7 +30740,7 @@
- of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
- damage, which is not enough to kill the user, the user takes the 4 points of damage.
-
--###### Death's Messengers
-+##### Death's Messengers
-
- Level: 1d6 + 2
-
-@@ -30752,7 +30750,7 @@
- in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
- level (each round).
-
--###### Diadem of Death
-+##### Diadem of Death
-
- Level: 1d6 + 4
-
-@@ -30761,7 +30759,7 @@
- Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
- damage equal to its level.
-
--###### Dragon's Blood
-+##### Dragon's Blood
-
- Level: 1d6
-
-@@ -30775,7 +30773,7 @@
- | 3-4 | Asset to all tasks involving magic |
- | 5-6 | Asset to all tasks involving romance, sex, and fertility |
-
--###### Dragon's Teeth
-+##### Dragon's Teeth
-
- Level: 1d6
-
-@@ -30791,7 +30789,7 @@
-
- Warriors: level 3; Armor 1; swords inflict 3 points of damage
-
--###### Dressmaking Nut
-+##### Dressmaking Nut
-
- Level: 1d6 + 2
-
-@@ -30805,7 +30803,7 @@
-
- Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
-
--###### Drink Me
-+##### Drink Me
-
- Level: 1d6
-
-@@ -30814,7 +30812,7 @@
- Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
- another way to change their size (such as with an eat me).
-
--###### Dust of the Dreamer
-+##### Dust of the Dreamer
-
- Level: 1d6
-
-@@ -30823,7 +30821,7 @@
- Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
- action. This does not use up any of their recovery rolls.
-
--###### Eat Me
-+##### Eat Me
-
- Level: 1d6
-
-@@ -30832,7 +30830,7 @@
- Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
- way to change their size (such as with a drink me).
-
--###### Emperor's New Clothes
-+##### Emperor's New Clothes
-
- Level: 1d6
-
-@@ -30840,7 +30838,7 @@
-
- Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
-
--###### Fairy Cup
-+##### Fairy Cup
-
- Level: 1d6 + 1
-
-@@ -30852,7 +30850,7 @@
- It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
- protection by way of thanks.
-
--###### False Grandmother
-+##### False Grandmother
-
- Level: 1d6 + 2
-
-@@ -30865,7 +30863,7 @@
- creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
- duration.
-
--###### Father's Betrayal
-+##### Father's Betrayal
-
- Level: 1d6 + 2
-
-@@ -30875,7 +30873,7 @@
- m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
- and are dazed for one round, hindering their next action.
-
--###### Flaming Arrow
-+##### Flaming Arrow
-
- Level: 1d6 + 2
-
-@@ -30884,7 +30882,7 @@
- Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
- range.
-
--###### Flowers for Grandmother
-+##### Flowers for Grandmother
-
- Level: 1d6 + 2
-
-@@ -30902,7 +30900,7 @@
- | 5 | Intellect |
- | 6 | Slashing and piercing |
-
--###### Forget-Me-Knot
-+##### Forget-Me-Knot
-
- Level: 1d6 + 3
-
-@@ -30914,7 +30912,7 @@
- scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
- memory. Capturing the memory is an action, as is untying the loop.
-
--###### Genie's Handkerchief
-+##### Genie's Handkerchief
-
- Level: 1d6
-
-@@ -30928,7 +30926,7 @@
- their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
- drawbacks.
-
--###### Gilded Shell
-+##### Gilded Shell
-
- Level: 1d6
-
-@@ -30940,7 +30938,7 @@
- m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
- making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
-
--###### Gingerbread Man
-+##### Gingerbread Man
-
- Level: 1d6
-
-@@ -30948,7 +30946,7 @@
-
- Effect: After eating the cookie, the user has training in Speed defense for the next day.
-
--###### Godfather's Picture Book
-+##### Godfather's Picture Book
-
- Level: 1d6 + 2
-
-@@ -30959,7 +30957,7 @@
- turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
- regular book and does not count against the character's cypher limit.
-
--###### Golden Beetle
-+##### Golden Beetle
-
- Level: 1d6
-
-@@ -30968,7 +30966,7 @@
- Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
- within long range.
-
--###### Golden Vanity
-+##### Golden Vanity
-
- Level: 1d6
-
-@@ -30987,7 +30985,7 @@
- The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
- When all three items have been used, it remains a functional vanity set but no longer holds any magic.
-
--###### Green Spectacles
-+##### Green Spectacles
-
- Level: 1d6
-
-@@ -30996,7 +30994,7 @@
- Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
- day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
-
--###### Hart's Heart
-+##### Hart's Heart
-
- Level: 1d6 + 3
-
-@@ -31005,7 +31003,7 @@
- Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
- convince the recipient are eased by two steps.
-
--###### Heart of a Star
-+##### Heart of a Star
-
- Level: 1d6
-
-@@ -31015,7 +31013,7 @@
- eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
- eased.)
-
--###### Heart's Tart
-+##### Heart's Tart
-
- Level: 1d6 + 2
-
-@@ -31024,7 +31022,7 @@
- Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
- ten minutes.
-
--###### Hot Cross Buns
-+##### Hot Cross Buns
-
- Level: 1d6
-
-@@ -31032,7 +31030,7 @@
-
- Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
-
--###### Iron Bands of Three
-+##### Iron Bands of Three
-
- Level: 1d6 + 3
-
-@@ -31043,7 +31041,7 @@
- them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
- breaks. When all three bands are broken, the cypher is used up.
-
--###### Itsy Bitsy Spider
-+##### Itsy Bitsy Spider
-
- Level: 1d6
-
-@@ -31055,7 +31053,7 @@
- cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
- three words or less.
-
--###### Jack's Candlestick
-+##### Jack's Candlestick
-
- Level: 1d6 + 3
-
-@@ -31063,7 +31061,7 @@
-
- Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
-
--###### Jiminy Cricket
-+##### Jiminy Cricket
-
- Level: 1d6
-
-@@ -31072,7 +31070,7 @@
- Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
- modifiers.
-
--###### The Key of Knowing
-+##### The Key of Knowing
-
- Level: 1d6 + 3
-
-@@ -31085,7 +31083,7 @@
- After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
- ever again.
-
--###### Knave of Hearts
-+##### Knave of Hearts
-
- Level: 1d6 + 2
-
-@@ -31095,7 +31093,7 @@
- knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
- minutes per cypher level.
-
--###### Lion's Courage
-+##### Lion's Courage
-
- Level: 1d6 + 1
-
-@@ -31105,7 +31103,7 @@
- time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
- +1 point of damage.
-
--###### Living Water
-+##### Living Water
-
- Level: 1d6 + 3
-
-@@ -31117,7 +31115,7 @@
- When dead water and living water cyphers are used together, a dead character can be brought back to life without any
- permanent reductions of their Might Pool.
-
--###### Magic Beans
-+##### Magic Beans
-
- Level: 1d6 + 4
-
-@@ -31126,7 +31124,7 @@
- Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
- beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
-
--###### Memory's Match
-+##### Memory's Match
-
- Level: 1d6
-
-@@ -31137,7 +31135,7 @@
- the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
- (ignores Armor).
-
--###### Mermaid Tear
-+##### Mermaid Tear
-
- Level: 1d6 + 2
-
-@@ -31148,7 +31146,7 @@
- significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
- to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
-
--###### Neverlost
-+##### Neverlost
-
- Level: 1d6
-
-@@ -31159,7 +31157,7 @@
- the items become invisible to everyone except the user and any allies the user designates. The items last for one day
- per cypher level and can be seen by the user and their allies, even in complete darkness.
-
--###### Nonsensical Poem
-+##### Nonsensical Poem
-
- Level: 1d6 + 4
-
-@@ -31169,7 +31167,7 @@
- becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
- the GM to come up with an appropriate and acceptable change.)
-
--###### Omniscient Bean
-+##### Omniscient Bean
-
- Level: 1d6 + 2
-
-@@ -31183,7 +31181,7 @@
- knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
- can't provide knowledge about the future, since that is level 10).
-
--###### Pictureless Book
-+##### Pictureless Book
-
- Level: 1d6
-
-@@ -31202,7 +31200,7 @@
- | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
- | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
-
--###### Poison for Your Daughter
-+##### Poison for Your Daughter
-
- Level: 1d6 + 2
-
-@@ -31269,7 +31267,7 @@
-
-
-
--###### Poisoned Apple
-+##### Poisoned Apple
-
- Level: 1d6 + 2
-
-@@ -31283,7 +31281,7 @@
- other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
- instance, to force-feed someone part of the apple and have the cypher activate.
-
--###### Poppet (Damage)
-+##### Poppet (Damage)
-
- Level: 1d6 + 4
-
-@@ -31293,7 +31291,7 @@
- Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
- away it is. Writing the name and destroying the poppet are separate actions.
-
--###### Poppet (Love)
-+##### Poppet (Love)
-
- Level: 1d6 + 2
-
-@@ -31305,7 +31303,7 @@
- time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
- the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
-
--###### Poppet (Prosperity)
-+##### Poppet (Prosperity)
-
- Level: 1d6 + 2
-
-@@ -31315,7 +31313,7 @@
- Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
- see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
-
--###### Poppet (Silence)
-+##### Poppet (Silence)
-
- Level: 1d6 + 2
-
-@@ -31325,7 +31323,7 @@
- the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
- with the person who activated the poppet.
-
--###### Powder of Life
-+##### Powder of Life
-
- Level: 1d6 + 3
-
-@@ -31342,7 +31340,7 @@
- their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
- stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
-
--###### Princess's Pea
-+##### Princess's Pea
-
- Level: 1d6 + 3
-
-@@ -31351,7 +31349,7 @@
- Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
- claims, and other such tricks (for all senses) for what they are.
-
--###### Rabbit Hole
-+##### Rabbit Hole
-
- Level: 1d6
-
-@@ -31366,7 +31364,7 @@
- The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
- jumping in feet-first.
-
--###### Rapunzel Leaf
-+##### Rapunzel Leaf
-
- Level: 1d6 + 3
-
-@@ -31378,7 +31376,7 @@
-
- The tower's level is equal to the cypher level, and the structure is permanent and immobile.
-
--###### Rose of Red
-+##### Rose of Red
-
- Level: 1d6 + 1
-
-@@ -31390,7 +31388,7 @@
- birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
- inflicting damage equal to the cypher level.
-
--###### Shadow Soap
-+##### Shadow Soap
-
- Level: 4
-
-@@ -31404,7 +31402,7 @@
-
- Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
-
--###### Shard of the Moon
-+##### Shard of the Moon
-
- Level: 1d6 + 2
-
-@@ -31415,7 +31413,7 @@
- The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
- ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
-
--###### Shining Knife
-+##### Shining Knife
-
- Level: 1d6 + 3
-
-@@ -31426,7 +31424,7 @@
- knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
- rusted.
-
--###### Silver Slippers
-+##### Silver Slippers
-
- Level: 1d6 + 2
-
-@@ -31441,7 +31439,7 @@
-
- it is rumored that they magically return to the world in some form for someone else who needs them.
-
--###### Singing Bone
-+##### Singing Bone
-
- Level: 1d6 + 3
-
-@@ -31453,7 +31451,7 @@
- For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
- "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
-
--###### Snake Leaves
-+##### Snake Leaves
-
- Level: 1d6 + 2
-
-@@ -31464,7 +31462,7 @@
- a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
- permanent 3-point reduction in their maximum Intellect Pool.
-
--###### Snickersnee
-+##### Snickersnee
-
- Level: 1d6 + 4
-
-@@ -31473,7 +31471,7 @@
- Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
- additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
-
--###### Song of the Dead
-+##### Song of the Dead
-
- Level: 1d6
-
-@@ -31483,7 +31481,7 @@
- carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
- communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
-
--###### Sorcerer's Skeleton Key
-+##### Sorcerer's Skeleton Key
-
- Level: 1d6 + 2
-
-@@ -31492,7 +31490,7 @@
- Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
- automatically unlocks it.
-
--###### Spirit Ring
-+##### Spirit Ring
-
- Level: 1d6
-
-@@ -31507,7 +31505,7 @@
- on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
- important), and they may take the time to curse or prank the characters before they disappear.
-
--###### Teleport Hat
-+##### Teleport Hat
-
- Level: 1d6 + 3
-
-@@ -31518,7 +31516,7 @@
- stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
- of origination.
-
--###### Three Needles
-+##### Three Needles
-
- Level: 1d6
-
-@@ -31527,7 +31525,7 @@
- Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
- doing so was a routine task.
-
--###### Tin Man's Tears
-+##### Tin Man's Tears
-
- Level: 1d6 + 2
-
-@@ -31537,7 +31535,7 @@
- touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
- soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
-
--###### To Peter With Love
-+##### To Peter With Love
-
- Level: 1d6 + 3
-
-@@ -31547,7 +31545,7 @@
- specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
- at least a round and sometimes longer, depending on the distance and difficulty.
-
--###### Valorous Whetstone
-+##### Valorous Whetstone
-
- Level: 1d6
-
-@@ -31556,7 +31554,7 @@
- Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
- next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
-
--###### Vase of Tears
-+##### Vase of Tears
-
- Level: 1d6
-
-@@ -31565,7 +31563,7 @@
- Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
- the next time they are physically attacked.
-
--###### White Snake
-+##### White Snake
-
- Level: 1d6 + 2
-
-@@ -31574,7 +31572,7 @@
- Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
- things for ten minutes.
-
--###### Wish-Granting Pearl
-+##### Wish-Granting Pearl
-
- Level: 1d6 + 1
-
-@@ -31585,7 +31583,7 @@
- an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
- cannot grant a wish above its level.
-
--###### Witch Bottle
-+##### Witch Bottle
-
- Level: 1d6 + 1
-
-@@ -31594,7 +31592,7 @@
- Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
- to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
-
--###### Witch's Ladder
-+##### Witch's Ladder
-
- Level: 1d6 + 2
-
-@@ -31603,7 +31601,7 @@
- Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
- who stored it, or by someone who has received their permission to do so.
-
--###### Wooden Spoon
-+##### Wooden Spoon
-
- Level: 1d6 + 4
-
-@@ -31613,7 +31611,7 @@
- their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
- their turn, or attack a foe three times.
-
--###### Yonder Yarn
-+##### Yonder Yarn
-
- Level: 1d6 + 4
-
-@@ -31626,14 +31624,14 @@
- It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know
- ways to hide themselves (and others) from the yarn's power.
-
--### ARTIFACTS
-+#### ARTIFACTS
-
- Most artifacts in a Cypher System fairy tale setting are magical objects that have been either crafted via magic or
- later altered by or imbued with magic. There are a number of people and beings in fairy tale settings who are capable of
- creating artifacts by one or both of these methods. Additionally, some artifacts are products of magic or the setting
- itself. Thus, new artifacts are constantly entering the world, just waiting to be found and used by the characters.
-
--### ARTIFACT QUIRKS
-+##### ARTIFACT QUIRKS
-
- Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and
- mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also
-@@ -31644,7 +31642,7 @@
- experience, usually one involving magic. Quirks may come and go without notice, but typically an artifact can have only
- one quirk at a time and is rarely without a quirk for long.
-
--Quirks Table
-+##### Quirks Table
-
-
-
-@@ -31744,7 +31742,7 @@
-
-
-
--Artifact Table
-+##### Artifact Table
-
- When giving artifacts to characters, either choose from this table or roll d100 for random results.
-
-@@ -31786,9 +31784,7 @@
- | 97-98 | Tweedledee's umbrella |
- | 99-00 | Vicious tankard |
-
--### A SELECTION OF FAIRY TALE ARTIFACTS
--
--A Tisket a Tasket
-+##### A Tisket a Tasket
-
- Level: 1d6
-
-@@ -31799,7 +31795,7 @@
-
- Depletion: 1 in 1d20 (check each time a cypher is added to the basket)
-
--Bounding Boots
-+##### Bounding Boots
-
- Level: 1d6 + 1
-
-@@ -31810,7 +31806,7 @@
-
- Depletion: —
-
--Boundless Bag
-+##### Boundless Bag
-
- Level: 1d6 + 2
-
-@@ -31832,7 +31828,7 @@
- Items that create wealth in any fashion are particularly sought after. So much so that some items are believed to be
- cursed, due to the number of people who have met their untimely fate while in possession of a wealth-making artifact.
-
--Boy Blue's Horn
-+##### Boy Blue's Horn
-
- Level: 1d6
-
-@@ -31844,7 +31840,7 @@
-
- Depletion: 1 in 1d20. After depletion, it continues to function as a regular horn.
-
--Carving Knife of Sharpness
-+##### Carving Knife of Sharpness
-
- Level: 1d6 + 1
-
-@@ -31858,7 +31854,7 @@
- The GM determines the effect of a lost limb; however, many magical beings can withstand lost limbs with far more aplomb
- than a mortal creature will display in a similar situation.
-
--Devils and Tailors
-+##### Devils and Tailors
-
- Level: 1d6 + 2
-
-@@ -31874,7 +31870,7 @@
- You can determine the outcome of a game by having both players roll 2d6. The player with the highest number of pieces
- left on the board (highest roll) is the winner.
-
--Fiddle of the Fossegrim
-+##### Fiddle of the Fossegrim
-
- Level: 1d6 + 2
-
-@@ -31887,7 +31883,7 @@
-
- Depletion: 1 in 1d20
-
--Fortunate's Purse
-+##### Fortunate's Purse
-
- Level: 1d6
-
-@@ -31902,7 +31898,7 @@
- out of sight, provide an endless supply of gold or riches, or grant wishes. They are most often given as rewards for
- doing great kindnesses or completing a difficult task.
-
--Galoshes of Fortune
-+##### Galoshes of Fortune
-
- Level: 1d6 + 4
-
-@@ -31914,7 +31910,7 @@
-
- Depletion: 1 in 1d6
-
--Genie's Lamp
-+##### Genie's Lamp
-
- Level: 1d6 + 2
-
-@@ -31930,7 +31926,7 @@
- Genies, also called djinn or jinn, come in many forms, and not all of them are contained or controlled by something so
- simple as a lamp.
-
--Golden Bridle
-+##### Golden Bridle
-
- Level: 1d6 + 2
-
-@@ -31945,7 +31941,7 @@
-
- Depletion: 1 in 1d10
-
--Hatchet of the Woodsman
-+##### Hatchet of the Woodsman
-
- Level: 1d6 + 4
-
-@@ -31957,7 +31953,7 @@
-
- Depletion: 1 in 1d20 (check on each successful attack)
-
--Hook's Hook
-+##### Hook's Hook
-
- Level: 1d6 + 1
-
-@@ -31976,7 +31972,7 @@
- purposes, such as the scissors hook, oar hook, magnet hook, teacup hook, grappling-hook hook, and fishing rod hook.
- Enterprising characters might seek out multiple hooks, along with a way to exchange them easily.
-
--Horn of Destruction
-+##### Horn of Destruction
-
- Level: 1d6 + 3
-
-@@ -31990,7 +31986,7 @@
- It is customary for the one who holds the horn of destruction to call themselves the King of Rubble and Debris and to
- wear a crown fashioned from talus and scree.
-
--Iron Stove
-+##### Iron Stove
-
- Level: 1d6 + 3
-
-@@ -32009,7 +32005,7 @@
- A gingerbread being is not immune to dangers. Large amounts of liquids are likely to make it melt away, while birds and
- other scavengers have been known to try to take an eye or leg.
-
--Knapsack of Sevens
-+##### Knapsack of Sevens
-
- Level: 1d6
-
-@@ -32023,7 +32019,7 @@
-
- Depletion: 1 in 1d20
-
--Mirror Mirror
-+##### Mirror Mirror
-
- Level: 1d6 + 4
-
-@@ -32087,7 +32083,7 @@
-
-
-
--Pandora's Box
-+##### Pandora's Box
-
- Level: 1d6 + 4
-
-@@ -32100,7 +32096,7 @@
-
- Depletion: 1 in 1d6
-
--Pixie Dust
-+##### Pixie Dust
-
- Level: 1d6
-
-@@ -32113,7 +32109,7 @@
-
- Depletion: 1 in 1d10
-
--Red Cap
-+##### Red Cap
-
- Level: 1d6 + 3
-
-@@ -32126,7 +32122,7 @@
-
- Depletion: 1 in 1d20 (check each day of use)
-
--Red Riding Hood
-+##### Red Riding Hood
-
- Level: 1d6 + 3
-
-@@ -32138,7 +32134,7 @@
-
- Depletion: 1 in 1d10 (check each day of use)
-
--Self-Swinging Sword
-+##### Self-Swinging Sword
-
- Level: 1d6 + 1
-
-@@ -32153,7 +32149,7 @@
-
- Depletion: 1 in 1d6 (for the self-swinging ability). After depletion, it functions as a regular sword.
-
--Seven-League Boots
-+##### Seven-League Boots
-
- Level: 1d6 + 3
-
-@@ -32166,7 +32162,7 @@
- Depletion: 1 in 1d20 (check each step). Once the movement ability depletes, the boots continue to function as regular
- boots.
-
--Shapeshifter Wand
-+##### Shapeshifter Wand
-
- Level: 1d6
-
-@@ -32183,7 +32179,7 @@
-
- Depletion: 1 in 1d10
-
--She-Bear
-+##### She-Bear
-
- Level: 1d6
-
-@@ -32195,7 +32191,7 @@
-
- Depletion: 1 in 1d6
-
--Shirt of Nettles
-+##### Shirt of Nettles
-
- Level: 1d6 + 4
-
-@@ -32208,7 +32204,7 @@
- Depletion: — (At any time, the GM can rule that the shirt has resisted enough shapeshifting magic to deplete that
- ability, after which the shirt still functions as armor.)
-
--Soldier's Cloak of Invisibility
-+##### Soldier's Cloak of Invisibility
-
- Level: 1d6 + 2
-
-@@ -32220,7 +32216,7 @@
-
- Depletion: 1 in 1d100
-
--Soulful Fiddle
-+##### Soulful Fiddle
-
- Level: 1d6 + 2
-
-@@ -32237,7 +32233,7 @@
-
- Depletion: 1 in 1d20
-
--Steadfast Tin Soldier
-+##### Steadfast Tin Soldier
-
- Level: 1d6 + 2
-
-@@ -32254,7 +32250,7 @@
- It is rumored that there are a number of artifacts that create prosthetic body parts or restore missing limbs, including
- Paper Ballerina, Handless Maiden, and Bianca's Snake.
-
--Stone Canoe
-+##### Stone Canoe
-
- Level: 1d6 + 3
-
-@@ -32265,7 +32261,7 @@
-
- Depletion: 1 in 1d6 (check each use)
-
--Story Knife
-+##### Story Knife
-
- Level: 1d6 + 2
-
-@@ -32286,7 +32282,7 @@
-
- Depletion: 1 in 1d20
-
--Table-Be-Set
-+##### Table-Be-Set
-
- Level: 1d6
-
-@@ -32306,7 +32302,7 @@
- a forest, for example, is likely to draw bears and other hungry beasts, while using it in the middle of town might
- garner the characters new friends, or catch the attention of thieves.
-
--Tinderbox
-+##### Tinderbox
-
- Level: 1d6 + 2
-
-@@ -32317,7 +32313,7 @@
-
- Depletion: 1 in 1d6
-
--Tweedledee's Umbrella
-+##### Tweedledee's Umbrella
-
- Level: 1d6 + 2
-
-@@ -32329,7 +32325,7 @@
-
- Depletion: 1 in 1d10
-
--Vicious Tankard
-+##### Vicious Tankard
-
- Level: 1d6 + 2
-
-@@ -32344,7 +32340,7 @@
-
- Depletion: 1 in 1d20 (check each fight)
-
--### BEASTS AND BEINGS
-+#### BEASTS AND BEINGS
-
- The following creatures and characters are provided to help populate your fairy tale game.
-
-@@ -32367,7 +32363,7 @@
-
- A creature's health is always equal to its target number unless otherwise stated.
-
--Suggested Additional Creatures for Use in Fairy Tale Settings
-+##### Suggested Additional Creatures for Use in Fairy Tale Settings
-
- The Cypher System Rulebook provides a short list of creatures and NPCs that work well in fairy tale games. The following
- creatures from that book can also be used, although some may need small tweaks to their appearance or motives to make
-@@ -32409,9 +32405,9 @@
-
- • Wizard, mighty
-
--Beasts and Beings by Archetype
-+##### Beasts and Beings by Archetype
-
--Animals
-+###### Animals
-
- | Animals, common |
- |-----------------------|
-@@ -32433,7 +32429,7 @@
- | Toby the turtle |
- | Wolf, Big Bad |
-
--Crafted
-+###### Crafted
-
- | Geppetto's children |
- |--------------------------------|
-@@ -32442,7 +32438,7 @@
- | Tin Woodman |
- | Virgilius's copper dogs |
-
--Earth Beings
-+###### Earth Beings
-
- | Erikling |
- |---------------------------------|
-@@ -32454,7 +32450,7 @@
- | Satyr |
- | Troll |
-
--Fey Beings
-+###### Fey Beings
-
- | Áine, Fairy Queen of Light and Love |
- |-----------------------------------------------|
-@@ -32477,7 +32473,7 @@
- | Tunnel bog |
- | Will-o-wisp |
-
--Of the Grave
-+###### Of the Grave
-
- | Death |
- |---------------------------------------|
-@@ -32490,7 +32486,7 @@
- | Ghoul (Cypher System Rulebook) |
- | Skeleton (Cypher System Rulebook) |
-
--Human NPCs
-+###### Human NPCs
-
- | Aristocrat |
- |---------------------|
-@@ -32500,7 +32496,7 @@
- | Robber/Thief |
- | Scholar |
-
--Named Characters
-+###### Named Characters
-
- | Happy |
- |-----------------|
-@@ -32509,7 +32505,7 @@
- | Snow White |
- | Toby the turtle |
-
--Royalty
-+###### Royalty
-
- | Áine, Fairy Queen of Light and Love |
- |---------------------------------------------------|
-@@ -32524,7 +32520,7 @@
- | Red Knight |
- | White stag royal |
-
--Shapeshifters
-+###### Shapeshifters
-
- | Changeling |
- |------------|
-@@ -32532,7 +32528,7 @@
- | Queen |
- | Witch |
-
--Spiring Beings
-+###### Spiring Beings
-
- | Black dog |
- |---------------------------------------|
-@@ -32548,7 +32544,7 @@
- | Nightmare |
- | Skeleton (Cypher System Rulebook) |
-
--Tricksters
-+###### Tricksters
-
- | Cheshire Cat |
- |--------------------------------|
-@@ -32557,7 +32553,7 @@
- | Satyr |
- | Wolf, Big Bad |
-
--Water Beings
-+###### Water Beings
-
- | Caileach |
- |----------------------|
-@@ -32569,7 +32565,7 @@
- | The Sea, Herself |
- | Siren |
-
--Witches, Wizards, and Sorcerers
-+###### Witches, Wizards, and Sorcerers
-
- | Witch (archetype) |
- |------------------------------|
-@@ -32584,7 +32580,7 @@
- | Wicked Witch of the West |
- | Witch of the Drowning Slough |
-
--World and Weather Beings
-+###### World and Weather Beings
-
- | Moon |
- |--------------------|
-@@ -32592,7 +32588,7 @@
- | West Wind |
- | Wind children, the |
-
--### MAGICAL ANIMALS
-+##### MAGICAL ANIMALS
-
- Bear: level 5; health 20; Armor 1; two magical abilities
-
-@@ -32655,7 +32651,7 @@
- Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might
- or might not be living, depending on its nature.
-
--### OF BITE AND CLAW (CREATURES)
-+##### OF BITE AND CLAW (CREATURES)
-
- The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and
- snarks.
-@@ -32689,7 +32685,7 @@
-
- level 7; Armor 2; inflicts 4 points of damage with elaborate swordplay.
-
--### CRAFTED (CREATURES)
-+##### CRAFTED (CREATURES)
-
- Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like
- Pinocchio,
-@@ -32720,7 +32716,7 @@
-
- Level 5; Armor 2
-
--### OF EARTH AND STONE (CREATURES)
-+##### OF EARTH AND STONE (CREATURES)
-
- Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are
- made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in
-@@ -32739,7 +32735,7 @@
- Troll: level 6; claws inflict 7 points of damage and grab victim until they can escape; grabbed creature takes 10 points
- of damage per round; troll regains 3 points of health per round.
-
--### FEY (CREATURES)
-+##### FEY (CREATURES)
-
- In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins,
- boggarts, and goblins. There are so many types of fey beings in
-@@ -32767,7 +32763,7 @@
-
- Level 2, stealth and finding lost items as level 6
-
--### OF WATER AND WAVES (CREATURES)
-+##### OF WATER AND WAVES (CREATURES)
-
- Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery
- areas of the world.
-@@ -32794,7 +32790,7 @@
- Level 4; can cause water to boil, inflicting 3 points of heat damage on foes; can unleash flash floods that sweep all
- foes back a very long distance and inflict 2 points of ambient damage (ignores Armor)
-
--### NPCs
-+##### NPCs
-
- The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in
- fairy tales.
-@@ -32833,7 +32829,7 @@
-
- Suggested types and additional equipment for a horror setting are the same as in a modern setting.
-
--### ENCYCLOPEDIA OF HORROR MECHANICS
-+#### ENCYCLOPEDIA OF HORROR MECHANICS
-
- This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or
- suspenseful. Horror modules are tweaks the GM applies
-@@ -32852,7 +32848,7 @@
- use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique
- twist to the game.
-
--### GENERAL HORROR GM INTRUSIONS
-+#### GENERAL HORROR GM INTRUSIONS
-
- The following GM intrusions work for most horror genres.
-
-@@ -32870,7 +32866,7 @@
- • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character,
- blinding them until they take an action to wipe their eyes clean.
-
--### BAD PENNY
-+#### BAD PENNY
-
- An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to
- discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with
-@@ -32887,7 +32883,7 @@
- earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the
- PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring.
-
--### CHARACTER POSSE
-+#### CHARACTER POSSE
-
- Every player is given at least two characters to run, each with about the same amount of background and abilities so
- they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the
-@@ -32905,7 +32901,8 @@
- and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or
- require special actions (like Anecdote and Muscles of Iron).
-
--### DEAD ALL ALONG
-+#### DEAD ALL ALONG
-+
- A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck,
- quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away
- from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or
-@@ -32922,7 +32919,7 @@
- When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers
- module.
-
--### FRAGILITY
-+#### FRAGILITY
-
- Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently
- increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other
-@@ -32937,7 +32934,7 @@
- affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more
- Pools).
-
--### GHOSTLY HELPERS
-+#### GHOSTLY HELPERS
-
- In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the
- player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of
-@@ -32961,7 +32958,7 @@
- Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a
- guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on
-
--### HALLUCINATION RESET
-+#### HALLUCINATION RESET
-
- In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're
- hallucinating or dreaming it. In some cases, their fear response
-@@ -32995,7 +32992,7 @@
- something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't
- know if they should act on their "future memories" of these events or ignore them as falsehoods.
-
--### HORROR MODE
-+#### HORROR MODE
-
- Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the
- tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a
-@@ -33009,7 +33006,7 @@
- task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes
- them feel more vulnerable.
-
--### USING GM INTRUSIONS IN HORROR MODE
-+##### USING GM INTRUSIONS IN HORROR MODE
-
- With the GM intrusions coming fast and furious toward the end of Horror Mode, it's easy to run out of ideas. In combat,
- intrusions might just mean that the monster or villain gets a surprise extra attack or inflicts more damage. Perhaps a
-@@ -33039,7 +33036,7 @@
- (GMs may want to limit the number of intrusions to no more than one per round, no matter what the dice indicate, but
- that should be based on the situation.)
-
--### OPTIONAL RULE: MADNESS
-+#### OPTIONAL RULE: MADNESS
-
- Having characters descend into madness is an interesting facet of some kinds of horror and can make long-term horror
- campaigns more interesting. The easiest way to portray blows to a character's sanity is through Intellect damage. When
-@@ -33074,7 +33071,7 @@
- their mind, they might have a difficulty of 1, 2, or even higher. Now the character must make rolls to do even those
- simple things.
-
--### ESCALATION RATE
-+#### ESCALATION RATE
-
-
-
-@@ -33104,7 +33101,7 @@
-
-
-
--### HYSTERIA
-+#### HYSTERIA
-
- Screaming is a natural reaction when you're frightened, but it's also likely
-
-@@ -33127,7 +33124,7 @@
-
- attention of something that wants to harm the PCs or the sudden appearance of something dangerous.
-
--### INSTANT PANIC
-+#### INSTANT PANIC
-
- Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something
- that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else
-@@ -33142,7 +33139,7 @@
- person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt
- it again as an intrusion if the circumstances warrant it.
-
--### IRONMAN
-+#### IRONMAN
-
- There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls
- and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would
-@@ -33155,7 +33152,7 @@
- whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of
- healing cyphers and artifacts, but limit them to the minimum amount.
-
--### LAST SURVIVOR
-+#### LAST SURVIVOR
-
- Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the
- journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is
-@@ -33189,14 +33186,15 @@
- everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their
- character getting 1 XP. Once this happens, the last survivor token is removed from the game.
-
--### MADNESS
-+#### MADNESS
-
- Madness is an optional rule discussed in the Cypher System Rulebook. When using this rule, if Intellect damage from fear
- or shock reduces a PC's Intellect Pool to 0, they regain points in the Pool, but their maximum Intellect Pool is reduced
- by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the
- Mad descriptor.
-
--### PERILOUS VENTURE
-+#### PERILOUS VENTURE
-+
- Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they
- make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a
- banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a
-@@ -33240,7 +33238,8 @@
- blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls
- could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost.
-
--### POOR CHOICES
-+#### POOR CHOICES
-+
- Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their
- friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger
- and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the
-@@ -33262,7 +33261,7 @@
- As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should
- consider accepting the intrusion for the sake of the story, and because they'll need the XP later.
-
--### POOR CHOICES INTRUSIONS
-+##### POOR CHOICES INTRUSIONS
-
- The following are examples of GM intrusions to use with the Poor Choices module.
-
-@@ -33352,7 +33351,7 @@
-
- • A character tries to help a child who has no reason for being there.
-
--### SECRET TWIST
-+#### SECRET TWIST
-
- It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other,
- interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there
-@@ -33395,7 +33394,7 @@
- sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take
- separate notes about what the original and the duplicate know.
-
--### SHOCK
-+#### SHOCK
-
- Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying
- means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can
-@@ -33405,7 +33404,7 @@
- the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other
- appropriate action, perhaps with input from the player).
-
--### SHOCK LEVELS
-+##### SHOCK LEVELS
-
- | Event | Level |
- |---------------------------------------------------------------------------------------------------------|----------------|
-@@ -33420,7 +33419,7 @@
- | Witnessing something supernatural (like a spell) | 5 |
- | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 |
-
--### UNEASE
-+#### UNEASE
-
- Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's
- something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your
-@@ -33445,7 +33444,7 @@
-
- In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it.
-
--### CONSENT
-+#### CONSENT
-
- Horror games allow us to explore some pretty dark topics from the safety of our own game tables. But before you do that,
- make sure everyone around your table is okay with that. Find out what your players will find "good uncomfortable," which
-@@ -33465,7 +33464,7 @@
- For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
- PDF at myMCG.info/consent
-
--### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-+#### HORROR CREATURES AND NPCs BY LEVEL AND GENRE
-
- The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of
- each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend
-@@ -33515,7 +33514,7 @@
-
- \* Creature found in the Cypher System Rulebook
-
--### HORROR CYPHERS
-+#### HORROR CYPHERS
-
- Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or
- mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be
-@@ -33531,7 +33530,7 @@
- invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to
- award a new manifest cypher.
-
--### ALIEN CYPHERS
-+##### ALIEN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|------------------------------|
-@@ -33545,7 +33544,7 @@
- | 17-18 | Primitive doppelganger |
- | 19-20 | Visage scrutinizer |
-
--### BODY HORROR CYPHERS
-+##### BODY HORROR CYPHERS
-
- | 1-2 | Ascendant flesh vivisector |
- |-------|----------------------------|
-@@ -33559,7 +33558,7 @@
- | 17-18 | Primitive doppelganger |
- | 19-20 | Reanimator |
-
--### CLASSIC MONSTER CYPHERS
-+##### CLASSIC MONSTER CYPHERS
-
- | 1 | Anathema siren (cryptids) |
- |-------|-----------------------------|
-@@ -33577,7 +33576,7 @@
- | 18-19 | Silgarho infusion |
- | 20 | Unphantomed limb |
-
--### DARK MAGIC AND OCCULT CYPHERS
-+##### DARK MAGIC AND OCCULT CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -33589,7 +33588,7 @@
-
-
-
--### DEMON CYPHERS
-+##### DEMON CYPHERS
-
- | 1-4 | Anathema siren (demons) |
- |-------|-------------------------|
-@@ -33599,13 +33598,13 @@
- | 14-16 | Reanimator |
- | 17-20 | Visage scrutinizer |
-
--### GHOST CYPHERS
-+##### GHOST CYPHERS
-
- | 1-8 | Anathema siren (ghost) |
- |------|------------------------|
- | 9-20 | Ghost detector |
-
--### LOVECRAFTIAN CYPHERS
-+##### LOVECRAFTIAN CYPHERS
-
- | 1-2 | Anathema siren (aliens) |
- |-------|---------------------------------------------|
-@@ -33620,7 +33619,7 @@
- | 18-19 | Invisibility revealer |
- | 20 | Mind swapper |
-
--### MUMMY CYPHERS
-+##### MUMMY CYPHERS
-
- | 1-6 | Anathema siren (mummies) |
- |-------|--------------------------|
-@@ -33628,7 +33627,7 @@
- | 13-16 | Reanimator |
- | 17-20 | Revenant serum |
-
--### SCIENCE GONE WRONG CYPHERS
-+##### SCIENCE GONE WRONG CYPHERS
-
- | 1 | Anathema siren (simulacra) |
- |-----|----------------------------|
-@@ -33652,7 +33651,7 @@
- | 19 | Revenant serum |
- | 20 | Unphantomed limb |
-
--### UNDEAD CYPHERS
-+##### UNDEAD CYPHERS
-
- | 1-3 | Anathema siren (ghosts) |
- |-------|---------------------------|
-@@ -33666,14 +33665,14 @@
- | 16-18 | Silgarho infusion |
- | 19-20 | Wolfsbane potion |
-
--### VAMPIRE CYPHERS
-+##### VAMPIRE CYPHERS
-
- | 1-6 | Anathema siren (vampire) |
- |-------|--------------------------|
- | 7-12 | Humanity tester |
- | 13-20 | Silgarho infusion |
-
--### WEREWOLF CYPHERS
-+##### WEREWOLF CYPHERS
-
- | 1-5 | Anathema siren (werewolves) |
- |-------|-----------------------------|
-@@ -33683,16 +33682,14 @@
-
-
-
--### ZOMBIE CYPHERS
-+##### ZOMBIE CYPHERS
-
- | 1-8 | Anathema siren (undead) |
- |-------|-------------------------|
- | 9-14 | Reanimator |
- | 15-20 | Revenant serum |
-
--### A SELECTION OF HORROR CYPHERS
--
--### ANATHEMA SIREN
-+##### ANATHEMA SIREN
-
- Level: 1d6 + 2
-
-@@ -33719,7 +33716,7 @@
- | 91-95 | Extradimensional creatures |
- | 96-00 | Undead |
-
--### ASCENDANT BRAIN VIVISECTOR
-+##### ASCENDANT BRAIN VIVISECTOR
-
- Level: 1d6 + 4
-
-@@ -33738,7 +33735,7 @@
- Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also
- instigating aggressive behavior.
-
--### ASCENDANT FLESH VIVISECTOR
-+##### ASCENDANT FLESH VIVISECTOR
-
- Level: 1d6 + 4
-
-@@ -33755,7 +33752,7 @@
- Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial
- features.
-
--### ORRUPTED CANOPIC JAR
-+##### ORRUPTED CANOPIC JAR
-
- Level: 1d6 + 1
-
-@@ -33764,7 +33761,7 @@
- Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two
- assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range.
-
--### ECAPITATIVE LONGEVITY
-+##### ECAPITATIVE LONGEVITY
-
- Level: 1d6 + 4
-
-@@ -33783,7 +33780,7 @@
- When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or
- someone can carefully sever the head from the body, which doesn't harm the head.
-
--### GHOST DETECTOR
-+##### GHOST DETECTOR
-
- Level: 1d6 + 1
-
-@@ -33796,7 +33793,7 @@
- in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The
- cypher remains active for ten minutes per cypher level.
-
--### GHOST TRAP
-+##### GHOST TRAP
-
- Level: 1d6 + 2
-
-@@ -33810,7 +33807,7 @@
-
- Ghosts in a trap can be permanently stored in a ghost vault.
-
--### HOMUNCULUS FLASK
-+##### HOMUNCULUS FLASK
-
- Level: 1d6 + 1
-
-@@ -33824,7 +33821,7 @@
-
- Homunculus: level 2; alchemy, all defenses, and stealth as level 3
-
--### HORRIFIC ARM
-+##### HORRIFIC ARM
-
- Level: 1d6 + 1
-
-@@ -33837,7 +33834,7 @@
- attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can
- take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level.
-
--### HORRIFIC EYE
-+##### HORRIFIC EYE
-
- Level: 1d6 + 1
-
-@@ -33850,7 +33847,7 @@
- surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it
- becomes nonfunctional). The eye lasts for one day per cypher level.
-
--### HORRIFIC FACE
-+##### HORRIFIC FACE
-
- Level: 1d6 + 1
-
-@@ -33865,7 +33862,7 @@
- creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two
- days if the cypher is level 6 or higher).
-
--### HORRIFIC INTEGRATED WEAPON
-+##### HORRIFIC INTEGRATED WEAPON
-
- Level: 1d6 + 3
-
-@@ -33884,7 +33881,7 @@
- | 13-16 | Light handgun |
- | 17-20 | Medium handgun |
-
--### HORRIFIC ORIFICE
-+##### HORRIFIC ORIFICE
-
- Level: 1d6 + 3
-
-@@ -33899,7 +33896,7 @@
- Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or
- control their mind by inserting data devices into the orifice.
-
--### HUMANITY TESTER
-+##### HUMANITY TESTER
-
- Level: 1d6 + 4
-
-@@ -33915,7 +33912,7 @@
- multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific
- kind of fake
-
--### INSANITY SUPPRESSOR
-+##### INSANITY SUPPRESSOR
-
- Level: 1d6
-
-@@ -33927,7 +33924,7 @@
- make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for
- each day that has passed since the cypher was used.
-
--### INVISIBILITY REVEALER
-+##### INVISIBILITY REVEALER
-
- Level: 1d6 + 4
-
-@@ -33937,7 +33934,7 @@
- point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and
- those outside the area become visible if they enter the area.
-
--### INVISIBILITY SERUM
-+##### INVISIBILITY SERUM
-
- Level: 1d6 + 2
-
-@@ -33955,7 +33952,7 @@
- The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage.
- Many users have become "stuck" in the invisible state and eventually go mad as a result.
-
--### MIND SWAPPER
-+##### MIND SWAPPER
-
- Level: 1d6 + 2
-
-@@ -33972,7 +33969,7 @@
- Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't cause
- trouble in the user's body.
-
--### PRIMITIVE DOPPELGANGER
-+##### PRIMITIVE DOPPELGANGER
-
- Level: 1d6 + 1
-
-@@ -33988,7 +33985,7 @@
- Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else
- entirely. It may or may not have scars, tattoos, or other non-genetic features of the original.
-
--### REANIMATOR
-+##### REANIMATOR
-
- Level: 1d6 + 2
-
-@@ -33998,7 +33995,7 @@
- the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or
- one round if level 6 or higher).
-
--### REVENANT SERUM
-+##### REVENANT SERUM
-
- Level: 1d6 + 4
-
-@@ -34014,7 +34011,7 @@
- to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in
- this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher.
-
--### SILGARHO INFUSION
-+##### SILGARHO INFUSION
-
- Level: 1d6
-
-@@ -34033,7 +34030,7 @@
- Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that
- turns skin purple or purple-grey
-
--### UNPHANTOMED LIMB
-+##### UNPHANTOMED LIMB
-
- Level: 1d6
-
-@@ -34049,7 +34046,7 @@
- points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb
- lasts for one day per cypher level.
-
--### VISAGE SCRUTINIZER
-+##### VISAGE SCRUTINIZER
-
- Level: 1d6 + 2
-
-@@ -34062,7 +34059,7 @@
- a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is
- lower than the cypher's level. The cypher lasts for one hour.
-
--### WOLFSBANE POTION
-+##### WOLFSBANE POTION
-
- Level: 1d6
-
-@@ -34076,7 +34073,7 @@
- werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from
- regenerating for several minutes.
-
--### HORROR ARTIFACTS
-+#### HORROR ARTIFACTS
-
- Most of the time, a horror artifact will be something really weird—an ancient tome of forbidden necromancy, an alien
- device that humans can barely understand, and so forth. They are often unique items rather than one of a type. Horror
-@@ -34102,7 +34099,8 @@
-
- > The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot.
-
--### LOVECRAFTIAN ARTIFACTS
-+##### LOVECRAFTIAN ARTIFACTS
-+
- The stories of the mythos often feature strange books or devices (which might be magical or of
-
- exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if
-@@ -34118,9 +34116,7 @@
-
- • Shining trapezohedron
-
--### HORROR ARTIFACTS
--
--### BOOK OF THOTH
-+##### BOOK OF THOTH
-
- Level: 1d6 + 2
-
-@@ -34134,7 +34130,7 @@
-
- Depletion: —
-
--### BRAIN CYLINDER
-+##### BRAIN CYLINDER
-
- Level: 1d6 + 2
-
-@@ -34158,7 +34154,7 @@
- Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that
- want to study humans.
-
--### CURSED VIDEO
-+##### CURSED VIDEO
-
- Level: 1d6 + 2
-
-@@ -34175,7 +34171,7 @@
-
- Depletion: —
-
--### DEMON PUZZLE
-+##### DEMON PUZZLE
-
- Level: 1d6 + 4
-
-@@ -34195,7 +34191,7 @@
-
- Depletion: 1 in 1d100
-
--### GHOST VAULT
-+##### GHOST VAULT
-
- Level: 1d6 + 4
-
-@@ -34208,7 +34204,7 @@
-
- Depletion: 1 in 1d20 (check each month)
-
--### HUMAN SUIT
-+##### HUMAN SUIT
-
- Level: 1d6
-
-@@ -34222,7 +34218,7 @@
-
- Depletion: 1 in 1d20
-
--### MONKEY'S PAW
-+##### MONKEY'S PAW
-
- Level: 1d6
-
-@@ -34240,7 +34236,7 @@
-
- Depletion: 1 in 1d6
-
--### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
-+##### NECRONOMICON (LOVECRAFTIAN, LATIN EDITION)
-
- Level: 1d6 + 4
-
-@@ -34269,7 +34265,7 @@
-
- Depletion: —
-
--### PNAKOTIC MANUSCRIPTS
-+##### PNAKOTIC MANUSCRIPTS
-
- Level: 1d6 + 2
-
-@@ -34293,7 +34289,7 @@
-
- Depletion: —
-
--### SHINING TRAPEZOHEDRON
-+##### SHINING TRAPEZOHEDRON
-
- Level: 1d6 + 3
-
-@@ -34311,7 +34307,7 @@
-
- Depletion: —
-
--### SILGARHO BULLET
-+##### SILGARHO BULLET
-
- Level: 1d6
-
-@@ -34330,7 +34326,7 @@
-
- Depletion: Automatic
-
--### SPIRIT BOARD
-+##### SPIRIT BOARD
-
- Level: 1d6
-
-@@ -34356,7 +34352,7 @@
-
- Depletion: 1 in 1d100 (check each session)
-
--### BOOK OF INVERSION
-+##### BOOK OF INVERSION
-
- Level: 8
-
-@@ -34374,7 +34370,7 @@
-
- Depletion: 1 in 1d10
-
--### SHADOW BOX
-+##### SHADOW BOX
-
- Level: 7
-
-@@ -34389,7 +34385,7 @@
-
- Depletion: 1–2 in 1d6
-
--### SPHERE 23
-+##### SPHERE 23
-
- Level: 1d6 + 4
-
-@@ -34410,7 +34406,7 @@
-
- Suggested types and additional equipment for a romance setting are the same as in a modern setting
-
--### CONSENT AND BOUNDARIES
-+#### CONSENT AND BOUNDARIES
-
- You must get consent to cover these topics in a game ahead of time—you don't want to make people uncomfortable. Everyone
- involved also needs to learn everyone else's boundaries. Someone might not want any part of a romance scene, while
-@@ -34431,7 +34427,7 @@
- For more information and advice on safe ways to address consent issues in your game, read the free *Consent in Gaming*
- PDF at myMCG.info/consent
-
--### THE CHECK-IN
-+#### THE CHECK-IN
-
- It's vital that the GM and the players all check in with each other to make sure everyone's still comfortable with
- what's going on in the game. This is particularly important to maintain the boundary between emotions expressed in the
-@@ -34449,7 +34445,7 @@
-
- The unattainable: level 3, interactions as level 7, resistance to all interactions as level 9
-
--### OPTIONAL RULE: INFATUATION
-+#### OPTIONAL RULE: INFATUATION
-
- When a PC is near someone they are infatuated with, particularly in the early stages of that infatuation, they must make
- an Intellect defense roll with a difficulty determined by the GM based on the situation (not on the level of the subject
-@@ -34462,7 +34458,7 @@
-
- Infatuation can happen whether the PC is attracted to an NPC or a PC.
-
--### OPTIONAL RULES: RELATIONSHIP LEVELS
-+#### OPTIONAL RULES: RELATIONSHIP LEVELS
-
- When a PC first establishes a relationship with a character (PC or NPC), the GM should assign the relationship a level.
- If there's no connection at all, there is no relationship (level 0). Otherwise, the starting relationship is probably
-@@ -34488,7 +34484,7 @@
- far more complicated. In the case of polyamory, it is possible to have more than two people in a relationship, but even
- in these situations the connection between any two individuals should have its own level.)
-
--### ROMANTIC RELATIONSHIP LEVELS
-+##### ROMANTIC RELATIONSHIP LEVELS
-
- | | |
- |-------|---------------------------------------------------------------------|
-@@ -34520,7 +34516,7 @@
- relationship level a PC has with an authority figure, a contact, a relative, or anyone else can be measured, improved,
- and decreased just as it can with a romantic relationship.
-
--### PLATONIC RELATIONSHIP LEVELS
-+##### PLATONIC RELATIONSHIP LEVELS
-
- | | |
- |-------|-------------------------------------------------------------------------------------|
-@@ -34547,7 +34543,7 @@
- long-awaited robot uprising, a powerful solar flare that burns out the world's power grids and communications, or even
- something as prosaic as a global disease pandemic.
-
--### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
-+#### SUGGESTED TYPES FOR A POST-APOCALYPTIC GAME
-
- | | |
- |----------|--------------------------------|
-@@ -34573,7 +34569,7 @@
-
- Survivor, typical: level 3
-
--### OPTIONAL RULES FOR THE APOCALYPSE
-+#### OPTIONAL RULES FOR THE APOCALYPSE
-
- The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after
- civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost
-@@ -34596,7 +34592,7 @@
- running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist
- to the game.
-
--### EXPOSURE, STARVATION, AND DEHYDRATION
-+#### EXPOSURE, STARVATION, AND DEHYDRATION
-
- Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a
- post‑apocalyptic scenario, given that survival is a primary theme of the genre.
-@@ -34606,11 +34602,12 @@
-
- Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter.
-
--### EXPOSURE
-+#### EXPOSURE
-+
- The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before
- degrading.
-
--Too Cold
-+##### Too Cold
-
- Prolonged exposure to temperatures below 60° F (16° C) eventually uses up a body's stored energy. The result is
- hypothermia, when the body loses heat faster than it can produce it. A body temperature that's too low affects the
-@@ -34622,7 +34619,7 @@
- (–18° C) conditions. In addition, PCs in subzero temperatures with inadequate protection must succeed on a difficulty 4
- Might defense roll each hour or descend one step on the damage track.
-
--Too Hot
-+##### Too Hot
-
- Prolonged exposure to a wet‑bulb temperature of 95° F (35° C) is the upper limit of safety, beyond which the human body
- can't cool itself by evaporating sweat. Heat exhaustion is the result, leading to weakness, dizziness, headache, and
-@@ -34634,7 +34631,7 @@
- exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten
- minutes. On a failed roll, the character descends one step on the damage track.
-
--### RULE OF THREE
-+#### RULE OF THREE
-
- One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes
- something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and
-@@ -34642,7 +34639,7 @@
- environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which
- is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries.
-
--### STARVATION
-+#### STARVATION
-
- Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food
- take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if
-@@ -34650,7 +34647,7 @@
- character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one
- step on the damage track.
-
--### DEHYDRATION
-+#### DEHYDRATION
-
- Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or
- physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any
-@@ -34658,7 +34655,7 @@
- lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might
- defense roll each day. On a failed roll, the character descends one step on the damage track.
-
--### RADIATION IN THE REAL WORLD
-+#### RADIATION IN THE REAL WORLD
-
- Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations,
- cancer, and death.
-@@ -34711,7 +34708,7 @@
- Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might
- defense rolls, they gradually improve and throw off the sickness effects within a few weeks.
-
--### SCAVENGING, REPAIRING, AND BUILDING
-+#### SCAVENGING, REPAIRING, AND BUILDING
-
- Survivors need food and shelter in a world turned upside down.
-
-@@ -34724,7 +34721,7 @@
- following extended optional rules instead. The base scavenging rules have been incorporated here, so you don't need to
- cross‑reference them to understand how it all works.
-
--Food, Water, and Shelter
-+##### Food, Water, and Shelter
-
- PCs in a post‑apocalyptic game may find themselves without food, water, shelter, and/or refuge for any number of
- reasons, including because that's the situation you start them in, they're exploring a new area, their settlement was
-@@ -34742,7 +34739,7 @@
- especially if they roll a 1 on their task. It's a dangerous world, and the PCs are not the only ones out scavenging for
- resources.
-
--Food and Water
-+##### Food and Water
-
- Found food often takes the form of canned, processed, dried, or otherwise preserved goods from before the apocalypse,
- but sometimes it includes fresh fruits and vegetables growing wild or cultivated by other survivors.
-@@ -34750,7 +34747,7 @@
- Found water might be canned seltzer water, water in casks, water in tanks, and other leftovers from the before‑times,
- but it could just as easily be collected rainwater, from a river, from a lake, or water secured by previous survivors.
-
--Scavenging and Related Tasks
-+##### Scavenging and Related Tasks
-
- | Level | Task |
- |-------|-------------------------------------------------------------------------------------------------------------------------------------|
-@@ -34759,7 +34756,7 @@
- | \- | The task is hindered by one step from every two more people (above 5) a scavenger tries to find resources or a refuge for |
- | \+ | The task is eased by one step for every two fewer people (from a baseline of 5) a scavenger tries to find resources or a refuge for |
-
--Changing Conditions Affect Scavenger Success
-+##### Changing Conditions Affect Scavenger Success
-
- The difficulty of finding food, water, and a safe place varies by location and by how many days the characters have
- already spent there.
-@@ -34779,7 +34776,7 @@
- dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes
- evident.
-
--### USEFUL STUFF
-+#### USEFUL STUFF
-
- Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful
- stuff is often found along with these basic requirements.
-@@ -34800,7 +34797,7 @@
- considered an artifact, given that it is increasingly difficult to produce or preserve. Adding a depletion roll (usually
- 1 in 1d20) represents the likelihood that the item will fall apart, break down, or run out.
-
--Useful Stuff Table
-+##### Useful Stuff Table
-
- Most of the time, it's not important to know the level of a useful item PCs find. If it becomes important, level 3 is a
- good baseline. If the item is particularly fragile (such as a wheel of cheese preserved in wax), drop the level by 1 or
-@@ -36223,7 +36220,7 @@
-
-
-
--### JUNK
-+#### JUNK
-
- Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to
- function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But
-@@ -36244,7 +36241,7 @@
- equipment. To carry more than that, they need a plan, such as using a toy wagon, shopping cart, sled, vehicle, or mount;
- asking an ally for help; or something else.
-
--Junk
-+##### Junk
-
- | | |
- |-----|-------------------------------------------------------------------------------------------------|
-@@ -36260,7 +36257,7 @@
- | 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) |
- | 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) |
-
--### REPAIRING AND BUILDING
-+#### REPAIRING AND BUILDING
-
- Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair,
- craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look
-@@ -36291,7 +36288,7 @@
- time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted
- in the Cypher System Rulebook.
-
--### EQUIPMENT MAINTENANCE
-+#### EQUIPMENT MAINTENANCE
-
- When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace
- a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of
-@@ -36306,7 +36303,7 @@
- roll is required for maintenance, and after PCs commit to this practice, it's usually not important to track the time
- thereafter, unless a special circumstance occurs.
-
--Repairing and Crafting Difficulty and Time
-+##### Repairing and Crafting Difficulty and Time
-
-
-
-@@ -36519,7 +36516,7 @@
-
- \*Load requirements for buildings (vs. repairing) are two to ten times the indicated values.
-
--Handloading Tool Set
-+##### Handloading Tool Set
-
- A set of handloading tools includes a variety of instruments such as lubricant, powder funnel, and a small press, used
- to create ammunition for a firearm. To fashion ammunition, the user must spend an uninterrupted hour using the
-@@ -36528,7 +36525,7 @@
- If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set
- can be recharged with 1 load of metal junk and 1 load of chemical junk).
-
--### IRONMAN
-+#### IRONMAN
-
- This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular
- people.
-@@ -36547,7 +36544,7 @@
- for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option,
- allow the use of healing cyphers and artifacts, but limit them to the minimum amount.
-
--### FRAGILITY
-+#### FRAGILITY
-
- This optional rule prevents power creep in PCs.
-
-@@ -36565,7 +36562,7 @@
- adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the
- Front (which permanently increase one or more Pools).
-
--### ADVANCED AND ALIEN TECH
-+#### ADVANCED AND ALIEN TECH
-
- Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology.
-
-@@ -36579,12 +36576,12 @@
- setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens,
- but the tech could just as easily stand alone or be part of an End of Days theme.
-
--### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
-+##### ADVANCED ARTIFACTS AND FANTASTIC MANIFEST CYPHERS
-
- In a setting featuring remnants of advanced and/or alien technology, PCs scavenging for supplies or defeating foes could
- discover unusual objects in the form of fantastic cyphers and unusual post‑apocalyptic artifacts.
-
--### UNDERSTANDING ADVANCED AND ALIEN TECH
-+##### UNDERSTANDING ADVANCED AND ALIEN TECH
-
- Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even
- harder.
-@@ -36603,7 +36600,7 @@
- intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an
- advanced or alien device in a PC's possession.
-
--### ADVANCED AND ALIEN TECH GM INTRUSIONS
-+##### ADVANCED AND ALIEN TECH GM INTRUSIONS
-
- Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to
- understand how to use it again after resolving the intrusion.
-@@ -36622,7 +36619,7 @@
- | 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. |
- | 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. |
-
--### INCREDIBLE MUTATIONS
-+#### INCREDIBLE MUTATIONS
-
- Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and
- death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic
-@@ -36637,7 +36634,7 @@
- environment evoke the concept, PC opt‑in, transitory mutations PCs have less control over, and transitory mutations
- based on cyphers. You can pick one or two, or use them all at different times and for different needs in your game.
-
--Mutated Creatures, Plants, and NPCs
-+##### Mutated Creatures, Plants, and NPCs
-
- The environment can reflect the possibility of mutagenic presence even if PCs haven't yet been affected. The appearance
- of a creature, plant, or NPC often reveals the presence and severity of a mutation. Some creatures and animals may have
-@@ -36665,7 +36662,7 @@
-
- - Big clumps of fungal growth that are obviously intrusive and painful
-
--Adaptive Mutations
-+##### Adaptive Mutations
-
- A disturbing mutation might only look strange and not be an impediment to the animal, plant, or NPC. It might even
- provide some benefit, as follows.
-@@ -36684,13 +36681,13 @@
-
- - Fungal growths that seem to connect the minds of creatures that have the same kind of growth.
-
--### OPTIONAL RULE: MUTANT DESCRIPTOR
-+#### OPTIONAL RULE: MUTANT DESCRIPTOR
-
- If a PC wants to play a mutant, they may do so by choosing Mutant as their descriptor. Mutations gained by a character
- with the Mutant descriptor are always rolled randomly, although you should work with your player to ensure that the
- resulting PC is one that the player wants to play.
-
--### OPTIONAL RULE: TRANSITORY MUTATIONS
-+#### OPTIONAL RULE: TRANSITORY MUTATIONS
-
- Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one
- that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is
-@@ -36699,7 +36696,7 @@
- You can use this optional rule instead of the mutant descriptor optional rule, or allow both in the same game. If using
- transitory mutations, not every PC in your game needs to have a volatile mutation.
-
--Volatile Mutations
-+##### Volatile Mutations
-
- A character can begin the game with one volatile mutation that changes during play, one distinctive mutation that
- usually does not change, and, at their option, one or two cosmetic mutations.
-@@ -36739,7 +36736,7 @@
- hours and fails an Intellect defense roll against a difficulty equal to the attack; replace with a randomly rolled
- beneficial mutation, assuming the character's roll isn't a 1, 19, or 20.
-
--Cyphers as Volatile Mutations
-+###### Cyphers as Volatile Mutations
-
- If a character has volatile mutations, one way to handle it is to give them an additional subtle cypher slot, and their
- volatile mutation is whatever subtle cypher is in that slot. A character can begin the game with one cypher volatile
-@@ -36762,13 +36759,13 @@
-
- - When the cypher volatile mutation is replaced, roll the level for the new mutation.
-
--Other Consequences of Volatile Mutations
-+###### Other Consequences of Volatile Mutations
-
- If a character gains a mutation that grants them points to a Pool (such as strengthened bones, which gives +5 Might),
- then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect
- their current Pool value, depending on whether they were completely healthy or not.
-
--### D100 BENEFICIAL MUTATIONS
-+#### D100 BENEFICIAL MUTATIONS
-
- The following mutations do not require any visible changes or distinctions in the character. In other words, people who
- have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points
-@@ -36831,7 +36828,7 @@
- details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic,
- granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material.
-
--### D100 HARMFUL MUTATIONS
-+#### D100 HARMFUL MUTATIONS
- Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks.
-
- 01–10 Deformed leg: All movement tasks are hindered.
-@@ -36864,13 +36861,13 @@
-
- 93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point.
-
--### CRIPPLING MUTATIONS
-+#### CRIPPLING MUTATIONS
-
- A sixth category exists that might be called crippling or nonviable mutations. PCs never have this kind of mutation.
- Mutants with nonviable mutations might be born without limbs, with barely functional lungs, without most of their brain,
- and so on. Such mutations prevent a character from being viable.
-
--### D100 POWERFUL MUTATIONS
-+#### D100 POWERFUL MUTATIONS
-
- The following mutations do not require any visible changes in the character until used. People who have these mutations
- are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool
-@@ -36977,7 +36974,7 @@
- subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any
- creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler.
-
--### D100 DISTINCTIVE MUTATIONS
-+#### D100 DISTINCTIVE MUTATIONS
- The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations
- are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions.
-
-@@ -37113,7 +37110,7 @@
- noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a
- human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans.
-
--### COSMETIC MUTATIONS
-+#### COSMETIC MUTATIONS
-
- Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character
- decidedly more or less attractive. They are simply distinguishing alterations.
-@@ -37208,12 +37205,12 @@
- | 99 | Feathers |
- | 00 | Head crest |
-
--**POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS**
-+#### POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS
-
- Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging,
- attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table.
-
--Realistic Threats and Hazards
-+##### Realistic Threats and Hazards
-
-
-
-@@ -37471,7 +37468,7 @@
-
- \* War pig: level 3; rider has asset on melee attacks, or pig can make a separate tusk attack when rider attacks
-
--Fantastic Threats and Hazards
-+##### Fantastic Threats and Hazards
-
-
-
-@@ -37657,7 +37654,7 @@
-
-
-
--### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
-+#### GM INTRUSIONS FOR POST-APOCALYPTIC GAMES
-
- If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected
- complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended
-@@ -37827,7 +37824,7 @@
- 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go,
- but someplace completely different.
-
--### POST-APOCALYPTIC CREATURES AND NPCs
-+#### POST-APOCALYPTIC CREATURES AND NPCs
-
- The most important element of each creature or NPC is its level. The level is the same as the target number used to
- determine what a player must roll to attack or defend
-@@ -37838,7 +37835,7 @@
- creature's health, even when it's the normal amount for a creature of its level. For more detailed information on level,
- health, combat, and other elements, see Understanding the Listings in the Cypher System Rulebook.
-
--Building More Creatures and NPCs
-+##### Building More Creatures and NPCs
-
- Those that survived the cataclysm are tougher, or at least luckier. Here are a couple of methods for creating even more
- creatures and NPCs for your post‑apocalyptic setting than the ones that appear here and in the Cypher System Rulebook.
-@@ -37851,7 +37848,7 @@
- Blighted. Another approach is to apply the Blighted "template" to a regular animal, creature, or person, turning them
- into a more twisted version of their pre‑apocalypse self.
-
--Blighted
-+##### Blighted
-
- A blighted creature or NPC is touched by a mutation and/or a contagion that makes them more dangerous than standard
- creatures of their type. It is scarred and twisted in some way, and possibly slightly bigger—or at least wirier—than
-@@ -37878,46 +37875,46 @@
- the third step, either it dies (20% chance) or it survives but gains the Blighted template (80% chance). A blighted
- creature loses the hindrance described in this paragraph.
-
--Creatures By Apocalypse
-+##### Creatures By Apocalypse
-
--Any Apocalypse
-+###### Any Apocalypse
-
- Almost any apocalypse will include natural wildlife, like bears, dogs, and rats, as well as various human survivors.
- Some of those human survivors will become bandits, fell riders, marauders, a few warlords, and probably some cannibals.
- A few could stalk the wasteland as bounty‑hunting (or revenge‑seeking) assassins.
-
--Biblical Apocalypse
-+###### Biblical Apocalypse
-
- In addition to creatures common to any apocalypse, a biblical apocalypse—as described in the End Times set piece— should
- also include fallen angels, angels, demons, and devils, and of course the Four Horsemen of the Apocalypse (Beast, Sword,
- Famine, and Plague).
-
--Nuclear Apocalypse
-+###### Nuclear Apocalypse
-
- Besides creatures common to any apocalypse, it's possible PCs could run into various radioactive creatures such as
- fusion hounds, glowing roaches, gamma worms, and radioactive bears, as well as a variety of creatures with the Blighted
- template.
-
--AI Apocalypse
-+###### AI Apocalypse
-
- Besides creatures and NPCs common to any apocalypse, PCs might encounter CRAZRs, hooked blossoms, vat rejects,
- mechanical soldiers, wardroids, and zhev. And, of course, a few instances of artificial intelligence, possibly including
- AI zombies.
-
--Alien Apocalypse
-+###### Alien Apocalypse
-
- If the world is invaded or terraformed by aliens, creatures and NPCs common to any apocalypse exist, as well as the
- potential for various aliens such as greys, slidikin, enthrallers, and maybe even a kaiju or two.
-
--Temporal Apocalypse
-+###### Temporal Apocalypse
-
- If the barriers between time, space, and dimension break down, ushering in a time rip, any creature and NPC from any
- genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and
- melted.
-
--### POST-APOCALYPTIC EQUIPMENT
-+#### POST-APOCALYPTIC EQUIPMENT
-
--Currency
-+##### Currency
-
- In your setting, you may want a new currency that PCs can use to purchase goods and services
-
-@@ -37926,7 +37923,7 @@
-
- A few options are described here.
-
--Loot
-+##### Loot
-
- The "loot" result on the Useful Stuff table lists before‑times collectibles, such as gold eagle coins, jewelry, and
- designer wristwatches. A starving survivor would likely scoff at accepting any of these as currency. But in an
-@@ -37934,7 +37931,7 @@
- they were before the apocalypse. In general, the price category for such things is two ranks lower than before the
- apocalypse.
-
--Ammunition
-+##### Ammunition
-
- | Price Category | Rounds of Ammo |
- |----------------|----------------|
-@@ -37944,7 +37941,7 @@
- | Very expensive | 1,000 bullets |
- | Exorbitant | 10,000 bullets |
-
--Other Currency Options
-+##### Other Currency Options
-
- Seeds: If stored correctly, seeds might make reasonable currency. Some seeds could be more valuable than others,
- especially if it could be demonstrated that they are viable. For example, ten viable seeds might be worth an inexpensive
-@@ -37967,7 +37964,7 @@
- for services rendered. Such scrip might have value outside the group or be considered worthless, depending on your
- setting.
-
--### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
-+#### ADDITIONAL POST-APOCALYPTIC EQUIPMENT
-
- In a post-apocalyptic setting, the items on the Additional Modern Equipment table as well as the following items might
- be available in trade from other survivors, or in the rare trade town.
-@@ -37975,7 +37972,7 @@
- The additional post‑apocalyptic equipment in the Cypher System Rulebook has been incorporated into this expanded
- equipment list, so you and your players don't need to cross‑reference to make sure you're not missing anything.
-
--Inexpensive Items
-+##### Inexpensive Items
-
- | Weapons | Notes |
- |--------------------------|-----------------------------------------------------------------|
-@@ -37999,7 +37996,7 @@
- | Sunglasses | |
- | Tool, single hand tool | Hammer, tape measure, manual drill, or other single hand tool |
-
--Moderately Priced Items
-+##### Moderately Priced Items
-
- | Weapons | Notes |
- |---------------------|-------------------------------------------|
-@@ -38034,7 +38031,7 @@
- | Tool set, hand tools | Includes hammer, tape measure, screwdriver, pliers, etc |
- | Water filter straw or bottle | Filters water while drinking |
-
--Expensive Items
-+##### Expensive Items
-
- | Weapons | Notes |
- |-----------------|-------------------------------|
-@@ -38058,7 +38055,7 @@
- | Radiation tent | Prevents damage from environmental radiation |
- | Radiation pill (pack of 5) | Asset for defense tasks against radiation effects for 12 hours |
-
--Very Expensive Items
-+##### Very Expensive Items
-
- | Weapons | Notes |
- |----------------|-----------------------------------------------|
-@@ -38077,26 +38074,26 @@
- | Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) |
- | Horse | Trained for riding (typically found with a few days of feed) |
-
--Post-Apocalyptic Cyphers
-+#### Post-Apocalyptic Cyphers
-
--Subtle Cyphers
-+##### Subtle Cyphers
-
- Subtle cyphers are appropriate if your game's pre‑apocalyptic world was realistic (like our modern world) right up until
- it was destroyed and if the disaster was a realistic cataclysm (like a pandemic, climate disaster, or war).
-
--Optional Rule: Transferring Subtle Cyphers
-+###### Optional Rule: Transferring Subtle Cyphers
-
- A PC with a subtle cypher can use it on an ally they can touch and speak with as their action instead of gaining the
- effect themself. They manage this feat by motivating the recipient through speech and interaction, effectively inspiring
- the recipient in the same way the subtle cypher would have affected the character with the cypher. This uses the action
- of the character activating the cypher, not the recipient.
-
--Manifest Cyphers
-+##### Manifest Cyphers
-
- Manifest cyphers in a post‑apocalyptic game might be remnants of the technology or magic that civilization used before
- it fell, or the technology or magic that caused the end of the world.
-
--Scavenger Subtle Cyphers
-+##### Scavenger Subtle Cyphers
-
- Resource scarcity, including lack of water and food, threatens PCs in most post‑apocalyptic settings. Enter scavenger
- subtle cyphers. These give PCs one more way to find useful stuff like edible food, clean water, a helpful tool, extra
-@@ -38125,14 +38122,14 @@
- | 18 | Useful thing |
- | 19-20 | Useful tool |
-
--Ammunition
-+###### Ammunition
-
- Level: 1d6 + 1
-
- Effect: The character gains ten shells or bullets suitable for a firearm owned by someone in the group. If no one has a
- firearm, ten shotgun shells are found. If the cypher's level is 6 or higher, thirty shells or bullets are found.
-
--Construction Supply
-+###### Construction Supply
-
- Level: 1d6 + 1
-
-@@ -38147,7 +38144,7 @@
- | 4 | Electrician's tape |
- | 5-6 | Duct tape |
-
--Edible Food
-+###### Edible Food
-
- Level: 1d6 + 1
-
-@@ -38186,7 +38183,7 @@
- | 84-97 | Vegetables, canned |
- | 98-00 | Vegetables, fresh |
-
--Firearm
-+###### Firearm
-
- Level: 1d6 + 1
-
-@@ -38208,14 +38205,14 @@
- | 9 | Heavy rifle (heavy, very long range) |
- | 10 | Submachine gun (medium, rapid-fire, short range) |
-
--First Aid
-+###### First Aid
-
- Level: 1d6 + 1
-
- Effect: The character gains a fully stocked first aid kit. The kit provides an asset for one healing task. If the
- cypher's level is 6 or higher, it provides assets for four healing tasks before it is exhausted.
-
--How-To Manual
-+###### How-To Manual
-
- Level: 1d6 + 1
-
-@@ -38236,7 +38233,7 @@
- | 9 | Smithcraft |
- | 10 | Chemistry |
-
--Medicine
-+###### Medicine
-
- Level: 1d6 + 1
-
-@@ -38270,7 +38267,7 @@
- | 19 | Acid reflux |
- | 20 | Blood clots |
-
--Melee Weapon
-+###### Melee Weapon
-
- Level: 1d6 + 1
-
-@@ -38290,7 +38287,7 @@
- | 9 | Bow (medium) |
- | 10 | Pickaxe (heavy) |
-
--Potable Liquid
-+###### Potable Liquid
-
- Level: 1d6 + 1
-
-@@ -38306,7 +38303,7 @@
- | 8-9 | Water, bottled or canned |
- | 10 | Wine |
-
--Transport
-+###### Transport
-
- Level: 1d6 + 1
-
-@@ -38324,7 +38321,7 @@
- | 9 | Motorcycle, gas or electric |
- | 10 | Two-wheeled, self-balancing personal transporter |
-
--Useful Clothing
-+###### Useful Clothing
-
- Level: 1d6 + 1
-
-@@ -38344,14 +38341,14 @@
- | 9 | Military body armor (heavy armor) |
- | 10 | Hazmat suit (light armor, +2 Armor against chemical and radiation damage) |
-
--Useful Thing
-+###### Useful Thing
-
- Level: 1d6 + 1
-
- Effect: One item from the Useful Stuff table is gained; roll randomly. If the cypher's level is 6 or higher, the
- character can choose which item they obtain from the table.
-
--Useful Tool
-+###### Useful Tool
-
- Level: 1d6 + 1
-
-@@ -38381,7 +38378,7 @@
- | 19 | Can opener |
- | 20 | Box of black markers |
-
--Additional Post-Apocalyptic Manifest Cyphers
-+##### Additional Post-Apocalyptic Manifest Cyphers
-
- Manifest cyphers are sometimes found in the ruins of Radio Quiet. One variety PCs might discover are AI‑fashioned. When
- activated, the cypher dematerializes, swirling out into a cloud of free‑floating tiny machines that create the cypher's
-@@ -38397,7 +38394,7 @@
- the AI for one minute, or until they succeed on an Intellect defense roll on their turn. A PC under AI control might
- stand and do nothing, fall mysteriously unconscious, or take an action to advance the AI's goals.
-
--AI-Fashioned Manifest Cyphers
-+###### AI-Fashioned Manifest Cyphers
-
- | D10 | Cypher |
- |-----|-------------------------|
-@@ -38412,7 +38409,7 @@
- | 9 | Fabricator, military |
- | 10 | Smartdust |
-
--### AI INSTANCE
-+###### AI INSTANCE
-
- Level: 1d6 + 1
-
-@@ -38425,7 +38422,7 @@
- terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct
- actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates.
-
--### ARMOR BREACH
-+###### ARMOR BREACH
-
- Level: 1d6
-
-@@ -38434,7 +38431,7 @@
- coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
- ### 6).
-
--### DATA WIPE
-+###### DATA WIPE
-
- Level: 1d6 + 2
-
-@@ -38442,7 +38439,7 @@
- is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance
- is permanently wiped from the hardware (or wetware, if installed on a living creature).
-
--### DENATURE NANOTECH
-+###### DENATURE NANOTECH
-
- Level: 1d6 + 3
-
-@@ -38454,7 +38451,7 @@
- target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered
- by nanotech, the creature would become so much inert biological matter.
-
--### DETONATION (PRION)
-+###### DETONATION (PRION)
-
- Level: 1d6 + 2
-
-@@ -38465,7 +38462,7 @@
- Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level
- is equal to or higher than the cypher's level take damage from the cypher for only one round.
-
--### DISASSEMBLER
-+###### DISASSEMBLER
-
- Level: 1d6 + 1
-
-@@ -38476,7 +38473,7 @@
- distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the
- effectiveness of any Armor worn by targets by 1.
-
--### DISASSEMBLER, EPHEMERAL
-+###### DISASSEMBLER, EPHEMERAL
-
- Level: 1d6 + 2
-
-@@ -38487,7 +38484,7 @@
- moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist
- being disassembled.
-
--### FABRICATOR, CIVIL
-+###### FABRICATOR, CIVIL
-
- Level: 1d6 + 1
-
-@@ -38501,7 +38498,7 @@
-
- A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures.
-
--### FABRICATOR, MILITARY
-+###### FABRICATOR, MILITARY
-
- Level: 1d6 + 1
-
-@@ -38509,7 +38506,7 @@
- weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed
- ammunition.
-
--### SMARTDUST
-+###### SMARTDUST
-
- Level: 1d6 + 2
-
-@@ -38517,7 +38514,7 @@
- number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any
- activity that occurs in that location no matter how far they are from it.
-
--### PRE-APOCALYPTIC ARTIFACTS
-+#### PRE-APOCALYPTIC ARTIFACTS
-
- One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once
- commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly
-@@ -38528,7 +38525,7 @@
- being used up, a depletion of 1d10 or 1d6 would be in order. Refer to the following examples as a guide for adapting
- before‑times Useful Stuff objects into artifacts with a specific depletion.
-
--Book
-+##### Book
-
- Level: 1d6
-
-@@ -38539,7 +38536,7 @@
-
- Depletion: 1 in 1d100
-
--Faraday Cake
-+##### Faraday Cake
-
- Level: 3
-
-@@ -38549,7 +38546,7 @@
-
- Depletion: —
-
--Salvaged Car
-+##### Salvaged Car
-
- Level: 1d6
-
-@@ -38559,7 +38556,7 @@
-
- Depletion: 1 in 1d20 (check each time the engine is started or the car begins a trip)
-
--Water Filter
-+##### Water Filter
-
- Level: 1d6 + 1
-
-@@ -38569,7 +38566,7 @@
-
- Depletion: 1 in 1d20 (check each day used)
-
--### POST-APOCALYPTIC ARTIFACTS
-+#### POST-APOCALYPTIC ARTIFACTS
-
- Artifacts in a post-apocalyptic game include still-working technology from before the disaster that is not widely
- available, as well as cobbled-together pieces of tech that can weaponize previously prosaic items. If the apocalypse was
-@@ -38603,7 +38600,7 @@
-
- \*Artifacts presented in the Cypher System Rulebook
-
--### AUTODOC
-+##### AUTODOC
-
- Level: 1d6
-
-@@ -38614,7 +38611,7 @@
-
- Depletion: 1 in 1d10
-
--Carbonizer
-+##### Carbonizer
-
- Level: 1d6 + 1
-
-@@ -38639,7 +38636,7 @@
-
- Depletion: 1 in 1d10 (check per use of scanning function)
-
--Memory Eraser
-+##### Memory Eraser
-
- Level: 1d6 + 1
-
-@@ -38650,7 +38647,7 @@
-
- Depletion: 1 in 1d20
-
--Mutation Inducer
-+##### Mutation Inducer
-
- Level: 1d6 + 1
-
-@@ -38662,7 +38659,7 @@
-
- Depletion: 1 in 1d10 (upon depletion, target also gains a harmful mutation)
-
--### MILITARY EXOSKELETON
-+##### MILITARY EXOSKELETON
-
- Level: 1d6 + 1
-
-@@ -38673,7 +38670,7 @@
-
- Depletion: 1 in 1d10
-
--Nanorifle
-+##### Nanorifle
-
- Level: 1d6 + 2
-
-@@ -38687,7 +38684,7 @@
-
- Depletion: 1 in 1d100
-
--### ROCKET FIST
-+##### ROCKET FIST
-
- Level: 1d6 + 2
-
-@@ -38698,7 +38695,7 @@
-
- Depletion: 1 in 1d10
-
--### ROCKET-PROPELLED GRENADE
-+##### ROCKET-PROPELLED GRENADE
-
- Level: 1d6 + 3
-
-@@ -38709,7 +38706,7 @@
-
- Depletion: 1 in 1d6
-
--Seal of Solomon
-+##### Seal of Solomon
-
- Level: 1d6 + 2
-
-@@ -38722,7 +38719,7 @@
-
- Depletion: 1 in 1d100
-
--Spear of Destiny
-+##### Spear of Destiny
-
- Level: 7
-
-@@ -38738,7 +38735,7 @@
- Spear of Destiny GM GM intrusion: The wielder's heart is not pure enough to permit the use of the spear, and it burns
- the character for 7 points of ambient damage each round they use it.
-
--### TERAHERTZ SCANNER
-+##### TERAHERTZ SCANNER
-
- Level: 1d6 + 1
-
-@@ -38751,7 +38748,7 @@
-
- Depletion: 1 in 1d20
-
--Transfer Discs
-+##### Transfer Discs
-
- Level: 1d6 + 1
-
-@@ -38764,7 +38761,7 @@
-
- Depletion: 1 in 1d20 (check after each day of use)
-
--### SCAVENGING
-+#### SCAVENGING
-
- Characters in a post-apocalyptic setting must usually spend part of each day scavenging for supplies or a place of
- safety.
-@@ -38803,7 +38800,7 @@
- Junk table each time they successfully scavenge for food or a safe place to stay. Sometimes junk can be fixed, but more
- often it can be disassembled and used as parts to create something else.
-
--### USEFUL STUFF
-+##### USEFUL STUFF
-
-
-
-@@ -38891,11 +38888,11 @@
-
-
-
--### Post-Apocalyptic SPECIES DESCRIPTORS
-+#### Post-Apocalyptic SPECIES DESCRIPTORS
-
- In a post-apocalyptic setting, some GMs may want to offer species affected by the disaster.
-
--### MORLOCK
-+##### MORLOCK
-
- You have lived your life deep underground in artificial bunkers, hidden from the world's destruction and the brutal
- scavengers that live above. As a morlock, you have a keen mind for the technology salvaged from the before-time. In
-@@ -38931,7 +38928,7 @@
- 4\. The only way to save the morlock community you hail from is to venture to the surface and find a mechanical part
- needed to repair a failing ancient system.
-
--### ROACH
-+##### ROACH
-
- You are born of a species of evolved insects once called "cockroach," but that is far in the past. Radiation and forced
- evolution have radically increased your size, shape, and ability to think. Your exoskeleton mimics the shape of a human
-@@ -38972,15 +38969,15 @@
-
- 4\. You have a secret agenda, and the PCs were gullible enough to let you come along.
-
--### POST-APOCALYPTIC CHARACTER OPTIONS
-+#### POST-APOCALYPTIC CHARACTER OPTIONS
-
--Alternate Character Roles
-+##### Alternate Character Roles
-
- Characters who play out the apocalypse itself or who have just survived it and must pick up a few hours, days, or months
- after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much
- more sense to let your players choose roles for characters in a modern game.
-
--### DESCRIPTORS
-+##### DESCRIPTORS
-
- In addition to the descriptors in the Cypher System Rulebook, you can widen the options
-
-@@ -38996,7 +38993,7 @@
-
- Species: Canien, Felis, Flutter, Mutant
-
--Bitter
-+###### Bitter
-
- Someone you cared for wronged you. They may have done so directly by betraying a trust, stealing your supplies, or
- giving you up to raiders to save their own life. Maybe they did it indirectly by going missing or dying on you. Or maybe
-@@ -39029,7 +39026,7 @@
-
- 4\. You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
-
--Canien
-+###### Canien
-
- You're an evolved, intelligent dog with the ability to speak and use tools. Some caniens stand upright and have hands,
- and others are quadrupeds who can use a combination of their front paws and mouth as adroitly as a handed canien; you
-@@ -39076,7 +39073,7 @@
-
- out or keep an eye on them.
-
--Felis
-+###### Felis
-
- You're an evolved, intelligent cat with the ability to speak and use tools. Felis are equally comfortable running on all
- fours or standing around in a clowder of other felis gossiping over catswort tea. Your fur is your protection from the
-@@ -39121,7 +39118,7 @@
-
- 4\. You got lost. The PCs found you and invited you to join their group.
-
--Flutter
-+###### Flutter
-
- You emerged from the chrysalis with your mind awash in skills instilled while you matured, as well as knowledge handed
- down from your ancestors. If the stories are true, some of your knowledge comes from even further back, ceded by godlike
-@@ -39166,7 +39163,7 @@
-
- 4\. You zigged when you should have zagged and ran headlong into the PCs. They patched you up and you stayed with them.
-
--Hopeful
-+###### Hopeful
-
- Despite civilization's fall, you're optimistic about what the future could bring, confident
-
-@@ -39204,7 +39201,7 @@
-
- 4\. You answered a cry for help when another PC got in over their head.
-
--Mutant
-+###### Mutant
-
- Savage forces strong enough to destroy a world left you transformed. Either through latent mutations passed down from
- ancestors that survived the apocalypse, or because something about you reacts when you're exposed to radiation or some
-@@ -39246,7 +39243,7 @@
- 4\. The PCs asked you to come along, believing that your particular mutations could be harnessed for the benefit of the
- mission.
-
--Rusted
-+###### Rusted
-
- Life has dealt you some hard knocks. You lost an eye, an arm, or a leg several years ago, possibly during the apocalypse
- itself, or perhaps afterward. But you didn't give up. You adjusted, learning to do everything again, despite what first
-@@ -39285,7 +39282,7 @@
- 4\. You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you
- heard about the group's task.
-
--Shiny
-+###### Shiny
-
- You're brash and bright, and you exult in situations, people, and objects that seem to you as if they have a similar
- sheen. Literally shiny objects qualify, as well as objects that are not rusted or degraded by time's passage or the
-@@ -39332,13 +39329,13 @@
- scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other
- abilities), use the optional rule for scavenging, repairing, and building in this book instead.
-
--### FOCI
-+#### FOCI
-
- This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As
- these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details
- than the foci in the Cypher System Rulebook (which have short, broad descriptions suitable for other genres).
-
--Merges Mind With Machine
-+##### Merges Mind With Machine
-
- You were raised in an underground bunker by Milly, an AI instance installed in your
-
diff --git a/patches/base/042-move-apocalyptic-abilities.patch b/patches/base/042-move-apocalyptic-abilities.patch
deleted file mode 100644
index f3e4fe4..0000000
--- a/patches/base/042-move-apocalyptic-abilities.patch
+++ /dev/null
@@ -1,437 +0,0 @@
---- _tmp/ccsrd.md 2025-06-04 07:11:39.219825827 -0500
-+++ _tmp/ccsrd.new.md 2025-06-04 07:11:15.585677686 -0500
-@@ -10196,6 +10196,8 @@
- immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
- short range. Enabler.
-
-+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
-+
- Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
- as if you are trained in it. Action.
-
-@@ -10256,6 +10258,10 @@
- can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round.
- Whether you succeed or fail, the next action the target takes is hindered. Action.
-
-+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
-+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
-+knowledge about the situation. Enabler.
-+
- Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied
- for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed
- control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best
-@@ -10701,6 +10707,8 @@
- increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
- lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
-
-+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
-+
- Cast Illusion: You can increase the range at which you create and maintain your
- immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
-
-@@ -11717,6 +11725,11 @@
- Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a
- suitable hiding place is nearby. Enabler.
-
-+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
-+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
-+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
-+work out the details. Action.
-+
- Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
- track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
- shadows or from behind cover (or by making an attack). Action.
-@@ -11946,6 +11959,10 @@
-
- Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
-
-+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
-+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
-+complete. Enabler.
-+
- Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the
- same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it,
- creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt
-@@ -12108,6 +12125,13 @@
- of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of
- damage from the cold. Action for touch; enabler for weapon.
-
-+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
-+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
-+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
-+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
-+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
-+complete.
-+
- Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere
- of knowledge to become trained in. Enabler.
-
-@@ -12375,6 +12399,8 @@
- Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
- developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
-
-+Hardened by the End: You're trained in Might defense tasks.
-+
- Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
-
- Hardiness: You are trained in Might defense tasks. Enabler.
-@@ -12858,6 +12884,11 @@
- associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these
- cases, you are specialized in knowing creature weaknesses. Enabler.
-
-+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
-+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
-+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
-+building. Enabler.
-+
- Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
- one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result
- you would otherwise obtain. Enabler.
-@@ -13769,6 +13800,10 @@
- from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your
- choice. Enabler.
-
-+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
-+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
-+type of light armor available in the area, such as a leather jacket. Enabler.
-+
- Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using
- any kind of weapon. Enabler.
-
-@@ -13811,6 +13846,22 @@
- you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
- anything else about it later with this ability. Action.
-
-+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
-+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
-+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
-+no closer than about 5 miles (8 km) from each other.
-+
-+• Food cache (enough food for six people for twelve weeks)
-+
-+• Water cache (enough clean water for six people for twelve weeks)
-+
-+• Ammunition cache (400 shells or bullets for four different weapons)
-+
-+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
-+shells)
-+
-+Enabler.
-+
- Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
- trained in initiative actions. Enabler.
-
-@@ -13981,6 +14032,11 @@
-
- ### Abilities --- R
-
-+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
-+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
-+
-+presence. Enabler.
-+
- Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
- range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
- next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
-@@ -14147,6 +14203,14 @@
- and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you
- have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.
-
-+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
-+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
-+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
-+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
-+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
-+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
-+to initiate.
-+
- Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
-
- Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
-@@ -14760,6 +14824,11 @@
- Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
- trained in Intellect defense tasks. Enabler.
-
-+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
-+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
-+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
-+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
-+
- Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
- moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
- range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
-@@ -14905,6 +14974,10 @@
- Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
- on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler.
-
-+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
-+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
-+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
-+
- Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of
- Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not
- affected by currents in the water. Action to initiate.
-@@ -15145,6 +15218,9 @@
-
- one-thousandth of your normal height may be a means of doing so.
-
-+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
-+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
-+
- Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
- one round). Enabler.
-
-@@ -15174,6 +15250,9 @@
-
- Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler.
-
-+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
-+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
-+
- Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
- ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
- a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
-@@ -15331,6 +15410,13 @@
- (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery
- roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler.
-
-+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
-+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
-+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
-+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
-+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
-+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
-+
- Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
- whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
- willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
-@@ -15410,6 +15496,14 @@
-
- Warding Shield: You have +1 to Armor while you are using a shield. Enabler.
-
-+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
-+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
-+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
-+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
-+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
-+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
-+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
-+
- Water Adaptation: You can breathe water as easily as you breathe air. Enabler.
-
- Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or
-@@ -15424,6 +15518,9 @@
-
- Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.
-
-+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
-+spend at least ten minutes practicing with it first. Enabler.
-+
- Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler.
-
- Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it.
-@@ -39380,9 +39477,7 @@
-
- Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
-
--Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
--environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
--knowledge about the situation. Enabler.
-+Assisted Sight
-
- Machine Telepathy
-
-@@ -39437,28 +39532,11 @@
-
- Tier 1:P
-
--Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
--reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
--type of light armor available in the area, such as a leather jacket. Enabler.
--
--Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
--or more, or up to six people through about three months. In addition, you have knowledge of three different secret
--supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
--no closer than about 5 miles (8 km) from each other.
--
--• Food cache (enough food for six people for twelve weeks)
--
--• Water cache (enough clean water for six people for twelve weeks)
--
--• Ammunition cache (400 shells or bullets for four different weapons)
--
--• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
--shells)
-+Practiced in Light Armor
-
--Enabler.
-+Prepared Caches
-
--Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
--hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
-+Trained for Toughing It
-
- Tier 2:
-
-@@ -39470,23 +39548,13 @@
-
- Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
-
--Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
--fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
--perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
--you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
--use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
--complete.
-+Fruitfully Pass the Time
-
--Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
--order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
--treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
--be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
-+Stashed Vehicle
-
- Tier 4:
-
--Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
--one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
--would otherwise obtain. Enabler.
-+Know Where to Look
-
- Tier 5:
-
-@@ -39498,10 +39566,7 @@
-
- Discipline of Watchfulness
-
--Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
--a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
--that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
--work out the details. Action.
-+Escape the Ruins
-
- Raids
-
-@@ -39540,7 +39605,7 @@
-
- Tier 2:
-
--Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
-+Careful Tracker
-
- Fearsome Reputation
-
-@@ -39548,10 +39613,7 @@
-
- Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
-
--Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
--and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
--
--presence. Enabler.
-+Raider Follower
-
- Grand Deception
-
-@@ -39603,33 +39665,21 @@
-
- Tier 1:
-
--Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
--potentially be turned into useful things) in the ruins of what came before. Enabler.
-+Ruin Lore
-
- Knowledge Skills
-
- Tier 2:
-
--Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
--equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
--complete. Enabler.
-+Fixer
-
--Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
--are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
--to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
--building. Enabler.
-+Know the Way
-
- Tier 3:
-
- Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
-
--Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
--nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
--are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
--succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
--hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
--expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
--to initiate.
-+Resource Seeker
-
- Tier 4:
-
-@@ -39647,12 +39697,7 @@
-
- Skill With Defense
-
--Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
--before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
--reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
--about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
--location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
--from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
-+Use the Network
-
- Walks the Wasteland
-
-@@ -39693,21 +39738,17 @@
-
- Tier 1:
-
--Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
--in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
--from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
-+Surviving the Wasteland
-
--Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
--poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
-+Tolerance
-
--Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
--spend at least ten minutes practicing with it first. Enabler.
-+Weapon at Hand
-
- Tier 2:
-
- Devoted Defender
-
--Hardened by the End: You're trained in Might defense tasks.
-+Hardened by the End
-
- Tier 3:
-
-@@ -39718,7 +39759,7 @@
-
- Rapid Attack
-
--Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
-+Apocalyptic Stare
-
- Tier 4:
-
-@@ -39736,13 +39777,7 @@
-
- Using What's Available
-
--Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
--and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
--of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
--additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
--asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
--presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
--remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
-+Wasteland Camouflage
-
- ### Historical
-
diff --git a/patches/base/043-more-organization-through-historical.patch b/patches/base/043-more-organization-through-historical.patch
deleted file mode 100644
index c567dc0..0000000
--- a/patches/base/043-more-organization-through-historical.patch
+++ /dev/null
@@ -1,83 +0,0 @@
---- _tmp/ccsrd.md 2025-06-04 07:12:07.311001894 -0500
-+++ _tmp/ccsrd.new.md 2025-06-04 07:27:21.454728657 -0500
-@@ -39500,7 +39500,7 @@
-
- Merges Mind With Machine is a focus designed for use with the Radio Quiet setting.
-
--Prepped for the End
-+##### Prepped for the End
-
- You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other
- survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic
-@@ -39568,7 +39568,7 @@
-
- Escape the Ruins
-
--Raids
-+##### Raids
-
- When civilization fell, you did what you had to do to stay alive. Did you kill innocent people? Probably, insofar as
- anyone who survived the end can really be considered "innocent." You figured they'd have done the same to you. But
-@@ -39633,7 +39633,7 @@
-
- Twisting the Knife
-
--Remembers the Past
-+##### Remembers the Past
-
- You are a student of the before‑times. Maybe that's because you grew up in the ruins of an old library and read
- everything as your hobby, you found a friendly AI archivist who taught you about how things once were, you're long‑lived
-@@ -39699,7 +39699,7 @@
-
- Use the Network
-
--Walks the Wasteland
-+##### Walks the Wasteland
-
- Most people want to hide from the devastation or just curl up and die rather than face a hostile world. Not you. You're
- determined to see what's out there, to survive, and, more than that, to thrive. It's that or let the radioactive rats—or
-@@ -39785,7 +39785,7 @@
- ancient Greece or feudal Japan, for example, probably makes it more like fantasy without all the orcs and magic
- (although a game set in feudal Japan with orcs and magic could be fascinating).
-
--### SUGGESTED TYPES FOR A HISTORICAL GAME
-+#### SUGGESTED TYPES FOR A HISTORICAL GAME
-
- | | |
- |-------------------------------|---------------------------------------------------------------------|
-@@ -39802,7 +39802,7 @@
- | Explorer | Explorer |
- | Priest | Speaker |
-
--Basic CREATURES AND NPCs FOR A HISTORICAL GAME
-+#### Basic CREATURES AND NPCs FOR A HISTORICAL GAME
-
- Cat: level 1, Speed defense as level 3
-
-@@ -39827,7 +39827,7 @@
-
- Warhorse: level 4; moves a long distance each round
-
--creating a historical adventure
-+#### creating a historical adventure
-
- One of the draws of playing in a historical adventure is the thrill of "being there" when something important happens.
- Thus, in many cases, historical adventures in RPGs shouldn't be designed as campaigns, but instead serve as short-term
-@@ -39865,7 +39865,7 @@
- a skewed version of events and culture. Be willing to go deeper than *Braveheart* or *The Last Samurai*, or maybe choose
- a different genre.
-
--### RUNNING A HISTORICAL GAME
-+#### RUNNING A HISTORICAL GAME
-
- Preparation is important in a historical game, and most of that entails choosing a historical period—or a specific
- historical event—as the setting. Given that all of history can serve, you won't lack for resources. Below are a few
-@@ -39886,7 +39886,7 @@
- prehistory, classical antiquity, ancient Egypt, the American revolution, ancient China, World War II, Edo Period Japan,
- Medieval Europe, and the American Old West.
-
--### HISTORICAL ARTIFACTS
-+#### HISTORICAL ARTIFACTS
-
- The concept of artifacts is probably inappropriate for a historical setting without some kind of supernatural,
- fantastical, or science fiction element. That said, objects of mystery such as the Antikythera mechanism (an ancient
diff --git a/patches/base/044-some-organization-fixes.patch b/patches/base/044-some-organization-fixes.patch
deleted file mode 100644
index 8d557e8..0000000
--- a/patches/base/044-some-organization-fixes.patch
+++ /dev/null
@@ -1,20 +0,0 @@
---- _tmp/ccsrd.md 2025-06-04 07:41:31.590049534 -0500
-+++ _tmp/ccsrd.new.md 2025-06-04 07:40:43.336747293 -0500
-@@ -38526,7 +38526,7 @@
- Effect: A successfully targeted creature or object within short range becomes coated with a clinging film of nanotech
- for one minute. While coated, a creature has 2 less Armor than usual (3 less if the cypher is level 5 or 6). While
- coated, an object temporarily moves one step down the object damage track (or two steps down if the cypher is level 5 or
--### 6).
-+6).
-
- ###### DATA WIPE
-
-@@ -38720,7 +38720,7 @@
-
- Depletion: 1 in 1d20
-
--### ENVIROSCANNER
-+##### ENVIROSCANNER
-
- Level: 1d6
-
diff --git a/patches/base/045-modern-magic-organization-p1.patch b/patches/base/045-modern-magic-organization-p1.patch
deleted file mode 100644
index bdc0074..0000000
--- a/patches/base/045-modern-magic-organization-p1.patch
+++ /dev/null
@@ -1,1444 +0,0 @@
---- _tmp/ccsrd.md 2025-06-04 07:42:58.008590821 -0500
-+++ _tmp/ccsrd.new.md 2025-06-05 20:56:20.480349052 -0500
-@@ -39896,7 +39896,7 @@
-
- ### OPTIONAL MODERN FANTASY RULES
-
--### CANTRIPS
-+#### CANTRIPS
-
- Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as
- ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a
-@@ -40222,7 +40222,7 @@
- way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to
- "cram" for this test, including expending Effort, getting help, or using an appropriate asset.
-
--### COVENS
-+#### COVENS
-
- Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians
- with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a
-@@ -40249,13 +40249,13 @@
- > Spending XP to advance a character's rank in a coven does not count as one of the four character advancements needed
- > to reach a higher tier
-
--Joining A Coven
-+##### Joining A Coven
-
- Joining an existing coven at rank 1 requires a vow and a ritual. Characters must commit to pursuing the coven's goals
- and living in accordance with its values. The ritual is a demonstration of dedication to the coven's purpose, and varies
- in difficulty accordingly. Characters receive their talisman once the ritual is complete.
-
--Coven Talismans
-+##### Coven Talismans
-
- A coven talisman is a small item, such as a pendant or ring, that represents a character's affiliation with the coven.
- Every coven member may carry a slightly different talisman, but they should be clearly related. The Benevolent Bakers'
-@@ -40267,7 +40267,7 @@
- the coven, the talisman's appearance may change to reflect this. While these talismans don't require a depletion roll
- with each use, a character's coven talisman automatically depletes if they break from the coven.
-
--Advancing Within A Coven
-+##### Advancing Within A Coven
-
- Advancing within a coven is a separate matter from advancing a character. In fact, coven advancement is more similar to
- a long-term benefit of spending XP. Coven advancement should occur after a character has learned, discovered, or
-@@ -40276,7 +40276,7 @@
- To advance within the coven, the player spends 3 XP. Characters may mark the occasion with a celebration or let it pass
- quietly
-
--Breaking From A Coven
-+##### Breaking From A Coven
-
- If a character wishes to leave a coven, they relinquish their coven talisman and lose access to their coven abilities.
- But a character can also break from their coven by behaving in opposition to its values—such as if a Benevolent Baker
-@@ -40287,7 +40287,7 @@
- take their coven talisman to an epicenter and perform a ritual with a difficulty equal to their former coven rank. Upon
- completing the ritual, they regain that rank within the coven and can access spells accordingly.
-
--Forming A New Coven
-+##### Forming A New Coven
-
- Creating a new coven simply requires a bit of discussion among the GM and players. Begin by deciding on the following:
-
-@@ -40303,7 +40303,7 @@
-
- - What does the initiation ritual (which exemplifies the coven's goals and values) consist of?
-
--Selecting Coven Abilities
-+##### Selecting Coven Abilities
-
- Coven abilities are chosen by the GM and players. To start, they need to decide the rank 1 ability. They can determine
- the rank 2 ability when at least one character is ready to advance within the coven. In a longer campaign, selecting
-@@ -40323,14 +40323,14 @@
- ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain
- to making food, but the bakers could modify an ability like Natural Crafter to suit their needs.
-
--Magical Crafting Skills
-+#### Magical Crafting Skills
-
- Depending on the setting, a character learning how to craft magic items might become trained or specialized in a general
- "crafting magic items" skill, or need to have a specific skill for each kind of item they might craft, such as "brewing
- potions" or "crafting wands." The GM should decide if characters need a specific skill or if the general skill covers
- all sorts of crafted magic items.
-
--### EXCEEDING CYPHER LIMITS
-+#### EXCEEDING CYPHER LIMITS
-
- Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy
- game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side
-@@ -40643,7 +40643,7 @@
-
-
-
--### FAMILIARS
-+#### FAMILIARS
-
- In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person
- as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities
-@@ -40654,7 +40654,7 @@
-
- CONTENT WARNING: This section talks about the death of pets.
-
--Standard Pet
-+##### Standard Pet
-
- The simplest sort of familiar is one that is a normal animal that has an emotional bond with a character, essentially
- the same role as a typical pet or comfort animal. The familiar has no special abilities, doesn't affect the character's
-@@ -40669,7 +40669,7 @@
- As a slightly more magical variant, choose either of these abilities, but instead of finding a replacement for the
- creature if it dies, the character can perform a magical ritual (taking 1d6 days) to return them to life.
-
--Unusual Familiar
-+##### Unusual Familiar
-
- There's no reason a familiar has to resemble a common Earth animal such as a cat, frog, or hawk. If the setting is a
- world other than Earth, and it has its own animal species that don't exist on Earth (such as monkey-lizards,
-@@ -40686,7 +40686,7 @@
- their game statistics. For example, a flying skull familiar and a bat familiar probably have the same level, movement,
- and modifiers.
-
--Magical Familiar
-+##### Magical Familiar
-
- This kind of familiar is more of a magical creature than a standard pet. Advantages compared to a standard pet are the
- familiar's ability to be physical or intangible, its telepathic connection to the character, and (unlike a standard pet
-@@ -40694,14 +40694,14 @@
- far away from you and they spend most of their time asleep and intangible instead of actively assisting you. For this
- type of familiar, a character should choose the Bound Magic Familiar ability.
-
--Soulbound Familiar
-+##### Soulbound Familiar
-
- This is the most powerful and versatile kind of familiar. They have significant magical abilities, but this requires a
- bond between the character and familiar that makes them both vulnerable in certain ways.
-
- For this type of familiar, a character should choose the Soul Familiar ability.
-
--Modifying A Familiar
-+##### Modifying A Familiar
-
- The following character abilities can be used to improve your familiar or the connection you have with it. (Although
- most of the ability descriptions refer to the Beast Companion ability, they have the same effect on a familiar as on a
-@@ -40715,7 +40715,7 @@
-
- Tier 6: As If One Creature
-
--### REVIVING ARTIFACTS
-+#### REVIVING ARTIFACTS
-
- While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing
- this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character
-@@ -40730,11 +40730,9 @@
- depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the
- artifact's depletion to "automatic."
-
--### OPTIONAL MODERN MAGIC FLAVOR
--
--### MODERN MAGIC FLAVORS
-+#### MODERN MAGIC FLAVORS
-
--Charms and Figments Flavor
-+##### Charms and Figments Flavor
-
- Creating illusions and affecting minds are sometimes considered "soft" magical disciplines (as opposed to "hard"
- disciplines that manipulate energy or physical matter). It's common for a character with an interest in one to learn a
-@@ -40798,7 +40796,7 @@
-
- Terrifying Image
-
--Cozy Magic Flavor
-+##### Cozy Magic Flavor
-
- Sometimes a sorcerer isn't interested in combat magic and secret of the universe. Sometimes "cozy magic" is enough:
- bonding with a group of close friends, having a nice house, and providing support and comfort in times of need.
-@@ -40853,7 +40851,7 @@
-
- Telepathic Network
-
--Divination Flavor
-+##### Divination Flavor
-
- Knowledge is power! Characters with the divination flavor are familiar with using magic to learn information, see into
- hidden places, and discover secrets.
-@@ -40908,7 +40906,7 @@
-
- See Through Time
-
--Modern Magic Flavor
-+##### Modern Magic Flavor
-
- Characters who live in a modern world with magic and technology often know a bit about mixing the two of them together.
- These characters usually pick up a few useful spells (such as disrupting hostile magic or disabling a mugger's pistol)
-@@ -40973,7 +40971,7 @@
-
- Trust to Luck
-
--Protection Flavor
-+##### Protection Flavor
-
- Characters with the protection flavor use magic to defend against hostile environments, hazardous substances, dangerous
- creatures, and intrusive mental powers.
-@@ -41024,14 +41022,14 @@
-
- Untouchable
-
--### MODERN FANTASY EQUIPMENT
-+#### MODERN FANTASY EQUIPMENT
-
- In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually
- available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an
- expensive altar cloth instead of a moderately priced one. Some of these price categories are higher than for a typical
- real-world item because items used with magic usually require higher quality or specific materials.
-
--Inexpensive Items
-+##### Inexpensive Items
-
- | Item | Notes |
- |------------------------|-------------------------------------------------------|
-@@ -41054,7 +41052,7 @@
- | Smudging stick | For cleansing an area and warding off negative energy |
- | Tea | |
-
--Moderately Priced Items
-+##### Moderately Priced Items
-
- | Item | Notes |
- |-------------------------|-------------------------------------------------------|
-@@ -41085,7 +41083,7 @@
- | Vintage clothing | |
- | Wand | |
-
--Expensive Items
-+##### Expensive Items
-
- | Item | Notes |
- |-------------------------------|--------------------------------------|
-@@ -41100,14 +41098,14 @@
- hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit
- board for a ritual to talk to a dead person.
-
--### MODERN FANTASY CRAFTING MATERIALS
-+#### MODERN FANTASY CRAFTING MATERIALS
-
- An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or
- more price categories higher.
-
- Often, a material with sentimental value to the magician is worth one price category more than its default value.
-
--Inexpensive Materials
-+##### Inexpensive Materials
-
- • Base metals (copper, aluminum, iron, and so on)
-
-@@ -41287,7 +41285,7 @@
-
- • Wood from a wine cask
-
--Very Expensive Materials
-+##### Very Expensive Materials
-
- • Air from a person's last breath
-
-@@ -41301,11 +41299,11 @@
-
- • Gemstone (diamond, opal, ruby, sapphire)
-
--Exorbitant Materials
-+##### Exorbitant Materials
-
- • Wood from an ancient tree
-
--### MODERN MAGIC CYPHERS
-+#### MODERN MAGIC CYPHERS
-
- The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the
- modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This
-@@ -41315,15 +41313,15 @@
- extra magical tricks. Third, it probably means that fantastic cyphers become the norm because magic easily allows for
- fantastic effects.
-
--Manifest Cypher Forms
-+##### Manifest Cypher Forms
-
- The form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases
- the user's next task by three steps is functionally identical to a magical scroll that does the same thing. The only
- difference is the look and feel (campaign flavor) in the story.
-
--Example Modern Fantasy Cyphers
-+##### Example Modern Fantasy Cyphers
-
--Random Cyphers
-+###### Random Cyphers
-
- | D00 | Cypher |
- |-------|-------------------------|
-@@ -41397,7 +41395,7 @@
- | 99 | Wrecking balls |
- | 00 | You're safe now |
-
--### APPS AS CYPHERS
-+###### APPS AS CYPHERS
-
- Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell
- phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't
-@@ -41410,7 +41408,7 @@
- require clandestine trades, electronic thievery, or some other means of securing the app. In other settings, an app
- might be something you download into a modified body part or integrated piece of hardware.
-
--Absolute Power
-+###### Absolute Power
-
- Level: 1d6 + 4
-
-@@ -41421,7 +41419,7 @@
- phone is a level 1 power requirement, a boat engine is a level 5 power requirement, and a jet airplane is a level 10
- power requirement.
-
--Algomancy
-+###### Algomancy
-
- Level: 1d6 + 3
-
-@@ -41433,7 +41431,7 @@
- They gain an asset on initiative tasks and all defense rolls. In addition, they can warn their friends of what's coming,
- and ease their friends' next action.
-
--Ambiance
-+###### Ambiance
-
- Level: 1d6 + 1
-
-@@ -41443,7 +41441,7 @@
- minutes per cypher level. This includes adjusting non-adjustable lights, lighting or blowing out candles, soundproofing,
- starting or stopping music through any available medium, starting a fire, and so on.
-
--Anywhere Web
-+###### Anywhere Web
-
- Level: 1d6 + 2
-
-@@ -41455,7 +41453,7 @@
- immediate range can also see and hear what you are seeing and hearing (but cannot interact with it). This works even in
- places where there is no internet connectivity and lasts for ten minutes per cypher level.
-
--Below the Law
-+###### Below the Law
-
- Level: 1d6 + 2
-
-@@ -41466,7 +41464,7 @@
- tasks involving illegal or unsanctioned activities are eased, including stealing, sneaking, getting away, escaping
- bonds, and so on. The effect lasts for ten minutes per cypher level.
-
--Best Gift
-+###### Best Gift
-
- Level: 1d6
-
-@@ -41476,7 +41474,7 @@
- in their hand. Inside the box is a small, thoughtful gift (whose value does not exceed a moderately priced item) that
- the recipient will truly love.
-
--Beverage Bestie
-+###### Beverage Bestie
-
- Level: 1d6
-
-@@ -41486,7 +41484,7 @@
- their bedside at the exact moment they are ready for it. The user doesn't need to know their chosen person's favorite
- beverage, their location, or when they will wish for it—the magic takes care of it.
-
--Borrowed Familiar
-+###### Borrowed Familiar
-
- Level: 1d6
-
-@@ -41497,7 +41495,7 @@
- becomes the user's temporary familiar, providing an asset to all magic-related actions (including defense actions). The
- creature cannot be harmed, but at the end of its time, it fades away.
-
--Brain Overclock
-+###### Brain Overclock
-
- Level: 1d6 + 3
-
-@@ -41517,7 +41515,7 @@
- | 5 | Restores Intellect Pool to full |
- | 6 | Become trained in two noncombat Intellect skills for one hour |
-
--Burn Your Bridges
-+###### Burn Your Bridges
-
- Level: 1d6
-
-@@ -41528,7 +41526,7 @@
- or establishing a false trail. Anyone attempting to follow or track them for one day per cypher level finds their
- actions hindered by two steps.
-
--Burner Phone
-+###### Burner Phone
-
- Level: 1d6
-
-@@ -41543,7 +41541,7 @@
- mobile phone that has been broken and its chip removed). The user of the cypher can end it early as an action by
- speaking a command word or physically breaking it.
-
--Cloak of the Crafter
-+###### Cloak of the Crafter
-
- Level: 1d6
-
-@@ -41554,7 +41552,7 @@
- level higher than it normally would be. In addition, the user can find up to two ingredients they need (up to the level
- of the cypher) in the pockets of the cloak.
-
--Dancing on Air
-+###### Dancing on Air
-
- Level: 1d6 + 1
-
-@@ -41565,7 +41563,7 @@
- substance below them would not normally hold them, such as water or thin ice. The effect lasts for ten minutes per
- cypher level.
-
--Dumpster Fire
-+###### Dumpster Fire
-
- Level: 1d6 + 3
-
-@@ -41576,7 +41574,7 @@
- takes against those creatures (including combat) are eased by one step, and any positive actions they take for those
- creatures (such as attempting to inspire them) are hindered by one step.
-
--Duplicity Window
-+###### Duplicity Window
-
- Level: 1d6 + 1
-
-@@ -41588,7 +41586,7 @@
- level is equal to the cypher level and fools the vision of living creatures as well as that of magical and electronic
- eyes. The effect lasts for ten minutes per cypher level.
-
--Exceptional Engine
-+###### Exceptional Engine
-
- Level: 1d6 + 2
-
-@@ -41598,7 +41596,7 @@
- exceptionally well for the next ten minutes per cypher level, easing all tasks involved with operating it. For example,
- a car handles better, a hacking program works faster, an elevator door closes before a pursuer can get on, and so on.
-
--Extrovert Shield
-+###### Extrovert Shield
-
- Level: 1d6 + 1
-
-@@ -41609,7 +41607,7 @@
- a mental attack, the being absorbs that damage (up to the cypher level) and reflects it back onto the attacker; the user
- makes an Intellect-based attack roll for this reflected damage. After that, the being disappears.
-
--Fade to Black
-+###### Fade to Black
-
- Level: 1d6 + 2
-
-@@ -41620,7 +41618,7 @@
- user can make magical attacks but not physical ones. They take no physical damage. However, any successful magical
- attacks against them inflict +1 point of damage.
-
--Faraday Ward
-+###### Faraday Ward
-
- Level: 1d6 + 3
-
-@@ -41630,7 +41628,7 @@
- electromagnetic surveillance, and similar observation whose level is equal to or less than the cypher's for ten minutes
- per cypher level.
-
--Fey Collar
-+###### Fey Collar
-
- Level: 1d6 + 3
-
-@@ -41641,7 +41639,7 @@
- Intellect-based roll against the cypher level; otherwise that attempt is blocked. The collar lasts for ten minutes per
- cypher level and then disintegrates.
-
--Ghost Tag
-+###### Ghost Tag
-
- Level: 1d6
-
-@@ -41651,7 +41649,7 @@
- spoken message up to twenty words long and is invisible except to the creature the user designates. That creature can
- touch the tag and hear the entirety of the message.
-
--Girl Moss
-+###### Girl Moss
-
- Level: 1d6
-
-@@ -41662,7 +41660,7 @@
- sneaking, and remaining undetected (even by magic). Entering into combat or interacting with another creature in any way
- breaks the effect.
-
--Got Your Back
-+###### Got Your Back
-
- Level: 1d6
-
-@@ -41671,7 +41669,7 @@
- Effect: The cypher turns bright blue in the presence of any type of drug, poison, or other detrimental or dangerous
- substance whose level is equal to or less than the cypher level. The effect lasts for one day.
-
--Gravity Denied
-+###### Gravity Denied
-
- Level: 1d6
-
-@@ -41682,7 +41680,7 @@
- this ability, "down" for them is either the surface they are walking on or the normal orientation of gravity (their
- choice).
-
--Great Hair Day
-+###### Great Hair Day
-
- Level: 1d6
-
-@@ -41691,7 +41689,7 @@
- Effect: When activated, the cypher makes the user's hair look like it did on their best hair day ever. For the next 24
- hours, they have an asset in all confidence-based actions, social and otherwise.
-
--Growwell
-+###### Growwell
-
- Level: 1d6
-
-@@ -41700,7 +41698,7 @@
- Effect: Causes a garden to sprout in any immediate area. The garden is self-sustaining and doesn't need soil, sun, or
- water. It includes flowers, vegetables, and herbs, and lasts for a number of months equal to the cypher level.
-
--Handwave
-+###### Handwave
-
- Level: 1d6 + 4
-
-@@ -41708,7 +41706,7 @@
-
- Effect: When the user places this cypher upon their hand as an action, they can take three actions on their next turn.
-
--Hashtag
-+###### Hashtag
-
- Level: 1d6
-
-@@ -41724,7 +41722,7 @@
- create a sound or sensation around the chosen word rather than a glow, or the glow might be visible in their mind's eye
- instead.
-
--Here All Along
-+###### Here All Along
-
- Level: 1d6 + 4
-
-@@ -41734,7 +41732,7 @@
- includes social media accounts, a personal or business website, photos and videos, friends, and so on. The information
- stays on the internet forever.
-
--Instant Automobile
-+###### Instant Automobile
-
- Level: 1d6 + 2
-
-@@ -41751,7 +41749,7 @@
- > be tracked like any registered vehicle. Likewise, an instant motorcycle cypher creates a functional but not
- > particularly "sexy" motorbike.
-
--Instant Delivery
-+###### Instant Delivery
-
- Level: 1d6 + 3
-
-@@ -41763,7 +41761,7 @@
- their location. Within a round of having left the user, the package will arrive within a short distance of the
- recipient.
-
--Instant Motorcycle
-+###### Instant Motorcycle
-
- Level: 1d6 + 2
-
-@@ -41774,7 +41772,7 @@
- asset on all tasks relating to its movement, and at cypher level 7 and higher, the motorcycle can move a short distance
- each round under its own power. The motorcycle lasts for a day, after which it vanishes.
-
--Lie To Me
-+###### Lie To Me
-
- Level: 1d6 + 4
-
-@@ -41783,7 +41781,7 @@
- Effect: Once activated and worn, allows the user to see through all deceptions, mirages, and illusions (up to the level
- of the cypher) for a day. Also provides the user with an asset on lying, cheating, illusions, and other deception tasks.
-
--Light 'Em Up
-+###### Light 'Em Up
-
- Level: 1d6 + 4
-
-@@ -41793,7 +41791,7 @@
- beam stretches a short range and inflicts damage equal to the cypher level. It affects even creatures (such as ghosts
- and vampires) that normally can't be harmed by mundane weapons. Once activated, the weapon is active for ten minutes.
-
--Lucky Charm
-+###### Lucky Charm
-
- Level: 1d6
-
-@@ -41804,7 +41802,7 @@
- appearing just where the user needs it, or the traffic lights changing to green just as the user arrives. Effectively,
- using this cypher grants the player a player intrusion without having to spend 1 XP.
-
--Magic Aura Tracker
-+###### Magic Aura Tracker
-
- Level: 1d6
-
-@@ -41815,7 +41813,7 @@
- to display power levels for individual kinds of magic (fire, necromancy, illusion) separately from the standard
- readings. This lasts for five hours per cypher level.
-
--Mental Load Alleviator
-+###### Mental Load Alleviator
-
- Level: 1d6 + 4
-
-@@ -41825,7 +41823,7 @@
- the calendar, project management, working on spells, and decision making. During this time, the user gains +1 to their
- Intellect Edge and +5 to their Intellect Pool (+7 to their Intellect Pool if the cypher is level 9 or higher).
-
--Merciful Memory
-+###### Merciful Memory
-
- Level: 1d6
-
-@@ -41836,7 +41834,7 @@
- altered, it remains that way for a day. During that time, the target gains +5 to their Intellect Pool and all tasks
- involving the memory (such as talking to the person the memory's about) are eased.
-
--Next You
-+###### Next You
-
- Level: 1d6 + 2
-
-@@ -41846,7 +41844,7 @@
- include hair color and style, clothing, jewelry, makeup, gender, height, and so on. After one round, the changes they've
- made to the avatar are made to their own body. The effect lasts for one hour per cypher level.
-
--No Take Backs
-+###### No Take Backs
-
- Level: 1d6
-
-@@ -41857,7 +41855,7 @@
- from the next attack of that type. When the user would next take damage from the same type of attack, the bubble absorbs
- all of it and then pops.
-
--Pickpocket
-+###### Pickpocket
-
- Level: 1d6 + 1
-
-@@ -41868,7 +41866,7 @@
- the cypher's. In addition to the items the target has in their pocket, the user gains a random cypher (of a level equal
- to or less than the level of the pickpocket cypher).
-
--Pocket Protector
-+###### Pocket Protector
-
- Level: 1d6 + 2
-
-@@ -41878,7 +41876,7 @@
- to protect them from all damage. Unlike a standard cypher, this protective effect occurs without the user's action to
- activate it. Once used to protect against one attack chosen by the user, the cypher turns to dust.
-
--Portal Stone
-+###### Portal Stone
-
- Level: 1d6
-
-@@ -41888,7 +41886,7 @@
- undiscoverable location, such as another dimension or world (depending on the setting). The item can only be retrieved
- by holding the portal stone and whispering the name of the object.
-
--Power Device
-+###### Power Device
-
- Level: 1d6 + 2
-
-@@ -41898,7 +41896,7 @@
- powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a
- flashlight, the battery is fully charged.
-
--Power House
-+###### Power House
-
- Level: 1d6
-
-@@ -41908,7 +41906,7 @@
- the structure is about 20 feet by 20 feet by 10 feet (6 m by 6 m by 3.5 m). It lasts for 24 hours, at which point it and
- all nonliving things inside it disintegrate.
-
--Presto Change-O
-+###### Presto Change-O
-
- Level: 1d6 + 2
-
-@@ -41920,7 +41918,7 @@
- traverse the same type of terrain as the original (the user can change a canoe into a speedboat, for example, but not
- into a plane or a race car).
-
--Puzzle Box
-+###### Puzzle Box
-
- Level: 1d6 + 2
-
-@@ -41931,7 +41929,7 @@
- any actions. They cannot be harmed in any way and they do not experience time moving forward. The creature stays inside
- permanently, unless they are released by magic or until the user chooses to let them out.
-
--Quick Pic
-+###### Quick Pic
-
- Level: 1d6 + 2
-
-@@ -41941,7 +41939,7 @@
- the next 24 hours. By touching an appropriate device, they can download the image, print it out, or digitally alter it.
- At the end of 24 hours, all versions of the image, including the one in their head, disappear.
-
--Quick Pickup
-+###### Quick Pickup
-
- Level: 1d6
-
-@@ -41951,7 +41949,7 @@
- This could be a rideshare, a city bike, a horse, a canoe, a friend with a car, a helicopter, or something else, as the
- GM determines.
-
--Real Fake
-+###### Real Fake
-
- Level: 1d6
-
-@@ -41961,7 +41959,7 @@
- instantly transforms into a perfect copy of that ID, including photos, watermarks, and any other identifying or
- verifying features. The duplicate lasts for a number of days equal to the cypher level.
-
--Repair Module
-+###### Repair Module
-
- Level: 1d6 + 2
-
-@@ -41972,7 +41970,7 @@
- any knowledge of the machine or what's wrong with it, but they must be able to touch the machine and continue to do so
- for the length of the repair. The repair takes one minute per level of the machine.
-
--Safe Space
-+###### Safe Space
-
- Level: 1d6 + 3
-
-@@ -41986,7 +41984,7 @@
- of points equal to the cypher level, distributing them as they see fit among their Pools. When they return, it's as
- though they never went away and no time has passed. They can remain in the space for up to one hour per cypher level.
-
--Screen Control
-+###### Screen Control
-
- Level: 1d6 + 2
-
-@@ -41996,7 +41994,7 @@
- whatever the user wishes for up to one minute per cypher level. The display can be pictures, text, or meaningless shapes
- and colors.
-
--Social Battery
-+###### Social Battery
-
- Level: 1d6
-
-@@ -42005,7 +42003,7 @@
- Effect: Allows you to recharge your social battery, providing you with an asset on all positive social interactions,
- including persuasion, charm, flirtation, and succor. The effect lasts for ten minutes per cypher level.
-
--Soul Saver
-+###### Soul Saver
-
- Level: 1d6 + 1
-
-@@ -42017,7 +42015,7 @@
- Pool is healed to full in some way during this time, they return to life permanently, but with a 3-point reduction in
- their maximum health or Might Pool.
-
--Stay Down
-+###### Stay Down
-
- Level: 1d6
-
-@@ -42027,7 +42025,7 @@
- single foe within long range, inflicting 3 points of damage, knocking them prone, and stunning them for a number of
- rounds equal to the cypher level.
-
--Take Me There
-+###### Take Me There
-
- Level: 1d6
-
-@@ -42038,7 +42036,7 @@
- is hidden, they must make an Intellect roll against its level to see if they succeed (the cypher provides an asset). The
- thread lasts for one day per cypher level or until they reach their destination, whichever is sooner.
-
--Talk to Me
-+###### Talk to Me
-
- Level: 1d6 + 2
-
-@@ -42049,7 +42047,7 @@
- equal to the cypher level and get true answers. The questions must pertain to something the creature would know, such as
- something they saw or heard in the area, something they felt, or who made them.
-
--Teleportation Block
-+###### Teleportation Block
-
- Level: 1d6 + 4
-
-@@ -42061,7 +42059,7 @@
- out. Player characters using such abilities must succeed at an Intellect-based task with a difficulty equal to the
- cypher level in order to enter or leave the area. The block lasts for one day per cypher level.
-
--Through the Window
-+###### Through the Window
-
- Level: 1d6
-
-@@ -42073,7 +42071,7 @@
- wink to change their vision back to their current location, then wink again to return to the window. The effect lasts
- for ten minutes per cypher level or until they choose to end it.
-
--Time Ticket
-+###### Time Ticket
-
- Level: 1d6 + 3
-
-@@ -42085,7 +42083,7 @@
- how the user gets there— they may still sit in traffic forever or get stuck in the security line.) Their traveling
- companions, if any, enjoy the same benefit as long as they stick with the user.
-
--Tunnel Traverser
-+###### Tunnel Traverser
-
- Level: 1d6 + 2
-
-@@ -42097,7 +42095,7 @@
- least 1 foot (30 cm) in diameter and must not be blocked by rocks, doors, and so on. The effect lasts for ten minutes
- per cypher level.
-
--What the Doctor Ordered
-+###### What the Doctor Ordered
-
- Level: 1d6 + 1
-
-@@ -42106,7 +42104,7 @@
- Effect: Restores a number of points equal to the cypher level to the user's choice of Pools. In addition, the user adds
- +3 to their next recovery roll.
-
--Who's Looking
-+###### Who's Looking
-
- Level: 1d6 + 3
-
-@@ -42116,7 +42114,7 @@
- tracked by something of the cypher level or less. This includes people, devices, security systems, cameras, spells, and
- so on.
-
--Wire Wraith
-+###### Wire Wraith
-
- Level: 1d6
-
-@@ -42127,7 +42125,7 @@
- While the construct persists, the user can use it to slip through small areas, carry an electrical current, or attack
- foes. It lasts for a number of rounds equal to the cypher level.
-
--Wrecking Balls
-+###### Wrecking Balls
-
- Level: 1d6 + 2
-
-@@ -42137,7 +42135,7 @@
- then slams into targets within long range chosen by the user. The impact of each ball does 2 points of ambient damage
- (ignores Armor). If the same foe is hit by two or more balls, they are also knocked prone for one round.
-
--You're Safe Now
-+###### You're Safe Now
-
- Level: 1d6 + 3
-
-@@ -42147,9 +42145,9 @@
- damage, such as from falling off a roof or being electrocuted by a power line, the cypher absorbs all of the damage (up
- to the cypher level).
-
--Software Cyphers
-+##### Software Cyphers
-
--EasyMagic.App
-+###### EasyMagic.App
-
- Level: 1d6 + 2
-
-@@ -42161,7 +42159,7 @@
- When the cypher is activated, the user attracts the attention of a malevolent internet d@emon, who slides into their
- internet-connected devices and starts draining their magic. The d@emon remains even after the cypher's duration expires.
-
--Malware Cyphers
-+###### Malware Cyphers
-
- EasyMagic.app has a beneficial effect, but also a serious drawback—it attracts a hostile creature to prey upon the
- user's magic. The cypher is significantly better than a typical Edge-augmenting cypher like an Intellect booster
-@@ -42181,7 +42179,7 @@
-
- Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker.
-
--### MODERN MAGIC ARTIFACTS
-+#### MODERN MAGIC ARTIFACTS
-
- If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can
- be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how
-@@ -42237,9 +42235,9 @@
- | 99 | Wonder onesie |
- | 00 | Your mama's biker jacket |
-
--Example Modern Fantasy Artifacts
-+##### Example Modern Fantasy Artifacts
-
--Accessories Sold Separately
-+###### Accessories Sold Separately
-
- Level: 1d6
-
-@@ -42277,7 +42275,7 @@
- | 19 | Guitar |
- | 20 | Inflatable couch |
-
--Ask Me Anything
-+###### Ask Me Anything
-
- Level: 1d6 + 1
-
-@@ -42290,7 +42288,7 @@
-
- Depletion: 1 in 1d20
-
--Atheneum of the Mind Card
-+###### Atheneum of the Mind Card
-
- Level: 1d6
-
-@@ -42305,7 +42303,7 @@
-
- Depletion: 1 in 1d00
-
--Attempted Murder
-+###### Attempted Murder
-
- Level: 1d6 + 4
-
-@@ -42316,7 +42314,7 @@
-
- Depletion: 1 in 1d6 (when the artifact depletes, the tattoo flies away and disappears)
-
--Battery of the Vanquished
-+###### Battery of the Vanquished
-
- Level: 1d6 + 4
-
-@@ -42329,7 +42327,7 @@
-
- Depletion: 1 in 1d6
-
--Blade of the Roses
-+###### Blade of the Roses
-
- > Level: 1d6 + 2
- >
-@@ -42343,7 +42341,7 @@
-
- Depletion: 1 in 1d00 (check each first successful attack)
-
--Book of the Baker
-+###### Book of the Baker
-
- > Level: 1d6
- >
-@@ -42354,7 +42352,7 @@
-
- Depletion: 1 in 1d20
-
--Breakaway Bag
-+###### Breakaway Bag
-
- > Level: 1d6 + 4
- >
-@@ -42368,7 +42366,7 @@
-
- Depletion: 1 in 1d20 (roll each time a magic item is added)
-
--Busy Box
-+###### Busy Box
-
- Level: 1d6
-
-@@ -42382,7 +42380,7 @@
-
- Depletion: 1 in 1d20
-
--Cats Hide Their Paws
-+###### Cats Hide Their Paws
-
- Level: 1d6 + 2
-
-@@ -42393,7 +42391,7 @@
-
- Depletion: 1 in 1d00 (check each day)
-
--Cloud Storage
-+###### Cloud Storage
-
- Level: 1d6 + 2
-
-@@ -42404,7 +42402,7 @@
-
- Depletion: 1 in 1d20 (check each time an app is added)
-
--Cloud Thief
-+###### Cloud Thief
-
- > Level: 1d6
- >
-@@ -42417,7 +42415,7 @@
-
- Depletion: 1 in 1d20
-
--Color Cannon
-+###### Color Cannon
-
- > Level: 1d6
- >
-@@ -42438,7 +42436,7 @@
-
- Depletion: 1 in 1d20
-
--Combat Glasses
-+###### Combat Glasses
-
- > Level: 1d6 + 2
- >
-@@ -42451,7 +42449,7 @@
-
- Depletion: 1 in 1d6 (check after each foe)
-
--Crow Friend
-+###### Crow Friend
-
- Level: 1d6 + 4
-
-@@ -42464,7 +42462,7 @@
-
- Depletion: 1 in 1d00 (roll each time the crows arrive)
-
--Crown of the High King
-+###### Crown of the High King
-
- Level: 1d6 + 3
-
-@@ -42476,7 +42474,7 @@
-
- Depletion: 1 in 1d00 (roll each day)
-
--Dragon Pen
-+###### Dragon Pen
-
- > Level: 1d6 + 2
- >
-@@ -42493,7 +42491,7 @@
-
- Depletion: 1 in 1d10
-
--Eau de Blood of Monsters
-+###### Eau de Blood of Monsters
-
- > Level: 1d6 + 4
- >
-@@ -42511,7 +42509,7 @@
-
- Depletion: 1 in 1d20
-
--Ecosensitive Fridge Magnets
-+###### Ecosensitive Fridge Magnets
-
- Level: 1d6
-
-@@ -42525,7 +42523,7 @@
- Depletion: 1 in 1d20 (check each day of use); depletion means one of the magnets is lost forever but the remainder
- continue to function
-
--Flying Carpet
-+###### Flying Carpet
-
- Level: 1d6 + 1
-
-@@ -42536,7 +42534,9 @@
-
- Depletion: 1 in 1d20
-
--Gift from the Fairy Queen Level: 1d6 + 2
-+###### Gift from the Fairy Queen
-+
-+Level: 1d6 + 2
-
- Form: Glass eye that shines with a beautiful inner light
-
-@@ -42546,7 +42546,7 @@
-
- Depletion: —
-
--Goodest Gargoyle
-+###### Goodest Gargoyle
-
- > Level: 1d6 + 2
- >
-@@ -42558,7 +42558,9 @@
-
- Depletion: 1 in 1d20
-
--Harrowing Blade Level: 1d6 + 1
-+###### Harrowing Blade
-+
-+Level: 1d6 + 1
-
- Form: Long black blade with a carved stone handle
-
-@@ -42568,7 +42570,7 @@
-
- Depletion: —
-
--History's Fickle Hands
-+###### History's Fickle Hands
-
- > Level: 1d6
- >
-@@ -42581,7 +42583,7 @@
-
- Depletion: 1 in 1d6
-
--Keys of Close to You
-+###### Keys of Close to You
-
- Level: 1d6 + 4
-
-@@ -42594,7 +42596,7 @@
-
- Depletion: 1 in 1d20 (check each teleportation)
-
--Living Copycat
-+###### Living Copycat
-
- Level: 1d6
-
-@@ -42607,7 +42609,7 @@
-
- Depletion: 1 in 1d20
-
--Magician's Protective Amulet
-+###### Magician's Protective Amulet
-
- Level: 1d6 + 2
-
-@@ -42617,7 +42619,7 @@
-
- Depletion: 1 in 1d20 (check each spell attack)
-
--Malware Genie
-+###### Malware Genie
-
- Level: 1d6 + 2
-
-@@ -42631,7 +42633,7 @@
-
- Depletion: 1 in 1d6
-
--Meatboy
-+###### Meatboy
-
- Level: 1d6
-
-@@ -42643,7 +42645,7 @@
-
- Depletion: 1 in 1d20
-
--My Friend Lockness
-+###### My Friend Lockness
-
- Level: 1d6 + 3
-
-@@ -42656,7 +42658,7 @@
-
- Depletion: 1 in 1d00
-
--Pearls of Your Grandmother, the Witch
-+###### Pearls of Your Grandmother, the Witch
-
- Level: 1d6 + 2
-
-@@ -42667,7 +42669,7 @@
-
- Depletion: —
-
--Poor Magician's Lunchbox
-+###### Poor Magician's Lunchbox
-
- Level: 1d6
-
-@@ -42679,7 +42681,7 @@
-
- Depletion: 1 in 1d10
-
--Rainbow Suspenders
-+###### Rainbow Suspenders
-
- Level: 1d6
-
-@@ -42690,7 +42692,7 @@
-
- Depletion: 1 in 1d20 (roll each interaction); still wearable as regular suspenders after depletion
-
--Ring of Reflected Bullets
-+###### Ring of Reflected Bullets
-
- Level: 1d6
-
-@@ -42703,7 +42705,7 @@
-
- Depletion: 1 in 1d20
-
--Scarf of Love and Death
-+###### Scarf of Love and Death
-
- > Level: 1d6
- >
-@@ -42720,7 +42722,7 @@
-
- Depletion: 1 in 1d20 (roll each activation)
-
--Song of the Siren
-+###### Song of the Siren
-
- > Level: 1d6 + 3
- >
-@@ -42732,7 +42734,7 @@
-
- Depletion: 1 in 1d6
-
--Speed Readers
-+###### Speed Readers
-
- > Level: 1d6
- >
-@@ -42748,7 +42750,7 @@
-
- Depletion: 1 in 1d20
-
--Tattoo of the Tiger
-+###### Tattoo of the Tiger
-
- Level: 1d6 + 2
-
-@@ -42767,7 +42769,7 @@
- > character kills someone with a still-usable tattoo, they can press their skin to the tattoo and it will appear on
- > their body.
-
--Tattoo of Tomorrow's Edge
-+###### Tattoo of Tomorrow's Edge
-
- Level: 1d6 + 3
-
-@@ -42778,7 +42780,7 @@
-
- Depletion: 1 in 1d6
-
--Tattoo of True Shot
-+###### Tattoo of True Shot
-
- Level: 1d6
-
-@@ -42789,7 +42791,7 @@
-
- Depletion: 1 in 1d10
-
--Time is a Circle
-+###### Time is a Circle
-
- > Level: 1d6 + 4
- >
-@@ -42803,7 +42805,7 @@
-
- Depletion: 1 in 1d6 (roll each use)
-
--Umbrella of No-Touch
-+###### Umbrella of No-Touch
-
- > Level: 1d6 + 3
- >
-@@ -42815,7 +42817,7 @@
-
- Depletion: 1 in 1d20 (roll each use); works as a regular umbrella after depletion
-
--Vanity of the Vanities
-+###### Vanity of the Vanities
-
- > Level: 1d6
- >
-@@ -42828,7 +42830,9 @@
- Depletion: 1 in 1d00 (check each hour of extra time granted to the user); after depletion, its magic stops working but
- it continues to function as a normal mirror
-
--Witch Wand Level: 1d6
-+###### Witch Wand
-+
-+Level: 1d6
-
- Form: Wooden wand of exceptional quality
-
-@@ -42836,7 +42840,7 @@
-
- Depletion: —
-
--Witch's Broom
-+###### Witch's Broom
-
- Level: 1d6 + 2
-
-@@ -42851,7 +42855,7 @@
-
- Depletion: 1 in 1d20
-
--Wonder Onesie
-+###### Wonder Onesie
-
- Level: 1d6 + 4
-
-@@ -42865,7 +42869,7 @@
- Depletion: — (At any time, the GM can rule that the onesie has resisted enough Intellect attacks to deplete that
- ability, after which it still functions as armor.)
-
--Your Mama's Biker Jacket
-+###### Your Mama's Biker Jacket
-
- Level: 1d6 + 4
-
-@@ -42909,9 +42913,9 @@
-
-
-
--### MODERN MAGIC CHARACTER OPTIONS
-+#### MODERN MAGIC CHARACTER OPTIONS
-
--### DESCRIPTORS
-+##### DESCRIPTORS
-
- Most of these descriptors are for characters who are or become significantly nonhuman
-
-@@ -42923,7 +42927,7 @@
-
- It's Only Magic Descriptors: Chimera, Dragon, Ghost, Hunter, Nix, Sylph, Unmagical
-
--Chimera
-+###### Chimera
-
- You have a blend of animal attributes; you may be a well-known mythological creature,
-
-@@ -42977,7 +42981,7 @@
-
- Frenzy
-
--Dragon
-+###### Dragon
-
- You can shift at will between a dragon and humanoid form; you may choose to spend more time in one form or the other. In
- your dragon form you're about 10 feet (3.5 m) long with four legs, leathery wings, and a serpentlike tail. You're drawn
-@@ -43035,7 +43039,7 @@
-
- Training in Spitting Flames
-
--Ghost
-+###### Ghost
-
- Unfortunately, you're dead. But hey, it's not all bad! Your spirit has remained in the mortal world. You can still walk
- among the living, but you no longer need pesky things like food or sleep. It's up to you how long you've been dead,
-@@ -43086,7 +43090,7 @@
-
- Walk Through Walls
-
--Hunter
-+###### Hunter
-
- You once rode with the Wild Hunt: an immortal cavalry who traversed the skies in secret each night, gathering the souls
- of those who died in battle and carrying them to the beyond. These days, the Wild Hunt has downsized and your nights are
-@@ -43123,7 +43127,7 @@
-
- 4\. You're searching for the horse you remember riding—a massive undead stallion with flaming hooves.
-
--Nix
-+###### Nix
-
- You're a shapeshifting water spirit. You can walk on two legs and breathe air, but when you're submerged, you gain a
- tail, fins, and gills. You probably live near flowing water, with no preference for salinity or temperature; you also
-@@ -43177,7 +43181,7 @@
-
- Wilderness Life
-
--Sylph
-+###### Sylph
-
- You're an air spirit, with the gift of wingless flight and hawklike eyes. You're happiest when you have an aerial view;
- you lean more toward strategy than action, calling the shots from an unmatched vantage point. Your sensitivity to air
-@@ -43225,7 +43229,7 @@
-
- Shock
-
--Unmagical
-+###### Unmagical
-
- You're not good at using magic. In fact, it's clear that you're inherently unmagical—magic is as confusing, difficult,
- and awkward for you as learning lava spells would be for a frost giant. It's not that you don't believe in magic (though
diff --git a/patches/base/046-modern-magic-abilities-move.patch b/patches/base/046-modern-magic-abilities-move.patch
deleted file mode 100644
index 1b44969..0000000
--- a/patches/base/046-modern-magic-abilities-move.patch
+++ /dev/null
@@ -1,923 +0,0 @@
---- _tmp/ccsrd.md 2025-06-05 20:57:53.285921268 -0500
-+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
-@@ -10198,6 +10198,10 @@
-
- Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
-
-+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
-+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
-+Enabler.
-+
- Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
- as if you are trained in it. Action.
-
-@@ -10613,6 +10617,12 @@
- provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points
- of damage. There is no cost for you to use this ability. Action.
-
-+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
-+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
-+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
-+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
-+fire a bullet and teleport along its path.
-+
- Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam
- until it burns, inflicting 5 points of damage. Action.
-
-@@ -10696,6 +10706,17 @@
- Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
- you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
-
-+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
-+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
-+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
-+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
-+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
-+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
-+the car. Enabler.
-+
-+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
-+magic, or Hollywood special effects.
-+
- Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
- etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
- engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
-@@ -10894,6 +10915,10 @@
- of online hackers and regular street criminals. These people are not necessarily your friends and might not be
- trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.
-
-+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
-+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
-+seamlessly, as part of the same action. Enabler.
-+
- Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in
- escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may
- use this action only to move. Enabler.
-@@ -10962,6 +10987,10 @@
- usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
- supernatural means, but rather a practical act.)
-
-+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
-+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
-+early are eased by two steps until you break free. Enabler.
-+
- Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
- ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability
- targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or
-@@ -11119,6 +11148,10 @@
- duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that
- works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action.
-
-+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
-+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
-+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
-+
- Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
- Action to initiate.
-
-@@ -11163,6 +11196,9 @@
-
- Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler.
-
-+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
-+levels of Intellect Effort to it. Enabler.
-+
- Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your
- Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.
-
-@@ -11523,6 +11559,11 @@
- Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within
- a short distance regardless of your ability to see. Enabler.
-
-+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
-+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
-+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
-+is enclosed in a light-proof container or wrapping. Action.
-+
- Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
- roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural
- 19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
-@@ -12405,6 +12446,9 @@
-
- Hardiness: You are trained in Might defense tasks. Enabler.
-
-+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
-+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
-+
- Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced
- spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit
- reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
-@@ -12454,6 +12498,9 @@
- Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
- additional points of damage. Enabler.
-
-+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
-+additional points of damage. Enabler.
-+
- Hidden Closet: The magic ally from your Bound Magic Creature ability can store items for you within its bound object,
- including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m)
- square pocket dimension that normally only the magic ally can access. Enabler.
-@@ -12647,6 +12694,9 @@
- points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra
- points of damage. Enabler.
-
-+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
-+additional points of damage. Enabler.
-+
- Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset
- on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of
- dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
-@@ -12657,6 +12707,9 @@
- friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
- but only if you're not already impaired or debilitated. Enabler.
-
-+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
-+unable to take actions for one round. Action.
-+
- Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
- Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
- additional points. Enabler.
-@@ -12835,6 +12888,10 @@
- round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased
- by two steps. Enabler.
-
-+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
-+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
-+of Intellect Effort to it. Enabler.
-+
- Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler.
-
- Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at
-@@ -12970,6 +13027,9 @@
- of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
- change, and the character wouldn't gain any of the creature's magical abilities.
-
-+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
-+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
-+
- Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
- this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with
- that attack, you inflict an additional 5 points of damage. Enabler.
-@@ -12991,8 +13051,16 @@
- coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery
- rolls. Enabler.
-
-+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
-+in research. Enabler.
-+
- Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler.
-
-+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
-+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
-+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
-+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
-+
- Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are
- eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for
- any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls
-@@ -13089,10 +13157,18 @@
- Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
- attempt to understand and identify its properties. Enabler.
-
-+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
-+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
-+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
-+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
-+
- Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
- such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
- cost is 2 Intellect points plus 1 point per level of the device. Action.
-
-+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
-+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
-+
- Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
- preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
- hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
-@@ -13151,6 +13227,9 @@
- machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with
- only one machine at a time. Action to initiate.
-
-+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
-+Enabler.
-+
- Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed
- attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.
-
-@@ -13231,6 +13310,9 @@
- addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for
- each level of Effort applied. Action to initiate.
-
-+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
-+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
-+
- Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within
- immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your
- Intellect Pool is reduced to 0 or if your projection touches your resting body.
-@@ -13350,6 +13432,14 @@
- for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
- fill a long area, or three to fill a very long area). Action.
-
-+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
-+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
-+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
-+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
-+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
-+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
-+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
-+
- Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along
- narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty
- 0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
-@@ -13401,6 +13491,17 @@
- Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your
- world. You can make yourself understood in their languages (if they have one). Enabler.
-
-+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
-+
-+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
-+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
-+
-+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
-+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
-+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
-+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
-+targets. Action.
-+
- Moon Shape (4+ Intellect points): You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial
- creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise
- away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain
-@@ -13411,6 +13512,21 @@
- and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
- for the next day. Action to change; action to revert.
-
-+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
-+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
-+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
-+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
-+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
-+form is. Action.
-+
-+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
-+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
-+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
-+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
-+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
-+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
-+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
-+
- Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature
- can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the
- details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your
-@@ -13583,6 +13699,8 @@
- a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome,
- such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler.
-
-+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
-+
- One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not
- knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1,
- and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate.
-@@ -13680,6 +13798,13 @@
- Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change
- back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler.
-
-+Perfect Parking Space (3 Intellect points): You can send your car into a pocket dimension that moves with you and is
-+just large enough to hold it. Nobody other than you can perceive or access this space unless they have the ability to
-+interact with transdimensional areas. The space is a part of you, so you can't use it to store the car if you and the
-+car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you,
-+and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you
-+can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate.
-+
- Perfect Speed Burst (6 Speed points): You can take two separate actions this round. Enabler.
-
- Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration
-@@ -13698,6 +13823,14 @@
- action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently
- been dispersed. Enabler.
-
-+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
-+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
-+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
-+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
-+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
-+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
-+Action.
-+
- Phase Detonation (2+ Might points): When you use Phase Sprint or Walk Through Walls, you can choose to significantly
- damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase
- (your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within
-@@ -13764,6 +13897,9 @@
- or something just as extreme, you are now immune to poisons, toxins, or any kind of particulate threat. You are not
- immune to viruses, bacteria, or radiation. Enabler.
-
-+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
-+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
-+
- Post-Apocalyptic Survivor: You are trained in stealth and Might defense tasks. Enabler.
-
- Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting
-@@ -13875,6 +14011,14 @@
- movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if
- you were there. However, you do not perceive through your projection. Action to initiate.
-
-+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
-+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
-+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
-+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
-+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
-+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
-+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
-+
- Protective Wall (6+ Might points): When engaging in combat that directly relates to defending a community you are
- associated with, you can attack up to five different foes as a single action as long as they are all within immediate
- range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort
-@@ -14071,6 +14215,16 @@
- Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any
- exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
-
-+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
-+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
-+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
-+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
-+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
-+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
-+
-+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
-+area to allow you to use Reading Decomposition.
-+
- Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading
- residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an
- answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple
-@@ -14159,6 +14313,9 @@
- alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
- use Effort to increase the target level that can be affected by 1. Action.
-
-+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
-+eased by two steps. Enabler
-+
- Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
- metal. Enabler.
-
-@@ -14261,6 +14418,10 @@
- using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional
- targets. You must touch additional targets to affect them. Action to initiate.
-
-+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
-+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
-+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
-+
- Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range
- that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by
- creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss
-@@ -14268,6 +14429,9 @@
-
- Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler.
-
-+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
-+participants are eased by two steps. Enabler.
-+
- Roaming Third Eye (3 Intellect points): When you use your Third Eye ability, you can place the sensor anywhere within
- long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range
- of its starting position. Enabler.
-@@ -14743,6 +14907,19 @@
- range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
- required to do so (minimum one action). Action.
-
-+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
-+standard bullet for it as part of your attack action with that weapon.
-+
-+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
-+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
-+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
-+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
-+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
-+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
-+
-+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
-+times or the one shot is passing through or ricocheting off each target.
-+
- Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
- giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
- or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
-@@ -14753,6 +14930,15 @@
- Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
- or a mobile payment service such as Apple Pay, PayPal, or Venmo
-
-+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
-+allowing you to mentally give it orders from a long distance away. This control includes any aspect of driving the car
-+(such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors,
-+hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You
-+can only control one car at a time with this ability (although you could manually drive one car and magically control
-+another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and
-+extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another
-+vehicle, and so on) are eased. Enabler.
-+
- Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
- in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
- each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
-@@ -14788,6 +14974,11 @@
- creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force,
- keep it at bay.)
-
-+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
-+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
-+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
-+Action.
-+
- Spot Weakness: If a creature that you can see has a special weakness, such as a vulnerability to fire, a negative
- modification to perception, or so on, you know what it is. (Ask and the GM will tell you.) Enabler.
-
-@@ -14999,6 +15190,12 @@
- witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one
- minute, during which time its tasks are hindered. Action.
-
-+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
-+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
-+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
-+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
-+roll.) Action to initiate.
-+
- Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For
- example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an
- Onslaught mindslice because it's a mental attack. Enabler.
-@@ -15253,6 +15450,8 @@
- Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
- hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
-
-+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
-+
- Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
- ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
- a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
-@@ -15655,6 +15854,13 @@
- solid surface) and can't move from their location until they use an action to break free. The target can still attack
- and defend. Action for touch; enabler for weapon.
-
-+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
-+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
-+
-+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
-+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
-+yourself understood to them. Enabler.
-+
- Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
- benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
- much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
-@@ -43304,14 +43510,11 @@
-
- Tier 1:
-
--Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
--one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
-+Magical Programmer
-
- Tier 2:
-
--App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
--higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
--Enabler.
-+App Tinkerer
-
- Connected
-
-@@ -43321,15 +43524,11 @@
-
- Confidence Artist
-
--Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
--Enabler.
-+Master Magical Programmer
-
- Tier 4:
-
--Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
--tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
--had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
--magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
-+Magical App Hacker
-
- Tier 5:
-
-@@ -43377,18 +43576,7 @@
-
- Practiced With Guns
-
--Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
--standard bullet for it as part of your attack action with that weapon.
--
--Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
--a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
--the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
--Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
--ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
--damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
--
--You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
--times or the one shot is passing through or ricocheting off each target.
-+Spell Bullet
-
- Tier 2:
-
-@@ -43398,36 +43586,27 @@
-
- Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
-
--Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
--Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
--of Intellect Effort to it. Enabler.
-+Iron Eye
-
--Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
-+Trained Guncasting
-
- Tier 4:
-
--Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
--a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
-+Hasty Guncasting
-
- Tier 5:
-
--Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
--Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
--place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
--within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
--fire a bullet and teleport along its path.
-+Bullet Jaunt
-
- Tier 6:
-
- Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
-
--Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
--Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
--levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
-+Deadeye
-
- Special Shot
-
- Hunts Witches
-
- You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
- pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
-@@ -43465,12 +43644,9 @@
-
- Tier 1:
-
--Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
--intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
-+Witch Bane
-
--Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
--of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
--yourself understood to them. Enabler.
-+Witch Lore
-
- Tier 2:
-
-@@ -43480,16 +43656,13 @@
-
- Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
-
--Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
--additional points of damage. Enabler.
-+Improved Witch Bane
-
- Misdirect
-
- Tier 4:
-
--Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
--curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
--early are eased by two steps until you break free. Enabler.
-+Countercharm
-
- Tier 5:
-
-@@ -43501,10 +43674,9 @@
-
- Hard to Kill
-
--Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
--additional points of damage. Enabler.
-+Heroic Witch Bane
-
- Inks Spells on Skin
-
- Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
- is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
-@@ -43547,23 +43719,13 @@
-
- Fleet of Foot
-
--Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
--of Speed damage (ignores Armor) and are hindered on their next turn. Action.
-+Poison Touch
-
- Tier 2:
-
--Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
--day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
--becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
--is enclosed in a light-proof container or wrapping. Action.
-+Eclipse
-
--Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
--gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
--through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
--immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
--explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
--speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
--closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
-+Mist Form
-
- Tier 3:
-
-@@ -43571,10 +43733,7 @@
-
- Command
-
--Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
--points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
--area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
--eased against targets wearing, carrying, or made of a significant amount of metal. Action.
-+Lightning Flash
-
- Outwit
-
-@@ -43582,8 +43741,7 @@
-
- Elemental Protection
-
--Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
--unable to take actions for one round. Action.
-+Incapacitate
-
- Tier 5:
-
-@@ -43597,17 +43755,11 @@
-
- Divide Your Mind
-
--Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
--be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
--track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
--creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
--living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
--target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
--Action.
-+Petrify
-
- Summon Demon
-
- Is A Car Wizard
-
- Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
- that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
-@@ -43643,18 +43795,9 @@
-
- Tier 2:
-
--One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
--
--Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
--as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
--float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
--only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
--added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
--affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
--the car. Enabler.
-+One Hand on the Wheel
-
--The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
--magic, or Hollywood special effects.
-+Car Magic
-
- Tier 3:
-
-@@ -43662,14 +43805,7 @@
-
- Expert Driver
-
--1Perfect Parking Space (3 Intellect points):
--
--You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
--you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
--a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
--cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
--one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
--at a level 4 Intellect task. Action to initiate.
-+Perfect Parking Space
-
- Tier 4:
-
-@@ -43677,28 +43813,17 @@
-
- Tier 5:
-
--Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
--levels of Intellect Effort to it. Enabler.
-+Deer in the Headlights
-
- Tier 6:
-
- Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
-
--Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
--allowing you to mentally give it orders from a long distance away. This control
--
--includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
--(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
--combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
--drive one car and magically
--
--control another car at the same time). If you are driving the car you're controlling with this ability, your driving
--tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
--another vehicle, and so on) are eased. Enabler.
-+Spells Have No Speed Limit
-
- Trick Driver
-
- Learned From the Classics
-
- Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
- comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
-@@ -43726,8 +43851,7 @@
-
- Enhanced Intellect
-
--Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
--in research. Enabler.
-+Library Life
-
- Tier 2:
-
-@@ -43739,8 +43863,7 @@
-
- Enhanced Intellect Edge
-
--Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
--eased by two steps. Enabler
-+Repeated Rituals
-
- Tier 4:
-
-@@ -43756,10 +43879,9 @@
-
- Greater Enhanced Intellect
-
--Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
--This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
-+Mental Magic
-
- Practices Moon Magic
-
- The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
- makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
-@@ -43792,12 +43914,7 @@
-
- Tier 1:
-
--Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
--distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
--can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
--damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
--shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
--form is. Action.
-+Moonbeam
-
- Tier 2:
-
-@@ -43814,29 +43931,15 @@
-
- Spur Effort
-
--Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
--
--Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
--lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
-+Moon Adaptation
-
- Tier 4:
-
--Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
--within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
--minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
--a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
--
--werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
--Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
--(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
-+Moonlight Barrage
-
- Tier 5:
-
--Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
--is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
--to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
--with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
--targets. Action.
-+Moon Portal
-
- Tier 6:
-
-@@ -43894,18 +43997,11 @@
-
- Tier 4:
-
--Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
--participants are eased by two steps. Enabler
-+Ritual Guidance
-
- Tier 5:
-
--Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
--can attack up to five different foes with a single action as long as they are within immediate range of each other. All
--the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
--from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
--for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
--Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
--the number of foes you can attack, with one additional foe per level of Effort. Enabler.
-+Protective Instincts
-
- Tier 6:
-
-@@ -43942,8 +44038,7 @@
-
- Tier 1:
-
--Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
--You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
-+Lend a Hand
-
- Tier 2:
-
-@@ -43955,11 +44050,7 @@
-
- Buddy System
-
--Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
--you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
--use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
--Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
--roll.) Action to initiate.
-+Tap Currents
-
- Tier 4:
-
-@@ -43975,13 +44066,11 @@
-
- Explosive Release
-
--Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
--creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
--seamlessly, as part of the same action. Enabler.
-+Continuous Transfer
-
- Drain at a Distance
-
- Turns Decay to Growth
-
- You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
- you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
-@@ -44012,10 +44101,7 @@
-
- Wilderness Lore
-
--Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
--attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
--of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
--Action.
-+Spore Cloud
-
- Tier 2:
-
-@@ -44025,15 +44111,7 @@
-
- Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
-
--Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
--and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
--the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
--this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
--performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
--questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
--
--Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
--area to allow you to use Reading Decomposition.
-+Reading Decomposition
-
- Grasping Foliage
-
-@@ -44046,9 +44124,7 @@
-
- Greater Necromancy
-
--Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
--hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
--return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
-+Rewind Rot
-
- Tier 5:
-
diff --git a/patches/base/047-modern-magic-organization-p2.patch b/patches/base/047-modern-magic-organization-p2.patch
deleted file mode 100644
index 6f6c929..0000000
--- a/patches/base/047-modern-magic-organization-p2.patch
+++ /dev/null
@@ -1,100 +0,0 @@
---- _tmp/ccsrd.md 2025-06-13 07:37:54.173702204 -0500
-+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
-@@ -43472,14 +43472,14 @@
-
- 4\. You volunteered because you knew your inherent resistance to magic would be useful to the group.
-
--### FOCI AND CHARACTER ABILITIES
-+##### FOCI AND CHARACTER ABILITIES
-
- This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded
- description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions
- suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be
- playing.
-
--Codes Magic Apps
-+###### Codes Magic Apps
-
- You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit
- boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of
-@@ -43542,7 +43542,7 @@
-
- Usurp Cypher
-
--Conjures Bullets
-+###### Conjures Bullets
-
- You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost
- interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer,
-@@ -43606,7 +43606,7 @@
-
- Special Shot
-
--Hunts Witches
-+###### Hunts Witches
-
- You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
- pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
-@@ -43676,7 +43676,7 @@
-
- Heroic Witch Bane
-
--Inks Spells on Skin
-+###### Inks Spells on Skin
-
- Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
- is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
-@@ -43759,7 +43759,7 @@
-
- Summon Demon
-
--Is A Car Wizard
-+###### Is A Car Wizard
-
- Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
- that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
-@@ -43823,7 +43823,7 @@
-
- Trick Driver
-
--Learned From the Classics
-+###### Learned From the Classics
-
- Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
- comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
-@@ -43881,7 +43881,7 @@
-
- Mental Magic
-
--Practices Moon Magic
-+###### Practices Moon Magic
-
- The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
- makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
-@@ -43949,7 +43949,7 @@
-
- True Senses
-
--Steers The Coven
-+###### Steers The Coven
-
- Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader,
- and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and
-@@ -44011,7 +44011,7 @@
-
- Drawing on Life's Experiences
-
--Transmits Energy
-+###### Transmits Energy
-
- Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together.
- Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow
-@@ -44070,7 +44070,7 @@
-
- Drain at a Distance
-
--Turns Decay to Growth
-+###### Turns Decay to Growth
-
- You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
- you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
diff --git a/patches/base/048-finish-header-organization.patch b/patches/base/048-finish-header-organization.patch
deleted file mode 100644
index 68cfa5d..0000000
--- a/patches/base/048-finish-header-organization.patch
+++ /dev/null
@@ -1,1795 +0,0 @@
---- _tmp/ccsrd.md 2025-06-13 08:03:03.565873888 -0500
-+++ _tmp/ccsrd.new.md 2025-06-13 08:17:09.529023716 -0500
-@@ -44239,8 +44239,6 @@
-
- Rattlesnake: level 2; bite inflicts 3 points of Speed damage (ignores Armor)
-
--### CREATURES
--
- ### ABOMINATION 5 (15)
-
- An abomination is a hideous bestial humanoid covered with thickened plates of scarlet flesh. Their eyes shine with the
-@@ -50731,7 +50729,7 @@
- Movement: Short
-
- Modifications: Ranged attacks as level 5; Speed defense against most ranged attacks as level 5; resist trickery as level
--### 1
-+1
-
- Combat: Skeletons can attack with a bony claw if they have no other weapon, but most attack with a long-range weapon. If
- a skeleton can see any portion of its target, the target loses any benefits of cover it might have otherwise enjoyed.
-@@ -51647,7 +51645,7 @@
- Movement: Short
-
- Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level
--### 4
-+4
-
- Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category.
-
-@@ -54531,13 +54529,13 @@
- subtle cypher, and that decision usually depends on the setting. (The tables indicating subtle, manifest, and fantastic
- cyphers are just suggestions for a typical campaign setting.)
-
--### ADHESION
-+#### ADHESION
-
- Level: 1d6
-
- Effect: Allows for automatic climbing of any surface, even horizontal ones. Lasts for ten minutes per cypher level.
-
--### AGE TAKER
-+#### AGE TAKER
-
- Level: 1d6 + 4
-
-@@ -54546,20 +54544,20 @@
- physiological age past the age of
- twenty-three.
-
--### ANALEPTIC
-+#### ANALEPTIC
-
- Level: 1d6 + 2
-
- Effect: Restores a number of points equal to the cypher's level to the user's Speed Pool.
-
--### ANTIVENOM
-+#### ANTIVENOM
-
- Level: 1d6 + 2
-
- Effect: Renders user immune to poisons of the cypher's level or lower for one hour per cypher level (and ends any such
- ongoing effects, if any, already in the user's system).
-
--### ARMOR REINFORCER
-+#### ARMOR REINFORCER
-
- Level: 1d6 + 1
-
-@@ -54574,14 +54572,14 @@
- | 5 | +2 to Armor, +5 against damage from cold |
- | 6 | +2 to Armor, +5 against damage from acid |
-
--### ATTRACTOR
-+#### ATTRACTOR
-
- Level: 1d6 + 4
-
- Effect: One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or
- higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives.
-
--### BANISHING
-+#### BANISHING
-
- Level: 1d6
-
-@@ -54589,14 +54587,14 @@
- teleports the creature or object an immediate distance in a random direction (not up or down). The teleported creature's
- actions (including defense) are hindered on its next turn (hindered by two steps if the cypher level is 5 or higher).
-
--### BEST TOOL
-+#### BEST TOOL
-
- Level: 1d6
-
- Effect: Provides an additional asset for any one task using a tool, even if that means exceeding the normal limit of two
- assets.
-
--### BLACKOUT
-+#### BLACKOUT
-
- Level: 1d6 + 2
-
-@@ -54604,7 +54602,7 @@
- or otherwise senses what occurs inside. To outside observers, the area is a "blur" to any sense applied. Taps, scrying
- sensors, and other direct surveillance methods are also rendered inoperative within the area for a day.
-
--### BLINKING
-+#### BLINKING
-
- Level: 1d6
-
-@@ -54612,19 +54610,19 @@
- they teleport an immediate distance in a random direction (not up or down). Since the user is prepared for this effect
- and their foe is not, the user's defenses are eased for one round after they teleport.
-
--### BURST OF SPEED
-+#### BURST OF SPEED
-
- Level: 1d6
-
- Effect: For one minute, a user who normally can move a short distance as an action can move a long distance instead.
-
--### CATHOLICON
-+#### CATHOLICON
-
- Level: 1d6 + 2
-
- Effect: Cures any disease of the cypher level or lower.
-
--### CHEMICAL FACTORY
-+#### CHEMICAL FACTORY
-
- Level: 1d6
-
-@@ -54649,7 +54647,7 @@
- | 86–95 | Increases Intellect Edge by 1 for one hour |
- | 96–00 | Restores all Pools to full |
-
--### COMPREHENSION
-+#### COMPREHENSION
-
- Level: 1d6 + 1
-
-@@ -54658,7 +54656,7 @@
- could already understand the language, the cypher has no effect. Once the cypher is used, the effect is permanent, and
- the cypher no longer counts against the number of cyphers that a PC can bear.
-
--### CONDITION REMOVER
-+#### CONDITION REMOVER
-
- Level: 1d6 + 3
-
-@@ -54688,7 +54686,7 @@
- | 19 | Stiff neck |
- | 20 | Viral infection |
-
--### CONTINGENT ACTIVATOR
-+#### CONTINGENT ACTIVATOR
-
- Level: 1d6 + 2
-
-@@ -54699,7 +54697,7 @@
- particular dangerous circumstance. Until the linked cypher is used, this cypher continues to count toward the maximum
- number of cyphers a PC can carry.
-
--### CONTROLLED BLINKING
-+#### CONTROLLED BLINKING
-
- Level: 1d6 + 2
-
-@@ -54707,27 +54705,27 @@
- they teleport to a spot they desire within immediate range. Since they are prepared for this effect and their foe is
- not, the user's defenses are eased for one round after they teleport.
-
--### CURATIVE
-+#### CURATIVE
-
- Level: 1d6 + 2
-
- Effect: Restores a number of points equal to the cypher's level to the user's Might Pool.
-
--### CURSE BRINGER
-+#### CURSE BRINGER
-
- Level: 1d6 + 1
-
- Effect: The cypher can be activated when given to an individual who doesn't realize its significance. The next time the
- victim attempts an important task when the cypher is in their possession, the task is hindered by three steps.
-
--### DARKSIGHT
-+#### DARKSIGHT
-
- Level: 1d6
-
- Effect: Grants the ability to see in the dark for five hours per cypher level. (For a more realistic game, this cypher
- could instead make the user specialized in low-light spotting.)
-
--### DEATH BRINGER
-+#### DEATH BRINGER
-
- Level: 1d6
-
-@@ -54735,14 +54733,14 @@
- make a second attack roll. If the second attack roll is a success, the target is killed. If the target is a PC, the
- character instead moves down one step on the damage track.
-
--### DENSITY
-+#### DENSITY
-
- Level: 1d6
-
- Effect: For the next day, each time the user strikes a solid creature or object with a weapon, the weapon suddenly
- increases dramatically in weight, causing the blow to inflict 2 additional points of damage.
-
--### DETONATION
-+#### DETONATION
-
- Level: 1d6 + 2
-
-@@ -54761,7 +54759,7 @@
- | 51–75 | Fire |
- | 76–00 | Shrapnel |
-
--### DETONATION (CREATURE)
-+#### DETONATION (CREATURE)
-
- Level: 1d6 + 1
-
-@@ -54769,7 +54767,7 @@
- teleportation gate. A random creature whose level is equal to or less than the cypher's level appears through the gate
- and attacks the closest target. After about one minute, the creature vanishes.
-
--### DETONATION (DESICCATING)
-+#### DETONATION (DESICCATING)
-
- Level: 1d6 + 2
-
-@@ -54777,14 +54775,14 @@
- moisture from everything within it. Living creatures take damage equal to the cypher's level. Water in the area is
- vaporized.
-
--### DETONATION (FLASH)
-+#### DETONATION (FLASH)
-
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that bursts in an immediate radius, blinding all
- within it for one minute (ten minutes if the cypher is level 4 or higher).
-
--### DETONATION (GRAVITY)
-+#### DETONATION (GRAVITY)
-
- Level: 1d6 + 2
-
-@@ -54792,14 +54790,14 @@
- damage equal to the cypher's level by increasing gravity tremendously for one second. All creatures in the area are
- crushed to the ground for one round and cannot take physical actions.
-
--### DETONATION (GRAVITY INVERSION)
-+#### DETONATION (GRAVITY INVERSION)
-
- Level: 1d6 + 1
-
- Effect: Projects a small physical explosive up to a long distance away that explodes, and for one hour gravity reverses
- within long range of the explosion.
-
--### DETONATION (MASSIVE)
-+#### DETONATION (MASSIVE)
-
- Level: 1d6 + 2
-
-@@ -54815,14 +54813,14 @@
- | 51–75 | Fire |
- | 76–00 | Shrapnel |
-
--### DETONATION (MATTER DISRUPTION)
-+#### DETONATION (MATTER DISRUPTION)
-
- Level: 1d6 + 4
-
- Effect: Projects a small physical explosive up to a long distance away that explodes in an immediate radius, releasing
- nanites that rearrange matter in random ways. Inflicts damage equal to the cypher's level.
-
--### DETONATION (PRESSURE)
-+#### DETONATION (PRESSURE)
-
- Level: 1d6 + 2
-
-@@ -54830,7 +54828,7 @@
- impact damage equal to the cypher's level. Also moves unattended objects out of the area if they weigh less than 20
- pounds (9 kg) per cypher level.
-
--### DETONATION (SINGULARITY)
-+#### DETONATION (SINGULARITY)
-
- Level: 10
-
-@@ -54841,14 +54839,14 @@
-
- (The singularity detonation is a greatly feared device, sought by those interested in truly horrific destruction.)
-
--### DETONATION (SONIC)
-+#### DETONATION (SONIC)
-
- Level: 1d6 + 2
-
- Effect: Projects a small physical explosive up to a long distance away that explodes with terrifying sound, deafening
- all in an immediate radius for ten minutes per cypher level.
-
--### DETONATION (SPAWN)
-+#### DETONATION (SPAWN)
-
- Level: 1d6 + 2
-
-@@ -54866,7 +54864,7 @@
- | 51–75 | Fire |
- | 76–00 | Shrapnel |
-
--### DETONATION (WEB)
-+#### DETONATION (WEB)
-
- Level: 1d6 + 2
-
-@@ -54877,13 +54875,13 @@
- (Rather than strands of sticky goo, some web detonations fill the area with a mass of quick-hardening foam that has the
- same result.)
-
--### DISARM
-+#### DISARM
-
- Level: 1d6 + 1
-
- Effect: One NPC within immediate range whose level is lower than the cypher level drops whatever they are holding.
-
--### DISGUISE MODULE
-+#### DISGUISE MODULE
-
- Level: 1d6 + 2
-
-@@ -54892,7 +54890,7 @@
- person. Once designated, the user cannot shift the effect to look like another person, though they can remove the module
- to look like themselves again before the end of the duration.
-
--### DISRUPTING
-+#### DISRUPTING
-
- Level: 1d6
-
-@@ -54900,14 +54898,14 @@
- that directly attack its organic cells. The target takes 1 additional point of damage. If the target's level is less
- than the cypher's level, it loses its next action; otherwise its next action is hindered.
-
--### EAGLESEYE
-+#### EAGLESEYE
-
- Level: 1d6
-
- Effect: Grants the ability to see ten times as far as normal for one hour per cypher level. (For a more realistic game,
- the eagleseye cypher could instead give the user two assets on tasks involving seeing to long distances.)
-
--### EFFECT RESISTANCE
-+#### EFFECT RESISTANCE
-
- Level: 1d6 + 1
-
-@@ -54917,7 +54915,7 @@
- defense roll, treat the attack as if the user had succeeded on their regular defense roll. (If the user is an NPC, a PC
- attacking them with this kind of effect must succeed on two attack rolls to harm them.)
-
--### EFFORT ENHANCER (COMBAT)
-+#### EFFORT ENHANCER (COMBAT)
-
- Level: 1d6 + 1
-
-@@ -54926,7 +54924,7 @@
- of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher
- ends.
-
--### EFFORT ENHANCER (NONCOMBAT)
-+#### EFFORT ENHANCER (NONCOMBAT)
-
- Level: 1d6
-
-@@ -54934,13 +54932,13 @@
- a Pool. The level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can
- normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends.
-
--### ENDURING SHIELD
-+#### ENDURING SHIELD
-
- Level: 1d6 + 4
-
- Effect: For the next day, the user has an asset to Speed defense rolls.
-
--### EQUIPMENT CACHE
-+#### EQUIPMENT CACHE
-
- Level: 1d6 + 1
-
-@@ -54948,7 +54946,7 @@
- level does not exceed the cypher's level. The piece of equipment persists for up to one day, unless its fundamental
- nature allows only a single use (such as with a grenade).
-
--### FARSIGHT
-+#### FARSIGHT
-
- Level: 1d6 + 1
-
-@@ -54956,20 +54954,20 @@
- galaxies). This vision persists for up to ten minutes per cypher level. The character can switch between viewing this
- location and viewing their current location once per round.
-
--### FIREPROOFING
-+#### FIREPROOFING
-
- Level: 1d6 + 4
-
- Effect: A nonliving object treated by this cypher has Armor against fire damage equal to the cypher's level for one day.
-
--### FLAME-RETARDANT WALL
-+#### FLAME-RETARDANT WALL
-
- Level: 1d6
-
- Effect: Creates an immobile plane of permeable energy up to 20 feet by 20 feet (6 m by 6 m) for one hour per cypher
- level. The plane conforms to the space available. Flames passing through the plane are extinguished.
-
--### FORCE CUBE
-+#### FORCE CUBE
-
- Level: 1d6 + 3
-
-@@ -54977,7 +54975,7 @@
- planes conform to the space available. (Although a force cube's walls are not gaseous permeable, there is likely enough
- air within for trapped creatures to breathe for the hour it lasts.)
-
--### FORCE FIELD
-+#### FORCE FIELD
-
- Level: 1d6
-
-@@ -54988,28 +54986,28 @@
-
- (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.)
-
--### FORCE SCREEN PROJECTOR
-+#### FORCE SCREEN PROJECTOR
-
- Level: 1d6 + 3
-
- Effect: Creates an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for one hour. The plane conforms
- to the space available.
-
--### FORCE SHIELD PROJECTOR
-+#### FORCE SHIELD PROJECTOR
-
- Level: 1d6 + 3
-
- Effect: Creates a shimmering energy shield around the user for one hour, during which time they gain +3 to Armor (or +4
- to Armor if the cypher is level 5 or higher).
-
--### FRICTION REDUCER
-+#### FRICTION REDUCER
-
- Level: 1d6
-
- Effect: Spread across an area up to 10 feet (3 m) square, this makes things extremely slippery. For one hour per cypher
- level, movement tasks in the area are hindered by three steps.
-
--### FRIGID WALL
-+#### FRIGID WALL
-
- Level: 1d6 + 2
-
-@@ -55017,7 +55015,7 @@
- equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
--### GAS BOMB
-+#### GAS BOMB
-
- Level: 1d6 + 2
-
-@@ -55038,7 +55036,7 @@
- | 87–96 | Sleep gas: living creatures that breathe fall asleep for a number of rounds equal to the cypher's level or until awoken by a violent action or an extremely loud noise. |
- | 97–00 | Rage gas: living creatures that breathe and think make a melee attack on the nearest creature and continue to do so for a number of rounds equal to the cypher's level. |
-
--### GRAVITY NULLIFIER
-+#### GRAVITY NULLIFIER
-
- Level: 1d6 + 3
-
-@@ -55046,7 +55044,7 @@
- horizontally without taking some other action, such as pushing along the ceiling). The user must weigh less than 50
- pounds (23 kg) per level of the cypher.
-
--### GRAVITY-NULLIFYING APPLICATION
-+#### GRAVITY-NULLIFYING APPLICATION
-
- Level: 1d6 + 2
-
-@@ -55054,14 +55052,14 @@
- cypher, it floats 1d20 feet in the air permanently and no longer has weight if carried (though it needs to be strapped
- down).
-
--### HEAT ATTACK
-+#### HEAT ATTACK
-
- Level: 1d6
-
- Effect: For the next day, each time the user strikes a solid creature or object, the attack generates a burst of heat
- that inflicts 2 additional points of damage.
-
--### HUNTER/SEEKER
-+#### HUNTER/SEEKER
-
- Level: 1d6
-
-@@ -55078,7 +55076,7 @@
- | 91–95 | Shocks for 4 points of electricity damage, and stuns for one round per cypher level. |
- | 96–00 | Covers target in sticky goo that immediately hardens, holding them fast until they break free with a Might action (difficulty equal to the cypher's level + 2). |
-
--### IMAGE PROJECTOR
-+#### IMAGE PROJECTOR
-
- Level: 1d6
-
-@@ -55122,7 +55120,7 @@
-
-
-
--### INFERNO WALL
-+#### INFERNO WALL
-
- Level: 1d6 + 2
-
-@@ -55130,7 +55128,7 @@
- equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
--### INFILTRATOR
-+#### INFILTRATOR
-
- Level: 1d6
-
-@@ -55139,7 +55137,7 @@
- major energy sources and either transmits this information back to the user (perhaps by telepathy or an electronic
- signal) or returns to the user to show what it saw. Its movement is blocked by any physical or energy barrier.
-
--### INFORMATION SENSOR
-+#### INFORMATION SENSOR
-
- Level: 1d6 + 2
-
-@@ -55148,7 +55146,7 @@
- name, and possibly other facts (such as an individual's credit score, home address, phone number, and related
- information).
-
--### INSTANT SERVANT
-+#### INSTANT SERVANT
-
- Level: 1d6
-
-@@ -55164,7 +55162,7 @@
-
- The servant operates for one hour per cypher level.
-
--### INSTANT SHELTER
-+#### INSTANT SHELTER
-
- Level: 1d6 + 3
-
-@@ -55173,13 +55171,13 @@
- feet by 20 feet (3 m by 3 m by 6 m). It is made from a durable, nonflammable material similar to sandstone, and is
- permanent and immobile once created.
-
--### INTELLECT BOOSTER
-+#### INTELLECT BOOSTER
-
- Level: 1d6 + 2
-
- Effect: Adds 1 to the user's Intellect Edge for one hour (or 2 if the cypher is level 5 or higher).
-
--### INTELLIGENCE ENHANCEMENT
-+#### INTELLIGENCE ENHANCEMENT
-
- Level: 1d6
-
-@@ -55187,7 +55185,7 @@
- clues, solving a mathematical problem, finding a bug in computer code, and so on—are eased by two steps for one hour. In
- the subsequent hour, the strain hinders the same tasks by two steps.
-
--### KNOWLEDGE ENHANCEMENT
-+#### KNOWLEDGE ENHANCEMENT
-
- Level: 1d6
-
-@@ -55212,7 +55210,7 @@
- | 91–95 | Riding |
- | 96–00 | Sneaking |
-
--### LIGHTNING WALL
-+#### LIGHTNING WALL
-
- Level: 1d6 + 2
-
-@@ -55220,7 +55218,7 @@
- equal to the cypher's level on anything that passes through it. The wall conforms to the space available. It lasts for
- ten minutes.
-
--### MACHINE CONTROL
-+#### MACHINE CONTROL
-
- Level: 1d6 + 2
-
-@@ -55229,7 +55227,7 @@
- activated or deactivated, and a vehicle could be piloted. The control lasts for ten minutes per cypher level, and once
- the device is chosen, it cannot be changed.
-
--### MAGNETIC ATTACK DRILL
-+#### MAGNETIC ATTACK DRILL
-
- Level: 1d6 + 2
-
-@@ -55237,7 +55235,7 @@
- inflicting damage equal to the cypher's level. If the target is made of metal or wearing metal (such as armor), the
- attack is eased.
-
--### MAGNETIC MASTER
-+#### MAGNETIC MASTER
-
- Level: 1d6 + 2
-
-@@ -55246,14 +55244,14 @@
- example, they could wield a weapon or drag a helm affixed to a foe's head to and fro. The connection lasts for ten
- rounds per cypher level.
-
--### MAGNETIC SHIELD
-+#### MAGNETIC SHIELD
-
- Level: 1d6 + 2
-
- Effect: For ten minutes per cypher level, metal objects cannot come within immediate range of the user. Metal items
- already in the area when the device is activated are slowly pushed out.
-
--### MANIPULATION BEAM
-+#### MANIPULATION BEAM
-
- Level: 1d6 + 2
-
-@@ -55264,7 +55262,7 @@
- Might-based roll), or pushing a creature an immediate distance. (A manipulation beam could be used to operate a computer
- at a distance, which would make some infiltration and hacking jobs easier.)
-
--### MATTER TRANSFERENCE RAY
-+#### MATTER TRANSFERENCE RAY
-
- Level: 1d6 + 3
-
-@@ -55273,13 +55271,13 @@
- appropriate to the circumstances, only a portion of an object is transferred (a portion whose volume is no more than the
- user's).
-
--### MEDITATION AID
-+#### MEDITATION AID
-
- Level: 1d6 + 2
-
- Effect: Restores a number of points equal to the cypher's level to the user's Intellect Pool.
-
--### MEMORY SWITCH
-+#### MEMORY SWITCH
-
- Level: 1d6 + 2
-
-@@ -55287,7 +55285,7 @@
- that point are attacked. Victims are dazed and take no action for a round, and they have no memory of the preceding
- hour.
-
--### MENTAL SCRAMBLER
-+#### MENTAL SCRAMBLER
-
- Level: 1d6 + 2
-
-@@ -55310,14 +55308,14 @@
- | 95–98 | Victims lose all inhibitions, revealing secrets and performing surprising actions. |
- | 99–00 | Victims' ethics are inverted. |
-
--### METAL DEATH
-+#### METAL DEATH
-
- Level: 1d6 + 2
-
- Effect: Produces a stream of foam that covers an area about 3 feet by 3 feet (1 m by 1 m), transforming any metal that
- it touches into a substance as brittle as thin glass. The foam affects metal to a depth of about 6 inches (15 cm).
-
--### MIND MELD
-+#### MIND MELD
-
- Level: 1d6 + 1
-
-@@ -55328,7 +55326,7 @@
- communication). In others, it might only pick up emotions or general concepts of thoughts in another language. It also
- might vary based on the ability used.)
-
--### MIND-RESTRICTING WALL
-+#### MIND-RESTRICTING WALL
-
- Level: 1d6 + 2
-
-@@ -55336,13 +55334,13 @@
- conforms to the space available. Intelligent creatures passing through the plane fall unconscious for up to one hour, or
- until slapped awake or damaged.
-
--### MIND STABILIZER
-+#### MIND STABILIZER
-
- Level: 1d6
-
- Effect: The user gains +5 to Armor against Intellect damage.
-
--### MONOBLADE
-+#### MONOBLADE
-
- Level: 1d6 + 2
-
-@@ -55350,7 +55348,7 @@
- level lower than its own. If used as a weapon, it is a light weapon that ignores Armor of a level lower than its own.
- The blade lasts for ten minutes.
-
--### MONOHORN
-+#### MONOHORN
-
- Level: 1d6 + 3
-
-@@ -55361,7 +55359,7 @@
- (Sometimes a monohorn cypher covers the user in a thin sheen of black hide-like material, which disguises their identity
- but doesn't interfere with their senses.)
-
--### MOTION SENSOR
-+#### MOTION SENSOR
-
- Level: 1d6 + 2
-
-@@ -55369,7 +55367,7 @@
- creatures or objects move within long range (the cypher distinguishes between the two). It also indicates the number and
- size of the creatures or objects in motion.
-
--### NULL FIELD
-+#### NULL FIELD
-
- Level: 1d6 + 3
-
-@@ -55388,20 +55386,20 @@
- | 85–95 | Blunt force |
- | 96–00 | Slashing and piercing |
-
--### NULLIFICATION RAY
-+#### NULLIFICATION RAY
-
- Level: 1d6 + 3
-
- Effect: The user can immediately end one ongoing effect within long range that is produced by an artifact, cypher, or
- special ability.
-
--### NUTRITION AND HYDRATION
-+#### NUTRITION AND HYDRATION
-
- Level: 1d6 + 1
-
- Effect: The user can go without food and water for a number of days equal to the cypher's level without ill effect.
-
--### PERFECT MEMORY
-+#### PERFECT MEMORY
-
- Level: 1d6
-
-@@ -55409,13 +55407,13 @@
- recording permanently in their long-term memory. This cypher is useful for watching someone pick a specific lock, enter
- a complex code, or do something else that happens quickly.
-
--### PERFECTION
-+#### PERFECTION
-
- Level: 1d6 + 2
-
- Effect: The user treats their next action as if they had rolled a natural 20.
-
--### PERSONAL ENVIRONMENT FIELD
-+#### PERSONAL ENVIRONMENT FIELD
-
- Level: 1d6 + 2
-
-@@ -55424,13 +55422,13 @@
- flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred
- environment of a nonhuman, nonterrestrial creature.
-
--### PHASE CHANGER
-+#### PHASE CHANGER
-
- Effect: Puts the user out of phase for one minute (two minutes if the cypher is level 6 or higher). During this time,
- they can pass through solid objects as though they were entirely insubstantial, like a ghost. They cannot make physical
- attacks or be physically attacked.
-
--### PHASE DISRUPTOR
-+#### PHASE DISRUPTOR
-
- Level: 1d6 + 2
-
-@@ -55438,7 +55436,7 @@
- equal to one 5-foot (1.5 m) cube per cypher level. While the area is out of phase, creatures and objects can pass
- through it as if it were not there, although one cannot see through it, and it blocks light.
-
--### POISON (EMOTION)
-+#### POISON (EMOTION)
-
- Level: 1d6 + 2
-
-@@ -55456,7 +55454,7 @@
- | 86–95 | Joy. Easy to interact with in a pleasant manner; all pleasant interaction tasks are eased. |
- | 96–00 | Love. Much easier to interact with; all interaction tasks are eased by two steps, but temporary attachment is likely. |
-
--### POISON (EXPLOSIVE)
-+#### POISON (EXPLOSIVE)
-
- Level: 1d6 + 1
-
-@@ -55474,7 +55472,7 @@
- | 61–80 | The victim comes within long range of the detonator. |
- | 81–00 | The victim is no longer within long range of the detonator. |
-
--### POISON (MIND CONTROLLING)
-+#### POISON (MIND CONTROLLING)
-
- Level: 1d6 + 2
-
-@@ -55520,28 +55518,28 @@
-
-
-
--### POISON (MIND DISRUPTING)
-+#### POISON (MIND DISRUPTING)
-
- Level: 1d6 + 2
-
- Effect: The victim suffers Intellect damage equal to the cypher's level and cannot take actions for a number of rounds
- equal to the cypher's level.
-
--### PSYCHIC COMMUNIQUE
-+#### PSYCHIC COMMUNIQUE
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a one-time,
- one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know.
-
--### RADIATION SPIKE
-+#### RADIATION SPIKE
-
- Level: 1d6 + 4
-
- Effect: Delivers a powerful burst of radiation that disrupts the tissue of any creature touched, inflicting damage equal
- to the cypher's level.
-
--### RAY EMITTER
-+#### RAY EMITTER
-
- Level: 1d6 + 2
-
-@@ -55571,35 +55569,35 @@
- | 88–93 | Molecular bond disruption |
- | 94–00 | Concentrated cold |
-
--### RAY EMITTER (COMMAND)
-+#### RAY EMITTER (COMMAND)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
- forces a target to obey the next verbal command given (if it is understood) for one round per cypher level.
-
--### RAY EMITTER (FEAR)
-+#### RAY EMITTER (FEAR)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
- causes the target to flee in terror for one minute.
-
--### RAY EMITTER (FRIEND SLAYING)
-+#### RAY EMITTER (FRIEND SLAYING)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray up to long range (very long range if the cypher is level 6 or higher) that
- causes the target to attack its nearest ally for one round.
-
--### RAY EMITTER (MIND DISRUPTING)
-+#### RAY EMITTER (MIND DISRUPTING)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray of destructive energy up to very long range that inflicts Intellect damage
- equal to the cypher's level. Also, the victim cannot take actions for a number of rounds equal to the cypher's level.
-
--### RAY EMITTER (NUMBING)
-+#### RAY EMITTER (NUMBING)
-
- Level: 1d6 + 2
-
-@@ -55607,28 +55605,28 @@
- that numbs one limb of the target, making it useless for one minute. A small number of these devices (5%) induce
- numbness that lasts for one hour.
-
--### RAY EMITTER (PARALYSIS)
-+#### RAY EMITTER (PARALYSIS)
-
- Level: 1d6 + 2
-
- Effect: Allows the user to project a ray of energy up to very long range that paralyzes the target for one minute. A
- small number of these devices (5%) induce paralysis that lasts for one hour.
-
--### REALITY SPIKE
-+#### REALITY SPIKE
-
- Level: 1d6 + 4
-
- Effect: Once activated, the cypher does not move—ever—even if activated in midair. A Might action will dislodge it, but
- then it is ruined.
-
--### REFLEX ENHANCER
-+#### REFLEX ENHANCER
-
- Level: 1d6
-
- Effect: All tasks involving manual dexterity—such as pickpocketing, lockpicking, juggling, operating on a patient,
- defusing a bomb, and so on—are eased by two steps for one hour.
-
--### REJUVENATOR
-+#### REJUVENATOR
-
- Level: 1d6 + 2
-
-@@ -55640,7 +55638,7 @@
- | 51–75 | Speed Pool |
- | 76–00 | Intellect Pool |
-
--### REMEMBERING
-+#### REMEMBERING
-
- Level: 1d6
-
-@@ -55648,14 +55646,14 @@
- per cypher level, but the recall is perfect, so (for example) if they saw someone dial a phone, they will remember the
- number.
-
--### REMOTE VIEWER
-+#### REMOTE VIEWER
-
- Level: 1d6
-
- Effect: For one hour per cypher level, the user can see everything going on in the vicinity of the cypher, regardless of
- the distance between them.
-
--### REPAIR UNIT
-+#### REPAIR UNIT
-
- Level: 1d10
-
-@@ -55664,21 +55662,21 @@
- are too specialized or rare (in which case, the unit repairs the device except for the specialized part). Repair time is
- 1d100 + 20 minutes.
-
--### REPEATER
-+#### REPEATER
-
- Level: 1d6 + 1
-
- Effect: For the next minute, the user's ranged weapon fires one additional time with ammo fabricated by the cypher. The
- weapon wielder can aim the free shot at the same target, or at a different target next to the first one.
-
--### REPEL
-+#### REPEL
-
- Level: 1d6 + 1
-
- Effect: One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five
- rounds to move away quickly.
-
--### RETALIATION
-+#### RETALIATION
-
- Level: 1d6
-
-@@ -55686,7 +55684,7 @@
- (2 points if the cypher is level 4 or higher, 3 points if the cypher is level 6 or higher). No action or roll is
- required by the user.
-
--### SECRET
-+#### SECRET
-
- Level: 1d6 + 2
-
-@@ -55696,7 +55694,7 @@
- future is level 10, and such knowledge is always open to interpretation. The cypher cannot provide an answer to a
- question above its level.
-
--### SHEEN
-+#### SHEEN
-
- Level: 1d6
-
-@@ -55704,7 +55702,7 @@
- Armor if the cypher is level 5 or higher) and eases Might defense rolls by two steps. However, healing is more difficult
- during this time; all recovery rolls suffer a –1 penalty.
-
--### SHOCK ATTACK
-+#### SHOCK ATTACK
-
- Level: 1d6
-
-@@ -55712,14 +55710,14 @@
- electricity, inflicting 1 additional point of damage (2 points if the cypher is level 4 or higher, 3 points if the
- cypher is level 6 or higher).
-
--### SHOCKER
-+#### SHOCKER
-
- Level: 1d6 + 4
-
- Effect: Delivers a powerful burst of electricity that shocks any creature touched, inflicting damage equal to the
- cypher's level.
-
--### SKILL BOOST
-+#### SKILL BOOST
-
- Level: 1d6
-
-@@ -55745,7 +55743,7 @@
- | 99 | Carrying |
- | 00 | Escaping |
-
--### SLAVE MAKER
-+#### SLAVE MAKER
-
- Level: 1d6 + 2
-
-@@ -55755,14 +55753,14 @@
- for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved
- for only one minute.)
-
--### SLEEP INDUCER
-+#### SLEEP INDUCER
-
- Level: 1d6
-
- Effect: Touch puts the victim to sleep for ten minutes per cypher level or until awoken by a violent action or an
- extremely loud noise.
-
--### SNIPER MODULE
-+#### SNIPER MODULE
-
- Level: 1d6
-
-@@ -55770,13 +55768,13 @@
- (immediate to short, short to long, long to very long, very long to 1,000 feet \[300 m\]). A weapon with a range greater
- than very long has its range doubled.
-
--### SOLVENT
-+#### SOLVENT
-
- Level: 1d10
-
- Effect: Dissolves 1 cubic foot of material each round. After one round per cypher level, the cypher becomes inert.
-
--### SONIC HOLE
-+#### SONIC HOLE
-
- Level: 1d6 + 2
-
-@@ -55786,14 +55784,14 @@
- (Sonic holes are much-loved by thieves everywhere but can also be used for less nefarious purposes, such as hunting prey
- and sneaking past enemies.)
-
--### SOUND DAMPENER
-+#### SOUND DAMPENER
-
- Level: 1d6 + 2
-
- Effect: Dampens all sound within immediate range for one minute per cypher level, providing an asset on stealth actions
- by all creatures in the area.
-
--### SPATIAL WARP
-+#### SPATIAL WARP
-
- Level: 1d6 + 4
-
-@@ -55801,13 +55799,13 @@
- no penalties. Space is temporarily warped in terms of seeing and reaching the target. If direct line of sight is
- important to the device's effect, it remains important. The spatial warp lasts 10 minutes per cypher level.
-
--### SPEED BOOST
-+#### SPEED BOOST
-
- Level: 1d6 + 2
-
- Effect: Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is level 5 or higher).
-
--### SPY
-+#### SPY
-
- Level: 1d6 + 2
-
-@@ -55819,7 +55817,7 @@
- detonates instead, dealing damage equal to the cypher's level (half electrical damage, half shrapnel damage) to all
- creatures and objects in short range.
-
--### STASIS KEEPER
-+#### STASIS KEEPER
-
- Level: 1d6
-
-@@ -55827,26 +55825,26 @@
- An object in stasis does not age and comes out of the stasis alive and in the same condition as it went in, with no
- memory of the period of inactivity.
-
--### STIM
-+#### STIM
-
- Level: 1d6
-
- Effect: Eases the user's next action taken by three steps.
-
--### STRENGTH BOOST
-+#### STRENGTH BOOST
-
- Level: 1d6 + 2
-
- Effect: Adds 1 to Might Edge for one hour (or 2 if the cypher is level 5 or higher).
-
--### STRENGTH ENHANCER
-+#### STRENGTH ENHANCER
-
- Level: 1d6
-
- Effect: All noncombat tasks involving raw strength—such as breaking down a door, lifting a heavy boulder, forcing open
- elevator doors, competing in a weightlifting competition, and so on—are eased by two steps for one hour.
-
--### SUBDUAL FIELD
-+#### SUBDUAL FIELD
-
- Level: 1d6 + 3
-
-@@ -55856,49 +55854,49 @@
- for 1d6 rounds after, although an Intellect defense roll is allowed each round to act normally (both in the field and
- after leaving it).
-
--### TELEPATHY
-+#### TELEPATHY
-
- Level: 1d6 + 2
-
- Effect: For one hour, the device enables
- long-range mental communication with anyone the user can see.
-
--### TELEPORTER (BOUNDER)
-+#### TELEPORTER (BOUNDER)
-
- Level: 1d6 + 2
-
- Effect: User teleports up to 100 × the cypher level in feet to a location they can see. They
- arrive safely with their possessions but cannot take anything else with them.
-
--### TELEPORTER (INTERSTELLAR)
-+#### TELEPORTER (INTERSTELLAR)
-
- Level: 1d6 + 4
-
- Effect: User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely
- with their possessions but cannot take anything else with them.
-
--### TELEPORTER (PLANETARY)
-+#### TELEPORTER (PLANETARY)
-
- Level: 1d6 + 4
-
- Effect: User teleports anywhere on the planet to a location they have previously visited or seen. They arrive safely
- with their possessions but cannot take anything else with them.
-
--### TELEPORTER (TRAVELER)
-+#### TELEPORTER (TRAVELER)
-
- Level: 1d6 + 4
-
- Effect: User teleports up to 100 × the cypher level in miles to a location they have previously
- visited or seen. They arrive safely with their possessions but cannot take anything else with them.
-
--### TEMPORAL VIEWER
-+#### TEMPORAL VIEWER
-
- Level: 1d6 + 4
-
- Effect: Displays moving images and sound, up to ten minutes per cypher level in length, depicting events that occurred
- at the current location up to one year prior. The user specifies the time period shown by the viewer.
-
--### TIME DILATION (DEFENSIVE)
-+#### TIME DILATION (DEFENSIVE)
-
- Level: 1d6
-
-@@ -55906,14 +55904,14 @@
- inches to one side or the other. This is an asset that modifies the user's defense rolls by two steps (three steps if
- the cypher is level 6 or higher).
-
--### TIME DILATION (OFFENSIVE)
-+#### TIME DILATION (OFFENSIVE)
-
- Level: 1d6
-
- Effect: For the next twenty-four hours, when the user makes a melee attack, they move at almost instantaneous speed,
- easing their attacks by two steps (three steps if the cypher is level 6 or higher).
-
--### TISSUE REGENERATION
-+#### TISSUE REGENERATION
-
- Level: 1d6 + 4
-
-@@ -55926,7 +55924,7 @@
- scar tissue from burns and other tissue-related disfigurements. If the cypher is used in this fashion, it restores only
- 1d6 points over the hour duration.)
-
--### TRACER
-+#### TRACER
-
- Level: 1d6
-
-@@ -55934,7 +55932,7 @@
- launcher shows the distance and direction to the tracer, as long as it is within 1 mile (100 miles if the cypher is
- level 3 or higher, in the same dimension if the cypher is level 6 or higher).
-
--### TRICK EMBEDDER
-+#### TRICK EMBEDDER
-
- Level: 1d6
-
-@@ -55942,7 +55940,7 @@
- higher) it is capable of physically performing (roll over, heel, spin, shake, go to an indicated place within long
- range, and so on). The trick must be designated when the cypher is activated.
-
--### UNINTERRUPTIBLE POWER SOURCE
-+#### UNINTERRUPTIBLE POWER SOURCE
-
- Level: 1d6 + 4
-
-@@ -55955,7 +55953,7 @@
- power requirement, a car engine is a level
- 5 power requirement, and a starship is a level 10 power requirement.
-
--### VANISHER
-+#### VANISHER
-
- Level: 1d6 + 2
-
-@@ -55964,7 +55962,7 @@
- ability, moving a large object, and so on. If this occurs, they can regain the remaining invisibility effect by taking
- an action to focus on hiding their position.
-
--### VISAGE CHANGER
-+#### VISAGE CHANGER
-
- Level: 1d6
-
-@@ -55972,28 +55970,28 @@
- human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or
- higher). The change takes ten minutes to apply and lasts for twenty-four hours.
-
--### VISUAL DISPLACEMENT DEVICE
-+#### VISUAL DISPLACEMENT DEVICE
-
- Level: 1d6
-
- Effect: Projects holographic images of the user to confuse attackers. The images appear around the user, giving them an
- asset to Speed defense actions for ten minutes per cypher level.
-
--### VOCAL TRANSLATOR
-+#### VOCAL TRANSLATOR
-
- Level: 1d6
-
- Effect: For twenty-four hours per cypher level, translates everything said by the user into a language that anyone can
- understand.
-
--### WARMTH
-+#### WARMTH
-
- Level: 1d6
-
- Effect: Keeps the user warm and comfortable, even in the harshest cold temperatures, for twenty-four hours. During this
- time, the user has Armor equal to the cypher's level that protects against cold damage.
-
--### WATER ADAPTER
-+#### WATER ADAPTER
-
- Level: 1d6
-
-@@ -56001,7 +55999,7 @@
- changing pressure) for four hours per cypher level. This cypher can also be used in the regular atmosphere, allowing the
- user to ignore ill effects from very low or very high atmospheric pressure. The cypher does not protect against vacuum.
-
--### WEAPON ENHANCEMENT
-+#### WEAPON ENHANCEMENT
-
- Level: 1d6 + 2
-
-@@ -56076,20 +56074,20 @@
-
-
-
--### WINGS
-+#### WINGS
-
- Level: 1d6 + 2
-
- Effect: User can fly at their normal running speed for ten minutes per cypher level.
-
--### X-RAY VIEWER
-+#### X-RAY VIEWER
-
- Level: 1d6 + 4
-
- Effect: Allows the user to see through up to 2 feet (60 cm) of material of a level lower than the cypher. The effect
- lasts for one minute per cypher level.
-
--### ZERO POINT FIELD
-+#### ZERO POINT FIELD
-
- Level: 1d6 + 3
-
-@@ -56108,7 +56106,7 @@
- Power boost cyphers are a special type of cypher. In some Cypher System games, they may be inappropriate, and in others,
- they may be the main (or only) type of cypher available, as determined by the GM. They can be either subtle or manifest.
-
--### AREA BOOST
-+#### AREA BOOST
-
- Level: 1d6 + 1
-
-@@ -56117,40 +56115,40 @@
- areas are increased to long. Long areas are increased to very long. Abilities with very long areas become 1,000-foot
- (300 m) areas. All other areas double in radius.
-
--### BURST BOOST
-+#### BURST BOOST
-
- Level: 1d6 + 2
-
- Effect: This cypher boosts an ability that affects a single target at short range or farther. The range decreases to
- immediate, but the ability affects all targets within immediate range.
-
--### DAMAGE BOOST
-+#### DAMAGE BOOST
-
- Level: 1d6 + 2
-
- Effect: This cypher boosts an ability that inflicts points of damage. The ability inflicts additional damage equal to
- this cypher's level.
-
--### EFFICACY BOOST (MAJOR)
-+#### EFFICACY BOOST (MAJOR)
-
- Level: 1d6 + 1
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased by two steps. This
- kind of cypher might be appropriate only in superhero campaigns, at least with any regularity.)
-
--### EFFICACY BOOST (MINOR)
-+#### EFFICACY BOOST (MINOR)
-
- Level: 1d6
-
- Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased.
-
--### ENERGY BOOST
-+#### ENERGY BOOST
-
- Level: 1d6
-
- Effect: This cypher boosts an ability that has a stat Pool cost. The cost is reduced to 0.
-
--### RANGE BOOST
-+#### RANGE BOOST
-
- Level: 1d6 + 1
-
-@@ -56158,7 +56156,7 @@
- Any other ability increases its range by one category (touch to immediate, immediate to short, short to long, long to
- very long, very long to 1,000 feet \[300 m\], or double for any range longer than very long).
-
--### TARGET BOOST
-+#### TARGET BOOST
-
- Level: 1d6 + 2
-
-@@ -56167,7 +56165,7 @@
-
- ## Running the Cypher System
-
--Setting Difficulty Ratings
-+### Setting Difficulty Ratings
-
- The GM's most important overall tasks are setting the stage and guiding the story created by the group (not the one
- created by the GM ahead of time). But setting difficulty is the most important mechanical task the GM has in the game.
-@@ -56226,7 +56224,7 @@
- difficulty 2 or even 1, and those are easy rolls to make. Don't hesitate, then, to pull out higher-level difficulties.
- The PCs can rise to the challenge, especially if they are experienced.
-
--The Impossible Difficulties
-+#### The Impossible Difficulties
-
- Difficulties 7, 8, 9, and 10 are all technically impossible. Their target numbers are 21, 24, 27, and 30, and you can't
- roll those numbers on a d20 no matter how many times you try. Consider, however, all the ways that a character can
-@@ -56242,7 +56240,7 @@
- and maxed out in asset opportunities reduces the difficulty by four more steps). That's why sixth-tier characters are at
- the top of their field, so to speak.
-
--False Precision
-+#### False Precision
-
- One way to look at difficulty is that each step of difficulty is worth 3 on the die. That is to say, hinder the task by
- one step, and the target number rises by 3. Ease the task by one step, and the target number is lowered by 3. Those
-@@ -56259,7 +56257,7 @@
- difficulty), we'd start to get lost in the proverbial weeds coming up with a meaningful distinction between something
- rated as an 8 and something rated as a 9 on that scale.
-
--Routine Actions
-+#### Routine Actions
-
- Don't hesitate to make actions routine. Don't call for die rolls when they're not really needed. Sometimes GMs fall into
- the trap illustrated by this dialogue:
-@@ -56289,7 +56287,7 @@
- to the king in his audience chamber in the middle of a ceremony only to trip on a rug? That could have huge
- ramifications for the character and the story.
-
--Other Ways to Judge Difficulty
-+#### Other Ways to Judge Difficulty
-
- Rating things on a scale of 1 to 10 is something that most people are very familiar with. You can also look at it as
- rating an object or creature on a similar scale, if that's easier. In other words, if you don't know how hard it would
-@@ -56344,7 +56342,7 @@
- narrative tool, with the challenges always meeting the expected logic of the game. All the GM's mental space can be
- devoted to guiding the story.
-
--GM Intrusion
-+### GM Intrusion
-
- GM intrusion is the main mechanic that the GM uses to inject drama and additional excitement into the game. It's also a
- handy tool for resolving issues that affect the PCs but do not involve them. GM intrusion is a way to facilitate what
-@@ -56388,7 +56386,7 @@
- (Remember, any time you give a player 1 XP for a GM intrusion, you're actually giving them 2— one to keep and one to
- give to another player.)
-
--Using GM Intrusion as a Narrative Tool
-+#### Using GM Intrusion as a Narrative Tool
-
- A GM can use this narrative tool to steer things. That doesn't mean railroad the players or direct the action of the
- game with a heavy hand. GM intrusion doesn't enable you to say "You're all captured, so here's your 1 XP." Instead, the
-@@ -56430,7 +56428,7 @@
- (Remember that GM intrusions can occur at any time, not just during combat. Disrupting or changing a tense interaction
- with NPCs can have big repercussions.)
-
--Using GM Intrusion as a Resolution Mechanic
-+#### Using GM Intrusion as a Resolution Mechanic
-
- This mechanic offers a way for the GM to determine how things happen in the game without leaving it all to random
- chance. Bad guys trying to smash down the door to the room where the PCs are holed up? You could roll a bunch of dice,
-@@ -56457,13 +56455,13 @@
- likely the best of both worlds. However, it takes the narrative power out of your hands and gives it to the dice.
- Perhaps this method is best used only occasionally. If nothing else, it injects some variety and certainly some drama.
-
--Using (and Not Abusing) GM Intrusion
-+#### Using (and Not Abusing) GM Intrusion
-
- Too much of a good thing will make the game seem utterly unpredictable—even capricious. The ideal is to use about four
- GM intrusions per game session, depending on the length of the session, or about one intrusion per hour of game play.
- This is in addition to any intrusions that are triggered by players rolling a 1.
-
--Intrusion Through Player Rolls
-+#### Intrusion Through Player Rolls
-
- When a PC rolls a 1, handle the GM intrusion the same way that you'd handle an intrusion you initiated. The intrusion
- could mean the PC fumbles or botches whatever they were trying to do, but it could mean something else. Consider these
-@@ -56495,7 +56493,7 @@
- GMs might want to forbid using an XP to reroll a 1, but there's really no point—if you've got an idea for a good
- intrusion, you don't need to wait until a player rolls a 1 to use it.)
-
--GM Intrusion That Affects the Group
-+#### GM Intrusion That Affects the Group
-
- The core of the idea behind GM intrusion is that the player being adversely affected gains an experience point. But what
- if the intrusion affects the whole group equally? What if the GM uses it to have an unstable device overload and
-@@ -56506,12 +56504,12 @@
- However, this kind of group intrusion should be an exception, not the rule. GM intrusions are much more effective if
- they are more personal.
-
--Example GM Intrusions
-+#### Example GM Intrusions
-
- It's not a good idea to use the same events as GM intrusions over and over ("Dolmar dropped his sword *again*?"). Below
- are a number of different intrusions you can use.
-
--Bad Luck
-+##### Bad Luck
-
- Through no fault of the characters, something happens that is bad or at least complicating. For example:
-
-@@ -56527,7 +56525,7 @@
-
- \* A device (cypher or artifact) malfunctions or gives the user a jolt.
-
--An Unknown Complication Emerges
-+##### An Unknown Complication Emerges
-
- The situation was more complex (and therefore more interesting) than the PCs knew—perhaps even more than the GM knew, at
- least at the start. For example:
-@@ -56542,7 +56540,7 @@
-
- \* The PCs find the book they need, but the pages are so brittle that if they open it, it might crumble.
-
--An Impending Complication Emerges
-+##### An Impending Complication Emerges
-
- GMs can use this type of intrusion as a resolution mechanic to determine NPC success or failure. Rather than rolling
- dice to see how long it takes an NPC to rewire a damaged force field generator, it happens at a time of the GM's
-@@ -56559,7 +56557,7 @@
- \* The NPC who holds a dagger to a character's throat and says "Don't move" cuts the PC when they do, in fact, move,
- putting them immediately at debilitated on the damage track.
-
--Opponent Luck or Skill
-+##### Opponent Luck or Skill
-
- The PCs aren't the only ones with surprising tricks up their sleeves. For example:
-
-@@ -56573,7 +56571,7 @@
-
- \* A bit of the wall collapses in the middle of the fight, preventing the characters from chasing the fleeing NPC.
-
--Fumbles
-+##### Fumbles
-
- Although you might not want every player roll of 1 to be a fumble, sometimes it could be just that. Alternatively, the
- GM could simply declare that a fumble has occurred. In either case, consider the following examples:
-@@ -56590,7 +56588,7 @@
-
- \* In an interaction, the PC inadvertently or unknowingly says something offensive.
-
--Partial Success
-+##### Partial Success
-
- GM intrusion doesn't have to mean that a PC has failed. For example:
-
-@@ -56617,7 +56615,7 @@
- more than that. A player intrusion can't affect a whole village or even a whole tavern in that village. A rock can come
- loose, but a player intrusion can't create a landslide.
-
--Tying Actions to Stats
-+### Tying Actions to Stats
-
- Although the decision is open to your discretion, when a PC takes an action, it should be fairly obvious which stat is
- tied to that action. Physical actions that involve brute force or endurance use Might. Physical actions that involve
-@@ -56631,7 +56629,7 @@
- hour rather than one round. In other words, using a stat that is not the obvious choice should be the exception, not the
- rule.
-
--Cyphers
-+### Cyphers
-
- You should think of cyphers as character abilities, whether they're subtle cyphers or manifest cyphers. This means that
- it is incumbent upon you to make sure that players always have plenty of cyphers to use. In the course of their travels,
-@@ -56683,7 +56681,7 @@
- points in the course of the story that are appropriate for awarding subtle cyphers, especially if the PCs aren't at
- their full capacity.)
-
--Artifacts
-+### Artifacts
-
- In terms of the narrative, artifacts are a lot like cyphers, except that most are not one-use items. Mechanically, they
- serve a very different purpose. It's assumed that characters are exploring with some cyphers at their disposal.
-@@ -56710,7 +56708,7 @@
-
- (You may wish to forbid the use of XP to reroll artifact depletion rolls. That's pretty reasonable.)
-
--Skills and Other Abilities
-+### Skills and Other Abilities
-
- Sometimes, the rules speak directly to character creativity. For example, players can make up their own skills. It's
- possible to have a skill called "tightrope walking" that grants a character a better chance to walk across a tightrope,
-@@ -56733,7 +56731,7 @@
- In a way, this is no different than adjudicating a not-so-straightforward solution to a challenge. Sometimes you have to
- say "No, that's not possible." But sometimes, if it makes sense, open yourself up to the possibility.
-
--NPCs and Death
-+### NPCs and Death
-
- As explained in the Rules of the Game chapter, NPCs have a health score rather than three stat Pools. When an NPC
- reaches 0 health, they are down. Whether that means dead, unconscious, or incapacitated depends on the circumstances as
-@@ -56745,7 +56743,7 @@
- them can simply state that as their intention and describe their actions differently—using the flat of the blade, so to
- speak.
-
--Creatures
-+### Creatures
-
- Whenever possible, creatures should be handled like other NPCs. They don't follow the same rules as the player
- characters. If anything, they should have greater latitude in doing things that don't fit the normal mold. A many-armed
-@@ -56773,7 +56771,7 @@
- offensive or defensive powers (such as poison, paralysis, disintegration, immunity to attacks, and so on) need to be
- tied directly to level—higher-level creatures get better abilities and more of them.
-
--Balancing Encounters
-+#### Balancing Encounters
-
- In the Cypher System, there is no concept of a "balanced encounter." There is no system for matching creatures of a
- particular level or tasks of a particular difficulty to characters of a particular tier. To some people, that might seem
-@@ -56847,7 +56845,7 @@
- - Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM
- should be ready to do the same.
-
--### CHARACTER CREATION
-+#### CHARACTER CREATION
-
- Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to
- help players move quickly, without spending a lot of time deciding between this focus and that one.
-@@ -56864,7 +56862,7 @@
-
- All characters start with 1 XP.
-
--### DESCRIPTORS
-+#### DESCRIPTORS
-
- A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same
- descriptor.
-@@ -56880,7 +56878,7 @@
-
- Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception.
-
--### TYPES
-+#### TYPES
-
- This is the role the character will have in the story. Types will likely change from genre
-
-@@ -56888,7 +56886,7 @@
- character will have in the story, not what players will write on their character sheet (although a few example
- suggestions are provided).
-
--Performing Physical Actions
-+##### Performing Physical Actions
-
- This character might be called a Warrior, a Soldier, a Jock, or a Construction Worker (just to name a few), depending on
- the situation. Choose two of the following abilities:
-@@ -56901,7 +56899,7 @@
-
- • Trained in two of the following: climbing, jumping, running, swimming • Add +2 to recovery rolls
-
--Sneaking
-+##### Sneaking
-
- This character might be called a Thief, a Scout, a Street Rat, or a Slacker (just to name a few), depending on the
- situation. Choose two of the following abilities:
-@@ -56914,7 +56912,7 @@
-
- • Add +2 to recovery rolls
-
--Searching And Discovering
-+##### Searching And Discovering
-
- This character might be called an Explorer, a Detective, a Scientist, or a Middle Manager (just to name a few),
- depending on the situation. Choose two of the following abilities:
-@@ -56927,7 +56925,7 @@
-
- • Trained in knowledge-based skills (history, biology, geography, and so on) • Add +2 to recovery rolls
-
--Talking
-+##### Talking
-
- This character might be called a Diplomat, a Priest, a Con Artist, or a Salesperson (just to name a few), depending on
- the situation. Choose two of the following abilities:
-@@ -56940,7 +56938,7 @@
-
- • Add +2 to recovery rolls
-
--Wielding Supernatural Powers
-+##### Wielding Supernatural Powers
-
- This type isn't suited to all scenarios, obviously—it depends on the genre. This character might be called a Psychic, a
- Wizard, a Superhero, or a Mutant (just to name a few), depending on the situation. The player and GM will have to
-@@ -56961,7 +56959,7 @@
-
- • Have another power shift.
-
--### FOCUS
-+#### FOCUS
-
- A focus determines the actions a character might often take in the story.
-
-@@ -56988,18 +56986,18 @@
- Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with
- the exception of miscellaneous powers.)
-
--### THE SCENARIO
-+#### THE SCENARIO
-
- When thinking about a Cypher Short scenario, think in terms of what you would expect to see in a movie. And not just any
- movie, but one where the action mostly takes place in one (probably large, hopefully interesting and dynamic) location
-
--### SETUP
-+#### SETUP
-
- This section of a Cypher Short is a brief overview of the setting and the premise of
-
- the situation. The basic statement of the genre and setting should be given to the players before they make characters.
-
--### POSSIBLE ENCOUNTERS
-+#### POSSIBLE ENCOUNTERS
-
- This section is a list of possible encounters that might happen in the scenario, depending on what the characters do,
- where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the
-@@ -57012,7 +57010,7 @@
- NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask,
- the personality of any relevant NPC, and so on.
-
--### GM INTRUSIONS
-+#### GM INTRUSIONS
-
- Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario.
-
-@@ -57020,19 +57018,19 @@
- same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short
- adventure than you're used to in a standard Cypher System game.
-
--### THE CONCLUSION
-+#### THE CONCLUSION
-
- Ideally, as with a movie, the end of a Cypher Short session comes to a nice story conclusion (though not every ending
- needs to be a happy one). Hopefully, the main situation has been resolved one way or another, and the implications of
- what probably happens next for the characters and the setting are self-evident. But with a Cypher Short, we don't worry
- too much about what happens next. It's a one-shot scenario.
-
--### TRAPPED IN FLAMES
-+#### TRAPPED IN FLAMES
-
- The Premise: The characters work in a tall skyscraper. Suddenly, there's an explosion, and the fire alarms start
- ringing!
-
--### CHARACTER CREATION
-+##### CHARACTER CREATION
-
- The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include:
-
-@@ -57060,7 +57058,7 @@
-
- All random people in the building are level 2 or 3 NPCs.
-
--### THE SETUP
-+##### THE SETUP
-
- The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't
- necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front
-@@ -57093,7 +57091,7 @@
- • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading
- too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out.
-
--### POSSIBLE ENCOUNTERS
-+##### POSSIBLE ENCOUNTERS
-
- Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have
- information. Some of it is true and some isn't. Things they might try to say include:
-@@ -57156,7 +57154,7 @@
- through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for
- the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building.
-
--### GM INTRUSIONS
-+##### GM INTRUSIONS
-
- Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The
- bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM
-@@ -57177,7 +57175,7 @@
- the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when
- the firefighters arrive.
-
--### THE CONCLUSION
-+##### THE CONCLUSION
-
- Ultimately, the PCs very likely just want to get to safety. When they do, the scenario is pretty much over. They're
- wrapped in blankets by firefighters and loaded into ambulances. If they stopped or apprehended the bomber, the
diff --git a/patches/base/060-remove-stray-whitespace.patch b/patches/base/060-remove-stray-whitespace.patch
deleted file mode 100644
index 8fafc52..0000000
--- a/patches/base/060-remove-stray-whitespace.patch
+++ /dev/null
@@ -1,327 +0,0 @@
---- _tmp/ccsrd.md 2025-06-13 08:17:50.099270702 -0500
-+++ _tmp/ccsrd.new.md 2025-06-13 08:44:51.451717294 -0500
-@@ -10510,7 +10510,7 @@
- rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets
- in the area take 1 point of damage even if you fail the attack roll. Action.
-
-- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
-+Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
- can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
- example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
- to open a door, and the illusion of a fireplace hot to the touch.
-@@ -19791,7 +19791,7 @@
- falls from a higher position onto the character. Sometimes the falling block is made to exactly fit a trapped corridor
- so that triggering the trap makes the area impassible.
-
-- A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
-+A less lethal variant drops a large amount of sand or dirt, inflicting 3 points of ambient damage (ignores Armor).
- Another variant releases oil (perhaps burning) or marbles, inflicting 3 points of ambient damage and making the area
- difficult terrain.
-
-@@ -19852,7 +19852,7 @@
- A floor variant is a small trapdoor over a closed compartment, which mangles the character's foot when they step on the
- trapdoor, reducing their movement speed by half.
-
-- Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
-+Another variant is a needle trap attached to a small peephole or spyhole in a door or wall. The trap springs when the
- character touches the area around the hole (even a slight touch with their face as they look is sufficient), inflicting
- lasting damage to the character's eye and partially blinding them. A gentler variant traps the character's limb in glue
- instead of inflicting damage. The character's extremity might be glued to the hole, or they may be able to pull free but
-@@ -21204,7 +21204,7 @@
- These modifiers are cumulative, so trying to view a level 4 target who the user knows only by name (+1 step), is
- unwilling (+1 step), and is 20 miles away (+2 steps) is a difficulty 8 task.
-
-- The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
-+The crystal shows the creature or area for one minute before the image becomes muddled and the artifact must be
- activated again.
-
- In addition to the normal options for using Effort, the user can choose to apply a level of Effort to open two-way
-@@ -21290,7 +21290,7 @@
-
- Form: Burlap bag containing a handful of large reptilian teeth
-
-- Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
-+Effect: If a tooth is drawn from the bag and cast upon the earth, a dragontooth warrior appears, ready to fight for the
- user for up to ten minutes before going their own way. The user can draw several teeth at once from the bag, but each
- tooth drawn requires a separate depletion roll.
-
-@@ -24073,7 +24073,7 @@
-
- ###### Graser array
-
-- level 5 (15)
-+level 5 (15)
-
- Exorbitant
-
-@@ -24512,7 +24512,7 @@
-
- level 4 (12)
-
-- Very Expensive
-+Very Expensive
-
- Not armor; belt generates an almost transparent force field to surround the user for up to one hour, providing +1 Armor.
- Once used, must be recharged for several hours.
-@@ -24598,7 +24598,7 @@
-
- level 1 (3)
-
-- Inexpensive
-+Inexpensive
-
- Provides light where pointed within short range for a few hours before requiring new batteries/a charge.
-
-@@ -25112,7 +25112,7 @@
-
- ###### Auton
-
-- level 1 (3)
-+level 1 (3)
-
- Moderate
-
-@@ -25128,7 +25128,7 @@
-
- level 2 (6)
-
-- Expensive
-+Expensive
-
- Treat as a level 2 follower, which allows the auton modifications in up to two tasks, depending on the particular aide.
-
-@@ -25163,7 +25163,7 @@
-
- Exorbitant
-
-- As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
-+As auton, but one modification is always in attacks, which means when helping a target to make an attack, the target
- eases the task by two steps. However, warrior autons usually attack autonomously as level 3 entities with a ranged or
- melee weapon that inflicts 5 points of damage.
-
-@@ -25523,7 +25523,7 @@
-
- ###### Shotgun
-
-- level 3 (9)
-+level 3 (9)
-
- Expensive
-
-@@ -25533,7 +25533,7 @@
-
- level 3 (9)
-
-- Very Expensive
-+Very Expensive
-
- Heavy weapon (6 damage, both hands), long range.
-
-@@ -25567,7 +25567,7 @@
-
- level 3 (9)
-
-- Very Expensive
-+Very Expensive
-
- Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage
- and on a failed Might defense roll, target is stunned for 1 round, losing their next action).
-@@ -25594,7 +25594,7 @@
-
- ###### Laser/photon pistol
-
-- level 3 (9)
-+level 3 (9)
-
- Expensive
-
-@@ -25620,7 +25620,7 @@
-
- ###### Vacuum rifle, assault
-
-- level 3 (9)
-+level 3 (9)
-
- Very Expensive
-
-@@ -25944,7 +25944,7 @@
-
- ##### DRIVERLESS VEHICLES
-
-- If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
-+If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks
- are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are
- hindered. However, the pilot is free to engage in other actions as the vehicle maneuvers to the best of its ability.
-
-@@ -25954,7 +25954,7 @@
-
- ##### LOOKING FOR MORE VEHICLE OPTIONS
-
-- A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
-+A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something
- close and adapt the listing.
-
- Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be
-@@ -26157,7 +26157,7 @@
-
- level 5 (15)
-
-- Exorbitant
-+Exorbitant
-
- Treaded, all-terrain wheels support a completely enclosed interior habitat with five to ten interior chambers arranged
- either to house one or more families, support scientific research, exploration, spying, or configured for some other
-@@ -26510,7 +26510,7 @@
-
- ###### Tank
-
-- level 4 (12)
-+level 4 (12)
-
- Exorbitant
-
-@@ -26890,7 +26890,7 @@
-
- level 5 (15)
-
-- Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
-+Priceless As corvette spacecraft, but four times as large, allowing four times the crew and ten weapon systems
- (including two superior weapon systems). Possesses superior defenses. Often utilized to escort larger vessels in a space
- fleet or battle group and defend them against swarms of smaller attackers. Includes bays for two fireteams of six
- microcapsule fighters (darts).
-@@ -26962,7 +26962,7 @@
-
- level 2 (6)
-
-- Exorbitant
-+Exorbitant
-
- A small double-occupant starship with two weapon systems that fire blasters. Minimum size vehicle capable of FTL
- travel.
-@@ -27485,12 +27485,12 @@
- Immediate Posthuman Upgrades: As part of character creation, PCs are given the options presented hereafter because the
- setting demands it. Narrative options include (but are not limited to):
-
-- • PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
-+• PCs are part of a program designed to adapt them to being able to survive and thrive in conditions other than the 1
- G, 1 atmosphere, oxygenated, Goldilocks environment of the Earth.
-
- • PCs begin their career as super-soldiers to fight aliens or to serve as corporate spies.
-
-- • PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
-+• PCs serve as long-lived guardians to watch over a generation ship hurtling at slower-than-light speeds between the
- stars.
-
- • PCs are children of a far-future civilization that routinely upgrades its citizens.
-@@ -27505,7 +27505,7 @@
- • PCs are kidnapped by aliens or conglomerate operatives, and upgraded—with some command-andcontrol circuits also
- installed—to serve some specific purpose.
-
-- • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-+• PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of.
-
- ##### POSTHUMAN PACKAGES
-
-@@ -29816,7 +29816,7 @@
-
- • Stands Like a Bastion
-
-- • Throws With Deadly Accuracy
-+• Throws With Deadly Accuracy
-
- • Travels Through Time
-
-@@ -30406,7 +30406,7 @@
-
- ###### Very Expensive
-
-- Elegant cloak or coat
-+Elegant cloak or coat
-
- Royal ensemble
-
-@@ -45068,7 +45068,7 @@
-
- A corrupt mage knows many spells, such as the following:
-
-- • Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-+• Armor: Covers a creature with ugly scales, granting them +3 to Armor for an hour.
-
- • Madness: Wracks the brain of one creature within short range for one hour, reducing them to a babbling catatonic state
- in which they can't recognize friend or foe. If disturbed or harmed, the creature is likely to lash out with lethal
-@@ -45183,7 +45183,7 @@
- focuses on a single target, treat the attack as a level 10 attack that inflicts 14 points of damage, or 6 points even on
- a successful Speed defense roll.
-
-- Self-repair mechanisms allow the creature to regain 2 points of health per round.
-+Self-repair mechanisms allow the creature to regain 2 points of health per round.
-
- Interaction: If communication can be opened up through a cybrid's haze of pain, it might be possible to temporarily wake
- the consciousness of the human remnant inside. However, that remnant consciousness might not be happy to discover what
-@@ -45505,7 +45505,7 @@
- They can also call on a variety of other magical abilities that mimic the effect of any cypher of level 5 or
- lower—usually destructive, painful, and transformative effects.
-
-- A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-+A demon lord automatically regains 3 points of health per round. They typically have the following abilities:
-
- • Change Shape: The demon lord can take the form of a human or similar humanoid as its action, or return to its regular
- shape. When so changed, its disguise is nearly impenetrable without special knowledge. As a human, the demon lord is a
-@@ -47604,7 +47604,7 @@
- or make a Might defense roll. On a failure, they take 5 points of ambient damage as their flesh partly mineralizes. If
- the character is killed by this damage, they are turned to stone.
-
-- Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-+Some gorgons carry a couple of cyphers and perhaps an artifact that they can use in combat.
-
- Interaction: Bitterness consumes gorgons. They lead lonely lives, cut off from everyone they have loved. Negotiating
- with one would be something of a feat.
-@@ -48131,7 +48131,7 @@
- through the crumbling structure at a considerable distance, waiting for them to take a rest or become otherwise
- distracted before attacking.
-
-- Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-+Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value.
-
- GM intrusion: The character reacts poorly to the poison in the air or a bite and goes intonhelpless convulsions for one
- round if they fail a Might defense task.
-@@ -48688,10 +48688,10 @@
- Combat: A lich can shoot blasts of necromantic energy that inflict 8 points of damage on a target and 4 points on any
- creature within immediate range of the target. A lich knows many spells, such as the following:
-
-- • Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
-+• Animate guards: Animate ten corpses as skeletons or zombies, which obey the lich for one hour before turning back
- into corpses.
-
-- • Armor: Gain +5 Armor for one hour.
-+• Armor: Gain +5 Armor for one hour.
-
- • Death: Inflict 8 points of damage on a creature within short range; if the creature fails a Might defense roll, it
- also moves two steps down the damage track.
-@@ -52733,7 +52733,7 @@
- of crafty bandits has managed to train a couple of wyverns as mounts and use them as flying cavalry for their troops on
- the ground.
-
-- Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
-+Loot: Wyverns do not collect treasure, but their nest might have a few cyphers from previous victims. If carefully
- extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of
- an expensive item).
-
-@@ -53214,7 +53214,7 @@
- relying on strength (such as climbing and jumping) are eased by two steps. However, their Speed defense is hindered. A
- raging berserker fights only with melee weapons and won't retreat from battle.
-
-- Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
-+Interaction: Berserkers are the elites of some warrior cultures and enjoy physical competitions such as wrestling,
- throwing heavy items, and feasting. They dislike weak and cowardly folk, and do not tolerate insults to their strength
- or honor.
-
-@@ -53569,7 +53569,7 @@
-
- Dwarf leaders are usually officers or priests.
-
-- Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
-+Interaction: Dwarves are proud and hardworking, but they tend to be stubborn, gruff, and unforgiving of offenses to
- them or their clan. It takes time to gain their trust, but they respect a fair deal, a hard bargain, a sharp axe, and a
- sturdy hammer.
-
diff --git a/patches/web/001-table-of-contents.patch b/patches/web/001-table-of-contents.patch
deleted file mode 100644
index 77643a4..0000000
--- a/patches/web/001-table-of-contents.patch
+++ /dev/null
@@ -1,11 +0,0 @@
---- _tmp/ccsrd.md 2025-04-04 10:29:10.675133282 -0500
-+++ _tmp/ccsrd.new.md 2025-04-04 10:55:38.788141182 -0500
-@@ -2,6 +2,8 @@
-
- Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
-
-+[TOC]
-+
- ## How to Play the Cypher System
-
- The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
diff --git a/scripts/base/010-strip-terminal-whitespace.sh b/scripts/base/010-strip-terminal-whitespace.sh
deleted file mode 100755
index b2fb345..0000000
--- a/scripts/base/010-strip-terminal-whitespace.sh
+++ /dev/null
@@ -1,9 +0,0 @@
-#!/bin/sh
-# Remove extra whitespace from the end of lines, since it throws off some further
-# formatting cleanups. There's no real pattern to when this happens; I think it's
-# just a copy and paste problem in the source doc, so there's no real ability to
-# make further improvements --- just remove the spaces and let other things clean
-# it up.
-# Also convert some non-breaking spaces and that kind of thing in there randomly.
-sed -E 's/\xc2\xa0/ /g' _tmp/ccsrd.md > _tmp/ccsrd.new.md
-sed -E 's/\s+$//' -i _tmp/ccsrd.new.md
diff --git a/scripts/base/012-de-fancy-marks.sh b/scripts/base/012-de-fancy-marks.sh
deleted file mode 100755
index 2991ee9..0000000
--- a/scripts/base/012-de-fancy-marks.sh
+++ /dev/null
@@ -1,7 +0,0 @@
-#!/bin/sh
-# Remove fancy marks like “. They can be readded by the Markdown processor output later,
-# but right now they just complicate further cleanups.
-sed -E 's/“/"/g' _tmp/ccsrd.md > _tmp/ccsrd.new.md
-sed -E 's/”/"/g' -i _tmp/ccsrd.new.md
-sed -E "s/‘/'/g" -i _tmp/ccsrd.new.md
-sed -E "s/’/'/g" -i _tmp/ccsrd.new.md
diff --git a/scripts/base/013-level-3-headers.sh b/scripts/base/013-level-3-headers.sh
deleted file mode 100755
index 679d01c..0000000
--- a/scripts/base/013-level-3-headers.sh
+++ /dev/null
@@ -1,12 +0,0 @@
-#!/bin/sh
-# The source seems to use level 3 headers in ALL CAPS, so make those markdown level
-# 3 headers, noting that some parts seem to put things intending to be level 4 in
-# ALL CAPS too, so this will need some human post processing
-
-# clean up some typos and similar
-sed -E 's/ACTION: Activate a Special Ability/ACTION: ACTIVATE A SPECIAL ABILITY/' _tmp/ccsrd.md > _tmp/ccsrd.new.md
-sed -E 's/FIFTH-TIER SKILLS ANd KNOWLEDGE ABILITIES/FIFTH-TIER SKILLS AND KNOWLEDGE ABILITIES/' -i _tmp/ccsrd.new.md
-sed -E 's/FANTASy/FANTASY/' -i _tmp/ccsrd.new.md
-
-# s is here because e.g. "NPCs" is a common occurrence
-sed -E "s/^[A-Z0-9s ()@'?&.,:\/-]+$/### \0/" -i _tmp/ccsrd.new.md
diff --git a/srd/Cypher-System-Reference-Document-2024-09-26.docx b/srd/Cypher-System-Reference-Document-2024-09-26.docx
deleted file mode 100644
index 111e129..0000000
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diff --git a/srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx b/srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx
deleted file mode 100644
index ff21a9d..0000000
Binary files a/srd/Cypher-System-Reference-Document-2025-05-05-fixed.docx and /dev/null differ