diff --git a/patches/base/010-strip-terminal-whitespace.patch b/patches/base/010-strip-terminal-whitespace.patch new file mode 100644 index 0000000..dec61d4 --- /dev/null +++ b/patches/base/010-strip-terminal-whitespace.patch @@ -0,0 +1,1706 @@ +--- _tmp/ccsrd.md 2025-04-04 08:23:18.965451630 -0500 ++++ _tmp/ccsrd.md.new 2025-04-04 08:23:59.926710274 -0500 +@@ -715,7 +715,7 @@ + setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of + grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. + +-Individual Role: Warriors are physical, ++Individual Role: Warriors are physical, + action-oriented people. They’re more likely to overcome a challenge using force than by other means, and they often take + the most straightforward path toward their goals. + +@@ -2141,7 +2141,7 @@ + + TECHNOLOGY FLAVOR + +-Characters with a flavor of technology typically are from science fiction or at least modern-day ++Characters with a flavor of technology typically are from science fiction or at least modern-day + settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with + technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest. + +@@ -2359,7 +2359,7 @@ + SKILLS AND KNOWLEDGE FLAVOR + + This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It’s less +-flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or ++flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or + know-how is the real solution to a problem. + + A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and +@@ -2922,7 +2922,7 @@ + Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first + adventure. + +-1\. You suspect that you might gain a long-term ++1\. You suspect that you might gain a long-term + advantage from helping the other PCs and may be able to use that advantage against your enemies. + + 2\. By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others. +@@ -4272,7 +4272,7 @@ + Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their + abilities. + +-Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other ++Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other + focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to + you), and they might not be interested (that’s up to them). + +@@ -4298,9 +4298,9 @@ + Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their + eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them. + +-Pick one other PC. You are always trying ++Pick one other PC. You are always trying + to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their +-respect, or perhaps you’re romantically interested ++respect, or perhaps you’re romantically interested + in them. + + Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems. +@@ -6049,7 +6049,7 @@ + + GM Intrusions: Some secrets are too terrible to know. + +-Separates Mind From Body ++Separates Mind From Body + You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden. + + Tier 1: Third Eye +@@ -6461,7 +6461,7 @@ + + Tier 2: Destined for Greatness + +-Tier 3: Overcome All Obstacles or ++Tier 3: Overcome All Obstacles or + Hard-Won Resilience + + Tier 4: Center of Attention +@@ -6499,7 +6499,7 @@ + + Tier 2: Heads-Up Display + +-Tier 3: Fusion Armor or Incredible ++Tier 3: Fusion Armor or Incredible + Health + + Tier 4: Force Blast +@@ -6592,7 +6592,7 @@ + + Tier 5: Expert Skill + +-Tier 6: Greater Enhanced Potential or ++Tier 6: Greater Enhanced Potential or + Hard-Won Resilience + + GM Intrusions: Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some +@@ -6784,27 +6784,27 @@ + + FOCUS CATEGORIES + +-Ally use 
 ++Ally use + +-Basic 
 ++Basic + +-Energy manipulation 
 ++Energy manipulation + +-Environment manipulation 
 ++Environment manipulation + +-Exploration 
 ++Exploration + +-Influence 
 ++Influence + +-Irregular 
 ++Irregular + +-Movement expertise 
 ++Movement expertise + +-Striker combat 
 ++Striker combat + +-Support 
 ++Support + +-Tank combat 
 ++Tank combat + + CHOOSING ABILITIES BY RELATIVE POWER + +@@ -6835,7 +6835,7 @@ + systems. And so on. + + Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an +-additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a ++additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a + higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or + the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, + but don’t underpower it, either. +@@ -7206,7 +7206,7 @@ + + Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) + using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or +-heavier. An ++heavier. An + illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant + a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the + character with the benefits of that foreknowledge. And so on. +@@ -7254,12 +7254,12 @@ + prioritized. + + Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require +-specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or ++specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or + super-science to learn new things and explore strange places from afar. + + Connection: Choose four relevant connections from the Focus Connections list. + +-Additional Equipment: Any object necessary to explore. For instance, starting maps and/or ++Additional Equipment: Any object necessary to explore. For instance, starting maps and/or + a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to + gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted. + +@@ -7418,7 +7418,7 @@ + + Connection: Choose four relevant connections from the Focus Connections list. + +-Additional Equipment: Any object necessary to the focus’s theme. For instance, a ++Additional Equipment: Any object necessary to the focus’s theme. For instance, a + superhero-themed focus might grant a superhero costume. + + Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered. +@@ -7555,7 +7555,7 @@ + One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 + (though high tier rather than mid tier). + +-The other option should be something that further explores the use of the basic ++The other option should be something that further explores the use of the basic + movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability + related to the movement. + +@@ -7634,7 +7634,7 @@ + If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against + that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm. + +-Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever ++Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever + low-power ability wasn’t gained at tier 1. + + Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other. +@@ -7809,8 +7809,8 @@ + capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple + physical enhancement if defense is gained by skills or enhanced healing. + +-The other option should provide an offensive +-capability, especially if creating a non-transformation ++The other option should provide an offensive ++capability, especially if creating a non-transformation + focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other + benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable. + +@@ -7842,7 +7842,7 @@ + + At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of + these replacement abilities, particularly at the higher tiers, might involve body modification, integration with +-high-tech ++high-tech + devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre. + + TIER 1 +@@ -8100,7 +8100,7 @@ + + Legal Intern + +-Masterful Armor ++Masterful Armor + Modification + + Multiplicity +@@ -8575,7 +8575,7 @@ + + Deep Consideration + +-Drawing on Life’s ++Drawing on Life’s + Experiences + + Information Gathering +@@ -9079,7 +9079,7 @@ + + Living Light + +-Masterful Armor ++Masterful Armor + Modification + + Mental Projection +@@ -9325,7 +9325,7 @@ + + Lost in the Chaos + +-Masterful Armor ++Masterful Armor + Modification + + Mastery in Armor +@@ -10475,7 +10475,7 @@ + you also use your Intellect Edge instead of your Speed Edge). Enabler. + + All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you +-attempt. You can’t use this ability again until after you’ve taken a ++attempt. You can’t use this ability again until after you’ve taken a + ten-hour recovery action. Action. + + Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature. +@@ -10789,7 +10789,7 @@ + intimidating, wading rivers, and so on. Enabler.  + + Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a +-height of 12 feet (4 m). ++height of 12 feet (4 m). + Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are + trained in using your fists as heavy weapons (if you weren’t already). However, your Speed defense tasks are hindered. + While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, +@@ -10994,7 +10994,7 @@ + Burst of Escape (5 Speed points): You can take two separate actions this round, as long as one of them is to hide or to + move in a direction that is not toward a foe. Enabler. + +-Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m) ++Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m) + thick that is blocking your way. Depending on the barrier, this might involve finding a weak spot you can push through, + pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place + between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the +@@ -11082,7 +11082,7 @@ + increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn + lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler. + +-Cast Illusion: You can increase the range at which you create and maintain your ++Cast Illusion: You can increase the range at which you create and maintain your + immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler. + + Castigate (4 Intellect points): You intimidate any opponent within long range who understands speech (even if it is not +@@ -11154,7 +11154,7 @@ + Colossal: When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5 + more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of + damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height +-further, your total height increases by 10 feet ++further, your total height increases by 10 feet + (3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll, + if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to + your Might Pool. Enabler. +@@ -11692,7 +11692,7 @@ + rolls until the effect wears off. Action to initiate. + + Diver: You can safely dive into water from heights of up to 100 feet (30 m), and you can withstand pressure when in +-water as deep as ++water as deep as + 100 feet. Enabler. + + Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks. +@@ -11923,7 +11923,7 @@ + Action. + + Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For +-example, if the typical person can hold their breath for thirty seconds, you can ++example, if the typical person can hold their breath for thirty seconds, you can + hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. + In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The + minimum duration is always one round. Enabler. +@@ -12106,7 +12106,7 @@ + choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that + if your attack fails against them). This drains your Siphon Pool to 0 points. Action. + +-Extra Recovery: You gain an additional ++Extra Recovery: You gain an additional + one-action recovery each day. Enabler. + + Extra Skill: You are trained in one skill of your choice (other than attacks or defense) in which you are not already +@@ -12356,7 +12356,7 @@ + hindered. Enabler. + + Force Blast: You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered +-Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet ++Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet + (60 m). Action. + + Force Field (3 Intellect points): You create an invisible energy barrier around a creature or object you choose within +@@ -12621,7 +12621,7 @@ + Group Friendship (4 Intellect points): You convince a sentient creature to regard you (and up to ten creatures that you + designate within immediate distance of you) positively, as they would a potential friend. Action. + +-Guide Bolt (4+ Intellect points): When you make ++Guide Bolt (4+ Intellect points): When you make + an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack’s aim + and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of + Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use +@@ -12851,7 +12851,7 @@ + should do otherwise). Action. + + Improved Command Spirit: When you use your Command Spirit ability, you can command a spirit or animate undead creature +-of up to level 7. ++of up to level 7. + Enabler. + + Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature, +@@ -13271,7 +13271,7 @@ + + Lock (2+ Intellect points): A door, gate, chest, drawer, locket, or other object that can be closed within long range + snaps shut and is magically locked (level 3 effect) for one hour. If an object or creature is physically holding the +-target object open, you must also succeed on an ++target object open, you must also succeed on an + Intellect-based attack. For each level of Effort you apply, the quality of the magical lock increases by one level. + Action to initiate. + +@@ -13349,7 +13349,7 @@ + Moment, the attack or task is eased. Enabler. + + Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must +-fit within a ++fit within a + 100-foot (30 m) cube. The images can move, but they can’t leave the area defined by the cube. The illusion includes + sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond + immediate range of the cube, the illusion vanishes. Action to create. +@@ -13498,17 +13498,17 @@ + again with the benefit of an asset, you need to study and plan again. Enabler. + + Microgravity Adept: You ignore all the ill effects of low gravity and no gravity on movement; you are trained in +-low-gravity maneuvers and ++low-gravity maneuvers and + zero-gravity maneuvers. (You might still be subject to negative biological effects of long-term exposure, if any.) + Enabler. + + Microgravity Avoidance: By taking advantage of microgravity conditions, you gain an asset to Speed defense tasks while +-in zero-gravity or ++in zero-gravity or + low-gravity conditions. Enabler. + + Mind Control (6+ Intellect points): You control the actions of another creature you touch. This effect lasts for one + minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the +-target and sense what it senses. You can allow it to act freely or override its control on a ++target and sense what it senses. You can allow it to act freely or override its control on a + case-by-case basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the + maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 5 target (three + levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must +@@ -13536,7 +13536,7 @@ + 6 points to your Intellect Pool. Action. + + Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image +-must fit within a 10-foot (3 m) ++must fit within a 10-foot (3 m) + cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can’t leave the + area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change + the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again +@@ -14166,8 +14166,8 @@ + (usually no more than three before the spirit fades). + + First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an +-object that was owned by +-the creature, or touch the physical remains ++object that was owned by ++the creature, or touch the physical remains + of the creature. For other spirits, you must know the spirit’s full name or have a great deal of an element (such as + fire or earth) that the spirit is associated with. + +@@ -14234,7 +14234,7 @@ + reaction time for about a minute. During that period, all Speed tasks (including Speed defense rolls) are eased. In + addition, the target can take one extra action at any time before the ability’s duration expires. Action. + +-Rapid Recovery: You can make most recovery rolls faster than normal. You can make your ++Rapid Recovery: You can make most recovery rolls faster than normal. You can make your + one-action recovery roll as part of another action or when it isn’t your turn, your ten-minute recovery roll takes you + only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you + make a recovery roll when it isn’t your turn, until the end of your next turn all of your tasks are hindered. Enabler. +@@ -14341,7 +14341,7 @@ + Resilience: You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores + Armor. Enabler. + +-Resilient Duplicate: Increase the health of ++Resilient Duplicate: Increase the health of + any duplicate you create (such as with Duplicate) by 5. Enabler. + + Resilient Ice Armor: The sheen of ice you generate using your Ice Armor ability gives you an additional +1 to Armor. +@@ -15691,7 +15691,7 @@ + at about 20 miles (32 km) per hour and are not affected by terrain. Action to initiate. + + Wings of Fire (4 Intellect points): While your Shroud of Flame is active, you can spread wings of fire and can levitate, +-moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other ++moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one other + non-movement action on your turn. Action. + + Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your +@@ -16369,7 +16369,7 @@ + | Traveler’s outfit | 2 gp | + | Wizard’s outfit | 5 gp | + +-ANIMALS AND GEAR DESCRIPTIONS ++ANIMALS AND GEAR DESCRIPTIONS + Draft horse: A strong horse able to carry or pull heavy loads.  + + Guard dog: A dog specially trained to guard. Better suited for watching or patrolling an area against thieves and +@@ -16793,7 +16793,7 @@ + of one step) to use the next time they attempt a similar action. When nothing else seems appropriate, the GM can simply + grant the PC an additional action on their turn that same round. + +-In combat, the easiest and most straightforward ++In combat, the easiest and most straightforward + major effect is dealing 4 additional points of damage with an attack. The following are other common major effects for + combat. + +@@ -16847,7 +16847,7 @@ + + Immediate distance from a character is within reach or within a few steps; if a character stands in a small room, + everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m). Immediate distance is +-sometimes referred to as close, or even ++sometimes referred to as close, or even + point-blank, particularly when referring to ranges. + + (The words “immediate” and “close” can be used interchangeably to talk about distance. If a creature or object is within +@@ -17326,7 +17326,7 @@ + + If all of a PC’s stat Pools are above 0 and the character has taken special damage that moved them down the damage + track, they can use a recovery roll to move up one step on the damage track instead of recovering points. For example, a +-character who is debilitated from a hit with a ++character who is debilitated from a hit with a + cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool. + + Special Damage +@@ -17523,7 +17523,7 @@ + roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease + the attack if it were made against an NPC, the character adds 3 to the roll for each step reduction (+3 for one step, +6 + for two steps, and so on). If the attacker’s final result is higher, the attack hits. If the defender’s result is +-higher, ++higher, + the attack misses. Damage is resolved normally. The GM mediates all special effects. + + SPECIAL SITUATION: AREA ATTACKS +@@ -17550,7 +17550,7 @@ + SPECIAL SITUATION: ATTACKING OBJECTS + + Attacking an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but can you damage it? +-Attacking inanimate objects with a melee weapon is a Might action. Objects have ++Attacking inanimate objects with a melee weapon is a Might action. Objects have + levels and thus target numbers. Objects have a damage track that works like the damage track for PCs. + + Intact is the default state for an object. +@@ -17636,20 +17636,20 @@ + + Difficult Terrain: Difficult terrain is an area filled with challenging obstacles—water up to waist height, a very steep + slope, an especially narrow ledge, slippery ice, a foot or more of snow, a space so small that one must crawl through +-it, and so on. Difficult terrain hinders move rolls and halves movement on a ++it, and so on. Difficult terrain hinders move rolls and halves movement on a + round-by-round basis. This means that a short move is about 25 feet (8 m), and a long move is about 50 feet (15 m). +-Difficult terrain reduces ++Difficult terrain reduces + long-term movement to a third of its normal rate. + +-Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls ++Water: Deep water, in which a character is mostly or entirely submerged, hinders move rolls + and reduces round-by-round and long-term movement to one quarter its normal rate. This means that a short move is about +-12 feet(4 m), ++12 feet(4 m), + and a long move is about 25 feet (7.5 m). Characters trained in swimming halve their movement only while in deep water. + + Low Gravity: Movement in low gravity is easier but not much faster. All move rolls are eased. + + High Gravity: In an environment of high gravity, treat all moving characters as if they were in difficult terrain. +-Characters trained in ++Characters trained in + high-gravity maneuvering negate this penalty. High gravity reduces long-term movement to a third of its normal rate. + + Zero Gravity: In an environment without gravity, characters cannot move normally. Instead, they must push off from a +@@ -18285,7 +18285,7 @@ + + Roles: Things other characters can do to participate and help.  + +-Side Effects: Negative consequences for failed rolls or GM intrusions. ++Side Effects: Negative consequences for failed rolls or GM intrusions. + Reagents: Resources that can help success.  + + Pool: What kind of Pool points the ritual costs.  +@@ -19612,7 +19612,7 @@ + + The general idea is that most characters will spend half their XP on tier advancement and long-term benefits, and the + rest on immediate benefits and short- and medium-term benefits (which are used during gameplay). Some groups might +-decide that XP earned during a game is to be spent on immediate and short- and ++decide that XP earned during a game is to be spent on immediate and short- and + medium-term benefits (gameplay uses), and XP awarded between sessions for discoveries is to be spent on character + advancement (long-term uses). + +@@ -19636,7 +19636,7 @@ + reward of 2 XP. If a character fails the climax, they very likely ignore the resolution. + + Resolution: This is the wrap-up or denouement. It’s a time for the character to reflect on what happened, tie up any +-loose ends, and figure out what happens next. When things are more or less resolved, the character earns a ++loose ends, and figure out what happens next. When things are more or less resolved, the character earns a + 1 XP reward. + + Within the arc, most of the time a part is probably optional, depending on the situation—although it’s hard to envision +@@ -21485,7 +21485,7 @@ + larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the + effective level of the higher-rated vehicle by two steps. + +-VEHICLE COORDINATION ++VEHICLE COORDINATION + If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles + coordinate, the attack is eased by two steps.  + +@@ -22056,7 +22056,7 @@ + Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any + at all. + +-KARDASHEV SCALE ++KARDASHEV SCALE + Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance, + despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists + accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st +@@ -22368,7 +22368,7 @@ + + Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire. + +-GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise ++GM Intrusion: The godmind rewinds time a few seconds and sidesteps whatever negative effect would have otherwise + inconvenienced it. + + HUNGRY HAZE +@@ -22621,7 +22621,7 @@ + + Loot: Some natathim carry valuable items and equipment. + +-GM Intrusion: The natathim spontaneously magnetizes the ++GM Intrusion: The natathim spontaneously magnetizes the + character’s possessions, which hold them helpless against the nearest wall or floor (if also metallic). The PC can take + no actions other than attempt to escape. + +@@ -24588,7 +24588,7 @@ + + ROBOTS & AI + +-CONTEMPORARY ++CONTEMPORARY + Electronic assistant  + + level 2 (6)  +@@ -24699,7 +24699,7 @@ + installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes + tasks at the level of the ship in which it is installed. + +-FANTASTIC ++FANTASTIC + Synth  + + level 3 (9)  +@@ -24756,7 +24756,7 @@ + happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find + interaction tasks and most Intellect tasks hindered unexpectedly. + +-CONTEMPORARY ++CONTEMPORARY + Book  + + level 2 (6)  +@@ -24860,7 +24860,7 @@ + + Caliber varies by specific firearm, used in most contemporary ranged weapons + +-ADVANCED/FANTASTIC ++ADVANCED/FANTASTIC + Energy pack (50 shots)  + + level 1 (3) +@@ -25089,7 +25089,7 @@ + Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage + and on a failed Might defense roll, target is stunned for 1 round, losing their next action). + +-ADVANCED ++ADVANCED + Grenade, sonic  + + level 4 (12)  +@@ -25265,7 +25265,7 @@ + weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc + Spray abilities. It ignores 2 points of Armor value (except from force fields). + +-BLASTER WEAPONS ++BLASTER WEAPONS + Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light + weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as + the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons. +@@ -25540,7 +25540,7 @@ + Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be + obtained in a luxury or sports package, either at the next price category up, or at double the indicated price. + +-CUSTOMIZING VEHICLES ++CUSTOMIZING VEHICLES + Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system, + add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for + such an upgrade is very expensive to exorbitant. +@@ -25657,7 +25657,7 @@ + pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle, + which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action. + +-CARS ++CARS + Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of + 1 in 1d100 (check per day used) + +@@ -25765,7 +25765,7 @@ + moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an + average of 64 km/h (40 mph) during long-distance travel. + +-FANTASTIC ++FANTASTIC + Car, flying  + + level 5 (15)  +@@ -25835,7 +25835,7 @@ + Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph) + during extended trips. + +-ADVANCED ++ADVANCED + Cloud surfing board  + + level 1 (3)  +@@ -25895,7 +25895,7 @@ + purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during + extended travel (half or double that depending on air conditions). + +-FANTASTIC ++FANTASTIC + Hoverboard  + + level 2 (6)  +@@ -26029,7 +26029,7 @@ + a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to + operate.  + +-Warship, destroyer ++Warship, destroyer + level 4 (12)  + + Priceless  +@@ -26040,7 +26040,7 @@ + each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and + central coordination to operate. + +-ADVANCED ++ADVANCED + Sub, waterglide  + + level 4 (12)  +@@ -26338,13 +26338,13 @@ + accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may + still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target. + +-SPACECRAFT ++SPACECRAFT + Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar + system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most + advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer + crew and cargo. + +-ADVANCED ++ADVANCED + Wafercraft, exploration  + + level 1 (3)  +@@ -26593,13 +26593,13 @@ + weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary + surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships. + +-STELLAR GATE ++STELLAR GATE + Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The + complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks + dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech + rating, no matter how small. + +-FANTASTIC ++FANTASTIC + Gate, planetary  + + level 3 (9)  +@@ -26656,7 +26656,7 @@ + + As planetary gate, but connects gate structures that lie in alternate dimensions. + +-SPACE-TIME VEHICLES ++SPACE-TIME VEHICLES + Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly + rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events, + limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely +@@ -26763,7 +26763,7 @@ + + High Gravity: It’s hard to make effective attacks when the pull of gravity is very strong. Attacks (and all physical + actions) made in high gravity are hindered. Ranges in high gravity are reduced by one category (very-long-range weapons +-reach only to long range, long-range weapons reach only to short range, and ++reach only to long range, long-range weapons reach only to short range, and + short-range weapons reach only to immediate range). Characters trained in high-gravity maneuvering ignore the change in + difficulty but not the range decreases. + +@@ -26851,8 +26851,8 @@ + ambient intelligence. You might even have been an organic creature whose mind was uploaded into a machine. + + Your body, of course, is also a machine. Most people refer to you as a robot or an android, although you know neither +-term describes you very +-well, as you are as free-willed and free-thinking ++term describes you very ++well, as you are as free-willed and free-thinking + as they are. + + You gain the following characteristics: +@@ -27054,7 +27054,7 @@ + + Form: Vial or syringe of red fluid + +-Effect: Strips someone of all superpowers (including abilities granted by magic, psionics, ++Effect: Strips someone of all superpowers (including abilities granted by magic, psionics, + mutation, or science) for twenty-four hours. The target retains only skills and abilities that are mundane, as agreed by + the GM and player. + +@@ -27067,7 +27067,7 @@ + Form: Multifaceted purple stone the size of a fist + + Effect: Created in the dawning of the universe, this artifact grants the wielder the ability to not only fully restore +-all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after ++all their stat Pools, but also increase each Pool temporarily by 10 points. These extra points fade after + twenty-four hours if not used. + + Depletion: 1–3 in 1d10 +@@ -27119,7 +27119,7 @@ + In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make + them fit your character.  + +-POWER SOURCE ++POWER SOURCE + As you’re figuring out what type, descriptor, focus, and power shifts you want for + + your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a +@@ -27274,7 +27274,7 @@ + + SUPERHERO CHARACTER OPTIONS  + +-DESCRIPTORS ++DESCRIPTORS + This section presents new descriptors meant specifically for a superhero game. + + AMAZING +@@ -27456,7 +27456,7 @@ + If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that + gene (perhaps even multiple copies) and can sense others who have it + +-POWER SHIFTS ++POWER SHIFTS + Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that + superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling + together interdimensional gateway devices in a few hours. +@@ -27534,13 +27534,13 @@ + your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to + start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability. + +-GAINING MORE POWER SHIFTS ++GAINING MORE POWER SHIFTS + Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably + be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or + street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game’s + start. + +-POWER STUNTS ++POWER STUNTS + A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do. + Examples: + +@@ -27674,7 +27674,7 @@ + abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s + roll to succeed. + +-FEATS OF SPEED ++FEATS OF SPEED + A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll + needed). This is basically a jog or a hustle, faster than a walk + +@@ -27715,7 +27715,7 @@ + (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car + over their head. + +-POWERFUL CREATURES ++POWERFUL CREATURES + Superheroes don’t just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters, + or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats. + +@@ -27779,7 +27779,7 @@ + the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the + extent of the changes. + +-FASTER CRAFTING IN A HIGH-TECH SETTING ++FASTER CRAFTING IN A HIGH-TECH SETTING + In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or + with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these + conditions, the GM should ease +@@ -29117,7 +29117,7 @@ + | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher | + | 6 | Steals the character away to their fey realm | + +-CYPHERS ++CYPHERS + Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage, + ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple + object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic +@@ -33210,7 +33210,7 @@ + and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or + require special actions (like Anecdote and Muscles of Iron). + +-DEAD ALL ALONG ++DEAD ALL ALONG + A handful of people are forced to stick together under unusual circumstances—they’re survivors of a shipwreck, + quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away + from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or +@@ -33436,7 +33436,7 @@ + by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the + Mad descriptor. + +-PERILOUS VENTURE ++PERILOUS VENTURE + Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they + make mistakes along the way it’s a setback instead of an outright failure. For example, they might need to read a + banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a +@@ -33480,7 +33480,7 @@ + blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls + could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost. + +-POOR CHOICES ++POOR CHOICES + Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their + friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger + and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the +@@ -35175,7 +35175,7 @@ + require the PC to succeed at specific tasks (with appropriate rolls). For example, writing a love poem will require an + Intellect-based task, while helping to retrieve a loved one’s cat from a tree might require a Speed-based task. + +-Second, the player must make an Intellect-based ++Second, the player must make an Intellect-based + roll with the desired level of relationship as the difficulty (modified as the GM sees fit). + + A relationship can be improved only one level at a time, and the GM and the player should work out an appropriate time +@@ -35653,7 +35653,7 @@ + The genre of fairy tales is a wide one, crossing into almost every culture and encompassing everything from early oral + stories passed down from generation to generation to the more modern literary fairy tale. What makes something a fairy + tale? While there’s a great deal of discussion around that question, most have a number of things in common: a series +-of ++of + far-fetched events; fantastical beings such as talking animals, elves, goblins, mermaids, witches, and dragons; and + objects that have magical elements. + +@@ -35780,7 +35780,7 @@ + + Merchant: level 2, haggling as level 3 + +-Noble: level 2, pleasant social interaction as ++Noble: level 2, pleasant social interaction as + level 4 + + Rat: level 1 +@@ -36745,7 +36745,7 @@ + whereupon the demon’s immaterial form disappears into the target. + + The first round in which a character is possessed, they can act normally. In the second and all subsequent rounds, the +-possessing demon can control the actions of the host, but the ++possessing demon can control the actions of the host, but the + character can attempt an Intellect defense roll to resist each suggested action. Successful resistance means that the + character does nothing for one round. In other rounds, the character can act as they choose. A possessing demon’s + actions are limited to attempts to control its host and leaving the host. +@@ -36853,7 +36853,7 @@ + + Some devils carry tridents. The weapon inflicts 5 points of damage, and the target must either move to a position within + an immediate distance chosen by the devil or take 2 additional points of damage from being impaled (a total of 7 points +-of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull ++of damage). Impaled foes automatically take 5 points of damage each round until they use an action to pull + themselves free. + + Interaction: Evil, cruel, and malevolent, devils are more than happy to talk, especially to those already caught and +@@ -37058,7 +37058,7 @@ + + Movement: Long when flying  + +-Modifications: Stealth as level 6 ++Modifications: Stealth as level 6 + Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw + small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of + damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to +@@ -37196,14 +37196,14 @@ + + Modifications: Speed defense as level 4; perception and ability to detect falsehoods as level 8 + +-Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can ++Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can + make a psychic attack on a creature within short range. On a failed Intellect defense roll, the target acts as the + enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time + within a minute, the enthraller’s mental control lasts for one minute. + + Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short + range. On a failed Intellect defense roll, a victim suffers 4 points of Intellect damage (ignores Armor) and is unable +-to ++to + take actions on their subsequent turn. If the victim is attacked while so stunned, their defense rolls are hindered by + two steps. + +@@ -37336,7 +37336,7 @@ + larger on the inside and might hold a handful of shiny coins or a cypher. + + GM intrusion: Another faerie appears, and if the character fails a Speed defense roll, it flies off with their weapon or +-another ++another + important possession. + + FALLEN ANGEL 5 (15) +@@ -37369,7 +37369,7 @@ + On the rare occasion that a fallen angel is within immediate range of another of its kind, both regain 1 point of health + per round. + +-By day, a fallen angel cannot project ++By day, a fallen angel cannot project + long-range attacks and has no visible wings with which to make melee attacks, though it may carry a melee weapon. + + Interaction: By day, fallen angels are not automatically hostile, and they can be negotiated and reasoned with. They can +@@ -37383,7 +37383,7 @@ + Loot: Fallen angels collect cyphers and usually have a few. + + GM intrusion: A fallen angel’s successful attack causes the character’s cypher to detonate (if a grenade) or otherwise +-activate in a ++activate in a + less-than-ideal fashion. + + FUSION HOUND 3 (9) +@@ -37462,10 +37462,10 @@ + are marked by expressions of horror and hair that has turned white. + + A ghost can move through solid objects of up to level 7 at will, although it can choose to pick up and manipulate +-objects if it focuses on them. Ghosts can also go into a state of apparent ++objects if it focuses on them. Ghosts can also go into a state of apparent + non-existence for hours or days at a time. + +-Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task ++Interaction: Some ghosts are talkative, some don’t know they’re dead, some want help for a task + they failed to accomplish in life, and some only rage against the living and want to bring those who yet breathe into + the same colorless existence they endure. + +@@ -37843,8 +37843,8 @@ + return, usually in odd places, and always bearing physical markings that suggest they were subjected to invasive + procedures. To protect others from a similar fate, the PCs must catch the abductors in the act. + +-Loot: A grey has one or two cyphers and might have a memory +-eraser that works as described under Combat (depletion roll ++Loot: A grey has one or two cyphers and might have a memory ++eraser that works as described under Combat (depletion roll + of 1–2 on a 1d10). + + GM intrusion: A grey’s ray emitter suffers a terrible mishap and explodes. The device kills the grey and destroys its +@@ -38212,7 +38212,7 @@ + Use: After seeing the devastation caused by a kaiju, the PCs might decide (or be asked) to find a way to stop a + projected future appearance by the same creature. + +-GM intrusion: ++GM intrusion: + The character gains the direct attention of the kaiju. If the kaiju attacks the character, They are awarded 5 XP, only 1 + of which they have to give to a friend. + +@@ -38476,8 +38476,8 @@ + defense rolls are eased. + + In addition, one in four soldiers carries a back-mounted device that hurls bombs at long range with deadly accuracy. +-They explode in immediate range for +-4 points of damage. Each device holds 1d6 ++They explode in immediate range for ++4 points of damage. Each device holds 1d6 + such bombs. + + A mechanical soldier that has lost its original weaponry scavenges whatever is available. +@@ -38485,7 +38485,7 @@ + Certain frequencies of sound confuse these clockwork soldiers, hindering all their actions by two steps, and other + frequencies prevent them from acting at all for 1d6 + 1 rounds. + +-Interaction: On their own, mechanical ++Interaction: On their own, mechanical + soldiers act on prior orders. Otherwise, they listen to and obey their creator—and only their creator. + + Use: An enterprising bandit has captured and repurposed a number of mechanical soldiers, probably using sound. These +@@ -38557,7 +38557,7 @@ + + These extraterrestrial creatures are known as the Fungi from Yuggoth or the Abominable Ones. They are a bizarre amalgam + of insect and fungal entity, with many limbs and wings that can carry them aloft. They sometimes enslave humans to work +-for them in strange factories, mines, or other ++for them in strange factories, mines, or other + labor-intensive capacities. + + Motive: Knowledge and power +@@ -39062,8 +39062,8 @@ + Modifications: Speed defense as level 5 due to size and immobility; deception and disguise (puppeteering corpses to act + in a lifelike manner) as level 7 + +-Combat: Some of the red reeds surrounding a puppet tree end in a hard, +-sharp crystal spike. When a living creature comes within short ++Combat: Some of the red reeds surrounding a puppet tree end in a hard, ++sharp crystal spike. When a living creature comes within short + range of the tree, the reeds rise behind the target and try to skewer them through the head or neck with the spike. If a + target is killed by these attacks, the puppet tree controls the body as a corpse puppet, using it to enact its plans. + Over time these humanoids rot and are overgrown by the biology of the plant, losing utility for the tree. Most trees +@@ -39234,7 +39234,7 @@ + and leaping. Attacks made against affected targets are eased.  + + Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased; if +-it hits, it inflicts +3 damage. ++it hits, it inflicts +3 damage. + Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking + one of its allies.  + +@@ -39743,7 +39743,7 @@ + + VAT REJECT 3 (9) + +-Vat rejects come into being when clone vats meant to produce clone soldiers or similar ++Vat rejects come into being when clone vats meant to produce clone soldiers or similar + mass-produced entities are corrupted. How the carefully controlled process becomes compromised varies, but possibilities + include yeast contamination, sunspot activity, nanovirus evolution, or purposeful meddling with control parameters. + Unskilled operators experimenting with derelict cloning equipment can also produce a vat of rejects. +@@ -39988,7 +39988,7 @@ + take some other action described by their new master. The curse lasts for one minute, or until the victims succeed on an + Intellect defense roll; each time they fail a roll, the next roll is hindered by one additional step. + +-*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic ++*Hexbolt:* A victim within long range is attacked with fire, cold, or psychic + bolts, as the witch chooses. Psychic bolts deal 3 points of Intellect damage (ignores Armor). + + *Shrivel:* A victim within long range and up to two creatures next to the victim must succeed on a Might defense roll or +@@ -39998,8 +39998,8 @@ + *Vitality:* The witch regains 11 points of health and gains +3 to Armor for one minute. Multiple uses don’t further + improve Armor. + +-Interaction: Most witches are deceptive and conniving, +-though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do ++Interaction: Most witches are deceptive and conniving, ++though a few work against the stereotype. All witches are willing to negotiate, though the devious ones usually do + so in bad faith. + + Use: The PCs need an old book to continue their investigation. Word is that the old woman who lives on the edge of the +@@ -40188,7 +40188,7 @@ + Once every other round, an adult can fly at least a short distance to build terrifying velocity and then make a flying + attack with its mandibles, dealing 12 points of damage. Defenses against this attack are hindered. + +-An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7 ++An egg host requires the attention of someone skilled in medicine (and a successful difficulty 7 + Intellect-based roll) to sterilize all the eggs in the victim’s blood before they hatch twenty or more hours after being + deposited, which kills the host and releases 1d6 juvenile xenoparasites. Juveniles are level 2 creatures, but they + attack the species of the host they were hatched from as if level 4. After just a few days of feeding, they grow to full +@@ -40198,7 +40198,7 @@ + abandoned spacecraft and desolate moons for millennia in extended hibernation, only to become active again when + vibrations alert them to potential new food sources. + +-Interaction: These creatures are built to consume, ++Interaction: These creatures are built to consume, + not negotiate. + + Use: Xenoparasites are tough aliens. A colony of them would be a challenge even for PCs normally accustomed to stiff +@@ -40231,7 +40231,7 @@ + + Modifications: Speed defense as level 2 + +-Combat: Zombies never turn away from a conflict. ++Combat: Zombies never turn away from a conflict. + They fight on, no matter the odds, usually attacking by biting, but sometimes by tearing with hands made into claws by + the erosion of skin over their finger bones. + +@@ -40240,15 +40240,15 @@ + + Zombies are hard to finish off. If an attack would reduce a zombie’s health to 0, it does so only if the number rolled + in the attack was an even number; otherwise, the zombie is reduced to 1 point of health instead. This might result in a +-dismembered, gruesomely damaged zombie +-that is still moving. Zombies can see in the dark ++dismembered, gruesomely damaged zombie ++that is still moving. Zombies can see in the dark + at short range. + + “Fresh” zombies are vulnerable to electricity. The first time a zombie takes 5 or more points of damage from an + electrical attack, it falls limp and unmoving. Assuming nothing interferes with the process, the zombie arises minutes + or hours later without the vulnerability. + +-Some zombies are infectious. Their bites spread a ++Some zombies are infectious. Their bites spread a + level 8 disease that moves a victim down one step on the damage track each day a Might defense roll is failed. Victims + killed by the disease later animate as zombies. + +@@ -40354,7 +40354,7 @@ + Combat: Doctor Dread’s armor allows her to exist without outside air (or air pressure), food, or water for up to ten + days at a time. She can call on her robotic armor to accomplish a variety of tasks, including the following: + +-*Barricade:* Establish an immobile, two-dimensional field ++*Barricade:* Establish an immobile, two-dimensional field + of transparent force 10 feet by 10 feet (3 m by 3 m) for ten minutes + + *Energy Cloak:* Create an energy field that gives her +5 to Armor against heat, cold, or magnetism (one at a time, +@@ -40413,7 +40413,7 @@ + it can see within its area of influence. When it throws such a large object as part of an attack, the target and + everything within short range of the target takes 10 points of damage. + +-Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an ++Magnetar’s only weakness is psychic attacks, which is fortunate since reducing it to 0 health through an + old-fashioned beating could release an uncontrolled neutron star chunk on the Earth’s surface. + + Interaction: Morose and gruff, Magnetar would rather be alone, but every so often, it goes on a rampage, hoping that a +@@ -40465,7 +40465,7 @@ + + Every other round, Mister Genocide can make a level 7 poison attack that can affect up to ten victims within short range + as a single action. Those who fail a Might defense roll take 7 points of Speed damage (ignores Armor) and spend a round +-helpless as they cough and gag. The inhalant poison does not continue to inflict damage ++helpless as they cough and gag. The inhalant poison does not continue to inflict damage + each round. + + Mister Genocide is immune to most venoms, toxins, and poisons. +@@ -40733,7 +40733,7 @@ + occur in a place and time of the detective’s choosing, preferably in the presence of their allies. A detective can + deduce weaknesses of their enemies (if any) and exploit them in combat. + +-Interaction: Some detectives are insufferable ++Interaction: Some detectives are insufferable + know-it-alls. Others have learned that humility is also a useful tool for getting answers from people. + + Use: To the PCs, detectives can be obstacles (a detective is on their trail), allies (a detective helps them assemble +@@ -41171,9 +41171,9 @@ + existed. One of the drives to go out and have adventures is so you can discover cool new things that help you when you + go on even more adventures. This is true in many RPGs, but in the Cypher System, it’s built right into the game’s core. + +-2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer ++2\. Letting the GM have a hand in determining PC abilities makes the game move more smoothly. Some GMs prefer + to roll cyphers randomly, but some do not. For example, giving the PCs a cypher that will allow them to teleport far +-away might be a secret adventure seed placed by a ++away might be a secret adventure seed placed by a + forward-thinking GM. Because the GM has an idea of where the story is going, they can use cyphers to help guide the + path. Alternatively, if the GM is open to it, they can give out cyphers that enable the characters to take a more + proactive role (such as teleporting anywhere they want). Perhaps most important, they can do these things without +@@ -41270,7 +41270,7 @@ + opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts, + or rewards for their adventures and exploits.  + +-MIXING SUBTLE AND MANIFEST CYPHERS ++MIXING SUBTLE AND MANIFEST CYPHERS + There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers + are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, + and other coincidences that benefit the characters.  +@@ -41899,7 +41899,7 @@ + + Effect: Begins a process of rejuvenation that removes years from the wearer’s physiological age. Over the course of the + next seven days, the wearer sheds a number of years equal to three times the cypher’s level. The cypher doesn’t regress +-physiological age past the age of ++physiological age past the age of + twenty-three. + + ANALEPTIC +@@ -42159,7 +42159,7 @@ + + Level: 1d6 + 2 + +-Effect: Projects a small physical explosive up to a long distance away that explodes in a ++Effect: Projects a small physical explosive up to a long distance away that explodes in a + short-range radius, inflicting damage equal to the cypher’s level. Roll a d100 to determine the type of damage. + + | | | +@@ -42337,9 +42337,9 @@ + + Level: 1d6 + +-Effect: For the next day, the user is surrounded +-by a powerful force field, granting them +1 +-to Armor (+2 to Armor if the cypher level is ++Effect: For the next day, the user is surrounded ++by a powerful force field, granting them +1 ++to Armor (+2 to Armor if the cypher level is + 5 or higher). + + (Some force walls, shields, and cubes are transparent. Others are translucent. A few are opaque.) +@@ -42423,7 +42423,7 @@ + + Effect: With long-range movement, this intelligent missile tracks and attacks a specified target (target must be within + sight when selected). If it misses, it continues to attack one additional time per cypher level until it hits. For +-example, a level 4 ++example, a level 4 + hunter/seeker will attack a maximum of five times. Roll a d100 to determine the type of attack. + + | | | +@@ -42887,7 +42887,7 @@ + + Level: 1d6 + 2 + +-Effect: Allows the user to project a one-time, ++Effect: Allows the user to project a one-time, + one-way telepathic message of up to ten words per cypher level, with an unlimited range, to anyone they know. + + RADIATION SPIKE +@@ -43216,7 +43216,7 @@ + + Level: 1d6 + 2 + +-Effect: For one hour, the device enables ++Effect: For one hour, the device enables + long-range mental communication with anyone the user can see. + + TELEPORTER (BOUNDER) +@@ -43302,13 +43302,13 @@ + + Level: 1d6 + 4 + +-Effect: Provides power to another device for +-up to a day. The device to be powered +-can be as simple as a light source or as +-complex as a small starcraft, assuming the +-cypher’s level is equal to the item’s power +-requirements. A desk lamp is a level 1 +-power requirement, a car engine is a level ++Effect: Provides power to another device for ++up to a day. The device to be powered ++can be as simple as a light source or as ++complex as a small starcraft, assuming the ++cypher’s level is equal to the item’s power ++requirements. A desk lamp is a level 1 ++power requirement, a car engine is a level + 5 power requirement, and a starship is a level 10 power requirement. + + VANISHER +@@ -43324,7 +43324,7 @@ + + Level: 1d6 + +-Effect: Changes the appearance of one ++Effect: Changes the appearance of one + human-sized creature, providing an asset to disguise tasks (easing them by two steps if the cypher is level 5 or + higher). The change takes ten minutes to apply and lasts for twenty-four hours. + +@@ -43591,7 +43591,7 @@ + of Effort, and have help. That might bring the difficulty down to 1 or even 0 (reducing it by two steps from training + and specialization, three or four steps from Effort, and one step from the asset of assistance). That practically + impossible task just became routine. A fourth-tier character can and will do this—not every time, due to the cost, but +-perhaps once per game session. You have to be ready for that. A well-prepared, motivated ++perhaps once per game session. You have to be ready for that. A well-prepared, motivated + sixth-tier character can do that even with a difficulty 10 task. Again, they won’t do it often (they’d have to apply six + levels of Effort, and even with an Edge of 6 that would cost 7 points from their Pool, and that’s assuming they’re + specialized and have two levels of assets), but it can happen if they’re really prepared for the task (being specialized +@@ -43691,7 +43691,7 @@ + roll a die to walk across a balance beam, but the average person does. The task is initially rated the same for both, + but the difficulty is reduced for the gymnast. There’s no chance of failure. + +-4\. This is how everything in the game works, whether it’s climbing a wall, ++4\. This is how everything in the game works, whether it’s climbing a wall, + sweet-talking a guard, or fighting a bioengineered horror. + + 5\. Perhaps most important, the system gives GMs the freedom to focus entirely on the flow of the game. The GM doesn’t +@@ -44595,7 +44595,7 @@ + shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it + spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up + to ten times per round, but it never attacks the same target more than once per round. It remains on watch for +-twenty-four hours or until it has made one hundred attacks, whichever comes first. ++twenty-four hours or until it has made one hundred attacks, whichever comes first. + Depletion: Automatic + + HAND OF GLORY  +@@ -44912,7 +44912,7 @@ + Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite + attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a + failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake +-couldn’t do. ++couldn’t do. + Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a + natural spring in the ground.  + +@@ -46893,7 +46893,7 @@ + + Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter. + +-EXPOSURE ++EXPOSURE + The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before + degrading. + +@@ -49118,7 +49118,7 @@ + details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic, + granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material. + +-D100 HARMFUL MUTATIONS ++D100 HARMFUL MUTATIONS + Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks. + + 01–10 Deformed leg: All movement tasks are hindered. +@@ -49264,7 +49264,7 @@ + subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any + creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler. + +-D100 DISTINCTIVE MUTATIONS ++D100 DISTINCTIVE MUTATIONS + The following mutations involve dramatic physical changes to the character’s appearance. People who have these mutations + are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions. + +@@ -50116,7 +50116,7 @@ + + OPTIONAL RULES FOR SUPERHEROs + +-Power Shifts ++Power Shifts + Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that + superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling + together interdimensional gateway devices in a few hours. +@@ -50194,13 +50194,13 @@ + your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to + start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability. + +-GAINING MORE POWER SHIFTS ++GAINING MORE POWER SHIFTS + Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably + be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or + street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game’s + start. + +-POWER STUNTS ++POWER STUNTS + A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can’t do. + Examples: + +@@ -50334,7 +50334,7 @@ + abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character’s + roll to succeed. + +-FEATS OF SPEED ++FEATS OF SPEED + A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll + needed). This is basically a jog or a hustle, faster than a walk + +@@ -50417,7 +50417,7 @@ + the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the + extent of the changes. + +-FASTER CRAFTING IN A HIGH-TECH SETTING ++FASTER CRAFTING IN A HIGH-TECH SETTING + In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or + with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these + conditions, the GM should ease +@@ -50497,7 +50497,7 @@ + and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or + require special actions (like Anecdote and Muscles of Iron). + +-DEAD ALL ALONG ++DEAD ALL ALONG + A handful of people are forced to stick together under unusual circumstances—they’re survivors of a shipwreck, + quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away + from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or +@@ -50723,7 +50723,7 @@ + by 1. If their Intellect Pool is ever reduced to 0 again, they go insane and replace their current descriptor with the + Mad descriptor. + +-PERILOUS VENTURE ++PERILOUS VENTURE + Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they + make mistakes along the way it’s a setback instead of an outright failure. For example, they might need to read a + banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a +@@ -50767,7 +50767,7 @@ + blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls + could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost. + +-POOR CHOICES ++POOR CHOICES + Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their + friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger + and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the +@@ -51827,7 +51827,7 @@ + larger multi-vehicle fight. When they do, each step difference in tech rating between two opposed vehicles increases the + effective level of the higher-rated vehicle by two steps. + +-VEHICLE COORDINATION ++VEHICLE COORDINATION + If two vehicles coordinate their attack against an enemy vehicle, the attack is eased. If three or more vehicles + coordinate, the attack is eased by two steps.  + +@@ -52474,7 +52474,7 @@ + Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any + at all. + +-KARDASHEV SCALE ++KARDASHEV SCALE + Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance, + despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists + accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st +@@ -52541,7 +52541,7 @@ + Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be + obtained in a luxury or sports package, either at the next price category up, or at double the indicated price. + +-CUSTOMIZING VEHICLES ++CUSTOMIZING VEHICLES + Assuming the facilities are available, characters can pay for the customization of their vehicle to add a weapon system, + add even more weapon systems, add superior weapon systems, or some other significant option. In most cases, the cost for + such an upgrade is very expensive to exorbitant. +@@ -52658,7 +52658,7 @@ + pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle, + which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action. + +-CARS ++CARS + Buying a car at the bottom of its price range usually means the car isn’t top quality. Such vehicles have a depletion of + 1 in 1d100 (check per day used) + +@@ -52766,7 +52766,7 @@ + moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an + average of 64 km/h (40 mph) during long-distance travel. + +-FANTASTIC ++FANTASTIC + Car, flying  + + level 5 (15)  +@@ -52836,7 +52836,7 @@ + Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph) + during extended trips. + +-ADVANCED ++ADVANCED + Cloud surfing board  + + level 1 (3)  +@@ -52896,7 +52896,7 @@ + purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during + extended travel (half or double that depending on air conditions). + +-FANTASTIC ++FANTASTIC + Hoverboard  + + level 2 (6)  +@@ -53030,7 +53030,7 @@ + a long distance underwater each round or up to 75 km/h (47 mph). Requires a trained crew and central coordination to + operate.  + +-Warship, destroyer ++Warship, destroyer + level 4 (12)  + + Priceless  +@@ -53041,7 +53041,7 @@ + each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and + central coordination to operate. + +-ADVANCED ++ADVANCED + Sub, waterglide  + + level 4 (12)  +@@ -53339,13 +53339,13 @@ + accelerates at 50 or more Gs towards its target, but at the extended distances in which many space battles occur, it may + still take several rounds for a torpedo to finally home in on and strike (or ultimately miss) its target. + +-SPACECRAFT ++SPACECRAFT + Advanced spacecraft have advanced propulsion technologies, allowing them to move between planets within a single solar + system, with transit times between planets varying from days to weeks (or more, if using a less efficient drive). Most + advanced spacecraft can’t land on a planet’s surface unless noted, requiring some secondary craft or means to transfer + crew and cargo. + +-ADVANCED ++ADVANCED + Wafercraft, exploration  + + level 1 (3)  +@@ -53594,13 +53594,13 @@ + weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary + surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships. + +-STELLAR GATE ++STELLAR GATE + Stellar gates open wormholes between two fixed points at different locations without crossing the space between. The + complexity of building a stellar gate is so extreme that such technology is often ascribed to found portals and networks + dating back to mysterious ancient ultras or by post-singularity AIs. As might be expected, gates have a fantastic tech + rating, no matter how small. + +-FANTASTIC ++FANTASTIC + Gate, planetary  + + level 3 (9)  +@@ -53657,7 +53657,7 @@ + + As planetary gate, but connects gate structures that lie in alternate dimensions. + +-SPACE-TIME VEHICLES ++SPACE-TIME VEHICLES + Space-time vehicles allow for movement between different points in both space and time. Such vehicles are vanishingly + rare, and timelines in which they are active tend to eventually snuff themselves out due to accidental paradox events, + limiting their availability even further. As with stellar gates, space-time vehicles are so complex that it’s likely +@@ -53874,7 +53874,7 @@ + + Roles: Things other characters can do to participate and help.  + +-Side Effects: Negative consequences for failed rolls or GM intrusions. ++Side Effects: Negative consequences for failed rolls or GM intrusions. + Reagents: Resources that can help success.  + + Pool: What kind of Pool points the ritual costs.  +@@ -56180,7 +56180,7 @@ + + SUPERHERO CHARACTER OPTIONS  + +-DESCRIPTORS ++DESCRIPTORS + This section presents new descriptors meant specifically for a superhero game. + + AMAZING +@@ -57105,7 +57105,7 @@ + > In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to + > make them fit your character.  + +-POWER SOURCE ++POWER SOURCE + As you’re figuring out what type, descriptor, focus, and power shifts you want for + + your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a +@@ -58571,7 +58571,7 @@ + + Ability Choice: Choose either Master Machine or See the Future as your tier 6 ability. + +-Master Machine ++Master Machine + See the Future + + Merges Mind With Machine is a focus designed for use with the Radio Quiet setting. +@@ -61686,7 +61686,7 @@ + + Movement: Long when flying  + +-Modifications: Stealth as level 6 ++Modifications: Stealth as level 6 + Combat: Air elementals slice foes up to a short distance away with blades of fierce wind, or use blasts of air to throw + small objects. Once every other round, an air elemental can turn into a tornado-like vortex that inflicts 4 points of + damage to all creatures within immediate range. In this form, the elemental gains +1 to Armor and an additional +2 to +@@ -62595,7 +62595,7 @@ + > and leaping. Attacks made against affected targets are eased.  + > + > Feral Overture: An ally within short range is infused with magic, and one attack it makes on its next turn is eased; +-> if it hits, it inflicts +3 damage. ++> if it hits, it inflicts +3 damage. + > Tune of the Clouded Mind: A foe within short range who fails an Intellect defense task spends its next turn attacking + > one of its allies.  + +@@ -68098,7 +68098,7 @@ + opposite—cyphers are physical objects (manifest cyphers) with magical powers, which the heroes find as treasure, gifts, + or rewards for their adventures and exploits.  + +-MIXING SUBTLE AND MANIFEST CYPHERS ++MIXING SUBTLE AND MANIFEST CYPHERS + There’s no reason why a fantasy campaign can’t use manifest cyphers and subtle cyphers. In this setup, manifest cyphers + are the tangible objects found in treasure hoards, and subtle cyphers represent good fortune, the blessings of the gods, + and other coincidences that benefit the characters.  +@@ -68547,7 +68547,7 @@ + | 9-14 | Reanimator | + | 15-20 | Revenant serum | + +-A SELECTION OF HORROR CYPHERS ++A SELECTION OF HORROR CYPHERS + ANATHEMA SIREN + + Level: 1d6 + 2 +@@ -68982,7 +68982,7 @@ + | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher | + | 6 | Steals the character away to their fey realm | + +-CYPHERS ++CYPHERS + Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage, + ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple + object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic +@@ -71581,7 +71581,7 @@ + shapes. After that, if anything the idol doesn’t recognize (and is larger than a mouse) comes within long range, it + spits a small ball of fire at the target. The fire inflicts damage equal to the artifact level. The idol can attack up + to ten times per round, but it never attacks the same target more than once per round. It remains on watch for +-twenty-four hours or until it has made one hundred attacks, whichever comes first. ++twenty-four hours or until it has made one hundred attacks, whichever comes first. + Depletion: Automatic + + HAND OF GLORY  +@@ -71898,7 +71898,7 @@ + Snake Form. Staff transforms into a venomous snake whose level is equal to the artifact level. The snake has a bite + attack that inflicts 6 points of damage, plus 3 additional points of Speed damage (ignores Armor) for three rounds on a + failed Might defense roll. The snake obeys the wielder’s verbal commands, but it can’t do anything a regular snake +-couldn’t do. ++couldn’t do. + Water From Stone. Produces approximately 10 gallons (38 liters) of pure water within immediate range, as if from a + natural spring in the ground.  + +@@ -72244,7 +72244,7 @@ + + > The Bad Penny module is a handy GM tool when a horror artifact is important to the game’s plot. + +-LOVECRAFTIAN ARTIFACTS ++LOVECRAFTIAN ARTIFACTS + The stories of the mythos often feature strange books or devices (which might be magical or of + + exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if +@@ -73514,7 +73514,7 @@ + shouldn’t cost the characters much, or maybe not anything at all. And if the players take too much advantage of this + leeway, the GM always has the option to use an intrusion to complicate an encounter. + +-FANTASY EQUIPMENT ++FANTASY EQUIPMENT + MEDIEVAL FANTASY EQUIPMENT + + | Category | GP Value | +@@ -75927,7 +75927,7 @@ + + ROBOTS & AI + +-CONTEMPORARY ++CONTEMPORARY + Electronic assistant  + + level 2 (6)  +@@ -76038,7 +76038,7 @@ + installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes + tasks at the level of the ship in which it is installed. + +-FANTASTIC ++FANTASTIC + Synth  + + level 3 (9)  +@@ -76095,7 +76095,7 @@ + happiness. Characters that never engage in recreation become gradually more unhappy and troubled, and eventually find + interaction tasks and most Intellect tasks hindered unexpectedly. + +-CONTEMPORARY ++CONTEMPORARY + Book  + + level 2 (6)  +@@ -76199,7 +76199,7 @@ + + Caliber varies by specific firearm, used in most contemporary ranged weapons + +-ADVANCED/FANTASTIC ++ADVANCED/FANTASTIC + Energy pack (50 shots)  + + level 1 (3) +@@ -76428,7 +76428,7 @@ + Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage + and on a failed Might defense roll, target is stunned for 1 round, losing their next action). + +-ADVANCED ++ADVANCED + Grenade, sonic  + + level 4 (12)  +@@ -76604,7 +76604,7 @@ + weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc + Spray abilities. It ignores 2 points of Armor value (except from force fields). + +-BLASTER WEAPONS ++BLASTER WEAPONS + Optional Blaster Rule as the Default: The advantage that blaster weapons have over other projectile and coherent light + weapons is their ability to penetrate targets, which renders Armor less effective. This optional rule is presented as + the default rule in The Stars Are Fire to demonstrate their superior tech level even over advanced tech weapons. diff --git a/scripts/base/010-strip-terminal-whitespace.sh b/scripts/base/010-strip-terminal-whitespace.sh new file mode 100755 index 0000000..b6413ba --- /dev/null +++ b/scripts/base/010-strip-terminal-whitespace.sh @@ -0,0 +1,7 @@ +#!/bin/sh +# Remove extra whitespace from the end of lines, since it throws off some further +# formatting cleanups. There's no real pattern to when this happens; I think it's +# just a copy and paste problem in the source doc, so there's no real ability to +# make further improvements --- just remove the spaces and let other things clean +# it up. +sed -E 's/\s+$//' _tmp/ccsrd.md > _tmp/ccsrd.md.new