diff --git a/patches/base/020-moving-misc-equipment-to-core.patch b/patches/base/020-moving-misc-equipment-to-core.patch new file mode 100644 index 0000000..636a481 --- /dev/null +++ b/patches/base/020-moving-misc-equipment-to-core.patch @@ -0,0 +1,55 @@ +--- _tmp/ccsrd.md 2025-05-06 16:36:35.987238528 -0500 ++++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500 +@@ -15499,6 +15499,25 @@ + Explosives like grenades can be thrown a short distance. Otherwise, another launcher weapon is needed to project them a + long distance (or farther). + ++### Miscellaneous Items and Services ++ ++Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, ++lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an ++inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not ++very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is ++probably a feast for a crowd, with the finest foods and drink available. ++ ++Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a ++flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is ++probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and ++personal services (such as massages and grooming) included. ++ ++Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, ++you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant ++clothing (and jewelry) when they go to their elite galas. ++ ++Other sorts of miscellaneous items can be found in the Genre chapter. ++ + ### CYPHERS + + Cyphers can sometimes be physical items like equipment, but they work very differently. To be entirely accurate, cyphers +@@ -19942,26 +19959,7 @@ + | Torch | 1 cp | + | Waterskin | 2 sp | + +-### Miscellaneous Items and Services +- +-Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, +-lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an +-inexpensive meal, a moderately priced meal, an expensive meal, and so on. An inexpensive meal is light and probably not +-very nutritious. An expensive meal is available only in nice restaurants in certain locations. An exorbitant meal is +-probably a feast for a crowd, with the finest foods and drink available. +- +-Nightly lodging is similar, although the bottom end starts out worse. An inexpensive night's lodging is probably a +-flea-ridden mat on the floor of a room filled with other lodgers. Typical lodging (a private room with a decent bed) is +-probably in the moderately priced range. Very expensive lodging might be a suite of rooms with delicious meals and +-personal services (such as massages and grooming) included. +- +-Inexpensive clothing is just a step up from rags, but moderately priced clothing is decent enough. For a formal party, +-you'd want expensive clothing. The very rich likely wear very expensive clothing most of the time, and exorbitant +-clothing (and jewelry) when they go to their elite galas. +- +-Other sorts of miscellaneous items can be found in the Genre chapter. +- + Fantasy clothing descriptions + + Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt, + shoes, and underclothes. diff --git a/patches/base/021-moving-key-concepts-under-taking-action.patch b/patches/base/021-moving-key-concepts-under-taking-action.patch new file mode 100644 index 0000000..53a43f0 --- /dev/null +++ b/patches/base/021-moving-key-concepts-under-taking-action.patch @@ -0,0 +1,52 @@ +--- _tmp/ccsrd.md 2025-05-07 08:01:29.720525602 -0500 ++++ _tmp/ccsrd.new.md 2025-05-06 20:48:32.213305420 -0500 +@@ -15595,7 +15595,24 @@ + System with just this information. The key features here are: character actions, determining task difficulty, and + determining modifications. + +-### KEY CONCEPTS ++### TAKING ACTION ++ ++Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into ++one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling ++a d20. ++ ++Every action performs a task, and every task has a difficulty that determines what number a character must reach or ++surpass with a die roll to succeed. ++ ++Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, ++opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions ++that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) ++have a higher difficulty. These actions usually require a roll. ++ ++Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum ++number of points needed to complete the action, they automatically fail at the task. ++ ++#### KEY CONCEPTS + + ACTION: Anything a character does that is significant—punch a foe, leap a chasm, activate a device, use a special power, + and so on. Each character can take one action in a round. +@@ -15659,23 +15676,6 @@ + fighting an orc, each round the Warrior takes an action on their turn, the Adept takes an action on their turn, and the + orc takes an action on its turn. Some abilities or effects last only one turn, or end when the next turn is started. + +-### TAKING ACTION +- +-Each character gets one turn each round. On a character's turn, they can do one thing—an action. All actions fall into +-one of three categories: Might, Speed, or Intellect (just like the three stats). Many actions require die rolls—rolling +-a d20. +- +-Every action performs a task, and every task has a difficulty that determines what number a character must reach or +-surpass with a die roll to succeed. +- +-Most tasks have a difficulty of 0, which means the character succeeds automatically. For example, walking across a room, +-opening a door, and throwing a stone into a nearby bucket are all actions, but none of them requires a roll. Actions +-that are usually difficult or that become difficult due to the situation (such as shooting at a target in a blizzard) +-have a higher difficulty. These actions usually require a roll. +- +-Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum +-number of points needed to complete the action, they automatically fail at the task. +- + ### DETERMINING TASK STAT + + Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require