remove the superhero powers from genres, since they're also in the base abilities
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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patches/base/025-remove-duplicated-superhero-powers.patch
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patches/base/025-remove-duplicated-superhero-powers.patch
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--- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500
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+++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500
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@@ -28087,340 +28087,6 @@
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GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
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or unexpected attack.
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-### NEW ABILITIES
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-
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-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book.
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-
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-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your
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-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.
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-
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-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or
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-infection), you will never die. Enabler.
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-
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-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you
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-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower
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-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to
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-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete.
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-
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-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
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-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely
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-resembles that power (instead of a low-tier ability). Enabler.
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-
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-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or
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-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have
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-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts
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-in strength, your leaping range increases to 1,000 feet (300 m). Action.
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-
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-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
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-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
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-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
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-establish.
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-
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-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in
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-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
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-short range. Enabler.
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-
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-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you
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-attempt are eased. Enabler.
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-
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-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your
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-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough
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-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their
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-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face
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-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human
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-morphing into a humanoid alien). Action.
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-
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- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers
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-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For
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-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able
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-to open a door, and the illusion of a fireplace hot to the touch.
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-
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-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make
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-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient
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-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying
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-levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
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-
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-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to
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-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The
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-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten
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-minutes pass. Enabler.
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-
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-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it
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-were 2 levels higher. Action.
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-
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-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you
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-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or
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-down to one tenth. Action.
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-
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-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
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-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
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-whether to spend the cost for this ability before you make each attack. Enabler.
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-
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-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm
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-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast
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-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a
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-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before
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-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never
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-count.
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-
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-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the
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-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort.
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-Action to initiate.
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-
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-Copy Power (2+ Intellect points): You can copy someone else's superpower
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-
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-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose
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-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy,
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-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're
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-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that
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-creates a blast of force.
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-
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-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent
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-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide
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-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to
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-use Onslaught.
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-
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-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability.
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-
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-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134).
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-
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-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than
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-one hour ago; each level of Effort used in this way extends the time period by one hour. Action.
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-
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-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
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-
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-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough
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-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the
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-attack. Your Speed defense rolls are eased for one minute. Action.
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-
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-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to
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-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that
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-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head
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-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose
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-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum
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-opening size by one-fourth. You land safely when you use this ability. Action.
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-
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-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel
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-> through it is faster than normal movement.
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-
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-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller,
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-giving them a form that you are able to assume. This lasts for about ten minutes.
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-
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-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of
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-Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it
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-cannot then change back into the altered form. Action.
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-
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-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human
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-disguising a robot, animal, or crystalline alien
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-
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-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the
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-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are
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-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain
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-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions,
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-automatically inflicting 4 points of damage each round by squeezing. Enabler.
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-
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-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
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-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
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-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
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-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
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-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
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-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
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-that ability and this one increases to very long. Action.
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-
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-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
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-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
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-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
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-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
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-initiate; ten minutes to complete. Enabler.
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-
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-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged,
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-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day,
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-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're
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-already trained to become specialized. Enabler.
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-
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-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you
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-do is move on your turn, you can fly up to a long distance. Enabler.
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-
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-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other
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-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a
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-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and
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-9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a
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-suitable replacement. Enabler.
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-
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-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
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-
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-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using
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-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles
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-that power (instead of a low-tier ability). Enabler.
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-
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-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the
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-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier.
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-
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-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
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-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
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-instead of your Intellect Edge, as appropriate). Enabler.
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-
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-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
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-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
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-Shape ability. For each level of Effort applied,
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-
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-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can
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-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you
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-or someone else) changing form does not affect any other creature affected with this ability. Action.
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-
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-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying
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-
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-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that
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-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range,
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-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of
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-Effort. Teleporting to
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-
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-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one
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-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
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-an additional long distance away to a location you can't see with two passengers costs a total of three levels of
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-Effort. Action.
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-
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-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
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-Teleportation with another tier 4 type ability.
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-
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-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a
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-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options
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-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
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-fill a long area, or three to fill a very long area). Action.
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-
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-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as
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-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used
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-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with
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-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more
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-of the original cyphers are temperamental cyphers. Action.
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-
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-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to
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-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each
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-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two
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-levels, and so on). Enabler.
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-
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-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of
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-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you
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-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset
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-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them
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-clearly.
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-
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-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their
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-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that
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-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration;
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-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for
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-themselves). Action.
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-
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-Power Crash (3+ Intellect points): You strike your enchanted weapon against
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-
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-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from
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-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the
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-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for
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-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for
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-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target,
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-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
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-
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-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the
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-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one
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-hour per level). Enabler.
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-
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-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an
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-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an
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-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and
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-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and
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-then return to small size. Enabler.
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-
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-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can
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-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport
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-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort.
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-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one
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-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting
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-an additional short distance away to a location you can't see with one passenger costs a total of three levels of
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-Effort. Action.
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-
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-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short
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-> Teleportation with another tier 4 type ability.
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-
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-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches
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-(15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to
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-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth
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-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses,
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-Effort, and other damage modifiers). You can return to your normal size as part of another action.
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-
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-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number
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-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first
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-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your
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-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two
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-levels of Effort for the third use, and so on).
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-
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-Action to initiate.
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-
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-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of
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-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch.
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-
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-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal
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-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one
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-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute
|
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-duration of Shrink ends for them. Enabler.
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-
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-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might
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-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry
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-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long
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-distance if all you do on your turn is move. Action to initiate.
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-
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-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more
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-temporary points to your Speed Pool. Enabler.
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-
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-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability
|
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-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to
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-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect
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-task. If they succeed, they regain the use of their ability and you lose it. Enabler.
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-
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-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power
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-ability, or put a power shift in power for it.
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-
|
||||
-Teleportation Burst (3 Intellect points): You rapidly teleport multiple times in an immediate area, confusing your
|
||||
-opponents and allowing you to make an additional melee attack this round. You can use this ability once per round.
|
||||
-Enabler.
|
||||
-
|
||||
-Teleportive Wound (7+ Intellect points): You touch a creature and, if your attack succeeds, you teleport away (up to
|
||||
-your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower,
|
||||
-it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the
|
||||
-target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using
|
||||
-Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level
|
||||
-3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.
|
||||
-
|
||||
-Temporary Light (2 Intellect points): You create an object of solid light in any shape you can imagine that is your size
|
||||
-or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears
|
||||
-in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action.
|
||||
-It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder,
|
||||
-
|
||||
-and so on. The object has the approximate mass of the real object and is level 2. Action.
|
||||
-
|
||||
-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
|
||||
-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
|
||||
-Enabler.
|
||||
-
|
||||
-Tiny: When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add
|
||||
-5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a
|
||||
-very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you
|
||||
-become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you
|
||||
-add 1 more point to your Speed Pool. Enabler.
|
||||
-
|
||||
-In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to
|
||||
-
|
||||
-one-thousandth of your normal height may be a means of doing so.
|
||||
-
|
||||
-War Flesh: You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to
|
||||
-your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of
|
||||
-light weapons. Enabler.
|
||||
-
|
||||
-Wildcard Powers: You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a
|
||||
-level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.
|
||||
-
|
||||
-Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your
|
||||
-wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.
|
||||
-
|
||||
### 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
|
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Reference in New Issue
Block a user