From 6cd74d009d24e832d30cab3a44bdde67070e77cb Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Thu, 29 May 2025 08:57:18 -0500 Subject: [PATCH] remove the superhero powers from genres, since they're also in the base abilities Signed-off-by: Brian S. Stephan --- ...5-remove-duplicated-superhero-powers.patch | 343 ++++++++++++++++++ 1 file changed, 343 insertions(+) create mode 100644 patches/base/025-remove-duplicated-superhero-powers.patch diff --git a/patches/base/025-remove-duplicated-superhero-powers.patch b/patches/base/025-remove-duplicated-superhero-powers.patch new file mode 100644 index 0000000..6de8ba7 --- /dev/null +++ b/patches/base/025-remove-duplicated-superhero-powers.patch @@ -0,0 +1,343 @@ +--- _tmp/ccsrd.md 2025-05-29 08:34:39.111114885 -0500 ++++ _tmp/ccsrd.new.md 2025-05-29 08:56:37.502157310 -0500 +@@ -28087,340 +28087,6 @@ + GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual + or unexpected attack. + +-### NEW ABILITIES +- +-The following are new abilities for the Cypher System, most of which are associated with the new foci in this book. +- +-Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your +-damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler. +- +-Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or +-infection), you will never die. Enabler. +- +-Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you +-can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower +-than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to +-anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete. +- +-Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using +-Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely +-resembles that power (instead of a low-tier ability). Enabler. +- +-Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or +-across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have +-three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts +-in strength, your leaping range increases to 1,000 feet (300 m). Action. +- +-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and +-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 +-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to +-establish. +- +-Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in +-immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in +-short range. Enabler. +- +-Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you +-attempt are eased. Enabler. +- +-Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your +-identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough +-to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their +-retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face +-Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human +-morphing into a humanoid alien). Action. +- +- Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers +-can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For +-example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able +-to open a door, and the illusion of a fireplace hot to the touch. +- +-The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make +-attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient +-damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying +-levels of Effort to this ability, each level of Effort increasing the effect's level by 1. +- +-You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to +-create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The +-effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten +-minutes pass. Enabler. +- +-Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it +-were 2 levels higher. Action. +- +-Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you +-activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or +-down to one tenth. Action. +- +-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical +-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose +-whether to spend the cost for this ability before you make each attack. Enabler. +- +-Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm +-with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast +-follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a +-nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before +-you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never +-count. +- +-In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the +-target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort. +-Action to initiate. +- +-Copy Power (2+ Intellect points): You can copy someone else's superpower +- +-for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose +-power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy, +-and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're +-battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that +-creates a blast of force. +- +-In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent +-ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide +-that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to +-use Onslaught. +- +-ou can copy only one power at a time; copying another one ends any other power you're copying with this ability. +- +-Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134). +- +-In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than +-one hour ago; each level of Effort used in this way extends the time period by one hour. Action. +- +-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler. +- +-Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough +-to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the +-attack. Your Speed defense rolls are eased for one minute. Action. +- +-Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to +-instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that +-location. You can pass through an intervening barrier if it has an open space that you could easily fit your head +-through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose +-to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum +-opening size by one-fourth. You land safely when you use this ability. Action. +- +-> Transitional dimension: A dimension where distances are shorter compared to those in other dimensions, so travel +-> through it is faster than normal movement. +- +-Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller, +-giving them a form that you are able to assume. This lasts for about ten minutes. +- +-In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of +-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 +-cannot then change back into the altered form. Action. +- +-You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human +-disguising a robot, animal, or crystalline alien +- +-Elastic Grip (3 Might points): Your attack with your stretchy limbs or body is eased. If you hit, you can grab the +-target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are +-hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain +-your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions, +-automatically inflicting 4 points of damage each round by squeezing. Enabler. +- +-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long +-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends +-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that +-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to +-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100 +-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of +-that ability and this one increases to very long. Action. +- +-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You +-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if +-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to +-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to +-initiate; ten minutes to complete. Enabler. +- +-Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged, +-medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day, +-you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're +-already trained to become specialized. Enabler. +- +-Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you +-do is move on your turn, you can fly up to a long distance. Enabler. +- +-Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other +-aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a +-familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and +-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 +-suitable replacement. Enabler. +- +-Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler. +- +-Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using +-Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles +-that power (instead of a low-tier ability). Enabler. +- +-When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the +-ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier. +- +-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, +-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge +-instead of your Intellect Edge, as appropriate). Enabler. +- +-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also +-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal +-Shape ability. For each level of Effort applied, +- +-you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can +-revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you +-or someone else) changing form does not affect any other creature affected with this ability. Action. +- +-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying +- +-Medium Teleportation (5+ Intellect points): You instantly teleport yourself to any location within a long distance that +-you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, +-teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of +-Effort. Teleporting to +- +-a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one +-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting +-an additional long distance away to a location you can't see with two passengers costs a total of three levels of +-Effort. Action. +- +-If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short +-Teleportation with another tier 4 type ability. +- +-Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a +-minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options +-for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to +-fill a long area, or three to fill a very long area). Action. +- +-Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as +-the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used +-before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with +-Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more +-of the original cyphers are temperamental cyphers. Action. +- +-Multiple Copying: When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to +-the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each +-level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two +-levels, and so on). Enabler. +- +-Multi-Vanish (4+ Intellect points): You turn up to five human-sized creatures or objects invisible for a short amount of +-time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you +-can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset +-on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them +-clearly. +- +-The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their +-presence or position—attacking, using an ability, moving a large object, and so on—the invisibility ends early for that +-creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; +-each level of Effort used in this way increases the duration by one round (but creatures can still end it early for +-themselves). Action. +- +-Power Crash (3+ Intellect points): You strike your enchanted weapon against +- +-the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from +-that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the +-center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for +-you). Because this is an area attack, adding Effort to increase your damage works differently than it does for +-single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, +-and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action. +- +-Power Memory: When you use Copy Power, you only need to have seen the ability used within the past day (instead of the +-past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one +-hour per level). Enabler. +- +-Quick Switch: You can activate Shrink as part of another action (the ability is now an enabler for you instead of an +-action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an +-action and once after taking an action. For example, on your turn you could change to small size, make an attack, and +-then return to your normal size, or you could change to your normal size, use your action to move a short distance, and +-then return to small size. Enabler. +- +-Short Teleportation (4+ Intellect points): You instantly teleport to any location within a short distance that you can +-see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport +-to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort. +-Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one +-level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting +-an additional short distance away to a location you can't see with one passenger costs a total of three levels of +-Effort. Action. +- +-> If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short +-> Teleportation with another tier 4 type ability. +- +-Shrink (1+ Might points): You (and your clothing or suit) become much smaller than your normal size. You become 6 inches +-(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 +-your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth +-normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses, +-Effort, and other damage modifiers). You can return to your normal size as part of another action. +- +-When the effects of Shrink end, your Speed Edge, movement speed, and damage return to normal, and you subtract a number +-of points from your Speed Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first +-from your Might Pool and then, if necessary, from your Intellect Pool). Each additional time you use Shrink before your +-next ten-hour recovery roll, you must apply an additional level of Effort (one level of Effort for the second use, two +-levels of Effort for the third use, and so on). +- +-Action to initiate. +- +-> The increased Effort cost for repeat uses of Shrink between ten-hour recovery rolls only applies to new activations of +-> Shrink, not to multiple size changes within one use of Shrink enabled by Quick Switch. +- +-Shrink Others: You can use Shrink on other willing creatures within an immediate distance. In addition to the normal +-options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one +-additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute +-duration of Shrink ends for them. Enabler. +- +-Small Flight (3+ Intellect points): For the next hour, when using Shrink, you can fly through the air. You might +-accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry +-you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long +-distance if all you do on your turn is move. Action to initiate. +- +-Smaller: When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more +-temporary points to your Speed Pool. Enabler. +- +-Steal Power: When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability +-for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to +-succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect +-task. If they succeed, they regain the use of their ability and you lose it. Enabler. +- +-If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power +-ability, or put a power shift in power for it. +- +-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