From 71336d314c5eac1dca7a82d711cd0812a33ca491 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Tue, 3 Jun 2025 08:11:09 -0500 Subject: [PATCH] do more reorganization stuff, incompletely into fairytale I'm going to try plan B and convert the OG-CSRD, maybe, so committing where I left things --- ...-organization-through-into-fairytale.patch | 2103 +++++++++++++++++ 1 file changed, 2103 insertions(+) create mode 100644 patches/base/040-more-organization-through-into-fairytale.patch diff --git a/patches/base/040-more-organization-through-into-fairytale.patch b/patches/base/040-more-organization-through-into-fairytale.patch new file mode 100644 index 0000000..5f1784d --- /dev/null +++ b/patches/base/040-more-organization-through-into-fairytale.patch @@ -0,0 +1,2103 @@ +--- _tmp/ccsrd.md 2025-05-31 01:17:48.667198000 -0500 ++++ _tmp/ccsrd.new.md 2025-06-03 08:10:12.187027069 -0500 +@@ -2,6 +2,8 @@ + + Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02. + ++[TOC] ++ + ## How to Play the Cypher System + + The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core +@@ -27279,7 +27281,7 @@ + + And so on. + +-### SUGGESTED TYPES FOR A SUPERHERO GAME ++#### SUGGESTED TYPES FOR A SUPERHERO GAME + + | | | + |----------------------|-------------------------------------------| +@@ -27297,7 +27299,7 @@ + | Mentalist | Adept | + | Psychic ninja | Warrior with magic flavor | + +-Basic CREATURES AND NPCs FOR A SUPERHERO GAME ++#### Basic CREATURES AND NPCs FOR A SUPERHERO GAME + + Dog, guard: level 3, attacks and perception as level 4 + +@@ -27313,12 +27315,12 @@ + + Worker: level 2; health 8 + +-### ADDITIONAL SUPERHERO EQUIPMENT ++#### ADDITIONAL SUPERHERO EQUIPMENT + + Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes, + "equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights? + +-### OPTIONAL RULE: POWER SHIFTS ++#### OPTIONAL RULE: POWER SHIFTS + + Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding + trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are +@@ -27366,7 +27368,7 @@ + street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's + start. + +-### SUPERPOWERED NPCs AND POWER SHIFTS ++##### SUPERPOWERED NPCs AND POWER SHIFTS + + NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star + is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so +@@ -27378,7 +27380,7 @@ + + Typical NPC supers get three power shifts. Exceptional ones usually have five. + +-### REALLY IMPOSSIBLE TASKS ++#### REALLY IMPOSSIBLE TASKS + + In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled + "impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different, +@@ -27393,13 +27395,13 @@ + would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions + (level 14); or a space monster the size of the moon (level 15). + +-### SUPERHERO ARTIFACTS ++#### SUPERHERO ARTIFACTS + + Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird + machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero + stories. A few examples are below. + +-### DARKEST BOOK ++##### DARKEST BOOK + + Level: 10 + +@@ -27423,7 +27425,7 @@ + + Depletion: — + +-### DOCTOR DREAD'S TIME PORTAL ++##### DOCTOR DREAD'S TIME PORTAL + + Level: 9 + +@@ -27434,7 +27436,7 @@ + + Depletion: 1 in 1d20 + +-### OMNI ORB ++##### OMNI ORB + + Level: 1d6 + 4 + +@@ -27455,7 +27457,7 @@ + and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so + transporting a group of PCs 100 miles is probably within the orb's power + +-### SERUM X ++##### SERUM X + + Level: 1d6 + 2 + +@@ -27467,7 +27469,7 @@ + + Depletion: Automatic + +-### SPACE RING ++##### SPACE RING + + Level: 1d6 + 1 + +@@ -27482,7 +27484,7 @@ + + Depletion: 1 in 1d100 (check each day of flying) + +-### STELLAREX CRYSTAL ++##### STELLAREX CRYSTAL + + Level: 1d6 + 4 + +@@ -27494,11 +27496,9 @@ + + Depletion: 1–3 in 1d10 + +-### GAMING WITH SUPERPOWERS +- +-### BUILDING A SUPERHERO ++#### BUILDING A SUPERHERO + +-### POPULAR HEROES IN THE CYPHER SYSTEM ++##### POPULAR HEROES IN THE CYPHER SYSTEM + + | Character | Summary | Sentence | Archetype | + |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------| +@@ -27541,7 +27541,7 @@ + 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 +@@ -27554,7 +27554,7 @@ + If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice + on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique. + +-### POWER ORIGIN TABLE ++##### POWER ORIGIN TABLE + + | d100 | Origin | + |-------|---------------------------------------------------------------| +@@ -27615,14 +27615,14 @@ + + Remember that you can permanently increase the range of one of your abilities with the increased range power shift. + +-### STARTING JUST PAST TIER 1 ++##### STARTING JUST PAST TIER 1 + + An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend + on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new + superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building + the character they want to play. + +-### RANDOM SUPERPOWERS ++##### RANDOM SUPERPOWERS + + The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck + for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a +@@ -27694,12 +27694,12 @@ + | 98 | Weapon | Bearer of the item | + | 99-00 | Weapon master | Weapon master, power shift in single attack | + +-### SUPERHERO CHARACTER OPTIONS ++#### SUPERHERO CHARACTER OPTIONS + +-### DESCRIPTORS ++##### DESCRIPTORS + This section presents new descriptors meant specifically for a superhero game. + +-### AMAZING ++###### AMAZING + + You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or + instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a +@@ -27732,7 +27732,7 @@ + + 4\. You had a hunch that something big was about to go down. + +-### INCREDIBLE ++###### INCREDIBLE + + You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations + where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed +@@ -27764,7 +27764,7 @@ + + 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off + +-### MIGHTY ++###### MIGHTY + + You have a very impressive physique. Your strength, power, and very importance + +@@ -27792,7 +27792,7 @@ + + 4\. An authority figure told you to do this to show you the value of humility. + +-### SENSATIONAL ++###### SENSATIONAL + + The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with + journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate +@@ -27833,7 +27833,7 @@ + + 4\. A supervillain chose to make a scene in the hopes of drawing you out. + +-### UNCANNY ++###### UNCANNY + + There's something unusual about you, and it makes other people a little uncomfortable. You know you're + exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of +@@ -27878,9 +27878,7 @@ + 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 + +-### SUPERHERO CHARACTER OPTIONS +- +-### NEW FOCI ++##### NEW FOCI + + This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here + are as follows: +@@ -27909,7 +27907,7 @@ + > + > Wields Invisible Force: You bend light and manipulate beams of force for offense and defense. + +-### COPIES SUPERPOWERS ++###### COPIES SUPERPOWERS + + You can copy others' skills, abilities, and superpowers. + +@@ -27931,7 +27929,7 @@ + powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your + own fire bolts). + +-### HAS A THOUSAND FACES ++###### HAS A THOUSAND FACES + + You can change your appearance to look like anyone else. + +@@ -27955,7 +27953,7 @@ + + GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well. + +-### IGNORES PHYSICAL DISTANCE ++###### IGNORES PHYSICAL DISTANCE + + You can teleport from one place to another by briefly passing through a parallel dimension. + +@@ -27974,7 +27972,7 @@ + GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) + continues through the teleport, injuring the character. + +-### SCULPTS HARD LIGHT ++###### SCULPTS HARD LIGHT + + You create physical objects out of hard light that you can use for offense and defense. + +@@ -27994,7 +27992,7 @@ + + GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color. + +-### SHRINKS TO MINUTE SIZE ++###### SHRINKS TO MINUTE SIZE + + You can shrink down to the size of a bug and, with enough experience, even smaller. + +@@ -28020,7 +28018,7 @@ + A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who + Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed. + +-### SOARS ON AMAZING WINGS ++###### SOARS ON AMAZING WINGS + + Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense. + +@@ -28041,7 +28039,7 @@ + GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious + target for an unexpected foe. + +-### STRETCHES ++###### STRETCHES + + Your body is elastic and rubbery, able to stretch to great lengths and compress when struck. + +@@ -28064,7 +28062,7 @@ + GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and + weak. + +-### TAKES ANIMAL SHAPE ++###### TAKES ANIMAL SHAPE + + You can transform yourself into an animal. + +@@ -28087,7 +28085,7 @@ + + Greater Beast Form applies to using Animal Shape. + +-### TOUCHES THE SKY ++###### TOUCHES THE SKY + + You can summon storms or break them apart. + +@@ -28106,7 +28104,7 @@ + GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. + The weather is seeded by a much smaller effect, and a storm grows out of control. + +-### WIELDS AN ENCHANTED WEAPON ++###### WIELDS AN ENCHANTED WEAPON + + You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of + combat with it. +@@ -28130,7 +28128,7 @@ + GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an + action to reestablish the attunement. The weapon's energy discharges in an unexpected way. + +-### WIELDS INVISIBLE FORCE ++###### WIELDS INVISIBLE FORCE + + You bend light and manipulate beams of force for offense and defense. + +@@ -28151,7 +28149,7 @@ + GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual + or unexpected attack. + +-### 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. +@@ -28197,7 +28195,7 @@ + three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental + procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret). + +-### PRODIGY POWER SHIFTS ++##### PRODIGY POWER SHIFTS + + Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this + using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into +@@ -28229,13 +28227,13 @@ + 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: + +@@ -28312,7 +28310,7 @@ + why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult, + formidable, or impossible than deciding whether it's a level 6 or level 7 task. + +-### PERMANENT POWER STUNTS ++##### PERMANENT POWER STUNTS + + Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they + might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the +@@ -28326,14 +28324,14 @@ + Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New + Discovery, Transformation, or Uncover a Secret. + +-### REALLY IMPOSSIBLE TASKS ++#### REALLY IMPOSSIBLE TASKS + + The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a + difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional + sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section + presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15. + +-### FEATS OF STRENGTH ++##### FEATS OF STRENGTH + + Use the following table to estimate the difficulty of various incredible feats of physical strength. + +@@ -28369,7 +28367,7 @@ + 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 + +@@ -28393,7 +28391,7 @@ + | 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 | + | 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 | + +-### TREMENDOUS LEAPS ++##### TREMENDOUS LEAPS + + Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the + jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to +@@ -28410,7 +28408,7 @@ + (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. + +@@ -28432,7 +28430,7 @@ + + \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities. + +-### MODIFYING HIGH-TECH DEVICES ++#### MODIFYING HIGH-TECH DEVICES + + It's common for technically savvy superheroes to fiddle with machines to make them work better or do something + different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a +@@ -28474,7 +28472,7 @@ + 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 +@@ -28482,14 +28480,14 @@ + the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present + for only about the first quarter of that time and the "helpers" taking care of the rest. + +-### CYPHERS AND ARTIFACTS ++#### CYPHERS AND ARTIFACTS + + In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts, + character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM + should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more + effectively with foes that might otherwise be too potent. + +-### SPECIAL EQUIPMENT ++#### SPECIAL EQUIPMENT + + Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story. + For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those +@@ -28502,7 +28500,7 @@ + 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. + +-### POWER BOOST CYPHERS ++#### POWER BOOST CYPHERS + + This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher + System Rulebook into one cypher with variable effects based on cypher level. +@@ -28518,14 +28516,14 @@ + | 81-90 | Stunt boost | + | 91-00 | Target boost | + +-### EFFICACY BOOST ++##### EFFICACY BOOST + + Level: 1d6 + 1 + + Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if + the cypher is level 5 or higher). + +-### SHIFT BOOST ++##### SHIFT BOOST + + Level: 1d6 + 2 + +@@ -28536,7 +28534,7 @@ + one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of + power shift to boost. + +-### STUNT BOOST ++##### STUNT BOOST + + Level: 1d6 + 2 + +@@ -28567,7 +28565,7 @@ + to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be + rightfully amazed (and perhaps somewhat terrified). + +-### NATURE OF FAERIE ++#### NATURE OF FAERIE + + Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane + world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden +@@ -28621,9 +28619,9 @@ + Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of + damage per round; troll regains 3 points of health per round + +-### OPTIONAL RULES FOR FAIRYTALE ++#### OPTIONAL RULES FOR FAIRYTALE + +-Optional Rule: I Have That! ++##### Optional Rule: I Have That! + + In fairy tales, characters often have exactly the right mundane piece of equipment + +@@ -28645,7 +28643,7 @@ + who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble + into a Pocket Item; it remains a thimble. + +-Example Pocket Items ++###### Example Pocket Items + + Inexpensive + +@@ -28715,7 +28713,7 @@ + + • Thimble + +-### FAIRY TALE ARTIFACTS ++#### FAIRY TALE ARTIFACTS + + Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale + setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or +@@ -28735,12 +28733,12 @@ + | 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. | + | 10 | Causes flowers to grow wherever it is stored or set down. | + +-### SPECIAL RULES ++#### SPECIAL RULES + + Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes + are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them. + +-Death ++##### Death + + You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of + die. Or die and come back to life. You get the idea. +@@ -28755,7 +28753,7 @@ + and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game + time) and still return to life. After that time elapses, death is permanent. + +-Curses ++##### Curses + + In fairy tale games, curses are likely to be common. Most witches can cast curses + +@@ -28770,7 +28768,7 @@ + and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple," + their skin turns golden). See the Curse table for a list of example curses. + +-Preventing Curses ++###### Preventing Curses + + When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the + curse being cast. Being trained in Intellect defense eases +@@ -28780,7 +28778,7 @@ + Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will + find defending against a second curse is more difficult (their task is hindered). + +-Removing Curses ++###### Removing Curses + + Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll. + Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a +@@ -28790,7 +28788,7 @@ + (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in + curse removal to do the deed. + +-Curse Intrusions and Curse Mode ++###### Curse Intrusions and Curse Mode + + In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things + happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally, +@@ -28826,7 +28824,7 @@ + While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's + situation worse. + +-Curse Intrusions ++###### Curse Intrusions + + | d6 | Curse | + |-----|-------------------------------------------------------------------------| +@@ -28837,7 +28835,7 @@ + | 5 | The character feels an overwhelming urge to start dancing. | + | 6 | The character's clothes are suddenly much too large. | + +-Curse Table ++###### Curse Table + + Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation + and the characters. +@@ -28870,7 +28868,7 @@ + | 19 | Can no longer say, write, or spell their own name | + | 20 | No one else remembers or recognizes the character | + +-Curse Removal Table ++###### Curse Removal Table + + Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the + table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of +@@ -28940,7 +28938,7 @@ + + + +-Blessings ++##### Blessings + + When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they + roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides +@@ -28957,7 +28955,7 @@ + | 5 | Someone nearby just happens to have the thing the character needs. | + | 6 | A cypher or artifact works even better than expected. | + +-Wishes ++##### Wishes + + Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a + wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as +@@ -28970,7 +28968,7 @@ + Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded, + has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world). + +-### GM INTRUSIONS ++##### GM INTRUSIONS + + GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy, + all while making the game more interesting and surprising for characters. +@@ -28987,7 +28985,7 @@ + The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on + the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation. + +-Interaction Intrusions ++###### Interaction Intrusions + + | d10 | GM Intrusion | + |-----|------------------------------------------------------------------------------------------------------------------------------------------| +@@ -29002,7 +29000,7 @@ + | 9 | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog. | + | 10 | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. | + +-World Intrusions ++###### World Intrusions + + | d10 | GM Intrusion | + |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +@@ -29017,7 +29015,7 @@ + | 9 | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters. | + | 10 | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it. | + +-Item Intrusions ++###### Item Intrusions + + + +@@ -29081,9 +29079,9 @@ + +
+ +-### PLAYING IN A FAIRY TALE GAME ++#### PLAYING IN A FAIRY TALE GAME + +-### PLAYER INTRUSIONS ++##### PLAYER INTRUSIONS + + A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player + character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected +@@ -29124,7 +29122,7 @@ + + If a player has no XP to spend, they can't use a player intrusion. + +-### MINOR AND MAJOR SPECIAL EFFECT OPTIONS ++##### MINOR AND MAJOR SPECIAL EFFECT OPTIONS + + Any time a PC attempts an action and rolls a natural 19 or 20, they have the option + +@@ -29162,9 +29160,9 @@ + • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to + continue the fight. + +-### CREATING YOUR CHARACTER ++#### CREATING YOUR CHARACTER + +-### FORM VS. FUNCTION ++##### FORM VS. FUNCTION + + In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And + that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses, +@@ -29177,7 +29175,7 @@ + small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of + your character that you want to play. + +-### SKILLS ++##### SKILLS + + As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become + skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful +@@ -29225,7 +29223,7 @@ + ways. If there are talking animals that the characters can understand, the skill could provide an asset in social + interactions. + +-### TYPE ++##### TYPE + + Your character's type is the core of who they are and how they interact with their environment, their companions, and + other living creatures they encounter. +@@ -29234,7 +29232,7 @@ + + Type Name and Flavor Suggestions + +-### WARRIOR ++###### WARRIOR + + Huntsman, Skills and knowledge, stealth + +@@ -29246,7 +29244,7 @@ + + Archer, Stealth + +-### ADEPT ++###### ADEPT + + King/queen + +@@ -29258,7 +29256,7 @@ + + Magical being (genie, spirit, faerie, and so on) + +-### EXPLORER ++###### EXPLORER + + Adventurer + +@@ -29274,7 +29272,7 @@ + + Wolf, Combat Stealth + +-### SPEAKER ++###### SPEAKER + + Aristocrat + +@@ -29286,7 +29284,7 @@ + + Trickster, Skills and Knowledge + +-### DESCRIPTOR ++##### DESCRIPTOR + + Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor + places your character in their current situation or adventure, and helps provide a sense of their motivations. +@@ -29381,7 +29379,7 @@ + + • Lost + +-### FOCUS ++##### FOCUS + + Your focus makes your character unique. + +@@ -29389,7 +29387,7 @@ + it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting + equipment. + +-Suggested Foci for a Fairy Tale Game ++###### Suggested Foci for a Fairy Tale Game + + • Abides in Stone + +@@ -29531,7 +29529,7 @@ + + • Would Rather Be Reading + +-Heartwood Foci ++###### Heartwood Foci + + • Befriends the Black Dog + +@@ -29541,7 +29539,7 @@ + + • Lived Among the Fey + +-Adjusted Foci ++###### Adjusted Foci + + Battles Robots, Builds Robots, Talks to Machines + +@@ -29570,11 +29568,11 @@ + + With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate. + +-### FAIRYTALE CHARACTER OPTIONS ++#### FAIRYTALE CHARACTER OPTIONS + +-### FAIRYTALE DESCRIPTORS ++##### FAIRYTALE DESCRIPTORS + +-Bewitched ++###### Bewitched + + You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to + force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are +@@ -29607,7 +29605,7 @@ + 4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good + fit. + +-Changeling ++###### Changeling + + Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps + when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or +@@ -29655,7 +29653,7 @@ + 4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background. + You hope to do more of that. + +-Fragmented ++###### Fragmented + + Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces, + unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way +@@ -29693,7 +29691,7 @@ + + 4\. You felt drawn to join the other PCs, but you don't know why. + +-Frumious ++###### Frumious + + A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might + do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either +@@ -29729,7 +29727,7 @@ + + 4\. One of the other PCs invited you to join, after they watched you fight. + +-Haunted ++###### Haunted + + The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always + discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be +@@ -29764,7 +29762,7 @@ + 4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an + adventure is a great way to do so. + +-Lost ++###### Lost + + You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through + your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering +@@ -29804,12 +29802,12 @@ + + 4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going. + +-### FAIRYTALE FOCI ++#### FAIRYTALE FOCI + + Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the + Cypher System Rulebook. + +-Befriends the Black Dog ++##### Befriends the Black Dog + + Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed + presence fills you with a darkness, but it is inside that darkness that you find the strength to shine. +@@ -29831,7 +29829,7 @@ + + Tier 6: As If One Creature or Embraced by Darkness + +-Curses the World ++##### Curses the World + + Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no + desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them. +@@ -29852,7 +29850,7 @@ + + Tier 6: Word of Command or Break Their Mind + +-Feigns No Fear ++##### Feigns No Fear + + Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear, + how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present +@@ -29875,7 +29873,7 @@ + + Tier 6: Finishing Blow or Heroic Monster Bane + +-Lived Among the Fey ++##### Lived Among the Fey + + You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives + you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of +@@ -29898,7 +29896,7 @@ + + Tier 6: Explains the Ineffable or Drawing on Life's Experiences + +-Made a Deal With Death ++##### Made a Deal With Death + + Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing + figure. You, however, are intimate with Death in all their many forms. Perhaps you are +@@ -29925,7 +29923,7 @@ + + Tier 6: Duel to the Death or Final Defiance + +-Sheds Their Skin ++##### Sheds Their Skin + + You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and + nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your +@@ -29949,7 +29947,7 @@ + + Tier 6: Escape Plan or Perfect Control + +-Heartwood Character Arcs ++#### Heartwood Character Arcs + + Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their + character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in +@@ -29957,7 +29955,7 @@ + + Suggested Heartwood Arcs + +-Become an Advocate ++##### Become an Advocate + + You desire to help and support others, especially those who are dealing with difficult situations. This might be related + to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any +@@ -29977,7 +29975,7 @@ + + Resolution: You reflect on everything you've learned and decide what to do next. + +-Put Down Roots ++##### Put Down Roots + + If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You + seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This +@@ -29997,7 +29995,7 @@ + + Resolution: You enjoy the benefits of having a supportive group of people in your life. + +-Develop Coping Strategies ++##### Develop Coping Strategies + + You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a + "fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies. +@@ -30016,7 +30014,7 @@ + + Resolution: You reflect on what you've learned and decide where you want to go from here. + +-Take the Wrong Path ++##### Take the Wrong Path + + Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's + something the player chooses on a meta level for the character because it makes for an interesting story and sets up +@@ -30035,7 +30033,7 @@ + + Resolution: You wallow in your own misery. + +-### FAIRY TALE CHARACTER ARCS ++#### FAIRY TALE CHARACTER ARCS + + Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and + set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement, +@@ -30046,14 +30044,14 @@ + assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood + setting. + +-### EQUIPMENT ++#### EQUIPMENT + + Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage + using magic. + + Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts. + +-### CURRENCY ++##### CURRENCY + + In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full + of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically +@@ -30071,7 +30069,7 @@ + moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require + something that taxes the PCs and really puts their skills and dedication to the test. + +-### SIGNATURE ITEMS ++##### SIGNATURE ITEMS + + In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and + very important. They're often unique and handcrafted, +@@ -30079,7 +30077,7 @@ + they may have names or stories that go with them, and because characters tend to keep them for a long time, they may + have undergone repairs or have markings that tell something about the character's background. + +-### APPAREL AND ARMOR ++##### APPAREL AND ARMOR + + In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides + otherwise or unless it is designated as armor), +@@ -30089,15 +30087,15 @@ + However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and + accomplishing tasks. + +-### CLOTHING ++##### CLOTHING + +-Inexpensive ++###### Inexpensive + + Gloves or mittens + + Hat or hood + +-Moderately Priced ++###### Moderately Priced + + Cloak or coat + +@@ -30105,7 +30103,7 @@ + + Wizard or enchanter's outfit + +-Very Expensive ++###### Very Expensive + + Elegant cloak or coat + +@@ -30113,35 +30111,35 @@ + + Suit or ballgown + +-Exorbitant ++###### Exorbitant + + Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks) + +-### WEAPONS AND PROTECTIVE GEAR ++##### WEAPONS AND PROTECTIVE GEAR + +-Inexpensive ++###### Inexpensive + + Ammunition (12 arrows, 12 crossbow bolts, and so on) + +-Moderately Priced ++###### Moderately Priced + + Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on) + + Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on) + +-Expensive ++###### Expensive + + Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on) + + Medium armor (breastplate, brigade, chainmail, and so on) + +-Very Expensive ++###### Very Expensive + + Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on) + + Heavy armor (full plate armor) + +-Exorbitant ++###### Exorbitant + + Jeweled, ornate, royal, or bespoke weapon + +@@ -30151,9 +30149,9 @@ + amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but + you could have many things that give you Armor. + +-### BASIC EQUIPMENT ++##### BASIC EQUIPMENT + +-Inexpensive ++###### Inexpensive + + Candle + +@@ -30179,7 +30177,7 @@ + + Vial + +-Moderately Priced ++###### Moderately Priced + + Backpack + +@@ -30211,7 +30209,7 @@ + + Waterskin or flask + +-Expensive ++###### Expensive + + Bag of heavy tools + +@@ -30219,7 +30217,7 @@ + + Box, medium + +-Very Expensive ++###### Very Expensive + + Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for + conveying the soul to its proper resting place. +@@ -30233,15 +30231,15 @@ + + Handheld scrying mirror. Asset for initiative tasks when held in hand or worn. + +-### TRAVEL ++##### TRAVEL + +-Moderately Priced ++###### Moderately Priced + + Common transportation, rental (horse-drawn carriage, boat, mount, and so on) + + Lodging, shared room or shed, meager + +-Expensive ++###### Expensive + + Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so + on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate the +@@ -30251,18 +30249,18 @@ + + Lodging, solo room, decent + +-Very Expensive ++###### Very Expensive + + Lodging, whole building or large room + +-Exorbitant ++###### Exorbitant + + Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so + on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle. + Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the + vehicle. + +-### CYPHERS AND ARTIFACTS ++#### CYPHERS AND ARTIFACTS + + Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for + characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in +@@ -30277,7 +30275,7 @@ + random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and + specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task. + +-### CYPHER LIMITS ++#### CYPHER LIMITS + + All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character + ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings. +@@ -30290,7 +30288,7 @@ + + fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval. + +-Fey Being Table ++##### Fey Being Table + + | d6 | Effect | + |-----|------------| +@@ -30301,7 +30299,7 @@ + | 5 | Pixie | + | 6 | Ogre | + +-Fey Cypher Attraction ++##### Fey Cypher Attraction + + | d6 | Effect | + |-----|-------------------------------------------------------------------------------------------------------------------------------------------| +@@ -30312,7 +30310,8 @@ + | 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 +@@ -30327,7 +30326,7 @@ + + is considered a single cypher even though there are multiple items. + +-Cypher Forms ++##### Cypher Forms + + While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers. + Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item. +@@ -30355,7 +30354,7 @@ + | 19 | Spell or hand fan | + | 20 | Fallen star or playing card | + +-Fairy Tale Cypher Table ++##### Fairy Tale Cypher Table + + | d100 | Cypher | + |------|---------------------------------------------------------| +@@ -30460,9 +30459,9 @@ + | 99 | Yonder yarn | + | 00 | Roll on the cypher tables in the Cypher System Rulebook | + +-### A SELECTION OF FAIRY TALE CYPHERS ++##### A SELECTION OF FAIRY TALE CYPHERS + +-Adderstone ++###### Adderstone + + Level: 1d6 + 3 + +@@ -30489,7 +30488,7 @@ + | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. | + | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. | + +-Agate Eye ++###### Agate Eye + + Level: 1d6 + 2 + +@@ -30499,7 +30498,7 @@ + cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's + system). + +-Animated Wood ++###### Animated Wood + + Level: 1d6 + +@@ -30515,7 +30514,7 @@ + attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are + eased by two steps). + +-Anywhere Door ++###### Anywhere Door + + Level: 1d6 + 3 + +@@ -30524,7 +30523,7 @@ + Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or + anything that can discern the door can use it. Erasing the drawn line erases the door. + +-Apple of Discord ++###### Apple of Discord + + Level: 1d6 + 1 + +@@ -30534,7 +30533,7 @@ + to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession + of the apple. + +-Azure Dust ++###### Azure Dust + + Level: 1d6 + 1 + +@@ -30542,7 +30541,7 @@ + + Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue. + +-Baba Yaga's Spiced Cookie ++###### Baba Yaga's Spiced Cookie + + Level: 1d6 + +@@ -30550,7 +30549,7 @@ + + Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour. + +-Bellman's Map of the Ocean ++###### Bellman's Map of the Ocean + + Level: 1d6 + 2 + +@@ -30562,7 +30561,7 @@ + beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all + social interactions with those affected are eased by two steps). + +-Beloved's Kiss ++###### Beloved's Kiss + + Level: 1d6 + 3 + +@@ -30579,7 +30578,7 @@ + | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) | + | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) | + +-Bird's Nest Coronet ++###### Bird's Nest Coronet + + Level: 1d6 + 3 + +@@ -30589,7 +30588,7 @@ + Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions + are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level. + +-Blackbird Pie ++###### Blackbird Pie + + Level: 1d6 + +@@ -30598,7 +30597,7 @@ + Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long + range who hear the song are hindered on all tasks for ten minutes. + +-Blood Pearl Blossom ++###### Blood Pearl Blossom + + Level: 1d6 + 4 + +@@ -30607,7 +30606,7 @@ + Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can + take from one round to one day, depending on the level, severity, and type of curse. + +-Bone Key ++###### Bone Key + + Level: 1d6 + 2 + +@@ -30615,7 +30614,7 @@ + + Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level. + +-Bones of the Beloved ++###### Bones of the Beloved + + Level: 1d6 + 3 + +@@ -30626,7 +30625,7 @@ + hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days + if the cypher is level 6 or higher). This does not change the actual health or age of the character. + +-Bowl of Porridge ++###### Bowl of Porridge + + Level: 1d6 + 3 + +@@ -30635,7 +30634,7 @@ + Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the + effects of cold for ten minutes. + +-Cat Sidhe Medallion ++###### Cat Sidhe Medallion + + Level: 1d6 + 2 + +@@ -30644,7 +30643,7 @@ + Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is + cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces. + +-Cheshire Smile ++###### Cheshire Smile + + Level: 1d6 + +@@ -30655,7 +30654,7 @@ + with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes, + and then fades away slowly, until even the original smile has disappeared. + +-Coalheart's Beard Balm ++###### Coalheart's Beard Balm + + Level: 1d6 + +@@ -30668,7 +30667,7 @@ + + Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world. + +-Croc's Clock ++###### Croc's Clock + + Level: 1d6 + +@@ -30677,7 +30676,7 @@ + Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone + within long range to its presence for one day. + +-Crown Jewel ++###### Crown Jewel + + Level: 1d6 + 2 + +@@ -30687,7 +30686,7 @@ + item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever + comes first). + +-Dame Trot's Cat ++###### Dame Trot's Cat + + Level: 1d6 + 3 + +@@ -30696,7 +30695,7 @@ + Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next + time it senses danger. The cat's level is equal to the cypher level. + +-Darning Needle ++###### Darning Needle + + Level: 1d6 + +@@ -30706,7 +30705,7 @@ + damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal + to the cypher's level. + +-Dead Water ++###### Dead Water + + Level: 1d6 + 3 + +@@ -30715,7 +30714,7 @@ + Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum + Might Pool. + +-Deathless ++###### Deathless + + Level: 1d6 + 3 + +@@ -30731,7 +30730,7 @@ + If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all + actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected. + +-Death's Candle ++###### Death's Candle + + Level: 1d6 + 4 + +@@ -30745,7 +30744,7 @@ + of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of + damage, which is not enough to kill the user, the user takes the 4 points of damage. + +-Death's Messengers ++###### Death's Messengers + + Level: 1d6 + 2 + +@@ -30755,7 +30754,7 @@ + in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's + level (each round). + +-Diadem of Death ++###### Diadem of Death + + Level: 1d6 + 4 + +@@ -30764,7 +30763,7 @@ + Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts + damage equal to its level. + +-Dragon's Blood ++###### Dragon's Blood + + Level: 1d6 + +@@ -30778,7 +30777,7 @@ + | 3-4 | Asset to all tasks involving magic | + | 5-6 | Asset to all tasks involving romance, sex, and fertility | + +-Dragon's Teeth ++###### Dragon's Teeth + + Level: 1d6 + +@@ -30794,7 +30793,7 @@ + + Warriors: level 3; Armor 1; swords inflict 3 points of damage + +-Dressmaking Nut ++###### Dressmaking Nut + + Level: 1d6 + 2 + +@@ -30808,7 +30807,7 @@ + + Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits. + +-Drink Me ++###### Drink Me + + Level: 1d6 + +@@ -30817,7 +30816,7 @@ + Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find + another way to change their size (such as with an eat me). + +-Dust of the Dreamer ++###### Dust of the Dreamer + + Level: 1d6 + +@@ -30826,7 +30825,7 @@ + Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single + action. This does not use up any of their recovery rolls. + +-Eat Me ++###### Eat Me + + Level: 1d6 + +@@ -30835,7 +30834,7 @@ + Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another + way to change their size (such as with a drink me). + +-Emperor's New Clothes ++###### Emperor's New Clothes + + Level: 1d6 + +@@ -30843,7 +30842,7 @@ + + Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored. + +-Fairy Cup ++###### Fairy Cup + + Level: 1d6 + 1 + +@@ -30855,7 +30854,7 @@ + It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer + protection by way of thanks. + +-False Grandmother ++###### False Grandmother + + Level: 1d6 + 2 + +@@ -30868,7 +30867,7 @@ + creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the + duration. + +-Father's Betrayal ++###### Father's Betrayal + + Level: 1d6 + 2 + +@@ -30878,7 +30877,7 @@ + m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area + and are dazed for one round, hindering their next action. + +-Flaming Arrow ++###### Flaming Arrow + + Level: 1d6 + 2 + +@@ -30887,7 +30886,7 @@ + Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate + range. + +-Flowers for Grandmother ++###### Flowers for Grandmother + + Level: 1d6 + 2 + +@@ -30905,7 +30904,7 @@ + | 5 | Intellect | + | 6 | Slashing and piercing | + +-Forget-Me-Knot ++###### Forget-Me-Knot + + Level: 1d6 + 3 + +@@ -30917,7 +30916,7 @@ + scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that + memory. Capturing the memory is an action, as is untying the loop. + +-Genie's Handkerchief ++###### Genie's Handkerchief + + Level: 1d6 + +@@ -30931,7 +30930,7 @@ + their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its + drawbacks. + +-Gilded Shell ++###### Gilded Shell + + Level: 1d6 + +@@ -30943,7 +30942,7 @@ + m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape, + making it difficult for others to notice. Once expanded, the structure is permanent and immobile. + +-Gingerbread Man ++###### Gingerbread Man + + Level: 1d6 + +@@ -30951,7 +30950,7 @@ + + Effect: After eating the cookie, the user has training in Speed defense for the next day. + +-Godfather's Picture Book ++###### Godfather's Picture Book + + Level: 1d6 + 2 + +@@ -30962,7 +30961,7 @@ + turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a + regular book and does not count against the character's cypher limit. + +-Golden Beetle ++###### Golden Beetle + + Level: 1d6 + +@@ -30971,7 +30970,7 @@ + Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies + within long range. + +-Golden Vanity ++###### Golden Vanity + + Level: 1d6 + +@@ -30990,7 +30989,7 @@ + The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit. + When all three items have been used, it remains a functional vanity set but no longer holds any magic. + +-Green Spectacles ++###### Green Spectacles + + Level: 1d6 + +@@ -30999,7 +30998,7 @@ + Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one + day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight. + +-Hart's Heart ++###### Hart's Heart + + Level: 1d6 + 3 + +@@ -31008,7 +31007,7 @@ + Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or + convince the recipient are eased by two steps. + +-Heart of a Star ++###### Heart of a Star + + Level: 1d6 + +@@ -31018,7 +31017,7 @@ + eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still + eased.) + +-Heart's Tart ++###### Heart's Tart + + Level: 1d6 + 2 + +@@ -31027,7 +31026,7 @@ + Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for + ten minutes. + +-Hot Cross Buns ++###### Hot Cross Buns + + Level: 1d6 + +@@ -31035,7 +31034,7 @@ + + Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool. + +-Iron Bands of Three ++###### Iron Bands of Three + + Level: 1d6 + 3 + +@@ -31046,7 +31045,7 @@ + them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands + breaks. When all three bands are broken, the cypher is used up. + +-Itsy Bitsy Spider ++###### Itsy Bitsy Spider + + Level: 1d6 + +@@ -31058,7 +31057,7 @@ + cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in + three words or less. + +-Jack's Candlestick ++###### Jack's Candlestick + + Level: 1d6 + 3 + +@@ -31066,7 +31065,7 @@ + + Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool. + +-Jiminy Cricket ++###### Jiminy Cricket + + Level: 1d6 + +@@ -31075,7 +31074,7 @@ + Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and + modifiers. + +-The Key of Knowing ++###### The Key of Knowing + + Level: 1d6 + 3 + +@@ -31088,7 +31087,7 @@ + After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak) + ever again. + +-Knave of Hearts ++###### Knave of Hearts + + Level: 1d6 + 2 + +@@ -31098,7 +31097,7 @@ + knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten + minutes per cypher level. + +-Lion's Courage ++###### Lion's Courage + + Level: 1d6 + 1 + +@@ -31108,7 +31107,7 @@ + time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict + +1 point of damage. + +-Living Water ++###### Living Water + + Level: 1d6 + 3 + +@@ -31120,7 +31119,7 @@ + When dead water and living water cyphers are used together, a dead character can be brought back to life without any + permanent reductions of their Might Pool. + +-Magic Beans ++###### Magic Beans + + Level: 1d6 + 4 + +@@ -31129,7 +31128,7 @@ + Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the + beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task. + +-Memory's Match ++###### Memory's Match + + Level: 1d6 + +@@ -31140,7 +31139,7 @@ + the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage + (ignores Armor). + +-Mermaid Tear ++###### Mermaid Tear + + Level: 1d6 + 2 + +@@ -31151,7 +31150,7 @@ + significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt + to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate). + +-Neverlost ++###### Neverlost + + Level: 1d6 + +@@ -31162,7 +31161,7 @@ + the items become invisible to everyone except the user and any allies the user designates. The items last for one day + per cypher level and can be seen by the user and their allies, even in complete darkness. + +-Nonsensical Poem ++###### Nonsensical Poem + + Level: 1d6 + 4 + +@@ -31172,7 +31171,7 @@ + becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with + the GM to come up with an appropriate and acceptable change.) + +-Omniscient Bean ++###### Omniscient Bean + + Level: 1d6 + 2 + +@@ -31186,7 +31185,7 @@ + knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it + can't provide knowledge about the future, since that is level 10). + +-Pictureless Book ++###### Pictureless Book + + Level: 1d6 + +@@ -31205,7 +31204,7 @@ + | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. | + | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. | + +-Poison for Your Daughter ++###### Poison for Your Daughter + + Level: 1d6 + 2 + +@@ -31272,7 +31271,7 @@ + + + +-Poisoned Apple ++###### Poisoned Apple + + Level: 1d6 + 2 + +@@ -31286,7 +31285,7 @@ + other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for + instance, to force-feed someone part of the apple and have the cypher activate. + +-Poppet (Damage) ++###### Poppet (Damage) + + Level: 1d6 + 4 + +@@ -31296,7 +31295,7 @@ + Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far + away it is. Writing the name and destroying the poppet are separate actions. + +-Poppet (Love) ++###### Poppet (Love) + + Level: 1d6 + 2 + +@@ -31308,7 +31307,7 @@ + time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if + the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action. + +-Poppet (Prosperity) ++###### Poppet (Prosperity) + + Level: 1d6 + 2 + +@@ -31318,7 +31317,7 @@ + Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who + see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions. + +-Poppet (Silence) ++###### Poppet (Silence) + + Level: 1d6 + 2 + +@@ -31328,7 +31327,7 @@ + the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage + with the person who activated the poppet. + +-Powder of Life ++###### Powder of Life + + Level: 1d6 + 3 + +@@ -31345,7 +31344,7 @@ + their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a + stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking. + +-Princess's Pea ++###### Princess's Pea + + Level: 1d6 + 3 + +@@ -31354,7 +31353,7 @@ + Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false + claims, and other such tricks (for all senses) for what they are. + +-Rabbit Hole ++###### Rabbit Hole + + Level: 1d6 + +@@ -31369,7 +31368,7 @@ + The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again + jumping in feet-first. + +-Rapunzel Leaf ++###### Rapunzel Leaf + + Level: 1d6 + 3 + +@@ -31381,7 +31380,7 @@ + + The tower's level is equal to the cypher level, and the structure is permanent and immobile. + +-Rose of Red ++###### Rose of Red + + Level: 1d6 + 1 + +@@ -31393,7 +31392,7 @@ + birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius, + inflicting damage equal to the cypher level. + +-Shadow Soap ++###### Shadow Soap + + Level: 4 + +@@ -31407,7 +31406,7 @@ + + Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return. + +-Shard of the Moon ++###### Shard of the Moon + + Level: 1d6 + 2 + +@@ -31418,7 +31417,7 @@ + The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their + ability, but always within their nature (so a trickster will still answer as a trickster would, for example). + +-Shining Knife ++###### Shining Knife + + Level: 1d6 + 3 + +@@ -31429,7 +31428,7 @@ + knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and + rusted. + +-Silver Slippers ++###### Silver Slippers + + Level: 1d6 + 2 + +@@ -31444,7 +31443,7 @@ + + it is rumored that they magically return to the world in some form for someone else who needs them. + +-Singing Bone ++###### Singing Bone + + Level: 1d6 + 3 + +@@ -31456,7 +31455,7 @@ + For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits. + "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on. + +-Snake Leaves ++###### Snake Leaves + + Level: 1d6 + 2 + +@@ -31467,7 +31466,7 @@ + a character one step up the damage track, or bring a dead character back to life. However, the character also gains a + permanent 3-point reduction in their maximum Intellect Pool. + +-Snickersnee ++###### Snickersnee + + Level: 1d6 + 4 + +@@ -31476,7 +31475,7 @@ + Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an + additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size. + +-Song of the Dead ++###### Song of the Dead + + Level: 1d6 + +@@ -31486,7 +31485,7 @@ + carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to + communicate to those around it, but only for one day. After that, the bird returns to its lifeless form. + +-Sorcerer's Skeleton Key ++###### Sorcerer's Skeleton Key + + Level: 1d6 + 2 + +@@ -31495,7 +31494,7 @@ + Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key + automatically unlocks it. + +-Spirit Ring ++###### Spirit Ring + + Level: 1d6 + +@@ -31510,7 +31509,7 @@ + on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something + important), and they may take the time to curse or prank the characters before they disappear. + +-Teleport Hat ++###### Teleport Hat + + Level: 1d6 + 3 + +@@ -31521,7 +31520,7 @@ + stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place + of origination. + +-Three Needles ++###### Three Needles + + Level: 1d6 + +@@ -31530,7 +31529,7 @@ + Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if + doing so was a routine task. + +-Tin Man's Tears ++###### Tin Man's Tears + + Level: 1d6 + 2 + +@@ -31540,7 +31539,7 @@ + touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin + soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes. + +-To Peter With Love ++###### To Peter With Love + + Level: 1d6 + 3 + +@@ -31550,7 +31549,7 @@ + specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes + at least a round and sometimes longer, depending on the distance and difficulty. + +-Valorous Whetstone ++###### Valorous Whetstone + + Level: 1d6 + +@@ -31559,7 +31558,7 @@ + Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the + next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage. + +-Vase of Tears ++###### Vase of Tears + + Level: 1d6 + +@@ -31568,7 +31567,7 @@ + Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage + the next time they are physically attacked. + +-White Snake ++###### White Snake + + Level: 1d6 + 2 + +@@ -31577,7 +31576,7 @@ + Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living + things for ten minutes. + +-Wish-Granting Pearl ++###### Wish-Granting Pearl + + Level: 1d6 + 1 + +@@ -31588,7 +31587,7 @@ + an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher + cannot grant a wish above its level. + +-Witch Bottle ++###### Witch Bottle + + Level: 1d6 + 1 + +@@ -31597,7 +31596,7 @@ + Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal + to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them. + +-Witch's Ladder ++###### Witch's Ladder + + Level: 1d6 + 2 + +@@ -31606,7 +31605,7 @@ + Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person + who stored it, or by someone who has received their permission to do so. + +-Wooden Spoon ++###### Wooden Spoon + + Level: 1d6 + 4 + +@@ -31616,7 +31615,7 @@ + their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as + their turn, or attack a foe three times. + +-Yonder Yarn ++###### Yonder Yarn + + Level: 1d6 + 4 +