start adding my personal rules in a new patchset
- Cypher volatility - Making recovery rolls in any order
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patches/bss/001-foreword-and-rename.patch
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patches/bss/001-foreword-and-rename.patch
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--- _tmp/ccsrd.md 2025-07-23 11:22:07.970400508 -0500
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+++ _tmp/ccsrd.new.md 2025-07-23 11:36:21.054786258 -0500
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@@ -1,9 +1,9 @@
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::: {#og-content .container-xxl .rounded-3 .mt-1 .mb-1 .print-across}
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::: {.ps-3 role="main"}
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::: {#part0}
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-# [Commons]{.og-chap} Cypher System Reference Document {#top .pt-2}
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+# [bss's]{.og-chap} Cypher System Reference Document {#top .pt-2}
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-CCSRD
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+BSS-CSRD
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version 0.00,
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compatible with the Cypher System.
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@@ -55,7 +55,7 @@
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### [Chapter 1]{.og-chap} Foreword
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-The Commons Cypher System Reference Document (CCSRD) is a customized version of the Cypher System Reference Document,
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+bss's Cypher System Reference Document (BSS-CSRD) is a customized version of the Cypher System Reference Document,
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based on
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version 2.00h (2025-07-19)
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of [Old Gus' Cypher System Reference Document](https://callmepartario.github.io/og-csrd/) (OG-CSRD), itself based on
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@@ -64,7 +64,16 @@
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of the [Cypher System Reference Document](http://csol.montecookgames.com/) (CSRD), and is published under the Cypher
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System Open License (CSOL). The CCSRD is not associated with, endorsed by, or sponsored by Monte Cook Games.
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-The CSRD also includes material published in other products. Page number references have been added throughout as
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+Custom content, homebrew, interpretations, rulings, and the like are all made in the context of bss's version of the
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+Cypher System for his games; you're free to use them if you wish, but they come with no warranty or guarantee they make
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+any sense. This content comes with a reference of:
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+
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+- [BSS-CSRD](#choose-editorial-additions) [(bss Editorial Addition)]{.og-ref .og-ref-bss}[(BSS-CSRD)]{.og-ref
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+ .og-ref-bss}
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+
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+or a "bss's Notes" section.
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+
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+The BSS-CSRD also includes material published in other products. Page number references have been added throughout as
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follows.
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- [Old Gus' Cypher System Reference Document](https://callmepartario.github.io/og-csrd/): [(OG-CSRD)]{.og-ref .og-ref-og}
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@@ -91,10 +100,10 @@
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- [Cypher System Reference Document (CSRD)](http://csol.montecookgames.com/){.og-icon .og-mcg}, Cypher System Rulebook
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(2015), or Cypher System Rulebook Deluxe Edition (2024): [(Errata)]{.og-ref}
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-This CSRD differs from the OG-CSRD in some core ways: it is not a wide-reaching reference and guide to many things Cypher
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+The BSS-CSRD differs from the OG-CSRD in some core ways: it is not a wide-reaching reference and guide to many things Cypher
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System, as Old Gus' Cypher System Reference Document is. This is an opinionated customization on top of and beyond the
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OG-CSRD; as such, editorial, custom content, links to products, and so on have been removed in creating this CSRD. It is
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-meant to be one's particular flavor of the Cypher System, rather than a guide for any one to play and/or adapt the
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+meant to be bss's particular flavor of the Cypher System, rather than a guide for any one to play and/or adapt the
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Cypher System. This differs from [Old Gus' editorial mission](#about-editorial-mission).
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Information beyond the core CSRD is provided in a variety of sidebars:
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patches/bss/002-add-cypher-volatility.patch
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patches/bss/002-add-cypher-volatility.patch
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--- _tmp/ccsrd.md 2025-07-23 11:42:06.739971340 -0500
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+++ _tmp/ccsrd.new.md 2025-07-23 14:37:31.339305450 -0500
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@@ -37555,6 +37555,11 @@
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ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d100 roll for every
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additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
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+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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+**bss's Notes ---** It's Only Magic assumes cypher limits are otherwise a hard limit, which is not how I do things via
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+[Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits). You probably only want one of these rules.
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+:::
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+
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###### Side Effects of Exceeding Cypher Limits [#](#modern-magic-side-effects-of-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#modern-magic-side-effects-of-exceeding-cypher-limits}
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[(It's Only Magic, page 92)]{.og-ref}
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@@ -70863,6 +70868,7 @@
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- [Using Cyphers](#using-cyphers) [(380)]{.og-ref}
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- [Cypher Levels and Effects](#cypher-levels-and-effects) [(380)]{.og-ref}
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- [Cypher Limits](#cypher-limits) [(378)]{.og-ref}
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+- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
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- [Subtle Cyphers](#subtle-cyphers) [(378)]{.og-ref}
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- [Manifest Cyphers](#manifest-cyphers) [(379)]{.og-ref}
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- [Manifest Cypher Forms](#manifest-cypher-forms) [(381)]{.og-ref}
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@@ -70982,13 +70988,46 @@
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[(Cypher System Rulebook, page 378)]{.og-ref}
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All characters have a maximum number of cyphers they can have at any one time, determined by their [type](#choose-type).
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-If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers
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-equal to their maximum (depending on the genre of the campaign, [subtle cyphers](#subtle-cyphers) may be more or less
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-likely to vanish this way). These vanished cyphers are not recoverable.
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+If a character carries more, they are subject to the risk of [random
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+volatility](#volatility-exceeding-cypher-limits).
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-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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-**Old Gus's Notes ---** For more specific effects of exceeding cypher limits, see [Exceeding Cypher
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-Limits](#modern-magic-exceeding-cypher-limits) in [Chapter 14-A: Modern Magic](#chapter-14-a-modern-magic).
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+#### Volatility: Exceeding Cypher Limits [#](#volatility-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#volatility-exceeding-cypher-limits}
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+
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+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
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+
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+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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+**bss's Notes ---** The official rule for a PC going over their cypher limit is that they randomly lose cyphers
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+until they are back to their limit. Functional, but not terribly fun. This rule, based on
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+[Old Gus's](https://callmepartario.github.io/og-csrd/#optional-rule-exceeding-cypher-limits), should be far more
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+interesting.
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+:::
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+
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+Depending on the genre, there are a variety of ways to explain cyphers --- magical items, alien technology, mental
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+focus and acumen, serendipity, chaos --- and thus a variety of ways to explain how one might go over a normal limit
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+on cyphers such as undergoing magical corruption, side effects unknown to science, mental strain, bad luck, more
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+chaos, and so on.
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+
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+For each cypher above the character's limit, the PC's [GM intrusioun rate](#intrusion-through-player-rolls) raises by 1,
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+and when any intrusion based on a die roll occurs (even if that roll is a 1), the intrusion has an extra side effect
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+that results in the loss of one cypher --- perhaps one at random, or one pushing them over their limit, or the one
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+getting triggered, as the table sees fit. The loss of this cypher is usually catastrophic (for the cypher, if not the
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+character) in some fashion as well.
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+
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+::: table-responsive
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+ d6 Volatility Effects
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+ ------ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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+ 1 **Detonation:** The cypher explodes, dealing damage equal to the exploding cypher's level to creatures within an immediate range. The GM chooses an appropriate type for the damage. The level of the explosion is equal to the cypher\'s level, and the [stat](#character-stats) used to [defend](#action-defend) against the explosion and type of damage are determined by the GM. Targets in the area take 1 point of damage even if they succeed their defense roll, and if the PC bearing the exploding cypher fails their defense roll, they also lose one additional random cypher they bear.
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+ 2--3 **Unpredictability:** The cypher activates with unpredictable effects. The GM determines the modifications, which invert or distort one or more aspects of the cypher's effects, or produce effects of an entirely [random cypher](#choose-cyphers).
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+ 4--5 **Dissipation:** The cypher vanishes.
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+ 6 **Discharge:** The cypher activates randomly, affecting a random target within immediate distance of the PC or within range of the cypher (whichever distance is further).
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+
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+ : Examples of Cypher Volatility
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+:::
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+
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+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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+**bss's Notes ---** As mentioned at the preface, this table comes from Old Gus's rules, but the table can rule this
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+loss of a cypher however they would like. Generally speaking, it's probably some kind of unexpected event that
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+complicates the scene just an extra bit more.
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:::
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------------------------------------------------------------------------------------------------------------------------
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@@ -75344,6 +75383,11 @@
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#### Editorial Additions [#](#choose-editorial-additions){.og-h-anchor aria-hidden="true"} {#choose-editorial-additions .og-border}
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[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
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+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
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+
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+##### New Rules [#](#choose-new-rules){.og-h-anchor aria-hidden="true"} {#choose-new-rules .og-h-small}
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+
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+- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
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##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}
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patches/bss/003-add-recovery-rolls-in-any-order.patch
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patches/bss/003-add-recovery-rolls-in-any-order.patch
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--- _tmp/ccsrd.md 2025-07-23 14:38:11.318555528 -0500
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+++ _tmp/ccsrd.new.md 2025-07-23 15:40:13.129915860 -0500
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@@ -27420,43 +27420,54 @@
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##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
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[(Cypher System Rulebook, page 218)]{.og-ref}
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+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
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After losing or spending points in a [Pool](#pool), you recover those points by resting. You can't increase a Pool past
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-its maximum by resting---just back to its normal level. Any extra points gained go away with no effect. The amount of
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-points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.
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+its maximum by resting---just back to its normal level. Any extra points gained go away with no effect.
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When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can
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divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you've lost 4 points of
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[Might](#might) and 2 points of [Speed](#speed), you can recover 4 points of Might, or 2 points of Might and 2 points of
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Speed, or any other combination adding up to 4 points.
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-The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle
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-of an encounter, it takes one action on your turn.
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+A character can rest as long and as often as they'd like, of course, but there are only four recovery rolls of varying
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+durations that they can benefit from:
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-The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each
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-day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours
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+::: table-responsive
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+ Recovery Roll Rest Time Needed
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+ ------------------------------- ------------------
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+ Quick duration recovery roll One action
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+ Short duration recovery roll Ten minutes
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+ Medium duration recovery roll One hour
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+ Long duration recovery roll Ten hours
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+
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+ : Recovery Rolls and Their Duration
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+:::
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+
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+The quick duration rest takes only a few seconds to catch your breath. If you rest this way in the middle
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+of an encounter, it takes one action on your turn. You must rest for ten minutes to make a short duration recovery
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+roll. A medium duration recovery roll takes one hour, and for the long duration recovery, you must rest for ten hours
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to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).
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-After that much rest, it's assumed to be a new day, so the next time you rest, it takes only a few seconds. The next
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-rest takes ten minutes, then one hour, and so on, in a cycle.
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+After that much rest, it's assumed to be a new day, so after making the long duration recovery roll, the character
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+regains all four of their recoveries for use in the new day.
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-If you haven't rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6
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-points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier).
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-Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.
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+You can spend multiple recoveries at once if you have ones that are of a shorter duration than the duration you rested. For
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+example, if you have not made any recovery rolls this day (and need the pool points back), you could rest for one hour
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+and make all three of your quick, short, and medium duration recovery rolls, or any combination therein.
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Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them
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-want to make recovery rolls, the others don't have to make rolls at that time. Later in the day, those three can decide
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-to rest for ten minutes and make recovery rolls.
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-
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-::: table-responsive
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- Recovery Roll Rest Time Needed
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- ---------------------- ------------------
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- First recovery roll One action
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- Second recovery roll Ten minutes
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- Third recovery roll One hour
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- Fourth recovery roll Ten hours
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+want to make recovery rolls, the others don't have to make rolls at that time. Each of the two PCs chooses to spend
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+their quick or short recovery roll individually, as desired. Later in the day, the other three can decide
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+to rest for ten minutes and make recovery rolls --- and perhaps the first two PCs spend their quick duration recovery
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+roll within that space of time, if they haven't already.
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- : Recovery Rolls
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+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
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+**bss's Notes ---** The official rules suggests the four recovery rolls are used in order of ascending duration.
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+There doesn't seem to be any particular reason for this, and future rules modules may add additional effects to
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+the recovery roll based on how long you have spent resting and recovering, so the strict ordering has been removed
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+(other than for the 10-hour rest, which must come last as it recharges stuff (including the rolls) and is otherwise
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+impractical to do willy-nilly).
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:::
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##### Restoring the Damage Track [#](#restoring-the-damage-track){.og-h-anchor aria-hidden="true"}
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@@ -75388,6 +75399,7 @@
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##### New Rules [#](#choose-new-rules){.og-h-anchor aria-hidden="true"} {#choose-new-rules .og-h-small}
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- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
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+- [Recovery Rolls Are Made in Any Order](#recovery-rolls) [(BSS-CSRD)]{.og-ref .og-ref-bss)
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##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}
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