diff --git a/patches/base/046-modern-magic-abilities-move.patch b/patches/base/046-modern-magic-abilities-move.patch new file mode 100644 index 0000000..1b44969 --- /dev/null +++ b/patches/base/046-modern-magic-abilities-move.patch @@ -0,0 +1,923 @@ +--- _tmp/ccsrd.md 2025-06-05 20:57:53.285921268 -0500 ++++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500 +@@ -10198,6 +10198,10 @@ + + Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler. + ++App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level ++higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you. ++Enabler. ++ + Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated + as if you are trained in it. Action. + +@@ -10613,6 +10617,12 @@ + provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points + of damage. There is no cost for you to use this ability. Action. + ++Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow. ++Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any ++place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target ++within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to ++fire a bullet and teleport along its path. ++ + Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam + until it burns, inflicting 5 points of damage. Action. + +@@ -10696,6 +10706,17 @@ + Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear + you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate. + ++Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving, ++as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to ++float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last ++only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is ++added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to ++affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in ++the car. Enabler. ++ ++The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps, ++magic, or Hollywood special effects. ++ + Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well, + etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise + engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle +@@ -10894,6 +10915,10 @@ + of online hackers and regular street criminals. These people are not necessarily your friends and might not be + trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler. + ++Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another ++creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs ++seamlessly, as part of the same action. Enabler. ++ + Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in + escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may + use this action only to move. Enabler. +@@ -10962,6 +10987,10 @@ + usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on + supernatural means, but rather a practical act.) + ++Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a ++curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it ++early are eased by two steps until you break free. Enabler. ++ + Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character + ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability + targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or +@@ -11119,6 +11148,10 @@ + duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that + works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action. + ++Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using ++Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two ++levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler. ++ + Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage. + Action to initiate. + +@@ -11163,6 +11196,9 @@ + + Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler. + ++Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two ++levels of Intellect Effort to it. Enabler. ++ + Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your + Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler. + +@@ -11523,6 +11559,11 @@ + Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within + a short distance regardless of your ability to see. Enabler. + ++Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny ++day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker ++becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it ++is enclosed in a light-proof container or wrapping. Action. ++ + Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you + roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural + 19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you +@@ -12405,6 +12446,9 @@ + + Hardiness: You are trained in Might defense tasks. Enabler. + ++Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is ++a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler. ++ + Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced + spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit + reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas +@@ -12454,6 +12498,9 @@ + Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 + additional points of damage. Enabler. + ++Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 ++additional points of damage. Enabler. ++ + Hidden Closet: The magic ally from your Bound Magic Creature ability can store items for you within its bound object, + including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m) + square pocket dimension that normally only the magic ally can access. Enabler. +@@ -12647,6 +12694,9 @@ + points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra + points of damage. Enabler. + ++Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 ++additional points of damage. Enabler. ++ + Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset + on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of + dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset, +@@ -12657,6 +12707,9 @@ + friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take, + but only if you're not already impaired or debilitated. Enabler. + ++Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be ++unable to take actions for one round. Action. ++ + Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and + Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5 + additional points. Enabler. +@@ -12835,6 +12888,10 @@ + round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased + by two steps. Enabler. + ++Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using ++Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level ++of Intellect Effort to it. Enabler. ++ + Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler. + + Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at +@@ -12970,6 +13027,9 @@ + of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the + change, and the character wouldn't gain any of the creature's magical abilities. + ++Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them. ++You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler. ++ + Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus, + this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with + that attack, you inflict an additional 5 points of damage. Enabler. +@@ -12991,8 +13051,16 @@ + coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery + rolls. Enabler. + ++Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained ++in research. Enabler. ++ + Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler. + ++Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3 ++points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the ++area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is ++eased against targets wearing, carrying, or made of a significant amount of metal. Action. ++ + Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are + eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for + any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls +@@ -13089,10 +13157,18 @@ + Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can + attempt to understand and identify its properties. Enabler. + ++Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can ++tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you ++had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a ++magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler. ++ + Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current, + such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The + cost is 2 Intellect points plus 1 point per level of the device. Action. + ++Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know ++one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler. ++ + Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour + preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this + hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this +@@ -13151,6 +13227,9 @@ + machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with + only one machine at a time. Action to initiate. + ++Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software. ++Enabler. ++ + Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed + attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler. + +@@ -13231,6 +13310,9 @@ + addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for + each level of Effort applied. Action to initiate. + ++Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action. ++This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler. ++ + Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within + immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your + Intellect Pool is reduced to 0 or if your projection touches your resting body. +@@ -13350,6 +13432,14 @@ + for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to + fill a long area, or three to fill a very long area). Action. + ++Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You ++gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass ++through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an ++immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or ++explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human ++speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a ++closed door) when you return to human form, you move one step down the damage track. Action to change or revert. ++ + Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along + narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty + 0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler. +@@ -13401,6 +13491,17 @@ + Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your + world. You can make yourself understood in their languages (if they have one). Enabler. + ++Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space). ++ ++Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so ++lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle. ++ ++Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight ++is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth ++to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people ++with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional ++targets. Action. ++ + Moon Shape (4+ Intellect points): You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial + creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise + away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain +@@ -13411,6 +13512,21 @@ + and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls + for the next day. Action to change; action to revert. + ++Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short ++distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you ++can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect ++damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a ++shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true ++form is. Action. ++ ++Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All ++within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one ++minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as ++a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a ++werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply ++Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort ++(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. ++ + Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature + can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the + details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your +@@ -13583,6 +13699,8 @@ + a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, + such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler. + ++One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler. ++ + One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not + knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1, + and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate. +@@ -13680,6 +13798,13 @@ + Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change + back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler. + ++Perfect Parking Space (3 Intellect points): You can send your car into a pocket dimension that moves with you and is ++just large enough to hold it. Nobody other than you can perceive or access this space unless they have the ability to ++interact with transdimensional areas. The space is a part of you, so you can't use it to store the car if you and the ++car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you, ++and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you ++can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate. ++ + Perfect Speed Burst (6 Speed points): You can take two separate actions this round. Enabler. + + Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration +@@ -13698,6 +13823,14 @@ + action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently + been dispersed. Enabler. + ++Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must ++be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage ++track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the ++creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their ++living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the ++target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort. ++Action. ++ + Phase Detonation (2+ Might points): When you use Phase Sprint or Walk Through Walls, you can choose to significantly + damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase + (your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within +@@ -13764,6 +13897,9 @@ + or something just as extreme, you are now immune to poisons, toxins, or any kind of particulate threat. You are not + immune to viruses, bacteria, or radiation. Enabler. + ++Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points ++of Speed damage (ignores Armor) and are hindered on their next turn. Action. ++ + Post-Apocalyptic Survivor: You are trained in stealth and Might defense tasks. Enabler. + + Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting +@@ -13875,6 +14011,14 @@ + movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if + you were there. However, you do not perceive through your projection. Action to initiate. + ++Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you ++can attack up to five different foes with a single action as long as they are within immediate range of each other. All ++the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted ++from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll ++for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of ++Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase ++the number of foes you can attack, with one additional foe per level of Effort. Enabler. ++ + Protective Wall (6+ Might points): When engaging in combat that directly relates to defending a community you are + associated with, you can attack up to five different foes as a single action as long as they are all within immediate + range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort +@@ -14071,6 +14215,16 @@ + Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any + exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action. + ++Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition ++and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on ++the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was ++this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever ++performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical ++questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action. ++ ++Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an ++area to allow you to use Reading Decomposition. ++ + Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading + residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an + answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple +@@ -14159,6 +14313,9 @@ + alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can + use Effort to increase the target level that can be affected by 1. Action. + ++Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are ++eased by two steps. Enabler ++ + Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses + metal. Enabler. + +@@ -14261,6 +14418,10 @@ + using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional + targets. You must touch additional targets to affect them. Action to initiate. + ++Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and ++hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you ++return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler. ++ + Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range + that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by + creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss +@@ -14268,6 +14429,9 @@ + + Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler. + ++Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all ++participants are eased by two steps. Enabler. ++ + Roaming Third Eye (3 Intellect points): When you use your Third Eye ability, you can place the sensor anywhere within + long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range + of its starting position. Enabler. +@@ -14743,6 +14907,19 @@ + range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time + required to do so (minimum one action). Action. + ++Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a ++standard bullet for it as part of your attack action with that weapon. ++ ++Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like ++a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than ++the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a ++Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to ++ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra ++damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler. ++ ++You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple ++times or the one shot is passing through or ricocheting off each target. ++ + Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range, + giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account, + or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send +@@ -14753,6 +14930,15 @@ + Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union, + or a mobile payment service such as Apple Pay, PayPal, or Venmo + ++Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot, ++allowing you to mentally give it orders from a long distance away. This control includes any aspect of driving the car ++(such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors, ++hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You ++can only control one car at a time with this ability (although you could manually drive one car and magically control ++another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and ++extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another ++vehicle, and so on) are eased. Enabler. ++ + Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action + in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for + each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or +@@ -14788,6 +14974,11 @@ + creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, + keep it at bay.) + ++Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The ++attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point ++of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away. ++Action. ++ + Spot Weakness: If a creature that you can see has a special weakness, such as a vulnerability to fire, a negative + modification to perception, or so on, you know what it is. (Ask and the GM will tell you.) Enabler. + +@@ -14999,6 +15190,12 @@ + witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one + minute, during which time its tasks are hindered. Action. + ++Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where ++you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't ++use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap ++Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery ++roll.) Action to initiate. ++ + Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For + example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an + Onslaught mindslice because it's a mental attack. Enabler. +@@ -15253,6 +15450,8 @@ + Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as + hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler. + ++Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler. ++ + Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray + ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called + a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the +@@ -15655,6 +15854,13 @@ + solid surface) and can't move from their location until they use an action to break free. The target can still attack + and defend. Action for touch; enabler for weapon. + ++Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other ++intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler. ++ ++Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches ++of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make ++yourself understood to them. Enabler. ++ + Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several + benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as + much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a +@@ -43304,14 +43510,11 @@ + + Tier 1: + +-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know +-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler. ++Magical Programmer + + Tier 2: + +-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level +-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you. +-Enabler. ++App Tinkerer + + Connected + +@@ -43321,15 +43524,11 @@ + + Confidence Artist + +-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software. +-Enabler. ++Master Magical Programmer + + Tier 4: + +-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can +-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you +-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a +-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler. ++Magical App Hacker + + Tier 5: + +@@ -43377,18 +43576,7 @@ + + Practiced With Guns + +-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a +-standard bullet for it as part of your attack action with that weapon. +- +-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like +-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than +-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a +-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to +-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra +-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler. +- +-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple +-times or the one shot is passing through or ricocheting off each target. ++Spell Bullet + + Tier 2: + +@@ -43398,36 +43586,27 @@ + + Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability. + +-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using +-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level +-of Intellect Effort to it. Enabler. ++Iron Eye + +-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler. ++Trained Guncasting + + Tier 4: + +-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is +-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler. ++Hasty Guncasting + + Tier 5: + +-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow. +-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any +-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target +-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to +-fire a bullet and teleport along its path. ++Bullet Jaunt + + Tier 6: + + Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability. + +-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using +-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two +-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler. ++Deadeye + + Special Shot + + Hunts Witches + + You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make + pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats +@@ -43465,12 +43644,9 @@ + + Tier 1: + +-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other +-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler. ++Witch Bane + +-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches +-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make +-yourself understood to them. Enabler. ++Witch Lore + + Tier 2: + +@@ -43480,16 +43656,13 @@ + + Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability. + +-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 +-additional points of damage. Enabler. ++Improved Witch Bane + + Misdirect + + Tier 4: + +-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a +-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it +-early are eased by two steps until you break free. Enabler. ++Countercharm + + Tier 5: + +@@ -43501,10 +43674,9 @@ + + Hard to Kill + +-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3 +-additional points of damage. Enabler. ++Heroic Witch Bane + + Inks Spells on Skin + + Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells + is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks +@@ -43547,23 +43719,13 @@ + + Fleet of Foot + +-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points +-of Speed damage (ignores Armor) and are hindered on their next turn. Action. ++Poison Touch + + Tier 2: + +-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny +-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker +-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it +-is enclosed in a light-proof container or wrapping. Action. ++Eclipse + +-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You +-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass +-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an +-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or +-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human +-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a +-closed door) when you return to human form, you move one step down the damage track. Action to change or revert. ++Mist Form + + Tier 3: + +@@ -43571,10 +43733,7 @@ + + Command + +-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3 +-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the +-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is +-eased against targets wearing, carrying, or made of a significant amount of metal. Action. ++Lightning Flash + + Outwit + +@@ -43582,8 +43741,7 @@ + + Elemental Protection + +-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be +-unable to take actions for one round. Action. ++Incapacitate + + Tier 5: + +@@ -43597,17 +43755,11 @@ + + Divide Your Mind + +-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must +-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage +-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the +-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their +-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the +-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort. +-Action. ++Petrify + + Summon Demon + + Is A Car Wizard + + Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks + that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a +@@ -43643,18 +43795,9 @@ + + Tier 2: + +-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler. +- +-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving, +-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to +-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last +-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is +-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to +-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in +-the car. Enabler. ++One Hand on the Wheel + +-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps, +-magic, or Hollywood special effects. ++Car Magic + + Tier 3: + +@@ -43662,14 +43805,7 @@ + + Expert Driver + +-1Perfect Parking Space (3 Intellect points): +- +-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than +-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is +-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation +-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over +-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed +-at a level 4 Intellect task. Action to initiate. ++Perfect Parking Space + + Tier 4: + +@@ -43677,28 +43813,17 @@ + + Tier 5: + +-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two +-levels of Intellect Effort to it. Enabler. ++Deer in the Headlights + + Tier 6: + + Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability. + +-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot, +-allowing you to mentally give it orders from a long distance away. This control +- +-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car +-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in +-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually +-drive one car and magically +- +-control another car at the same time). If you are driving the car you're controlling with this ability, your driving +-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on +-another vehicle, and so on) are eased. Enabler. ++Spells Have No Speed Limit + + Trick Driver + + Learned From the Classics + + Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research + comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers. +@@ -43726,8 +43851,7 @@ + + Enhanced Intellect + +-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained +-in research. Enabler. ++Library Life + + Tier 2: + +@@ -43739,8 +43863,7 @@ + + Enhanced Intellect Edge + +-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are +-eased by two steps. Enabler ++Repeated Rituals + + Tier 4: + +@@ -43756,10 +43879,9 @@ + + Greater Enhanced Intellect + +-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action. +-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler. ++Mental Magic + + Practices Moon Magic + + The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye, + makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a +@@ -43792,12 +43914,7 @@ + + Tier 1: + +-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short +-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you +-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect +-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a +-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true +-form is. Action. ++Moonbeam + + Tier 2: + +@@ -43814,29 +43931,15 @@ + + Spur Effort + +-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space). +- +-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so +-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle. ++Moon Adaptation + + Tier 4: + +-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All +-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one +-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as +-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a +- +-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply +-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort +-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. ++Moonlight Barrage + + Tier 5: + +-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight +-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth +-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people +-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional +-targets. Action. ++Moon Portal + + Tier 6: + +@@ -43894,18 +43997,11 @@ + + Tier 4: + +-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all +-participants are eased by two steps. Enabler ++Ritual Guidance + + Tier 5: + +-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you +-can attack up to five different foes with a single action as long as they are within immediate range of each other. All +-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted +-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll +-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of +-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase +-the number of foes you can attack, with one additional foe per level of Effort. Enabler. ++Protective Instincts + + Tier 6: + +@@ -43942,8 +44038,7 @@ + + Tier 1: + +-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them. +-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler. ++Lend a Hand + + Tier 2: + +@@ -43955,11 +44050,7 @@ + + Buddy System + +-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where +-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't +-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap +-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery +-roll.) Action to initiate. ++Tap Currents + + Tier 4: + +@@ -43975,13 +44066,11 @@ + + Explosive Release + +-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another +-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs +-seamlessly, as part of the same action. Enabler. ++Continuous Transfer + + Drain at a Distance + + Turns Decay to Growth + + You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and + you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build +@@ -44012,10 +44101,7 @@ + + Wilderness Lore + +-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The +-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point +-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away. +-Action. ++Spore Cloud + + Tier 2: + +@@ -44025,15 +44111,7 @@ + + Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3. + +-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition +-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on +-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was +-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever +-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical +-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action. +- +-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an +-area to allow you to use Reading Decomposition. ++Reading Decomposition + + Grasping Foliage + +@@ -44046,9 +44124,7 @@ + + Greater Necromancy + +-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and +-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you +-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler. ++Rewind Rot + + Tier 5: + diff --git a/patches/base/047-modern-magic-organization-p2.patch b/patches/base/047-modern-magic-organization-p2.patch new file mode 100644 index 0000000..6f6c929 --- /dev/null +++ b/patches/base/047-modern-magic-organization-p2.patch @@ -0,0 +1,100 @@ +--- _tmp/ccsrd.md 2025-06-13 07:37:54.173702204 -0500 ++++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500 +@@ -43472,14 +43472,14 @@ + + 4\. You volunteered because you knew your inherent resistance to magic would be useful to the group. + +-### FOCI AND CHARACTER ABILITIES ++##### FOCI AND CHARACTER ABILITIES + + This section presents new foci that can be used as-is in most modern fantasy campaigns. Each of them has an expanded + description with more story details than the foci in the Cypher System Rulebook (which have short, broad descriptions + suitable for other genres). The GM and player should adjust these details to suit the specific campaign they'll be + playing. + +-Codes Magic Apps ++###### Codes Magic Apps + + You are a maker, a crafter, but you use a unique combination of code and magic instead of wood, steel, or circuit + boards. Like anyone who's spent a lot of time working on a computer, you've learned some strange secrets, not all of +@@ -43542,7 +43542,7 @@ + + Usurp Cypher + +-Conjures Bullets ++###### Conjures Bullets + + You blend sorcery and firearms into an amazing mix of magic and technology. Bullets and spells are almost + interchangeable to you; your magic has a firearm motif and you cast using your gun. You might be a trick-shot sorcerer, +@@ -43606,7 +43606,7 @@ + + Special Shot + +-Hunts Witches ++###### Hunts Witches + + You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make + pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats +@@ -43676,7 +43676,7 @@ + + Heroic Witch Bane + +-Inks Spells on Skin ++###### Inks Spells on Skin + + Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells + is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks +@@ -43759,7 +43759,7 @@ + + Summon Demon + +-Is A Car Wizard ++###### Is A Car Wizard + + Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks + that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a +@@ -43823,7 +43823,7 @@ + + Trick Driver + +-Learned From the Classics ++###### Learned From the Classics + + Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research + comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers. +@@ -43881,7 +43881,7 @@ + + Mental Magic + +-Practices Moon Magic ++###### Practices Moon Magic + + The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye, + makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a +@@ -43949,7 +43949,7 @@ + + True Senses + +-Steers The Coven ++###### Steers The Coven + + Magic is strongest when wielded by a community. The strength of a community is derived from the strength of its leader, + and you've taken on the role. Maybe you were chosen, or maybe you volunteered. Maybe you have an official title and +@@ -44011,7 +44011,7 @@ + + Drawing on Life's Experiences + +-Transmits Energy ++###### Transmits Energy + + Magic is often compared to electromagnetism: it's an invisible and ubiquitous force that holds everything together. + Magic runs through every living creature, the ground, and even the air around us. You can sense—and influence—the flow +@@ -44070,7 +44070,7 @@ + + Drain at a Distance + +-Turns Decay to Growth ++###### Turns Decay to Growth + + You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and + you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build