undo some header depth stuff
eyeballing it, these don't make sense Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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@ -1175,24 +1175,6 @@
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You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by
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you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in.
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@@ -4172,7 +4172,7 @@
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4\. You felt drawn to join the other PCs, but you don't know why.
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-### CUSTOMIZING DESCRIPTORS
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+#### CUSTOMIZING DESCRIPTORS
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Under the normal rules, each descriptor is based on some modification of the following guidelines:
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@@ -4192,7 +4192,7 @@
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isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new
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descriptor that fits exactly how the player wants to portray the character.
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-### SPECIES AS DESCRIPTOR
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+#### SPECIES AS DESCRIPTOR
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Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the
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default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're
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@@ -4453,7 +4453,7 @@
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The full description for each focus ability listed in this section is found in the Abilities chapter, which has
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descriptions for type, flavor, and focus abilities in a single vast catalog.
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@ -2230,11 +2212,10 @@
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But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to
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yield some particularly devilish options.
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-### FOCUS CATEGORIES
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+#### FOCUS CATEGORIES
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### FOCUS CATEGORIES
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-### ALLY USE
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+##### ALLY USE
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+#### ALLY USE
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Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a
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variety of ways, but at base they usually provide an asset to the character's actions.
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@ -2243,7 +2224,7 @@
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impossible-to-glean information.
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-### BASIC
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+##### BASIC
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+#### BASIC
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Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve
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a character fall within the basic category. An overarching theme is also included, as with most of the other categories,
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@ -2252,7 +2233,7 @@
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reasonable. Granting additional training, assets, or Edge would also be fine.
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-### ENERGY MANIPULATION
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+##### ENERGY MANIPULATION
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+#### ENERGY MANIPULATION
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Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
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energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a
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@ -2261,7 +2242,7 @@
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using electricity), creating solid objects out of the energy, and so on.
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-### ENVIRONMENT MANIPULATION
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+##### ENVIRONMENT MANIPULATION
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+#### ENVIRONMENT MANIPULATION
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Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are
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environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and
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@ -2270,7 +2251,7 @@
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manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
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-### EXPLORATION
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+##### EXPLORATION
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+#### EXPLORATION
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Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
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locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments
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@ -2279,7 +2260,7 @@
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another ability that further broadens their capacity to explore in the focus's chosen realm.
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-### INFLUENCE
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+##### INFLUENCE
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+#### INFLUENCE
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Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
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or to rise to some other prestigious and significant position—fall within the influence category.
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@ -2288,7 +2269,7 @@
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influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
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-### IRREGULAR
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+##### IRREGULAR
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+#### IRREGULAR
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Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
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certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
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@ -2297,7 +2278,7 @@
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information-gathering, or healing ability, depending on the focus's overarching theme.
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-### MOVEMENT EXPERTISE
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+##### MOVEMENT EXPERTISE
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+#### MOVEMENT EXPERTISE
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Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with
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stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise
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@ -2306,7 +2287,7 @@
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related to the movement.
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-### STRIKER COMBAT
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+##### STRIKER COMBAT
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+#### STRIKER COMBAT
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Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
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abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally
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@ -2315,7 +2296,7 @@
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or get away in order to fight another day.
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-### SUPPORT
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+##### SUPPORT
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+#### SUPPORT
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Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci.
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Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize
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@ -2324,7 +2305,7 @@
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However, an option that provides high-tier offense or defense is also completely reasonable.
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-### TANK COMBAT
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+##### TANK COMBAT
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+#### TANK COMBAT
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Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank
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combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular
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@ -2747,15 +2728,6 @@
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Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not
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yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can
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@@ -15836,7 +15836,7 @@
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ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar,
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but amounts might not be tracked on the character sheets.
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-### PRICE CATEGORIES
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+#### PRICE CATEGORIES
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There are five price categories for goods and services.
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@@ -15865,7 +15865,7 @@
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about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly
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what they worry about.)
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@ -2810,15 +2782,6 @@
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Although the types of items for sale vary greatly based on the setting, a few things are always present, like food,
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lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an
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@@ -16573,7 +16573,7 @@
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Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum
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number of points needed to complete the action, they automatically fail at the task.
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-### DETERMINING TASK STAT
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+#### DETERMINING TASK STAT
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Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require
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strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes
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@@ -16585,7 +16585,7 @@
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character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
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Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls.
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@ -2828,21 +2791,12 @@
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The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To
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make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a
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@@ -16616,7 +16616,7 @@
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Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the
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characters.
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-### MODIFYING THE DIFFICULTY
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+#### MODIFYING THE DIFFICULTY
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After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification
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applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be
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@@ -16636,7 +16636,7 @@
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(By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from
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skills, one or two steps from assets, and one to six steps from Effort.)
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-### SKILLS
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+##### SKILLS
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+#### SKILLS
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Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
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character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all
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@ -2851,7 +2805,7 @@
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steps from being trained and specialized don't count.
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-### ASSETS
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+##### ASSETS
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+#### ASSETS
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An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open
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a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl
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@ -2860,7 +2814,7 @@
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reduced by more than four steps without using Effort.)
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-### EFFORT
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+##### EFFORT
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+#### EFFORT
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A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most
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appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points
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@ -2873,30 +2827,12 @@
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To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they
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succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small
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@@ -16697,7 +16697,7 @@
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This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since
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reducing the difficulty to 0 or lower means no roll is needed.
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-### THE PLAYER ALWAYS ROLLS
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+##### THE PLAYER ALWAYS ROLLS
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In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a
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moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to
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@@ -16710,7 +16710,7 @@
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eases the player's defense rolls. If a foe uses the wall to gain cover from the PC's attacks, it hinders the player's
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attack rolls.
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-### SPECIAL ROLLS
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+##### SPECIAL ROLLS
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If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play.
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These are explained in more detail in the following sections.
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@@ -16731,7 +16731,7 @@
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action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not
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spent them at all.
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-### GM INTRUSION
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+###### GM INTRUSION
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+#### GM INTRUSION
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GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that
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something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
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chapter.)
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-### MINOR EFFECT
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+###### MINOR EFFECT
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+#### MINOR EFFECT
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A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the
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PC, but not overwhelming.
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additional points of damage as the minor effect, no extra roll is needed.
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-### MAJOR EFFECT
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+###### MAJOR EFFECT
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+#### MAJOR EFFECT
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A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the
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character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are
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@@ -16823,7 +16823,7 @@
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This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each
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round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried.
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-### INITIAL COST
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+##### INITIAL COST
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The GM can assign a point cost to a task just for trying it. Called an initial cost, it's simply an indication that the
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task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door
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@@ -16883,7 +16883,7 @@
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Boxed text:
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@ -2977,7 +2904,7 @@
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attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
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-Ambient Damage
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+###### Ambient Damage
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+##### Ambient Damage
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Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
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of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
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well-insulated suit of armor can protect against cold weather.
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-Damage From Hazards
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+###### Damage From Hazards
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+##### Damage From Hazards
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Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
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burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
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