diff --git a/patches/base/014-header-fixes-and-4-plus-part-1.patch b/patches/base/014-header-fixes-and-4-plus-part-1.patch index 4732c81..fff6ba2 100644 --- a/patches/base/014-header-fixes-and-4-plus-part-1.patch +++ b/patches/base/014-header-fixes-and-4-plus-part-1.patch @@ -1175,24 +1175,6 @@ 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 you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. -@@ -4172,7 +4172,7 @@ - - 4\. You felt drawn to join the other PCs, but you don't know why. - --### CUSTOMIZING DESCRIPTORS -+#### CUSTOMIZING DESCRIPTORS - - Under the normal rules, each descriptor is based on some modification of the following guidelines: - -@@ -4192,7 +4192,7 @@ - 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 - descriptor that fits exactly how the player wants to portray the character. - --### SPECIES AS DESCRIPTOR -+#### SPECIES AS DESCRIPTOR - - Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the - default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're @@ -4453,7 +4453,7 @@ The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog. @@ -2230,11 +2212,10 @@ But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options. --### FOCUS CATEGORIES -+#### FOCUS CATEGORIES + ### FOCUS CATEGORIES -### ALLY USE -+##### ALLY USE ++#### ALLY USE Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character's actions. @@ -2243,7 +2224,7 @@ impossible-to-glean information. -### BASIC -+##### BASIC ++#### BASIC Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, @@ -2252,7 +2233,7 @@ reasonable. Granting additional training, assets, or Edge would also be fine. -### ENERGY MANIPULATION -+##### ENERGY MANIPULATION ++#### ENERGY MANIPULATION Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a @@ -2261,7 +2242,7 @@ using electricity), creating solid objects out of the energy, and so on. -### ENVIRONMENT MANIPULATION -+##### ENVIRONMENT MANIPULATION ++#### ENVIRONMENT MANIPULATION Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and @@ -2270,7 +2251,7 @@ manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability. -### EXPLORATION -+##### EXPLORATION ++#### EXPLORATION Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments @@ -2279,7 +2260,7 @@ another ability that further broadens their capacity to explore in the focus's chosen realm. -### INFLUENCE -+##### INFLUENCE ++#### INFLUENCE Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category. @@ -2288,7 +2269,7 @@ influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability. -### IRREGULAR -+##### IRREGULAR ++#### IRREGULAR Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However, certain foci themes are so wide that they don't fit into any other category except an irregular one of their own. @@ -2297,7 +2278,7 @@ information-gathering, or healing ability, depending on the focus's overarching theme. -### MOVEMENT EXPERTISE -+##### MOVEMENT EXPERTISE ++#### MOVEMENT EXPERTISE Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise @@ -2306,7 +2287,7 @@ related to the movement. -### STRIKER COMBAT -+##### STRIKER COMBAT ++#### STRIKER COMBAT Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally @@ -2315,7 +2296,7 @@ or get away in order to fight another day. -### SUPPORT -+##### SUPPORT ++#### SUPPORT Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize @@ -2324,7 +2305,7 @@ However, an option that provides high-tier offense or defense is also completely reasonable. -### TANK COMBAT -+##### TANK COMBAT ++#### TANK COMBAT Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular @@ -2747,15 +2728,6 @@ Zero Dark Eyes: Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. You can -@@ -15836,7 +15836,7 @@ - ship flying, no one has to talk in specific amounts. Characters might refer to "galactic credits" or something similar, - but amounts might not be tracked on the character sheets. - --### PRICE CATEGORIES -+#### PRICE CATEGORIES - - There are five price categories for goods and services. - @@ -15865,7 +15865,7 @@ about paying rent or how much dinner will cost. On the other hand, in a grittier superhero game, maybe that's exactly what they worry about.) @@ -2810,15 +2782,6 @@ Although the types of items for sale vary greatly based on the setting, a few things are always present, like food, lodging, and clothing. However, these goods and services can span the price categories. For example, you can get an -@@ -16573,7 +16573,7 @@ - Some actions require a minimum expenditure of Might, Speed, or Intellect points. If a character cannot spend the minimum - number of points needed to complete the action, they automatically fail at the task. - --### DETERMINING TASK STAT -+#### DETERMINING TASK STAT - - Every task relates to one of a character's three stats: Might, Speed, or Intellect. Physical activities that require - strength, power, or endurance relate to Might. Physical activities that require agility, flexibility, or fast reflexes @@ -16585,7 +16585,7 @@ character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at Intellect rolls, and a Warrior may have an ability that makes them better at Speed rolls. @@ -2828,21 +2791,12 @@ The most frequent thing a GM does during the game—and probably the most important thing—is set a task's difficulty. To make the job easier, use the Task Difficulty table, which associates a difficulty rating with a descriptive name, a -@@ -16616,7 +16616,7 @@ - Therefore, when setting the difficulty of a task, the GM should rate the task on its own merits, not on the power of the - characters. - --### MODIFYING THE DIFFICULTY -+#### MODIFYING THE DIFFICULTY - - After the GM sets the difficulty for a task, the player can try to modify it for their character. Any such modification - applies only to this particular attempt at the task. In other words, rewiring an electronic door lock normally might be @@ -16636,7 +16636,7 @@ (By using skills, assets, and Effort, a character can ease a task by a maximum of ten steps: one or two steps from skills, one or two steps from assets, and one to six steps from Effort.) -### SKILLS -+##### SKILLS ++#### SKILLS Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one character might be skilled at lying, another might be skilled at trickery, and a third might be skilled in all @@ -2851,7 +2805,7 @@ steps from being trained and specialized don't count. -### ASSETS -+##### ASSETS ++#### ASSETS An asset is anything that helps a character with a task, such as having a really good crowbar when trying to force open a door or being in a rainstorm when trying to put out a fire. Appropriate assets vary from task to task. The perfect awl @@ -2860,7 +2814,7 @@ reduced by more than four steps without using Effort.) -### EFFORT -+##### EFFORT ++#### EFFORT A player can apply Effort to ease a task. To do this, the player spends points from the stat Pool that's most appropriate to the task. For example, applying Effort to push a heavy rock off a cliff requires a player to spend points @@ -2873,30 +2827,12 @@ To determine success or failure, a player rolls a die (always a d20). If they roll the target number or higher, they succeed. Most of the time, that's the end of it—nothing else needs to be done. Rarely, a character might apply a small -@@ -16697,7 +16697,7 @@ - This distinction is important when stacking skills and assets to decrease the difficulty of an action, especially since - reducing the difficulty to 0 or lower means no roll is needed. - --### THE PLAYER ALWAYS ROLLS -+##### THE PLAYER ALWAYS ROLLS - - In the Cypher System, players always drive the action. That means they make all the die rolls. If a PC leaps out of a - moving vehicle, the player rolls to see if they succeed. If a PC searches for a hidden panel, the player rolls to -@@ -16710,7 +16710,7 @@ - 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 - attack rolls. - --### SPECIAL ROLLS -+##### SPECIAL ROLLS - - If a character rolls a natural 1, 17, 18, 19, or 20 (meaning the d20 shows that number), special rules come into play. - These are explained in more detail in the following sections. @@ -16731,7 +16731,7 @@ action, the point cost for the action decreases to 0, meaning the character regains those points as if they had not spent them at all. -### GM INTRUSION -+###### GM INTRUSION ++#### GM INTRUSION GM intrusion is explained in more detail in the Running the Cypher System chapter, but essentially it means that something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong @@ -2905,7 +2841,7 @@ chapter.) -### MINOR EFFECT -+###### MINOR EFFECT ++#### MINOR EFFECT A minor effect happens when a player rolls a natural 19. Most of the time, a minor effect is slightly beneficial to the PC, but not overwhelming. @@ -2914,19 +2850,10 @@ additional points of damage as the minor effect, no extra roll is needed. -### MAJOR EFFECT -+###### MAJOR EFFECT ++#### MAJOR EFFECT A major effect happens when a player rolls a natural 20. Most of the time, a major effect is quite beneficial to the character. A climber gets up the steep slope in half the time. A jumper lands with such panache that those nearby are -@@ -16823,7 +16823,7 @@ - This rule doesn't apply to something like attacking a foe in combat because combat is always changing and fluid. Each - round's situation is new, not a repeat of a previous situation, so a missed attack can't be retried. - --### INITIAL COST -+##### INITIAL COST - - 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 - task is particularly taxing. For example, let's say a character wants to try a Might action to open a heavy cellar door @@ -16883,7 +16883,7 @@ Boxed text: @@ -2977,7 +2904,7 @@ attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks. -Ambient Damage -+###### Ambient Damage ++##### Ambient Damage Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these @@ -2985,7 +2912,7 @@ well-insulated suit of armor can protect against cold weather. -Damage From Hazards -+###### Damage From Hazards ++##### Damage From Hazards Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be