undo some header depth stuff
eyeballing it, these don't make sense Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
This commit is contained in:
parent
1a4f803402
commit
93d54ed415
@ -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 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.
|
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 @@
|
@@ -4453,7 +4453,7 @@
|
||||||
The full description for each focus ability listed in this section is found in the Abilities chapter, which has
|
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.
|
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
|
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.
|
yield some particularly devilish options.
|
||||||
|
|
||||||
-### FOCUS CATEGORIES
|
### FOCUS CATEGORIES
|
||||||
+#### FOCUS CATEGORIES
|
|
||||||
|
|
||||||
-### ALLY USE
|
-### 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
|
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.
|
variety of ways, but at base they usually provide an asset to the character's actions.
|
||||||
@ -2243,7 +2224,7 @@
|
|||||||
impossible-to-glean information.
|
impossible-to-glean information.
|
||||||
|
|
||||||
-### BASIC
|
-### 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
|
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,
|
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.
|
reasonable. Granting additional training, assets, or Edge would also be fine.
|
||||||
|
|
||||||
-### ENERGY MANIPULATION
|
-### ENERGY MANIPULATION
|
||||||
+##### ENERGY MANIPULATION
|
+#### ENERGY MANIPULATION
|
||||||
|
|
||||||
Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of
|
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
|
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.
|
using electricity), creating solid objects out of the energy, and so on.
|
||||||
|
|
||||||
-### ENVIRONMENT MANIPULATION
|
-### 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
|
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
|
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.
|
manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
|
||||||
|
|
||||||
-### EXPLORATION
|
-### EXPLORATION
|
||||||
+##### EXPLORATION
|
+#### EXPLORATION
|
||||||
|
|
||||||
Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new
|
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
|
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.
|
another ability that further broadens their capacity to explore in the focus's chosen realm.
|
||||||
|
|
||||||
-### INFLUENCE
|
-### INFLUENCE
|
||||||
+##### INFLUENCE
|
+#### INFLUENCE
|
||||||
|
|
||||||
Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others,
|
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.
|
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.
|
influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
|
||||||
|
|
||||||
-### IRREGULAR
|
-### IRREGULAR
|
||||||
+##### IRREGULAR
|
+#### IRREGULAR
|
||||||
|
|
||||||
Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However,
|
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.
|
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.
|
information-gathering, or healing ability, depending on the focus's overarching theme.
|
||||||
|
|
||||||
-### MOVEMENT EXPERTISE
|
-### 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
|
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
|
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.
|
related to the movement.
|
||||||
|
|
||||||
-### STRIKER COMBAT
|
-### STRIKER COMBAT
|
||||||
+##### STRIKER COMBAT
|
+#### STRIKER COMBAT
|
||||||
|
|
||||||
Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive
|
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
|
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.
|
or get away in order to fight another day.
|
||||||
|
|
||||||
-### SUPPORT
|
-### 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.
|
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
|
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.
|
However, an option that provides high-tier offense or defense is also completely reasonable.
|
||||||
|
|
||||||
-### TANK COMBAT
|
-### 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
|
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
|
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
|
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
|
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 @@
|
@@ -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
|
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.)
|
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,
|
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
|
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 @@
|
@@ -16585,7 +16585,7 @@
|
||||||
character's other abilities affect the roll. For example, an Adept may have an ability that makes them better at
|
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.
|
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
|
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
|
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 @@
|
@@ -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
|
(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, one or two steps from assets, and one to six steps from Effort.)
|
||||||
|
|
||||||
-### SKILLS
|
-### SKILLS
|
||||||
+##### SKILLS
|
+#### SKILLS
|
||||||
|
|
||||||
Characters may be skilled at performing a specific task. A skill can vary from character to character. For example, one
|
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
|
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.
|
steps from being trained and specialized don't count.
|
||||||
|
|
||||||
-### ASSETS
|
-### 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
|
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
|
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.)
|
reduced by more than four steps without using Effort.)
|
||||||
|
|
||||||
-### 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
|
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
|
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
|
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
|
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 @@
|
@@ -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
|
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.
|
spent them at all.
|
||||||
|
|
||||||
-### GM INTRUSION
|
-### 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
|
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
|
something occurs to complicate the character's life. The character hasn't necessarily fumbled or done anything wrong
|
||||||
@ -2905,7 +2841,7 @@
|
|||||||
chapter.)
|
chapter.)
|
||||||
|
|
||||||
-### MINOR EFFECT
|
-### 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
|
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.
|
PC, but not overwhelming.
|
||||||
@ -2914,19 +2850,10 @@
|
|||||||
additional points of damage as the minor effect, no extra roll is needed.
|
additional points of damage as the minor effect, no extra roll is needed.
|
||||||
|
|
||||||
-### MAJOR EFFECT
|
-### 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
|
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
|
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 @@
|
@@ -16883,7 +16883,7 @@
|
||||||
|
|
||||||
Boxed text:
|
Boxed text:
|
||||||
@ -2977,7 +2904,7 @@
|
|||||||
attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
|
attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
|
||||||
|
|
||||||
-Ambient Damage
|
-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
|
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
|
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.
|
well-insulated suit of armor can protect against cold weather.
|
||||||
|
|
||||||
-Damage From Hazards
|
-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
|
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
|
burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
|
||||||
|
Loading…
x
Reference in New Issue
Block a user