From 9cd6d21628f4413386346e712683e2214fe4e464 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Thu, 19 Jun 2025 00:43:14 -0500 Subject: [PATCH] update more patches for new SRD alignment and similar Signed-off-by: Brian S. Stephan --- patches/base/013-level-3-headers.patch | 1641 +++++++++++++--------- patches/base/016-core-reorg-part-1.patch | 55 +- 2 files changed, 1026 insertions(+), 670 deletions(-) diff --git a/patches/base/013-level-3-headers.patch b/patches/base/013-level-3-headers.patch index ea610dc..edf68cc 100644 --- a/patches/base/013-level-3-headers.patch +++ b/patches/base/013-level-3-headers.patch @@ -1,5 +1,5 @@ ---- _tmp/ccsrd.md 2025-04-04 17:20:04.529208740 -0500 -+++ _tmp/ccsrd.new.md 2025-04-04 17:24:36.588931207 -0500 +--- _tmp/ccsrd.md 2025-06-19 00:06:10.168549814 -0500 ++++ _tmp/ccsrd.new.md 2025-06-19 00:09:15.287631115 -0500 @@ -45,7 +45,7 @@ If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll. @@ -16,11 +16,11 @@ -TASK DIFFICULTY +### TASK DIFFICULTY - | | | | | - |---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------| + | | | | | + |-----------------|--------------|------------|-----------------------------------------------------------------------------------------------| @@ -84,7 +84,7 @@ - | 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | - | 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | + | 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | + | 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | -COMBAT +### COMBAT @@ -252,8 +252,8 @@ -WARRIOR STAT POOLS +### WARRIOR STAT POOLS - | | | - |-----------|-------------------------| + | | | + |-----------|---------------------| @@ -788,7 +788,7 @@ You get 6 additional points to divide among your stat Pools however you wish. @@ -432,8 +432,8 @@ -EXPLORER STAT POOLS +### EXPLORER STAT POOLS - | | | - |-----------|-------------------------| + | | | + |-----------|---------------------| @@ -1337,7 +1337,7 @@ | 19 | Your sister owns a store and gives you a hefty discount. | | 20 | Your father is a high-ranking officer in the military with many connections. | @@ -2474,8 +2474,8 @@ When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing @@ -17752,7 +17752,7 @@ - | 8 | Smooth, horizontal surface (climber is upside down) | - | 10 | Glass wall or similar surface | + | 8 | Smooth, horizontal surface (climber is upside down) | + | 10 | Glass wall or similar surface | -COOPERATIVE ACTIONS +### COOPERATIVE ACTIONS @@ -2561,8 +2561,8 @@ If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there). @@ -17989,19 +17989,19 @@ - | 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round | - | 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control | + | 5 | Coaxing a mount to move or jump twice as fast or far as normal for one round | + | 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control | -SNEAKING +### SNEAKING @@ -10856,6 +10856,108 @@ -OPTIONAL RULES +### OPTIONAL RULES +-OPTIONAL RULES FOR THE WEIRD WEST ++### OPTIONAL RULES FOR THE WEIRD WEST + +-PLAYING POKER ++### PLAYING POKER + The most obvious way you'd use physical cards in a Cypher System game is by actually playing a few rounds of poker (like + Texas hold 'em, five‑card draw, and so on), blackjack, faro, or some other card game when the characters have gotten + themselves into an especially important in‑world card game. +@@ -45639,7 +45639,7 @@ + + If no PC beats the hand's level, the hand goes to the NPC at the table whose level in poker set the hand. + +-HANDS OF FATE ++### HANDS OF FATE + + Introducing the Hands of Fate optional rule gives PCs a bit more control over their situation while further investing + them in a weird west feel. +@@ -45681,7 +45681,7 @@ + + - High Card (none of the above hands): PC regains 1 Pool point. + +-DECK AS D20 ++### DECK AS D20 + + Rolling a d20 offers a consistent 5% chance to produce any number from 1 to 20. + +@@ -45798,7 +45798,7 @@ + - At any point in the encounter, the character can treat one result as a natural 20. (If using the NPC option, an NPC + hinders a PC's roll by three steps.) + +-CURSES OF THE WEIRD WEST ++### CURSES OF THE WEIRD WEST + + If you use this optional rule, hard‑to‑dispel curses exist in your setting. + +@@ -45890,7 +45890,7 @@ + Dark dimension: level 3; occupants take 3 Intellect damage (ignores Armor) each round until they can escape with an + Intellect‑based roll as their action + +-SURIVAL ++### SURIVAL + + Survival GM Intrusions + +@@ -45955,7 +45955,7 @@ + slaughtered game is available), digging a trench or cave in a snow bank, and if nothing else serves, at least finding + some shade at high noon. + +-TALL TALES ++### TALL TALES + + Growing Reputation + +@@ -46042,7 +46042,7 @@ + + Wild one: *level 5, wilderness and magical lore as level 7; health 24; Armor 1; batters foes twice as their action* + +-PARANORMAL VICES OF THE WEIRD WEST ++### PARANORMAL VICES OF THE WEIRD WEST + + Fair warning, pardner—if you ain't careful, grifters, drunkards, and rabble‑rousers will drag you to Perdition. 'Cept + some folks never seem to suffer from their own impure actions—and not even they really know why. +@@ -46103,7 +46103,7 @@ + + Repercussions and final repercussions are noted under each paranormal vice. + +-DRINKING ++### DRINKING + + A person with this vice is called an Inebriate. + +@@ -46208,7 +46208,7 @@ + \*Insidious thing: level 5; health 18; attacks with toothed tentacles; where damaged, target's skin is discolored for + several weeks + +-GAMBLING ++### GAMBLING + + A person with this vice is called a Cardsharp. + +@@ -46282,7 +46282,7 @@ + + \*Forgeborn, queen of gears: level 4; Armor 2; two bashing attacks + +-SWINDLING ++### SWINDLING + + A person with this vice is called a Shyster. They're tricksters, but who doesn't love a good trick? Shysters are mirage + merchants who tell others what they most wish to hear. The truth is harsh—and made harsher when a lie is exposed—which +@@ -46388,7 +46388,7 @@ + + + +-THREATS AND HAZARDS OF THE WEIRD WEST ++### THREATS AND HAZARDS OF THE WEIRD WEST + + Survey of Weird West Threats and Hazards + +@@ -46551,9 +46551,9 @@ + + 00 Alchemical War Machine (level 9): A massive machine the size of a small town on great steel legs stirs in the desert. + -OPTIONAL MODERN FANTASY RULES +### OPTIONAL MODERN FANTASY RULES @@ -10864,7 +10966,7 @@ Cantrips are simple, low-powered spells that almost anyone can learn. In a modern fantasy setting, cantrips can be as ubiquitous and unremarkable as twenty-first-century technology. Instead of using the flashlight function of a -@@ -45838,7 +45838,7 @@ +@@ -46879,7 +46879,7 @@ way, learning a cantrip isn't automatic—it's more like passing a final exam. And there are ways for the character to "cram" for this test, including expending Effort, getting help, or using an appropriate asset. @@ -10873,7 +10975,7 @@ Magic is a community affair, and magicians are more powerful in groups. A coven is a group of three or more magicians with similar goals and values, supporting each other and working together to hone their craft. Forming or joining a -@@ -45939,7 +45939,7 @@ +@@ -46980,7 +46980,7 @@ ones. To return to the example of the Benevolent Bakers, no abilities in the Cypher System Rulebook specifically pertain to making food, but the bakers could modify an ability like Natural Crafter to suit their needs. @@ -10882,7 +10984,7 @@ Crafting Cyphers -@@ -46042,7 +46042,7 @@ +@@ -47083,7 +47083,7 @@ the character to follow the steps for crafting a magical cypher. Crafting this kind of artifact takes up to five times as many ingredients and up to twenty times as long as crafting a cypher of the same assessed difficulty. @@ -10891,7 +10993,7 @@ Sometimes characters might want or need to carry more than their normal allotment of cyphers, and in a modern fantasy game it's fun to let the overlapping cypher auras (or whatever the cause) create odd side effects. Typically, a side -@@ -46355,7 +46355,7 @@ +@@ -47396,7 +47396,7 @@ @@ -10900,7 +11002,7 @@ In the most general sense, a familiar is a creature (usually in the form of a small animal) bonded to a magical person as a companion. However, a familiar's role, intelligence, relationship with their person, powers, and vulnerabilities -@@ -46427,7 +46427,7 @@ +@@ -47468,7 +47468,7 @@ Tier 6: As If One Creature @@ -10909,7 +11011,7 @@ While all artifacts have a depletion stat, in some settings artifacts may be "revived" after they deplete. Usually doing this has some kind of high cost, whether that be money, time, work, or the like. Depending on the setting, a character -@@ -46442,9 +46442,9 @@ +@@ -47483,9 +47483,9 @@ depletion number is equal to or higher than the highest number the die can roll (like 1–6 on a d6), change the artifact's depletion to "automatic." @@ -10921,7 +11023,7 @@ Charms and Figments Flavor -@@ -46860,7 +46860,7 @@ +@@ -47901,7 +47901,7 @@ Untouchable @@ -10930,7 +11032,7 @@ The optional rules presented in this chapter accommodate a variety of circumstances that PCs could face after civilization falls. Some represent useful information that rarely comes up in other games but is ever‑present in almost -@@ -46883,7 +46883,7 @@ +@@ -47924,7 +47924,7 @@ running your game, or introduce others of your own devising (or from another genre sourcebook) to provide a unique twist to the game. @@ -10939,7 +11041,7 @@ Codifying the effects of exposure, starvation, and dehydration for a tabletop RPG probably makes sense only in a post‑apocalyptic scenario, given that survival is a primary theme of the genre. -@@ -46893,7 +46893,7 @@ +@@ -47934,7 +47934,7 @@ Effect: As noted under Too Cold, Too Hot, Starvation, and Dehydration hereafter. @@ -10948,7 +11050,7 @@ The human body can withstand temperatures that are too cold for it or too hot for it for a brief period before degrading. -@@ -46921,7 +46921,7 @@ +@@ -47962,7 +47962,7 @@ exposed to extreme heat must make a level 4 Might defense roll (hindered if the character is also dehydrated) every ten minutes. On a failed roll, the character descends one step on the damage track. @@ -10957,7 +11059,7 @@ One popular mnemonic for knowing how long a person can survive in extreme circumstances is the Rule of Three. It goes something like this: You can survive for three minutes without oxygen, you can survive for three days without water, and -@@ -46929,7 +46929,7 @@ +@@ -47970,7 +47970,7 @@ environment and not being under physical duress, and requires someone who can hold their breath for three minutes, which is not most people. Usually, in a post‑apocalyptic RPG scenario, PCs won't have such luxuries. @@ -10966,7 +11068,7 @@ Generally, a PC can survive without food for about ten days to several weeks. In game terms, PCs who go without food take 3 points of ambient damage each day. On any day a PC has taken starvation damage, their tasks are hindered (even if -@@ -46937,7 +46937,7 @@ +@@ -47978,7 +47978,7 @@ character must make a level 5 Might defense roll each day that follows. On a failed roll, the character descends one step on the damage track. @@ -10975,7 +11077,7 @@ Generally, a PC can survive without water for three to five days, but this time frame can be shorter in extreme heat or physical activity. In game terms, PCs who go without water take 3 points of ambient damage every twelve hours. On any -@@ -46945,7 +46945,7 @@ +@@ -47986,7 +47986,7 @@ lost Pool points). In addition, after one day without water, a dehydrated character must succeed on a level 5 Might defense roll each day. On a failed roll, the character descends one step on the damage track. @@ -10984,7 +11086,7 @@ Exposure to dangerous amounts of radiation can cause severe damage to the human body, including cellular mutations, cancer, and death. -@@ -46998,7 +46998,7 @@ +@@ -48039,7 +48039,7 @@ Each day the PC fails a Might defense roll, they descend one step on the damage track. If they succeed on three Might defense rolls, they gradually improve and throw off the sickness effects within a few weeks. @@ -10993,7 +11095,7 @@ Survivors need food and shelter in a world turned upside down. -@@ -47066,7 +47066,7 @@ +@@ -48107,7 +48107,7 @@ dangerous wild animal, a mutated creature, and so on), or a result from the Realistic Threats and Hazards table becomes evident. @@ -11002,7 +11104,7 @@ Food, water, and a safe place to rest are the most important results for any scavenging task. But other obviously useful stuff is often found along with these basic requirements. -@@ -48510,7 +48510,7 @@ +@@ -49551,7 +49551,7 @@ @@ -11011,7 +11113,7 @@ Scavenging always turns up junk, most of it unusable because the underpinnings of civilization that it required to function— such as a power grid and/or a worldwide internet—no longer exist. Characters are free to ignore that junk. But -@@ -48547,7 +48547,7 @@ +@@ -49588,7 +49588,7 @@ | 9 | Medical (syringes, IV pumps, defibrillators, microscopes, centrifuges, CT scanners, etc.) | | 10 | Unearthly (weird components, alloys, and materials scavenged from alien spacecraft) | @@ -11020,7 +11122,7 @@ Improvised Basis for Repairing and Building: In the aftermath, survivors use whatever they can scavenge to repair, craft, and build. The upshot is twofold. First, things survivors have repaired or built have a more rough‑and‑ready look -@@ -48578,7 +48578,7 @@ +@@ -49619,7 +49619,7 @@ time indicated. If they want to go faster anyway, you can call it a rush job (with appropriate consequences), as noted in the Cypher System Rulebook. @@ -11029,7 +11131,7 @@ When to Use: Use this optional rule to add a bit more verisimilitude to living in a world where you can't easily replace a broken appliance or tool by buying something online. This rule works well with the Repairing and Building section of -@@ -48815,7 +48815,7 @@ +@@ -49856,7 +49856,7 @@ If treated as a Pre‑Apocalyptic Artifact, the handloading tool set has a depletion of 1 in 1d20 (upon depletion, the set can be recharged with 1 load of metal junk and 1 load of chemical junk). @@ -11038,7 +11140,7 @@ This optional rule pares back some of the better‑than‑normal advantages that Cypher System PCs have over most regular people. -@@ -48834,7 +48834,7 @@ +@@ -49875,7 +49875,7 @@ for characters whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of healing cyphers and artifacts, but limit them to the minimum amount. @@ -11047,7 +11149,7 @@ This optional rule prevents power creep in PCs. -@@ -48852,7 +48852,7 @@ +@@ -49893,7 +49893,7 @@ adds 4 points to your Might Pool), but it does affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more Pools). @@ -11056,7 +11158,7 @@ Many popular post‑apocalyptic stories feature salvage in the form of highly advanced or even alien technology. -@@ -48866,12 +48866,12 @@ +@@ -49907,12 +49907,12 @@ setting may also imply the existence of other fantastic rules in your game, such as grey goo or terraforming by aliens, but the tech could just as easily stand alone or be part of an End of Days theme. @@ -11071,7 +11173,7 @@ Recognizing and using unfamiliar technology is difficult enough. If something is especially advanced or alien, it's even harder. -@@ -48890,7 +48890,7 @@ +@@ -49931,7 +49931,7 @@ intrusion. Use the following table to inspire appropriate GM intrusions or anytime something disruptive happens to an advanced or alien device in a PC's possession. @@ -11080,7 +11182,7 @@ Unless the advanced device detonates or is otherwise noted as becoming nonfunctional, PCs with the time can try to understand how to use it again after resolving the intrusion. -@@ -48909,7 +48909,7 @@ +@@ -49950,7 +49950,7 @@ | 9 | Device breaks in half (becoming nonfunctional) and spills some sort of grey goo on the character. | | 10 | Device detonates, inflicting damage equal to its level on everything within short range on a failed Speed defense roll, or 2 points of damage even with a successful roll. | @@ -11089,7 +11191,7 @@ Exposure to dangerous amounts of radiation inflicts damage. Enough exposure causes cellular mutations, cancer, and death, as described under Radiation in the Real World. However, in the right game setting, radiation (or genetic -@@ -48971,13 +48971,13 @@ +@@ -50012,13 +50012,13 @@ - Fungal growths that seem to connect the minds of creatures that have the same kind of growth. @@ -11105,7 +11207,7 @@ Use this optional rule if you'd prefer some flux in what mutations the PCs have available. A volatile mutation is one that mutates into something different over time. When using this rule, a volatile mutation arises spontaneously or is -@@ -49055,7 +49055,7 @@ +@@ -50096,7 +50096,7 @@ then later loses it, the maximum value in their Pool goes back to what it was before. This might or might not affect their current Pool value, depending on whether they were completely healthy or not. @@ -11114,7 +11216,7 @@ The following mutations do not require any visible changes or distinctions in the character. In other words, people who have these mutations are not obviously recognized as mutants. Using beneficial mutations never costs stat Pool points -@@ -49118,7 +49118,7 @@ +@@ -50159,7 +50159,7 @@ details or the precise location. You and the GM should work together to determine the substance: water, iron, plastic, granite, wood, flesh, salt, and so on. You do not need to concentrate to sense the material. @@ -11123,7 +11225,7 @@ Unless noted otherwise, the following mutations are visible and obvious. They offer no benefits, only drawbacks. 01–10 Deformed leg: All movement tasks are hindered. -@@ -49151,13 +49151,13 @@ +@@ -50192,13 +50192,13 @@ 93–00 Weakness in Intellect: Any time you spend points from your Intellect Pool, the cost is increased by 1 point. @@ -11139,7 +11241,7 @@ The following mutations do not require any visible changes in the character until used. People who have these mutations are not obviously recognized as mutants if they don't use their powers. Using some of these mutations costs stat Pool -@@ -49264,7 +49264,7 @@ +@@ -50305,7 +50305,7 @@ subtraction) in one attack, you can restore 1 point to one of your Pools, up to its maximum. You can feed off any creature in this way, whether friend or foe. You never regain more than 1 point per round. Enabler. @@ -11148,7 +11250,7 @@ The following mutations involve dramatic physical changes to the character's appearance. People who have these mutations are always recognized as mutants. Using some of these mutations costs stat Pool points. Some are actions. -@@ -49400,7 +49400,7 @@ +@@ -50441,7 +50441,7 @@ noted under Mutated Creatures, Plants, and NPCs. Very rarely, these mutations could make a nonhuman creature more like a human, with opposable thumbs, greater intelligence, and so on; see What Remains After Humans. @@ -11157,7 +11259,16 @@ Cosmetic mutations affect nothing but the appearance of a character. None are so pronounced as to make a character decidedly more or less attractive. They are simply distinguishing alterations. -@@ -49944,7 +49944,7 @@ +@@ -50536,7 +50536,7 @@ + | 99 | Feathers | + | 00 | Head crest | + +-POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS ++### POST-APOCALYPTIC THREATS, HAZARDS, AND GM INTRUSIONS + + Using the Tables: Choose or roll randomly when you need a hazard to threaten the PCs. As described under scavenging, + attempts to find food, water, useful stuff, or just a safe place to hole up could also require a roll on the table. +@@ -50985,7 +50985,7 @@ @@ -11166,7 +11277,7 @@ If you're running a game set in the ruins following civilization's fall, refer to the following list of unexpected complications to your PCs' day. GM intrusions can happen anytime, whether the PCs think they're safe in a defended -@@ -50114,7 +50114,7 @@ +@@ -51155,7 +51155,7 @@ 99–00 (group): The PCs arrive, but apparently their directions were wrong, because they're not where they wanted to go, but someplace completely different. @@ -11175,7 +11286,7 @@ Power Shifts Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that -@@ -50162,7 +50162,7 @@ +@@ -51203,7 +51203,7 @@ three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret). @@ -11184,7 +11295,7 @@ Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into -@@ -50194,13 +50194,13 @@ +@@ -51235,13 +51235,13 @@ your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability. @@ -11200,7 +11311,7 @@ A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do. Examples: -@@ -50277,7 +50277,7 @@ +@@ -51318,7 +51318,7 @@ why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult, formidable, or impossible than deciding whether it's a level 6 or level 7 task. @@ -11209,7 +11320,7 @@ Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the -@@ -50291,14 +50291,14 @@ +@@ -51332,14 +51332,14 @@ Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New Discovery, Transformation, or Uncover a Secret. @@ -11226,7 +11337,7 @@ Use the following table to estimate the difficulty of various incredible feats of physical strength. -@@ -50334,7 +50334,7 @@ +@@ -51375,7 +51375,7 @@ abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's roll to succeed. @@ -11235,7 +11346,7 @@ A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll needed). This is basically a jog or a hustle, faster than a walk -@@ -50358,7 +50358,7 @@ +@@ -51399,7 +51399,7 @@ | 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 | | 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 | @@ -11244,7 +11355,7 @@ Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to -@@ -50375,7 +50375,7 @@ +@@ -51416,7 +51416,7 @@ (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car over their head. @@ -11253,7 +11364,7 @@ It's common for technically savvy superheroes to fiddle with machines to make them work better or do something different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a -@@ -50417,7 +50417,7 @@ +@@ -51458,7 +51458,7 @@ the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the extent of the changes. @@ -11262,7 +11373,7 @@ In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these conditions, the GM should ease -@@ -50425,7 +50425,7 @@ +@@ -51466,7 +51466,7 @@ the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present for only about the first quarter of that time and the "helpers" taking care of the rest. @@ -11271,7 +11382,7 @@ This chapter describes many different optional rules (called "horror modules") for making horror games more exciting or suspenseful. Horror modules are tweaks the GM applies -@@ -50444,7 +50444,7 @@ +@@ -51485,7 +51485,7 @@ use some, all, or none of those modules when running a game of that type, or introduce other modules to provide a unique twist to the game. @@ -11280,7 +11391,7 @@ The following GM intrusions work for most horror genres. -@@ -50462,7 +50462,7 @@ +@@ -51503,7 +51503,7 @@ • A dramatic and/or ridiculous amount of blood and gore from something that just got killed splashes on a character, blinding them until they take an action to wipe their eyes clean. @@ -11289,7 +11400,7 @@ An unwanted or dangerous object (such as a cursed artifact) keeps turning up, no matter how many times the PCs try to discard or destroy it. In many cases, there might be only one way to rid themselves of the item (such as dousing it with -@@ -50479,7 +50479,7 @@ +@@ -51520,7 +51520,7 @@ earlier just as he gets hit by an oncoming train, and his severed hand—wearing the ring—lands at their feet. Even if the PCs go to a remote area with no people, one of them might suddenly vomit up their lunch—and the haunted ring. @@ -11298,7 +11409,7 @@ Every player is given at least two characters to run, each with about the same amount of background and abilities so they're all suitable as main characters. A player usually runs only one of these PCs at a time. As the action in the -@@ -50497,7 +50497,7 @@ +@@ -51538,7 +51538,7 @@ and automatic or simple bonuses (like Combat Prowess and Fleet of Foot) but one or zero abilities that have durations or require special actions (like Anecdote and Muscles of Iron). @@ -11307,7 +11418,7 @@ A handful of people are forced to stick together under unusual circumstances—they're survivors of a shipwreck, quarantined to avoid an outbreak of a deadly disease, waiting for a riot to leave their neighborhood, or locked away from an approaching zombie horde. They hear strange noises, glimpse shadowy figures, and find that things move about or -@@ -50514,7 +50514,7 @@ +@@ -51555,7 +51555,7 @@ When a PC crosses over and disappears, that player can still participate in the game by using the Ghostly Helpers module. @@ -11316,7 +11427,7 @@ Whenever a character selects the Increasing Capabilities option for advancement or gains an ability that permanently increases their Pools, they can add a maximum of 1 point to their Might Pool and 1 point to their Speed Pool; other -@@ -50529,7 +50529,7 @@ +@@ -51570,7 +51570,7 @@ affect abilities like Enhanced Might, Enhanced Speed, and Lead From the Front (which permanently increase one or more Pools). @@ -11325,7 +11436,7 @@ In a horror story, it's common for major characters to be killed or incapacitated, but in a horror RPG, that means the player of a dead character doesn't have much to do. The Ghostly Helpers module gives players whose characters are out of -@@ -50553,7 +50553,7 @@ +@@ -51594,7 +51594,7 @@ Help from a dead character doesn't have to be from a ghost. Depending on the genre, it might be the influence of a guilty artificial intelligence, a sentient weapon with a grudge, a cultist with conflicting loyalties, and so on @@ -11334,7 +11445,7 @@ In some horror genres, it's unclear if the character is truly experiencing what's happening in the story, or if they're hallucinating or dreaming it. In some cases, their fear response -@@ -50587,7 +50587,7 @@ +@@ -51628,7 +51628,7 @@ something that will happen in the future, so when the actual event occurs (perhaps in a later session) the players won't know if they should act on their "future memories" of these events or ignore them as falsehoods. @@ -11343,7 +11454,7 @@ Horror Mode is an optional rule discussed in the Cypher System Rulebook. When using this rule, the GM can escalate the tension by increasing the range of numbers that trigger a GM intrusion: first on a roll of 1 or 2 instead of 1, then a -@@ -50601,7 +50601,7 @@ +@@ -51642,7 +51642,7 @@ task so they don't have to roll at all and risk an intrusion. This ends up depleting their Pools faster, which makes them feel more vulnerable. @@ -11352,7 +11463,7 @@ -@@ -50631,7 +50631,7 @@ +@@ -51672,7 +51672,7 @@
@@ -11361,7 +11472,7 @@ Screaming is a natural reaction when you're frightened, but it's also likely -@@ -50654,7 +50654,7 @@ +@@ -51695,7 +51695,7 @@ attention of something that wants to harm the PCs or the sudden appearance of something dangerous. @@ -11370,7 +11481,7 @@ Most people in real life aren't prepared for the existence of aliens, monsters, or killer robots, and seeing something that shatters their worldview is frightening and traumatic. The first time a character sees a creature (or anything else -@@ -50669,7 +50669,7 @@ +@@ -51710,7 +51710,7 @@ person could trigger another panic reaction. Even if a character has gotten over their initial panic, the GM can prompt it again as an intrusion if the circumstances warrant it. @@ -11379,7 +11490,7 @@ There are no cyphers (subtle or manifest) or artifacts that heal, and all other healing effects (such as recovery rolls and Healing Touch) restore only the minimum amount possible. For example, a tier 2 character using a recovery roll would -@@ -50682,7 +50682,7 @@ +@@ -51723,7 +51723,7 @@ whose abilities don't cost anything (such as Physical Skills). For a slightly less challenging option, allow the use of healing cyphers and artifacts, but limit them to the minimum amount. @@ -11388,7 +11499,7 @@ Sometimes the antagonist kills off all the protagonists one by one, leaving only one survivor to challenge them. In the journey toward that point, it's not clear who the last survivor will be, and sometimes a potential last survivor is -@@ -50716,14 +50716,14 @@ +@@ -51757,14 +51757,14 @@ everyone else has already been the last survivor), the last survivor can pass the token to the GM in exchange for their character getting 1 XP. Once this happens, the last survivor token is removed from the game. @@ -11405,7 +11516,7 @@ Sometimes the PCs need to perform a ritual or other complex action that takes several rounds or minutes, and if they make mistakes along the way it's a setback instead of an outright failure. For example, they might need to read a banishing spell out of an old book, mix and heat the chemicals for a zombie cure, or draw a magic circle around a -@@ -50767,7 +50767,7 @@ +@@ -51808,7 +51808,7 @@ blood or vitality, Speed representing energy, and Intellect representing will or sanity. Other physical or mental tolls could also require points from Pools. Multiple PCs involved in the ritual could collectively contribute to this cost. @@ -11414,7 +11525,7 @@ Sometimes people in horror do dumb things. They wander off alone to investigate a weird noise. They abandon their friends and try to escape in a rusty old car. They have sex in a spooky barn. These things usually put them in danger and sometimes get them gruesomely killed. Using the Poor Choices module means the GM can use intrusions to make the -@@ -50789,7 +50789,7 @@ +@@ -51830,7 +51830,7 @@ As with any GM intrusion, the player can choose to spend 1 XP to refuse a Poor Choices intrusion, but they should consider accepting the intrusion for the sake of the story, and because they'll need the XP later. @@ -11423,7 +11534,7 @@ The following are examples of GM intrusions to use with the Poor Choices module. -@@ -50879,7 +50879,7 @@ +@@ -51920,7 +51920,7 @@ • A character tries to help a child who has no reason for being there. @@ -11432,7 +11543,7 @@ Some demons have the ability to possess a living creature, taking over a character's body as if it were the demon's own. The demon must touch the character to attempt possession (even if the demon's touch normally inflicts damage, the -@@ -50904,7 +50904,7 @@ +@@ -51945,7 +51945,7 @@ Other kinds of creatures (ghosts, beings of pure mental energy, and so on) may have the ability to possess characters in the same way that demons do. @@ -11441,7 +11552,7 @@ It's common when tensions are high and lives are on the line that humans get paranoid and start to turn on each other, interpreting stressed behavior as suspicious and seeing enemies in the eyes of strangers. This is compounded when there -@@ -50947,7 +50947,7 @@ +@@ -51988,7 +51988,7 @@ sessions and each session starts with players knowing exactly who they're playing. It also helps if the players take separate notes about what the original and the duplicate know. @@ -11450,7 +11561,7 @@ Shock is an optional rule discussed in the Cypher System Rulebook. When using this rule, seeing something terrifying means a PC must make an Intellect defense roll. The difficulty is based on the level of the scary thing, or the GM can -@@ -50957,7 +50957,7 @@ +@@ -51998,7 +51998,7 @@ the player temporarily loses control of the character (the GM decides if they scream, freeze, run, or take some other appropriate action, perhaps with input from the player). @@ -11459,7 +11570,7 @@ | Event | Level | |---------------------------------------------------------------------------------------------------------|----------------| -@@ -50972,7 +50972,7 @@ +@@ -52013,7 +52013,7 @@ | Witnessing something supernatural (like a spell) | 5 | | Seeing something mind-bending (like an impossible, multidimensional demigod coalescing out of thin air) | 8 | @@ -11468,7 +11579,7 @@ Horror isn't always overt monstrosities trying to tear your limbs off or drag your soul into Hell. Sometimes it's something slightly off-putting, a stretching of the norm, an itching behind your eyes, or a sinking feeling in your -@@ -50997,7 +50997,7 @@ +@@ -52038,7 +52038,7 @@ In some ways, Unease is a more limited form of Instant Panic but can also be used in tandem with it. @@ -11477,7 +11588,7 @@ Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them. -@@ -51324,7 +51324,7 @@ +@@ -52365,7 +52365,7 @@ • Thimble @@ -11486,7 +11597,7 @@ GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy, all while making the game more interesting and surprising for characters. -@@ -51435,7 +51435,7 @@ +@@ -52476,7 +52476,7 @@ @@ -11495,7 +11606,7 @@ A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected -@@ -51476,7 +51476,7 @@ +@@ -52517,7 +52517,7 @@ If a player has no XP to spend, they can't use a player intrusion. @@ -11504,7 +11615,7 @@ Any time a PC attempts an action and rolls a natural 19 or 20, they have the option -@@ -51514,14 +51514,14 @@ +@@ -52555,14 +52555,14 @@ • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to continue the fight. @@ -11521,7 +11632,7 @@ In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically -@@ -51539,7 +51539,7 @@ +@@ -52580,7 +52580,7 @@ moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require something that taxes the PCs and really puts their skills and dedication to the test. @@ -11530,7 +11641,7 @@ In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and very important. They're often unique and handcrafted, -@@ -51547,7 +51547,7 @@ +@@ -52588,7 +52588,7 @@ they may have names or stories that go with them, and because characters tend to keep them for a long time, they may have undergone repairs or have markings that tell something about the character's background. @@ -11539,7 +11650,7 @@ In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides otherwise or unless it is designated as armor), -@@ -51557,7 +51557,7 @@ +@@ -52598,7 +52598,7 @@ However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and accomplishing tasks. @@ -11548,7 +11659,7 @@ Establishing a Technology Rating -@@ -51567,7 +51567,7 @@ +@@ -52608,7 +52608,7 @@ A tech rating is a handy way of helping you select what equipment your characters can use in chapter 7 and chapter 8, which optional rules you'd like to include from chapter 6, and maybe even help guide your creature choice from chapter @@ -11557,7 +11668,7 @@ On the other hand, you could choose to make all options available, regardless of tech rating. No technology police will cite you if you don't stick inside a previously declared lane. The setting is your background for telling a compelling -@@ -51576,13 +51576,13 @@ +@@ -52617,13 +52617,13 @@ doesn't normally include FTL capability). In fact, the surprising and unexpected are where excitement is usually found in a setting; breaking the established rules (for a good reason) often leads to interesting results. @@ -11573,7 +11684,7 @@ Weightlessness (zero G) feels like, first time:The sensation of falling jerks through the body; instincts scream to reach out and catch yourself. -@@ -51606,7 +51606,7 @@ +@@ -52647,7 +52647,7 @@ exposed skin, lips, and eyelids. (As this happens, the Effects of Vacuum also take their mechanical toll on the character.) @@ -11582,7 +11693,7 @@ Hard science fiction is distinguished from other science fiction subgenres by the perception of scientific accuracy. This means hard science fiction often precludes technology deemed impossible by mainstream scientific theory, including -@@ -51637,7 +51637,7 @@ +@@ -52678,7 +52678,7 @@ Zero Gravity: All physical tasks are hindered. Short-range weapons can reach to long range, and long-range weapons can reach to very-long range. @@ -11591,7 +11702,7 @@ The extreme environment in space— hard radiation, lack of air and pressure, wild temperature variations, and lack of gravity—tends to magnify small issues into much more significant ones. While Murphy's Law (everything that can go wrong -@@ -51669,13 +51669,13 @@ +@@ -52710,13 +52710,13 @@ decision fatigue). Mainly, these GM intrusion tables are provided as a quick way to inspire complications for a given situation. @@ -11607,7 +11718,7 @@ | d6 | GM Intrusions (Choose Best Option) | |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51686,7 +51686,7 @@ +@@ -52727,7 +52727,7 @@ | 05 | Vacuum exposure causes the character to projectile vomit, effectively rendering them unable to take an action on their next turn. | | 06 | Vacuum exposure causes the character to go temporarily blind, which is only relieved a few minutes after normal atmosphere is restored. | @@ -11616,7 +11727,7 @@ Even if advanced tech or fantastic tech is available, space suits are susceptible to all kinds of mishaps. Of course, that's especially true for contemporary tech space suits, which work hard at keeping a constant internal air volume so -@@ -51694,7 +51694,7 @@ +@@ -52735,7 +52735,7 @@ a higher concentration. "Hard-shell" suits manage this with multiple joints and segments that shift on ball bearings, and by being able to maintain a higher internal pressure than soft suits. @@ -11625,7 +11736,7 @@ | d6 | GM Intrusions (Choose Best Option) | |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51705,7 +51705,7 @@ +@@ -52746,7 +52746,7 @@ | 05 | An electrical short from an external tool or piece of hardware fries the space suit's electronics, limiting communication to helmet-tohelmet touch (if in a vacuum where sound doesn't propagate), use of micro thrusters, and limits air supply to just a quarter of what was previously available. | | 06 | A bloated suit from an overpressure incident hinders all tasks, but is not lethal . . . until the suit won't quite fit back into the airlock. | @@ -11634,7 +11745,7 @@ In a fantastic tech setting where gravitic control usually cancels inertia, spacecraft acceleration (or deceleration) is only an issue when the gravitic systems malfunction. But acceleration is always something everyone has to deal with in -@@ -51719,7 +51719,7 @@ +@@ -52760,7 +52760,7 @@ or during battle, up to a maximum of 15 Gs. Ships have limiters that normally prevent them from thrusting at higher speeds. Normally. @@ -11643,7 +11754,7 @@ | d6 | GM Intrusions (Choose Best Option) | |-----|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51730,7 +51730,7 @@ +@@ -52771,7 +52771,7 @@ | 05 | While under high Gs (or afterward), the character begins to have a hard time breathing. The reason is that a lung or lungs have partially collapsed. All tasks are hindered by two steps until the character dies after several hours or until medical treatment is received. | | 06 | The character has a stroke, and descends two steps on the damage track. They remain debilitated until medical treatment is received | @@ -11652,7 +11763,7 @@ In a setting with contemporary tech, a variety of issues related to long-term exposure to micro-gravity and high radiation beset astronauts, including bone and muscle loss, less circulating blood and red cell mass, less ability to -@@ -51739,7 +51739,7 @@ +@@ -52780,7 +52780,7 @@ returns to stronger gravity will eventually prove lethal, though a snapped bone or normally inconsequential virus or parasite could also do them in. @@ -11661,7 +11772,7 @@ | d6 | GM Intrusions (Choose Best Option) | |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51750,14 +51750,14 @@ +@@ -52791,14 +52791,14 @@ | 05 | Despite precautions, sometimes viruses infect a character. The common cold virus is, ridiculously enough, still not preventable in advanced settings, and if anything, has even more severe symptoms for those in microgravity. The character descends one step on the damage track until they get better. | | 06 | The character is diagnosed with cancer. Depending on the tech setting, it is amenable to medical intervention (or at least long-term treatment to keep symptoms controlled), if that intervention comes soon enough. | @@ -11678,7 +11789,7 @@ | d6 | GM Intrusions (Choose Best Option) | |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51768,7 +51768,7 @@ +@@ -52809,7 +52809,7 @@ | 05 | An ally accidentally jostles the character, and they are sent on an unexpected trajectory as if they had misjudged a jump. | | 06 | When attempting to grab a resisting target or panicking ally, or after some kind unexpected shake or violent ship maneuver, the character is sent on an unexpected trajectory as if they had misjudged a jump. | @@ -11687,7 +11798,7 @@ When vehicular combat occurs—which happens whenever the PCs are completely enclosed in a vehicle so that it's not really the characters fighting, but the vehicles— start with the vehicular combat rules described in the Cypher System -@@ -51809,35 +51809,35 @@ +@@ -52850,35 +52850,35 @@ The modifiers that apply, even before PCs attempt a specific combat task noted under Bridge Combat, are as follows. @@ -11729,7 +11840,7 @@ When someone with access to spacecraft controls attempts a particularly audacious and risky maneuver, it's a "redline" maneuver. Essentially, declaring a redline maneuver eases one task a PC attempts in a spacecraft under duress, but comes -@@ -51881,7 +51881,7 @@ +@@ -52922,7 +52922,7 @@ If Void Rules are also being used and have triggered, redline maneuvers are even more dangerous. @@ -11738,7 +11849,7 @@ A spacecraft with some or all of the PCs crewing different systems stations will be more capable than a regular spacecraft in combat. Which means that an enemy spacecraft that might prove challenging based on its level might -@@ -51891,7 +51891,7 @@ +@@ -52932,7 +52932,7 @@ systems. Even a single level difference is magnified, so make sure not to capriciously throw spacecraft at the PCs that are 2 levels higher than their own @@ -11747,7 +11858,7 @@ If several PCs are aboard the same spacecraft, give them the following option: ask each PC to crew one of the ship system stations, including weapons (of which there could be more than one system, requiring more than one PC to crew -@@ -51915,7 +51915,7 @@ +@@ -52956,7 +52956,7 @@ shipmind actions against an enemy spacecraft are assessed with the same modifiers for targeting as a PC crewing the station. @@ -11756,7 +11867,7 @@ A spacecraft may have more than one weapon system. Each individual weapon system has its own station, which can be crewed by a separate PC. Spacecraft systems are considered heavy weapons (which means some characters may be practiced -@@ -51925,7 +51925,7 @@ +@@ -52966,7 +52966,7 @@ Refer to PC Weapon System Options. If the PC triggers a GM intrusion, the following table provides options to choose from. @@ -11765,7 +11876,7 @@ | d6 | GM Intrusions (Choose Best Option) | |-----|------------------------------------------------------------------------------------------------------------| -@@ -51936,7 +51936,7 @@ +@@ -52977,7 +52977,7 @@ | 05 | Weapon malfunctions, station pulses with electrical feedback damaging everyone on bridge. Requires repair. | | 06 | Weapon melts to slag, must be replaced at a shipyard. | @@ -11774,7 +11885,7 @@ Many spacecraft have only a single system and dedicated station for piloting and navigation, suitable for a single PC to crew, though a larger craft could split those duties. A PC piloting a ship during combat can attempt any number of -@@ -51950,7 +51950,7 @@ +@@ -52991,7 +52991,7 @@ character's craft. The PC's spacecraft might rock and reel from the hit, but the bulk of the damage was absorbed by the hull or shields, so there's no significant damage. @@ -11783,7 +11894,7 @@ | d6 | GM Intrusions | |-----|-------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51961,7 +51961,7 @@ +@@ -53002,7 +53002,7 @@ | 05 | Unexpected thrust exposes everyone on ship to a moment of extreme Gs, inflicting damage on everyone. Secondary systems may require repair. | | 06 | Drive will imminently die, must be replaced at a shipyard (though it can be nursed to life just a little longer with some redline engineering). | @@ -11792,7 +11903,7 @@ A spacecraft may have more than one science and engineering system. Each science and engineering system has a station, each of which can be crewed by a separate PC. A spacecraft can potentially attempt as many science and engineering tasks -@@ -51970,7 +51970,7 @@ +@@ -53011,7 +53011,7 @@ Refer to PC Science & Engineering System Options. If the PC triggers a GM intrusion, the following table provides options to choose from. @@ -11801,7 +11912,7 @@ | d6 | GM Intrusions | |-----|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -51981,14 +51981,14 @@ +@@ -53022,14 +53022,14 @@ | 05 | Sensors seriously compromised, hindering all piloting and weapons task by two steps until repaired. | | 06 | Hull integrity breached, atmosphere begins to vent, and possibly one or two crew too near the hole are at risk of being sucked out. Unless repaired, ship atmosphere is lost to space within a few minutes. | @@ -11818,7 +11929,7 @@ Running a combat using these extended rules is straightforward. -@@ -52017,7 +52017,7 @@ +@@ -53058,7 +53058,7 @@ enemy spacecraft are already in weapon range (it's your call, we're not tracking that here), and if not, how soon they will be close enough to begin attacking, and let the combat flow @@ -11827,7 +11938,7 @@ Spacecraft vs. Colossal Creatures: If a creature is as capable as a spacecraft, treat it that way when it comes to vehicular combat. Instead of adjusting for mismatched tech rating, treat the creature's effective level as if three -@@ -52035,7 +52035,7 @@ +@@ -53076,7 +53076,7 @@ character one step down the damage track. Even if the character succeeds on their defense roll, they still take 5 points of damage. @@ -11836,7 +11947,7 @@ All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. -@@ -52050,7 +52050,7 @@ +@@ -53091,7 +53091,7 @@ | Coordinate fire | – | If PC's ship has second weapon system, coordinate fire with it, providing that system an asset this round. (This weapon doesn't make a separate attack) | | Redline attack | – | Overcharge weapons, ricochet shot, or some other risky gamble | @@ -11845,7 +11956,7 @@ All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. -@@ -52065,7 +52065,7 @@ +@@ -53106,7 +53106,7 @@ | Fly in formation | – | If another allied ship is part of the combat, coordinate with it, providing that ship an asset in its next piloting task | | Redline maneuver | – | Spinning, flying through a dangerous region, or some other gamble | @@ -11854,7 +11965,7 @@ All tasks are also modified by any relevant PC skills (or inabilities) and Effort, as usual. -@@ -52080,7 +52080,7 @@ +@@ -53121,7 +53121,7 @@ | Effect repair | – | Sometimes a character can repair a subsystem from their station, but repair may require moving to another part of the ship, such as the drive chamber, the compartment where weapons are sleeved, or even onto the outer hull. The difficulty is equal to the modified difficulty of the enemy craft that caused the damage. | | Redline science/engineering | – | Reverse polarity on the sensors, dig up some bizarre lore from a database that could change the situation somehow, make the hull reflective, or some other risky gambit | @@ -11863,7 +11974,7 @@ Through sheer force of will, a psionic character can unleash inborn mental abilities such as telepathy, precognition, and telekinesis. As a GM, your first decision must be whether you want to incorporate psionics into your setting. -@@ -52089,14 +52089,14 @@ +@@ -53130,14 +53130,14 @@ Matter, and Separates Mind From Body. And of course, restrict the suggested types of Psion and Psychic Knight described in the Cypher System Rulebook. @@ -11880,7 +11991,7 @@ Any character can unlock a psionic ability by spending 3 XP and working with the GM to come up with an in-game story of how the character unlocked it. -@@ -52115,7 +52115,7 @@ +@@ -53156,7 +53156,7 @@ deeply, or otherwise using all their actions, they can manifest a low-tier psionic ability (if they also pay any Pool costs). An hour is required to manifest mid-tier abilities. Ten hours are required to manifest a high-tier ability. @@ -11889,7 +12000,7 @@ Once a character has unlocked at least one psionic ability, they can opt to unlock additional abilities later. Each time, they must spend an additional 3 XP and work with the GM to come up with an in-game story of how the character's -@@ -52126,7 +52126,7 @@ +@@ -53167,7 +53167,7 @@ character must be at least tier 5 and have previously unlocked one mid-tier psionic ability before they can unlock a high-tier ability. @@ -11898,7 +12009,7 @@ Characters with explicitly psionic foci like Commands Mental Powers, Focuses Mind over Matter, Separates Mind from Body, and possibly others—as well types like Psion and Psychic Knight—are also considered to be psionic characters, and -@@ -52144,14 +52144,14 @@ +@@ -53185,14 +53185,14 @@ tier. To do so, they must spend at least one uninterrupted hour in meditation. Usually, this is something that requires a fresh mind, and must be done soon after a ten-hour recovery. @@ -11915,7 +12026,7 @@ Posthuman upgrades are either available to everyone as the setting begins or opened up later during the campaign as a significant plot development. Note that many focus and type abilities might be considered to have come from the kind up -@@ -52159,7 +52159,7 @@ +@@ -53200,7 +53200,7 @@ go. On the other hand, you could provide actual upgrades, such as presented here, which actually increase the base power level of characters. @@ -11924,7 +12035,7 @@ You have a few options for adding posthuman upgrades to your setting. Characters might gain an initial upgrade for "free," mechanically speaking. After that, you might decide that that's enough and they're done. -@@ -52194,7 +52194,7 @@ +@@ -53235,7 +53235,7 @@ • PCs learn a "new science," allowing them to tap cosmic energies other creatures are unaware of. @@ -11933,7 +12044,7 @@ Posthuman "packages" that PCs might enjoy include the following. You should decide which are available, and which ones your PCs gain. -@@ -52219,7 +52219,7 @@ +@@ -53260,7 +53260,7 @@ Synthetic Body: You have left biology behind and uploaded yourself into a biomechanical form known as a synth. You enjoy the benefits of the spaceborn package and expanded consciousness package, and one posthuman power shift. Enabler. @@ -11942,7 +12053,7 @@ A character may also gain posthuman abilities by way of power shifts, as described in the Cypher System Rulebook. -@@ -52250,7 +52250,7 @@ +@@ -53291,7 +53291,7 @@ five power shifts as desired, but most characters should not be allowed to assign more than three to any one category. Once the shifts are assigned, they should not change. @@ -11951,7 +12062,7 @@ If the derelict ship was subject to vacuum, partly destroyed in combat, or damaged by some other disaster or close encounter with a space hazard, salvaged items are usually degraded, and are valued at one price category less than -@@ -52271,12 +52271,12 @@ +@@ -53312,12 +53312,12 @@ | 09 | GM-selected robot, advanced tech rating (variable) | | 10 | GM-selected armament, advanced tech rating (variable) | @@ -11966,7 +12077,7 @@ All bodies in space produce a gravitational field, though usually only things the size of a small moon or larger pose a hazard to unprepared (and sometimes even to prepared) spacecraft. The larger the body, the "deeper" and wider the -@@ -52292,7 +52292,7 @@ +@@ -53333,7 +53333,7 @@ Captured: An unexpected encounter with a gravity well can also capture a spacecraft in the gravity well's orbit, forcing the craft to expend additional power to get free (power it may or may not have) @@ -11975,7 +12086,7 @@ Black holes are just extreme gravity wells. All the dangers associated with a gravity well also apply to black holes. A couple of additional hazards are also associated with black holes, notably tidal destruction ("spaghettification"), time -@@ -52316,7 +52316,7 @@ +@@ -53357,7 +53357,7 @@ from the universe of its origin. At least, it's lost assuming no intervention from a fantastic tech-rated post-singularity AI or ancient ultra. @@ -11984,7 +12095,7 @@ Radiation belts of intensely charged particles trapped by magnetic fields around some planets and moons can surge, causing radiation exposure. An unexpected solar flare, or the drive plume of a massive spacecraft, can cause the same -@@ -52330,7 +52330,7 @@ +@@ -53371,7 +53371,7 @@ single period of radiation exposure, they suffer acute radiation sickness, a level 8 disease that drops them one step on the damage track for each day they fail a Might defense roll until they expire. @@ -11993,7 +12104,7 @@ Movies often depict asteroid belts as densely packed fields of tumbling rock that ships must constantly swerve through to avoid a collision. Such locations are not easy to find in the solar system. But such situations can occur in -@@ -52347,7 +52347,7 @@ +@@ -53388,7 +53388,7 @@ spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's spin, then slide into the cramped space. @@ -12002,7 +12113,7 @@ | Number of Collisions | Effect | |----------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -52358,7 +52358,7 @@ +@@ -53399,7 +53399,7 @@ | 9 | Spacecraft cannot alter its present course; all piloting tasks fail until drive repaired; crew takes 4 points of damage | | 10 | Spacecraft is completely destroyed | @@ -12011,7 +12122,7 @@ Even though many different kinds of faster-than-light options are available, any use of FTL in a setting faces similar sorts of hazards at three different points: when first entering FTL, while in FTL transit, and when exiting FTL. -@@ -52386,7 +52386,7 @@ +@@ -53427,7 +53427,7 @@ as a particle cannon accidentally aimed at some other craft or space station at the destination location, or creating/falling into a spatial anomaly. @@ -12020,7 +12131,7 @@ Finally, hard-to-categorize irregularities in space-time go by the broad term of "spatial anomaly." Most of the time, spatial anomalies are hazards found in fantastically-themed settings, but not always. Because these things are -@@ -52398,12 +52398,12 @@ +@@ -53439,12 +53439,12 @@ spacecraft to navigate within spatial anomalies, and they face many challenges if they attempt to (or are forced to) do so @@ -12035,7 +12146,7 @@ Weak AI (also called narrow AI) is the kind of algorithmic-based code found in contemporary settings (and real life) focused on very narrow tasks, such as playing chess. -@@ -52416,7 +52416,7 @@ +@@ -53457,7 +53457,7 @@ Weak AI: : level 1; up to level 7 when it comes to a narrowly specific application of knowledge or skill @@ -12044,7 +12155,7 @@ Sim AIs ("sim" is short for "simulant") are artificial intelligences that have a greatly increased capacity for understanding direction, putting together unlike sets of data, and coming to conclusions; however, they are not -@@ -52429,7 +52429,7 @@ +@@ -53470,7 +53470,7 @@ Sim AI: level equal to the ship, station, or installation in which it is installed @@ -12053,7 +12164,7 @@ Strong AIs (also called true AIs) have all the abilities of sim AIs, plus the ability to actually generalize in the same way a human can. Each one is essentially a disembodied person. Strong AIs are either completely artificial, or they -@@ -52442,7 +52442,7 @@ +@@ -53483,7 +53483,7 @@ Strong AI: level 5–8, up to level 8 when it comes to a specific application of knowledge or skill; see Artificial Intelligence on page 115 @@ -12062,7 +12173,7 @@ Post-singularity AIs are intelligences who designed a second-generation, better version of themselves. The second generation immediately designed an even more advanced third generation, and so on from there. This iterating -@@ -52464,7 +52464,7 @@ +@@ -53505,7 +53505,7 @@ Post-singularity AI: : level 10; see godmind @@ -12071,7 +12182,7 @@ Ancient ultras (also called alien ultras) is shorthand for the concept that one (or more) unbelievably advanced races of aliens once inhabited the galaxy but are now apparently long gone—save for evidence of their existence in residual -@@ -52474,7 +52474,7 @@ +@@ -53515,7 +53515,7 @@ Activity Level of Ultras: Different settings can make use of ancient ultras in different ways, including not having any at all. @@ -12080,7 +12191,7 @@ Even in the realm of hard science fiction, the fantastic can sometimes creep in, at least as a hypothesis. For instance, despite the lack of theoretical foundation for the technologies that would be required to achieve it, many scientists accept that the Kardashev Scale is broadly true. A Type I civilization is even more advanced than ours in the 21st -@@ -52484,7 +52484,7 @@ +@@ -53525,7 +53525,7 @@ its galaxy and can even reshape things on a galactic scale. Additional types are hypothesized, which include the manipulation of the universe (Type IV) and even the multiverse (Type V). @@ -12089,7 +12200,7 @@ Vehicle: Technically speaking, spacecraft are also vehicles. Unless it's important to make a distinction, assume all guidance here regarding "vehicles" also applies to spacecraft. -@@ -52495,24 +52495,24 @@ +@@ -53536,24 +53536,24 @@ spacecraft that has FTL capability (as opposed to only interplanetary capability within a single solar system) is referred to as a starship. @@ -12118,7 +12229,7 @@ If PCs are involved in combat in which they are only partly or lightly enclosed (or not at all enclosed, as in the case of most cycles, boards, and similar conveyances), use normal rules of combat, as modified by vehicular movement. -@@ -52523,7 +52523,7 @@ +@@ -53564,7 +53564,7 @@ If PCs are involved in space combat, see the extended vehicular combat rules described in this book, which provide all kinds of additional options. @@ -12127,7 +12238,7 @@ If the rider, driver, or pilot activates self-driving as part of another action, riding, driving, and piloting tasks are automatically completed (or failed) according to the vehicle's level, though all such self-driving tasks are -@@ -52533,7 +52533,7 @@ +@@ -53574,7 +53574,7 @@ control the ship's functions as necessary. Shipminds control spacecraft at the spacecraft's level, not their level, but are not subject to the task hindrance that more basic driverless vehicles suffer. @@ -12136,7 +12247,7 @@ A representative cross section of vehicles is provided. If you're looking for something that isn't noted, use something close and adapt the listing. -@@ -52541,16 +52541,16 @@ +@@ -53582,16 +53582,16 @@ Also note that unless a particular listing is already indicated as a luxury or sport version, most vehicles can be obtained in a luxury or sports package, either at the next price category up, or at double the indicated price. @@ -12157,7 +12268,7 @@ Motorcycle, dirt bike -@@ -52572,7 +52572,7 @@ +@@ -53613,7 +53613,7 @@ environment suitable for paved surfaces; moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph) during long-distance travel. @@ -12166,7 +12277,7 @@ Motorcycle, battle -@@ -52610,7 +52610,7 @@ +@@ -53651,7 +53651,7 @@ polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 80 km/h (50 mph) during long-distance travel. @@ -12175,7 +12286,7 @@ Hover speedster -@@ -52658,11 +52658,11 @@ +@@ -53699,11 +53699,11 @@ pack as an action, and is built up by packaged nanobots, virtual particles, or hard light to create the selected cycle, which can be ridden normally. A PC can re-package the deployed cycle to its original easily toted form as an action. @@ -12189,7 +12300,7 @@ | d10 | Intrusion | |-----|---------------------------------------------------------------------------------------------------------------------------------| -@@ -52677,7 +52677,7 @@ +@@ -53718,7 +53718,7 @@ | 09 | Vehicle's brakes freezes. | | 10 | Vehicle's tire unexpectedly blows out. | @@ -12198,7 +12309,7 @@ Car, used -@@ -52721,7 +52721,7 @@ +@@ -53762,7 +53762,7 @@ truck). Operable/easily breakable glass windows (and/or retractable hardtop) provide openness to environment. Moves a long distance each round on paved surfaces or an average of 96 km/h (60 mph) during extended trips. @@ -12207,7 +12318,7 @@ Hovercar -@@ -52766,7 +52766,7 @@ +@@ -53807,7 +53807,7 @@ moons or in polluted or poisonous atmospheres; moves a long distance each round on paved and broken surfaces or an average of 64 km/h (40 mph) during long-distance travel. @@ -12216,7 +12327,7 @@ Car, flying level 5 (15) -@@ -52787,9 +52787,9 @@ +@@ -53828,9 +53828,9 @@ prioritizes passenger safety, and in the event of a crash, protects all passengers in a brief stasis field (assuming power reserves remain intact). @@ -12228,7 +12339,7 @@ | d10 | Intrusion | |-----|--------------------------------------------------------------------------------------------------------| -@@ -52804,7 +52804,7 @@ +@@ -53845,7 +53845,7 @@ | 09 | Vehicle runs out of fuel or power while inflight | | 10 | Breach in airframe risks sucking pilot or passengers out to a long fall. | @@ -12237,7 +12348,7 @@ Airplane, basic -@@ -52836,7 +52836,7 @@ +@@ -53877,7 +53877,7 @@ Gatling-style cannons. Flies a very long distance each round using jets or an average of over 1,125 km/h (700 mph) during extended trips. @@ -12246,7 +12357,7 @@ Cloud surfing board level 1 (3) -@@ -52896,7 +52896,7 @@ +@@ -53937,7 +53937,7 @@ purpose to support a team of individuals. Moves a short distance each round or an average of 160 km/h (100 mph) during extended travel (half or double that depending on air conditions). @@ -12255,7 +12366,7 @@ Hoverboard level 2 (6) -@@ -52940,9 +52940,9 @@ +@@ -53981,9 +53981,9 @@ on the disc (or pass through the ring) and appear at the keyed location. Discs of level 9 and above can teleport users between planets or even stars, like small versions of stellar gates. @@ -12267,7 +12378,7 @@ | d10 | Intrusion | |-----|----------------------------------------------------------------------------------------------------------| -@@ -52957,7 +52957,7 @@ +@@ -53998,7 +53998,7 @@ | 09 | Character(s) fall overboard. | | 10 | Pirates! (Or at least people with bad intentions pull up on another boat.) | @@ -12276,7 +12387,7 @@ Jet ski -@@ -53041,7 +53041,7 @@ +@@ -54082,7 +54082,7 @@ each round or up to 64 km/h (40 mph) on calm water (half movement rates in choppy water). Requires a trained crew and central coordination to operate. @@ -12285,7 +12396,7 @@ Sub, waterglide level 4 (12) -@@ -53069,7 +53069,7 @@ +@@ -54110,7 +54110,7 @@ As submarine, but supercavitation technology allows incredible speeds underwater, allowing the sub to move a very long distance each round or up to 370 km/h (230 mph) on extended trips. @@ -12294,7 +12405,7 @@ Manta -@@ -53080,9 +53080,9 @@ +@@ -54121,9 +54121,9 @@ As hard-light jet, but operates underwater, moving up to a very long distance each round or up to 480 km/h (300 mph) on extended trips. @@ -12306,7 +12417,7 @@ Tank -@@ -53094,7 +53094,7 @@ +@@ -54135,7 +54135,7 @@ treat as having superior armor. Armed with a central cannon. Moves a short distance each round, or on extended trips, up to 40 km/h (25 mph) on relatively flat terrain, or twice that on paved surfaces. @@ -12315,7 +12426,7 @@ Mech, loader -@@ -53128,7 +53128,7 @@ +@@ -54169,7 +54169,7 @@ allows the interceptor to fly a very long distance for up to ten minutes before recharge is required. Some mechs have superior weapons, defense, or speed, but that doubles the cost. @@ -12324,7 +12435,7 @@ Colossal battle mech -@@ -53143,7 +53143,7 @@ +@@ -54184,7 +54184,7 @@ as having superior weapons. Can run and fly up to a very long distance each round, and can even ascend into low orbit for brief periods. @@ -12333,7 +12444,7 @@ Most spacecraft have the capacity to reach orbit from the surface of the planet, if not radically more advanced capabilities. All spacecraft completely enclose their crew in a sealed cabin (or series of chambers) with life support -@@ -53155,7 +53155,7 @@ +@@ -54196,7 +54196,7 @@ spacecraft may also get caught up in space combat (see the Extended Vehicular Combat rules) and run across space hazards. @@ -12342,7 +12453,7 @@ | d10 | Intrusion | |-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -@@ -53170,7 +53170,7 @@ +@@ -54211,7 +54211,7 @@ | 09 | External operations lead to a character being bucked off craft into empty space. | | 10 | Environmental systems are compromised, requiring extensive overhaul to return to normal. | @@ -12351,7 +12462,7 @@ Each month of spacecraft operation usually requires that the PCs pay for fuel, feedstocks, and other upkeep. The level of the spacecraft determines upkeep. -@@ -53183,9 +53183,9 @@ +@@ -54224,9 +54224,9 @@ | 8-9 | Exorbitant | | 10 | Priceless | @@ -12363,7 +12474,7 @@ | Origin | Destination | Travel Time– Nuclear Plasma | |---------------|-----------------------|-----------------------------| -@@ -53199,7 +53199,7 @@ +@@ -54240,7 +54240,7 @@ | Uranus | Neptune | 100 +1d20 days | | Neptune | Pluto | 100 +1d20 days | @@ -12372,7 +12483,7 @@ Older spacecraft and starships are often retrofitted with more advanced power sources, and more importantly, FTL drives, in order to give them the ability to move further.. The main reason to do this is that such ships cost much less, -@@ -53207,7 +53207,7 @@ +@@ -54248,7 +54248,7 @@ rating. During vehicular combat, retrofitted ships are treated as if 1 level lower than their actual level for purposes of level comparison in combat if they are fighting FTL-capable fantastic-rated starships. @@ -12381,7 +12492,7 @@ Solar Panels: Usually flat panels that convert sunlight to electricity, which can be used for a variety of onboard systems, including powering ion drives. -@@ -53217,7 +53217,7 @@ +@@ -54258,7 +54258,7 @@ sources for electric power, which can be used for a variety of onboard systems, including powering ion drives. The heart of an RTG is an embedded mass of atomic isotope, such as plutonium-238. @@ -12390,7 +12501,7 @@ Rocket: A rocket engine produces thrust by expelling reaction mass, usually in thundering expanding white clouds from the rocket's base propulsion nozzle. Most contemporary spacecraft use a mix of several rockets and fuel types. Rockets -@@ -53228,15 +53228,15 @@ +@@ -54269,15 +54269,15 @@ ion thruster is VASIMR (Variable Specific Impulse Magnetoplasma Rocket), which could drastically reduce travel times around the solar system, if perfected. @@ -12409,7 +12520,7 @@ Nuclear Plasma: Essentially, nuclear plasma drives are just very advanced ion thrusters, the promised "perfected" version. These are great, unless the setting has fusion drives, in which case nuclear plasma drives may seem quaint. -@@ -53245,9 +53245,9 @@ +@@ -54286,9 +54286,9 @@ thruster. A fusion drive does not require the creation of electricity to ionize propellent, but instead directly uses the fusion product as an exhaust to provide thrust. @@ -12421,7 +12532,7 @@ Antimatter Power: Antimatter particles have opposite charge from their matter counterparts, giving them potentially explosive properties when combined, producing energy an order of magnitude more than a fusion power system. Fuel sources -@@ -53261,7 +53261,7 @@ +@@ -54302,7 +54302,7 @@ zero-point radiation of the vacuum provides arbitrary (possibly limitless) amounts of energy with no fuel other than the initial resources required to build the generator. @@ -12430,7 +12541,7 @@ Warp Drive: A warp drive uses enormous power to distort the fabric of space-time to create a bubble surrounding the starship. The bubble moves by compressing space-time in front of it and expanding space-time behind it, moving -@@ -53286,7 +53286,7 @@ +@@ -54327,7 +54327,7 @@ minutes, other times days or months. For those aboard, relative travel time seems constant at about four solar hours, no matter the distance traveled, or the objective time noted by external observers. @@ -12439,7 +12550,7 @@ Though extremely complex, pioneer-era spacecraft are not robust vehicles. Technology allowing re-use of components is still in its infancy in these contemporary tech spacecraft, and small problems have a way of becoming major catastrophes -@@ -53296,7 +53296,7 @@ +@@ -54337,7 +54337,7 @@ trained (or the very lucky) should even consider trying to operate such a craft. Finally, pioneer-era spacecraft usually don't have weapon systems. @@ -12448,7 +12559,7 @@ Space Capsule -@@ -53333,19 +53333,19 @@ +@@ -54374,19 +54374,19 @@ on re-entry, though all piloting tasks are hindered. Refurbishment means essentially rebuilding the spacecraft, and is a process of many months and another priceless expenditure in cost. @@ -12471,7 +12582,7 @@ Wafercraft, exploration level 1 (3) -@@ -53501,7 +53501,7 @@ +@@ -54542,7 +54542,7 @@ access to and from orbital space. A counterweight space station exists at the far end of the tether in what is essentially geostationary orbit. @@ -12480,7 +12591,7 @@ Starships are spacecraft that have FTL technology, allowing them to move between different stars, with transit times ranging from days to months, or years in extreme cases. Starships are also often capable of planetary landings and -@@ -53510,7 +53510,7 @@ +@@ -54551,7 +54551,7 @@ Starcraft (and other vehicles) of a higher tech rating involved in vehicular combat with craft of a lower tech rating are treated as if two levels higher when comparing relative levels for purposes of determining combat effectiveness. @@ -12489,7 +12600,7 @@ Dagger fighter -@@ -53594,13 +53594,13 @@ +@@ -54635,13 +54635,13 @@ weapon systems. Ten of these are superior weapons. Combined weapon fire can deal significant damage to a planetary surface, possibly destroying it. Includes bays for six squadrons of thirty dagger fighter starships. @@ -12505,7 +12616,7 @@ Gate, planetary level 3 (9) -@@ -53657,14 +53657,14 @@ +@@ -54698,14 +54698,14 @@ As planetary gate, but connects gate structures that lie in alternate dimensions. @@ -12522,7 +12633,7 @@ Car, temporal/dimensional -@@ -53685,7 +53685,7 @@ +@@ -54726,7 +54726,7 @@ locations in time and space, though arbitrary destinations are sometimes achieved despite apparent navigation successes by the pilot. Enormous power requirements require recharge period of several days between each use. @@ -12531,7 +12642,7 @@ Cypher System artifacts in a science fiction setting could potentially be any one of the vehicles presented in this chapter, if found by characters in a less advanced setting than its tech rating. That said, even in advanced or -@@ -53693,7 +53693,7 @@ +@@ -54734,7 +54734,7 @@ A couple of examples of such artifacts are presented here. @@ -12540,7 +12651,7 @@ Level: 1d6 + 4 -@@ -53707,7 +53707,7 @@ +@@ -54748,7 +54748,7 @@ Depletion: Automatic (if gate is formed) @@ -12549,7 +12660,7 @@ Level: 1d6 + 4 -@@ -53721,15 +53721,15 @@ +@@ -54762,15 +54762,15 @@ Depletion: 1 in 1d6 @@ -12569,7 +12680,7 @@ 1\. Choose Cypher Level. Creating a low-level cypher is easier than creating a high-level one. The character decides what level of cypher they're trying to create, which must be in the level range for the cypher as listed in the Cypher -@@ -53803,7 +53803,7 @@ +@@ -54844,7 +54844,7 @@ > course of days or weeks. Generally speaking, Effort cannot be applied to any crafting task or subtask that exceeds one > day @@ -12578,7 +12689,7 @@ Crafting an artifact is similar to choosing a new type or focus ability—the character has many to choose from, they select the one that best fits their intention, and thereafter they can use the artifact much like they'd use any of -@@ -53817,15 +53817,15 @@ +@@ -54858,15 +54858,15 @@ this kind of artifact takes up to five times as many materials and up to twenty times as long as crafting a cypher of the same assessed difficulty @@ -12597,7 +12708,7 @@ Completing a ritual has an overall difficulty level, usually equal to the level of the challenge. Sometimes there isn't a clear idea of what level the challenge should be— teleporting a group of people to a nearby city and raising a person -@@ -53843,28 +53843,28 @@ +@@ -54884,28 +54884,28 @@ assets, and other special abilities can ease subtasks just like they do with any other task (which might make some of the subtasks routine and not require a roll at all). Characters may apply Effort to each subtask. @@ -12630,7 +12741,7 @@ Each ritual is described in the following format. -@@ -53881,7 +53881,7 @@ +@@ -54922,7 +54922,7 @@ Other Assets: Kinds of abilities that can help success. @@ -12639,7 +12750,7 @@ Call upon a powerful supernatural entity such as a deity, archangel, demon lord, or ancient elemental to ask for a favor that the entity can and is likely to do (nothing it would ethically oppose). If the ritual is successful, the entity -@@ -53907,7 +53907,7 @@ +@@ -54948,7 +54948,7 @@ Beseech only draws the entity's attention; the various Conjure rituals bring the summoned entity bodily to the ritual space to talk in person. @@ -12648,7 +12759,7 @@ Summons the spirit of a dead person or creature (commonly called a "ghost"), which appears in the summoning circle prepared for the ritual. The spirit remains there for about a minute, during which time the summoners can interrogate -@@ -53932,7 +53932,7 @@ +@@ -54973,7 +54973,7 @@ A ghost remembers much of its life, including whether it knows, likes, or hates the people summoning it, and will act accordingly. @@ -12657,7 +12768,7 @@ Summons a demon (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to perform a task. The demon is primitive and bestial, not a creature of great wits and charm. The demon remains there for -@@ -53957,7 +53957,7 @@ +@@ -54998,7 +54998,7 @@ Other Assets: Knowledge or control of similar entities, secret name of the demon @@ -12666,7 +12777,7 @@ Summons a devil (an evil supernatural creature from another dimension, plane, or realm) to command or convince it to perform a task. The devil remains there for about a minute, during which time the summoners must bargain with or command -@@ -53982,7 +53982,7 @@ +@@ -55023,7 +55023,7 @@ Other Assets: Knowledge or control of similar entities, secret name of the devil @@ -12675,7 +12786,7 @@ Summons a primordial elemental spirit of air, earth, fire, or water, which appears in a physical form. The elemental remains for about a minute, during which time the characters must attempt to bribe, threaten, or bargain with it. An -@@ -54010,7 +54010,7 @@ +@@ -55051,7 +55051,7 @@ Elementals are simple creatures whose interests and attentions are focused on themselves and their element. Flattery and playing up their strengths are the key to bargaining with them. @@ -12684,7 +12795,7 @@ Wards a location against evil influences and unwanted magic for a year and a day. The ritual affects an area up to a very long distance across. Evil creatures and magical effects of less than the ritual's level can't enter the area or -@@ -54033,7 +54033,7 @@ +@@ -55074,7 +55074,7 @@ Other Assets: Warding magic, religious knowledge @@ -12693,7 +12804,7 @@ Enchants a light, medium, or heavy weapon with magical power, granting an asset on attack rolls with the weapon for the next day. -@@ -54055,7 +54055,7 @@ +@@ -55096,7 +55096,7 @@ In a high-magic campaign, a higher-level version of the Enchant Weapon ritual might grant a second asset on attack rolls, grant extra damage, affect multiple weapons at once, or all of the above. @@ -12702,7 +12813,7 @@ Imprisons a creature in a vessel (usually a valuable box, clay pot, or other closeable container, but it might be a gem, the heart of a tree, or another atypical object) for as long as the vessel remains closed and undamaged. The ritual -@@ -54076,7 +54076,7 @@ +@@ -55117,7 +55117,7 @@ Other Assets: Control magic, grappling, imprisoning magic, wards @@ -12711,7 +12822,7 @@ Drives out unwanted spirits (ghosts, demons, or something else) from an area up to a long distance across. Once cast out, the spirits cannot return for a year and a day (although most of them decide to move on long before that time -@@ -54104,7 +54104,7 @@ +@@ -55145,7 +55145,7 @@ Using an exorcism ritual on an area is mainly for getting rid of spirits afflicting the area in ways other than possessing a creature— throwing objects, causing nightmares, making noises, and so on. @@ -12720,7 +12831,7 @@ Sacrifices some of the ritualist's flesh, inflicting Might and Speed damage equal to the level of the ritual and permanently reducing the character's Pools by 4 points (the character can divide this loss between Might and Speed as -@@ -54130,7 +54130,7 @@ +@@ -55171,7 +55171,7 @@ reducing an Edge stat by 1 (to a minimum of 0), gaining an inability in a useful skill, or permanently reducing all points gained through recovery rolls by 2. @@ -12729,7 +12840,7 @@ Rids a creature of an ongoing affliction, such as a disease or poison, or any unwanted magical effect, such as a curse or charm spell. In some versions of this ritual, whatever is ailing the creature gets forced into a nearby specified -@@ -54151,7 +54151,7 @@ +@@ -55192,7 +55192,7 @@ Other Assets: Healing magic, resistance to the target's affliction @@ -12738,7 +12849,7 @@ Restores a dead being to life. The creature is restored to full health and is ready to act as soon as the ritual is completed. Depending on how they died and the nature of death in the setting, the creature may or may not remember -@@ -54177,7 +54177,7 @@ +@@ -55218,7 +55218,7 @@ A lesser version of the Resurrection ritual might bring the creature back to life, but only to the debilitated or impaired state on the damage track instead of hale, requiring further rest or healing. @@ -12747,7 +12858,7 @@ A creature is ritually killed and its soul is placed in an object. The soul object might be a temporary destination so the soul can be transported and used elsewhere (such as an offering to a demon or as part of a spell), or it might be -@@ -54197,17 +54197,17 @@ +@@ -55238,17 +55238,17 @@ Other Assets: Death spells, instant-kill abilities, soul manipulation @@ -12768,7 +12879,7 @@ Level: 1d6 + 2 -@@ -54218,7 +54218,7 @@ +@@ -55259,7 +55259,7 @@ And here's an example artifact: @@ -12777,7 +12888,7 @@ Level: 1d6 + 2 -@@ -54234,7 +54234,7 @@ +@@ -55275,7 +55275,7 @@ you need to enchant it as it is made. Either way, the skills for making the device and for making it magical are likely very different. @@ -12786,7 +12897,7 @@ In a world with scientists and engineers faced with the presence of real magic, some of them would develop ways to interact and cope with it. Technological devices that are not magical but deal with magic could include: -@@ -54250,12 +54250,12 @@ +@@ -55291,12 +55291,12 @@ signals—some audible and very loud, some not—on a number of frequencies. The mental processes needed to cast a spell are impossible to achieve for one round within a short distance of the device. Like any grenade, it can be used only once. @@ -12801,7 +12912,7 @@ Level: 1d6 + 3 -@@ -54264,7 +54264,7 @@ +@@ -55305,7 +55305,7 @@ this effect. In all these cases, the "source" is the nearest representation. So a hidden microphone is revealed, but not the location of the listener. @@ -12810,7 +12921,7 @@ Level: 1d6 + 2 -@@ -54272,7 +54272,7 @@ +@@ -55313,7 +55313,7 @@ powered, charged, or fueled. If the cypher is used on an automobile, for example, the gas tank is full. If used on a flashlight, the battery is fully charged. @@ -12819,7 +12930,7 @@ Level: 1d6 + 2 -@@ -54283,7 +54283,7 @@ +@@ -55324,7 +55324,7 @@ Because magic works on intuitive rather than scientific levels, mages could have spells that disrupt technology, even though the technology involved might not have any common principles @@ -12828,7 +12939,7 @@ From a rules perspective, mind control is fairly straightforward: one creature decides what actions another creature takes (perhaps limited in that the controlled creature won't take actions that harm them or go against their nature, -@@ -54318,7 +54318,7 @@ +@@ -55359,7 +55359,7 @@ A rule for any game: don't use mind control (or anything) to make a character have sex without the player's permission. For more information and guidelines about consent in RPGs, read the free Consent in Gaming PDF at myMCG.info/consent @@ -12837,7 +12948,7 @@ If the setting calls for wuxia-style fantasy martial arts or similar types of action, you can make a few rule changes to portray the kinds of things characters in such stories can accomplish. -@@ -54352,7 +54352,7 @@ +@@ -55393,7 +55393,7 @@ > Dianxue: The touch of death—killing by using precise nonlethal force on key points of the body. Neili: Internal force— > building up and cultivating the energy known as qi and using it for supernatural effects. @@ -12846,7 +12957,7 @@ Some creatures (demons, ghosts, entities of living mental energy, and so on) have the ability to possess a living person, taking over a character's body as if it were the creature's own. The creature must touch the character to -@@ -54381,7 +54381,7 @@ +@@ -55422,7 +55422,7 @@ Possession is like mind control in that it takes away a player's ability to control their character, and that can make some players very uncomfortable. See the section on mind control and consent for more information (page 67). @@ -12855,7 +12966,7 @@ Learning a creature's true name comes with a subtle and instinctive awareness and understanding of that creature, including its strengths and weaknesses. In general, this eases all tasks related to that creature (including attacks, -@@ -54393,7 +54393,7 @@ +@@ -55434,7 +55434,7 @@ Learning a true name is difficult and takes time. A character wanting to discover a creature's true name might choose the Uncover a Secret character arc to do so. @@ -12864,7 +12975,7 @@ Unless the GM's intention is to make the players regret that their characters were offered a wish, it's best to give them what they ask for, as much as it is within the power of the creature to do so. If the GM wants to twist the wish, -@@ -54411,19 +54411,19 @@ +@@ -55452,19 +55452,19 @@ itself—at least not without some investment of time and other resources, like a character using XP to acquire an artifact. @@ -12888,7 +12999,7 @@ The expectation is that PCs will use cyphers often because they'll have many opportunities to get more; if the players can exploit this mechanic by selling off most of their cyphers in town, they're abusing the rules to make gold. The GM -@@ -54438,7 +54438,7 @@ +@@ -55479,7 +55479,7 @@ are generally considered to be about the same value, although local biases and NPC interests may affect their willingness to trade certain items despite or because of a level disparity @@ -12897,7 +13008,7 @@ Artifacts are the high end of magical currency, and in terms of buying and selling them, they're like manifest cyphers: not something a typical NPC can use, and beyond what a typical NPC can afford, but they could be traded for a different -@@ -54450,13 +54450,13 @@ +@@ -55491,13 +55491,13 @@ expensive item, one that adds +1 Armor might be worth two expensive items, and a strong defensive or offensive artifact could be worth about the same as an exorbitant item. @@ -12913,7 +13024,7 @@ Walls are generally either constructed (intentionally built by a creature) or natural (already existing without any work by a creature). Anything describing walls in this section also applies to ceilings and floors. -@@ -54480,7 +54480,7 @@ +@@ -55521,7 +55521,7 @@ - Iron wall (level 7): These expensive walls are usually reserved for protecting something important, like a vault. @@ -12922,7 +13033,7 @@ Doors are access points for encounters and (if trapped or infested with dangerous creatures) can be encounters all on their own. In most cases, trying to break through a door involves damaging its latch or hinges rather than destroying -@@ -54512,17 +54512,17 @@ +@@ -55553,17 +55553,17 @@ necessary. Often the best way to get past a portcullis is to lift it instead of breaking it, but some are designed to lock in place to prevent this. A door to a prison cell is essentially a type of iron portcullis. @@ -12943,7 +13054,7 @@ Most characters won't notice traps unless actively looking for them; they don't know a trap is in the area until their presence, movement, or action triggers it. Characters can passively or actively search for traps if they suspect such -@@ -54540,7 +54540,7 @@ +@@ -55581,7 +55581,7 @@ trap, and if they fail, they don't find it. If there is a second trap, the GM can have them make another roll after they've resolved the first trap. @@ -12952,7 +13063,7 @@ A character can attempt to disable a trap so it's no longer able to activate or harm anyone. Normally this task has the same difficulty as the trap's level, but some traps are rickety and easy to disable, while others are carefully crafted -@@ -54559,7 +54559,7 @@ +@@ -55600,7 +55600,7 @@ Unless a character has the ability to manipulate magic, it's very difficult to bypass a magical trap (the attempt is hindered by two additional steps). @@ -12961,7 +13072,7 @@ The rest of the chapter presents a large number of traps with game stats. Every trap is presented by name, followed by a standard template that includes the following categories. If an entry doesn't apply to a particular trap, it is omitted -@@ -54584,7 +54584,7 @@ +@@ -55625,7 +55625,7 @@ GM Intrusion: This entry suggests one or more ways to use GM intrusions in an encounter with the trap. It's just one possible idea of many, and the GM is encouraged to come up with their own uses of the game mechanic. @@ -12970,7 +13081,7 @@ - Blindness: The poison blinds the creature if they fail a defense roll. Typical durations are one minute, ten minutes, and one hour. -@@ -54616,7 +54616,7 @@ +@@ -55657,7 +55657,7 @@ time equal to how long the unconsciousness would have lasted (for example, knocking out a creature for an hour and then making them groggy for an hour, even if they're awakened early). @@ -12979,7 +13090,7 @@ Fires an arrow or crossbow bolt. The simplest one-use trap of this kind is an actual crossbow (perhaps hidden behind a hole in a wall or door) rigged with a tripwire to pull the trigger; a creature would need to manually reset this trap -@@ -54631,7 +54631,7 @@ +@@ -55672,7 +55672,7 @@ GM Intrusion: The arrow is barbed, and removing it inflicts 3 points of damage. The arrow is attached to a string, cord, or wire, with the other end tied to something dangerous like a falling block or an electrical shock. @@ -12988,7 +13099,7 @@ A section of a wall falls over onto the targeted character. This is usually a one-use trap (although a similar trap could be built in its place). -@@ -54650,7 +54650,7 @@ +@@ -55691,7 +55691,7 @@ can dig free. Another trap, hazard, or threat is behind the fallen wall (such as arrow traps or a room full of zombies) and can now reach the characters. @@ -12997,7 +13108,7 @@ A magical ray of eerie energy blasts the character, disrupting their physical matter. Any creature killed by the ray (or any object destroyed by it) turns to dust. -@@ -54660,7 +54660,7 @@ +@@ -55701,7 +55701,7 @@ GM Intrusion: In addition to inflicting damage, the ray moves the character one step down the damage track. Part of the ray splits or ricochets off the character and strikes a second creature, inflicting 10 points of damage. @@ -13006,7 +13117,7 @@ A magical rune activates when touched or passed over, exploding in an immediate or short area. Typical glyphs inflict acid, cold, electricity, or fire damage, but more unusual versions include ones that inflict holy, shadow, thorn, -@@ -54676,7 +54676,7 @@ +@@ -55717,7 +55717,7 @@ character run away in fear for one minute. The character is cursed, and all of their actions are hindered until the curse is removed. @@ -13015,7 +13126,7 @@ Exits to the room close off and the area starts to fill with water. Within a few minutes, the entire room is flooded and creatures in it begin to drown. -@@ -54693,7 +54693,7 @@ +@@ -55734,7 +55734,7 @@ GM Intrusion: Hostile creatures such as piranhas or electric eels are in the water and attack all creatures. The room fills with water faster than expected because the floor and/or ceiling are also moving toward each other. @@ -13024,7 +13135,7 @@ A small hole in the wall extends sharp blades or weights when a creature reaches into it, mangling their hand and hindering all actions requiring that hand by one or two steps. -@@ -54715,7 +54715,7 @@ +@@ -55756,7 +55756,7 @@ fail a Speed defense roll. The glue attracts a swarm of fire ants or wasps. The glue is also a slow-acting acid or poison. @@ -13033,7 +13144,7 @@ A net suspended above the character drops and constricts (and perhaps lifts the character off the ground). Large net traps can affect multiple creatures at once. This kind of trap usually requires a creature to manually reset it. -@@ -54731,7 +54731,7 @@ +@@ -55772,7 +55772,7 @@ net is the nesting place for biting insects, which swarm and attack the trapped character and all nearby creatures each round. @@ -13042,7 +13153,7 @@ A trapdoor in the floor opens, dropping the triggering character into a pit. Larger versions of this trap can catch multiple characters at once. The trap can be reset by moving the trapdoor back into its closed position. In outdoor -@@ -54750,7 +54750,7 @@ +@@ -55791,7 +55791,7 @@ damage per 10 feet it falls. The pit has spikes at the bottom, inflicting an additional 4 points of damage to anyone who falls in. @@ -13051,7 +13162,7 @@ The area slowly fills with poison gas. Because it takes a minute or more for the poison to become thick enough to cause harm, it is likely that the character won't realize at first that they've sprung a trap. -@@ -54769,7 +54769,7 @@ +@@ -55810,7 +55810,7 @@ exposure because of sneezing, watery eyes, or itchy skin. The gas makes the character hallucinate, mistaking their companions for enemies, until they make an Intellect defense roll. The gas is flammable. @@ -13060,7 +13171,7 @@ A poisoned needle jabs at a character touching the trapped object (usually a lock or treasure chest) or is fired from a mechanism similar to an arrow trap. It may have a reservoir of poison that allows it to attack several times. -@@ -54782,7 +54782,7 @@ +@@ -55823,7 +55823,7 @@ releases acid into the container, destroying some of the valuables inside. The trap releases a puff of poison gas instead of a poisoned needle, affecting all nearby characters. @@ -13069,7 +13180,7 @@ An iron portcullis drops from the ceiling to block access to an area or separate a character from others nearby. If the creature dodging the falling portcullis wants to choose which side of the trap they end up on, the Speed defense roll is -@@ -54797,7 +54797,7 @@ +@@ -55838,7 +55838,7 @@ object. A second portcullis drops nearby, trapping a character in a small area. Murder-holes in the ceiling allow enemies to make ranged attacks on the trapped character. @@ -13078,7 +13189,7 @@ A large boulder, wheel, or barrel rolls into the area, crushing anything in its path. Depending on the configuration of the area, the boulder might follow a specific path, ricochet erratically, break open pit traps, or get stuck somewhere. -@@ -54815,7 +54815,7 @@ +@@ -55856,7 +55856,7 @@ is hollow and full of burning oil, leaving a fiery trail behind it. The boulder is hollow and contains undead skeletons, which jump out as it moves and attack nearby creatures. @@ -13087,7 +13198,7 @@ A thin blade slices out from a gap in the wall, floor, or ceiling. The trap might be designed to sweep the entire area (such as the width of a corridor) or leave a tiny safe space just beyond the blade's reach so a creature who knows of -@@ -54830,7 +54830,7 @@ +@@ -55871,7 +55871,7 @@ blade is rusted and breaks off when it hits the character, inflicting 1 point of damage (ignores Armor) each round after the initial attack until it is healed. @@ -13096,7 +13207,7 @@ A stairway or section of stairs unexpectedly turns into a ramp. Anyone who makes a Speed defense roll can catch hold near where they were standing; otherwise, they slide or tumble to the bottom and take damage. This kind of trap usually -@@ -54842,7 +54842,7 @@ +@@ -55883,7 +55883,7 @@ between the sections of the ramp, inflicting an additional 3 points of damage. The trap releases a boulder to roll down the stairs after the sliding character, inflicting an additional 3 points of damage. @@ -13105,7 +13216,7 @@ The trap drops the character into a pit full of snakes or drops a large number of snakes on the character. The snakes immediately attack the character and perhaps others in the area. -@@ -54852,7 +54852,7 @@ +@@ -55893,7 +55893,7 @@ GM Intrusion: The snake poison is especially potent, moving the character one step down the damage track if they fail a Might defense roll. The snakes constrict the character, hindering their actions until the snakes are defeated. @@ -13114,7 +13225,7 @@ The trap fires a spear, javelin, or other large projectile. (In many ways, this is a scaled-up and more dangerous version of an arrow trap, and the same suggestions for that trap apply to this one.) -@@ -54865,7 +54865,7 @@ +@@ -55906,7 +55906,7 @@ of damage. The spear is attached to a string, cord, or wire, with the other end tied to something dangerous like a falling block or an electrical shock @@ -13123,13 +13234,43 @@ The trap magically moves the character to another location within about 1,000 feet (300 m), typically a prison cell, an oubliette, or a very deep pit. It's more efficient to kill an intruder than to teleport them, so teleportation is -@@ -54877,11 +54877,11 @@ +@@ -55918,11 +55918,11 @@ (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a shark tank, or a boulder in a lava lake. -CHARACTER OPTIONS +### CHARACTER OPTIONS +-WEIRD WEST CHARACTER OPTIONS ++### WEIRD WEST CHARACTER OPTIONS + +-TYPES AND DESCRIPTORS OF THE WEIRD WEST ++### TYPES AND DESCRIPTORS OF THE WEIRD WEST + + Suggested Types for a Weird West Game + +@@ -55979,7 +55979,7 @@ + sort of creature (becoming even more forgeborn if you are a made being, for example). You can allow a character with + such a descriptor to choose any of the indicated abilities (plus any others you feel are appropriate for the descriptor) + in place of a type ability, either upon advancing to a new tier, or as a character advancement option in exchange for 4 +-XP. ++### XP. + + Forgeborn + +@@ -56802,7 +56802,7 @@ + short range of the tornado's eye. Each round, creatures in the area take 3 points of damage due to debris on the wind. + Attempts to damage objects or structures with your tornado are eased by two steps. Action to initiate. + +-1. ++### 1. + + Spits Fire and Lead + +@@ -57042,9 +57042,9 @@ + on a miss, you inflict 1 point of damage. However, spinning as you spray venom is dizzying, leaving you dazed for a + round afterward, during which time all your tasks are hindered. Action. + -MODERN MAGIC CHARACTER OPTIONS +### MODERN MAGIC CHARACTER OPTIONS @@ -13138,7 +13279,7 @@ Most of these descriptors are for characters who are or become significantly nonhuman -@@ -55232,7 +55232,7 @@ +@@ -57395,7 +57395,7 @@ 4\. You volunteered because you knew your inherent resistance to magic would be useful to the group. @@ -13147,7 +13288,7 @@ 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 -@@ -56033,7 +56033,7 @@ +@@ -58196,7 +58196,7 @@ Word of Death @@ -13156,7 +13297,7 @@ Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that can display any broadcast television signal in your area (similar to using a television with an antenna) or any video -@@ -56178,12 +56178,12 @@ +@@ -58341,12 +58341,12 @@ forms of damage, including damage not normally affected by Armor. If you take enough damage to get through your armor, the stasis effect immediately ends. Action. @@ -13172,7 +13313,7 @@ You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a -@@ -56216,7 +56216,7 @@ +@@ -58379,7 +58379,7 @@ 4\. You had a hunch that something big was about to go down. @@ -13181,7 +13322,7 @@ You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed -@@ -56248,7 +56248,7 @@ +@@ -58411,7 +58411,7 @@ 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off @@ -13190,7 +13331,7 @@ You have a very impressive physique. Your strength, power, and very importance -@@ -56276,7 +56276,7 @@ +@@ -58439,7 +58439,7 @@ 4\. An authority figure told you to do this to show you the value of humility. @@ -13199,7 +13340,7 @@ The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate -@@ -56317,7 +56317,7 @@ +@@ -58480,7 +58480,7 @@ 4\. A supervillain chose to make a scene in the hopes of drawing you out. @@ -13208,7 +13349,7 @@ There's something unusual about you, and it makes other people a little uncomfortable. You know you're exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of -@@ -56362,7 +56362,7 @@ +@@ -58525,7 +58525,7 @@ If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that gene (perhaps even multiple copies) and can sense others who have it @@ -13217,7 +13358,7 @@ This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here are as follows: -@@ -56391,7 +56391,7 @@ +@@ -58554,7 +58554,7 @@ > > Wields Invisible Force: You bend light and manipulate beams of force for offense and defense. @@ -13226,7 +13367,7 @@ You can copy others' skills, abilities, and superpowers. -@@ -56413,7 +56413,7 @@ +@@ -58576,7 +58576,7 @@ powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your own fire bolts). @@ -13235,7 +13376,7 @@ You can change your appearance to look like anyone else. -@@ -56437,7 +56437,7 @@ +@@ -58600,7 +58600,7 @@ GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well. @@ -13244,7 +13385,7 @@ You can teleport from one place to another by briefly passing through a parallel dimension. -@@ -56456,7 +56456,7 @@ +@@ -58619,7 +58619,7 @@ GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) continues through the teleport, injuring the character. @@ -13253,7 +13394,7 @@ You create physical objects out of hard light that you can use for offense and defense. -@@ -56476,7 +56476,7 @@ +@@ -58639,7 +58639,7 @@ GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color. @@ -13262,7 +13403,7 @@ You can shrink down to the size of a bug and, with enough experience, even smaller. -@@ -56502,7 +56502,7 @@ +@@ -58665,7 +58665,7 @@ A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed. @@ -13271,7 +13412,7 @@ Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense. -@@ -56523,7 +56523,7 @@ +@@ -58686,7 +58686,7 @@ GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious target for an unexpected foe. @@ -13280,7 +13421,7 @@ Your body is elastic and rubbery, able to stretch to great lengths and compress when struck. -@@ -56546,7 +56546,7 @@ +@@ -58709,7 +58709,7 @@ GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and weak. @@ -13289,7 +13430,7 @@ You can transform yourself into an animal. -@@ -56569,7 +56569,7 @@ +@@ -58732,7 +58732,7 @@ Greater Beast Form applies to using Animal Shape. @@ -13298,7 +13439,7 @@ You can summon storms or break them apart. -@@ -56588,7 +56588,7 @@ +@@ -58751,7 +58751,7 @@ GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. The weather is seeded by a much smaller effect, and a storm grows out of control. @@ -13307,7 +13448,7 @@ You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of combat with it. -@@ -56612,7 +56612,7 @@ +@@ -58775,7 +58775,7 @@ GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an action to reestablish the attunement. The weapon's energy discharges in an unexpected way. @@ -13316,7 +13457,7 @@ You bend light and manipulate beams of force for offense and defense. -@@ -56633,7 +56633,7 @@ +@@ -58796,7 +58796,7 @@ GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual or unexpected attack. @@ -13325,7 +13466,7 @@ The following are new abilities for the Cypher System, most of which are associated with the new foci in this book. -@@ -56694,7 +56694,7 @@ +@@ -58857,7 +58857,7 @@ choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit. @@ -13334,7 +13475,7 @@ Use the following as examples or suggestions of what a character gains when in the shape of an animal. If an animal shape lists two skills, the character chooses which one they want each time they take that shape. -@@ -57058,11 +57058,11 @@ +@@ -59221,11 +59221,11 @@ Wing Weapons: You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler. @@ -13348,7 +13489,7 @@ | Character | Summary | Sentence | Archetype | |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------| -@@ -57105,7 +57105,7 @@ +@@ -59268,7 +59268,7 @@ > In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to > make them fit your character. @@ -13357,7 +13498,7 @@ As you're figuring out what type, descriptor, focus, and power shifts you want for your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a -@@ -57118,7 +57118,7 @@ +@@ -59281,7 +59281,7 @@ If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique. @@ -13366,7 +13507,7 @@ | d100 | Origin | |-------|---------------------------------------------------------------| -@@ -57179,14 +57179,14 @@ +@@ -59342,14 +59342,14 @@ Remember that you can permanently increase the range of one of your abilities with the increased range power shift. @@ -13383,7 +13524,7 @@ The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a -@@ -57258,9 +57258,9 @@ +@@ -59421,9 +59421,9 @@ | 98 | Weapon | Bearer of the item | | 99-00 | Weapon master | Weapon master, power shift in single attack | @@ -13395,7 +13536,7 @@ Bewitched -@@ -57492,7 +57492,7 @@ +@@ -59655,7 +59655,7 @@ 4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going. @@ -13404,7 +13545,7 @@ Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the Cypher System Rulebook. -@@ -57723,7 +57723,7 @@ +@@ -59886,7 +59886,7 @@ Resolution: You wallow in your own misery. @@ -13413,7 +13554,7 @@ In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses, -@@ -57736,7 +57736,7 @@ +@@ -59899,7 +59899,7 @@ small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of your character that you want to play. @@ -13422,7 +13563,7 @@ As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful -@@ -57784,7 +57784,7 @@ +@@ -59947,7 +59947,7 @@ ways. If there are talking animals that the characters can understand, the skill could provide an asset in social interactions. @@ -13431,7 +13572,7 @@ Your character's type is the core of who they are and how they interact with their environment, their companions, and other living creatures they encounter. -@@ -57793,7 +57793,7 @@ +@@ -59956,7 +59956,7 @@ Type Name and Flavor Suggestions @@ -13440,7 +13581,7 @@ Huntsman, Skills and knowledge, stealth -@@ -57805,7 +57805,7 @@ +@@ -59968,7 +59968,7 @@ Archer, Stealth @@ -13449,7 +13590,7 @@ King/queen -@@ -57817,7 +57817,7 @@ +@@ -59980,7 +59980,7 @@ Magical being (genie, spirit, faerie, and so on) @@ -13458,7 +13599,7 @@ Adventurer -@@ -57833,7 +57833,7 @@ +@@ -59996,7 +59996,7 @@ Wolf, Combat Stealth @@ -13467,7 +13608,7 @@ Aristocrat -@@ -57845,7 +57845,7 @@ +@@ -60008,7 +60008,7 @@ Trickster, Skills and Knowledge @@ -13476,7 +13617,7 @@ Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor places your character in their current situation or adventure, and helps provide a sense of their motivations. -@@ -57940,7 +57940,7 @@ +@@ -60103,7 +60103,7 @@ • Lost @@ -13485,7 +13626,7 @@ Your focus makes your character unique. -@@ -58129,7 +58129,7 @@ +@@ -60292,7 +60292,7 @@ With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate. @@ -13494,7 +13635,7 @@ Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement, -@@ -58140,7 +58140,7 @@ +@@ -60303,7 +60303,7 @@ assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood setting. @@ -13503,7 +13644,7 @@ Alternate Character Roles -@@ -58148,7 +58148,7 @@ +@@ -60311,7 +60311,7 @@ after the end should choose from an alternate slate of roles. If you begin your game in such a setting, it makes much more sense to let your players choose roles for characters in a modern game. @@ -13512,7 +13653,7 @@ In addition to the descriptors in the Cypher System Rulebook, you can widen the options -@@ -58500,7 +58500,7 @@ +@@ -60663,7 +60663,7 @@ scavenging rules and tables from the rulebook (including Ruin Lore, Junkmonger, Know Where to Look, and other abilities), use the optional rule for scavenging, repairing, and building in this book instead. @@ -13521,7 +13662,7 @@ This section presents new post-apocalyptic foci that can be used as-is in most games set after civilization falls. As these were created specifically for the post-apocalyptic genre, each has an expanded description with more story details -@@ -58915,7 +58915,7 @@ +@@ -61078,7 +61078,7 @@ presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate. @@ -13530,7 +13671,7 @@ In some cases, the ideas here require minor changes to the flavor described in the character options; you should work with your GM to make sure these changes are suitable for the campaign. Most of the foci in this section appear in the -@@ -59062,7 +59062,7 @@ +@@ -61225,7 +61225,7 @@ - Wizard (transmuter): Controls Gravity, Focuses Mind Over Matter, Takes Animal Shape\* @@ -13539,7 +13680,7 @@ Magical characters get their abilities (which might be spells, rituals, or something else) from their type and focus, and they can use these abilities as they see fit as long as they spend the required Pool points. This technically makes -@@ -59070,7 +59070,7 @@ +@@ -61233,7 +61233,7 @@ selection of abilities that you narrow down each day, consider a spellcasting-oriented focus like Channels Divine Blessings, Masters Spells, or Speaks for the Land, and consider augmenting it with the optional spellcasting rule. @@ -13548,7 +13689,7 @@ Takes Animal Shape: A shapechanger who can take the form of various animals. -@@ -59138,7 +59138,7 @@ +@@ -61301,7 +61301,7 @@ Tier 6: Deadly Strike or Spin Attack @@ -13557,7 +13698,7 @@ Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in -@@ -59310,7 +59310,7 @@ +@@ -61473,7 +61473,7 @@ Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both. @@ -13566,7 +13707,7 @@ | Animal | Skill Training | Other Abilities | |-------------------|------------------------|------------------| -@@ -59358,12 +59358,12 @@ +@@ -61521,12 +61521,12 @@ Venom: The animal is poisonous (usually through a bite), inflicting 1 additional point of damage. @@ -13581,7 +13722,7 @@ By having dwarf, elf, or other species take the place of a character's descriptor, it creates a situation where only human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow -@@ -59374,13 +59374,13 @@ +@@ -61537,13 +61537,13 @@ training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't have any modifier for that skill at all. @@ -13597,7 +13738,7 @@ You are unmistakably feline. Your people have fur; large, pointed ears; sharp teeth and claws; and even tails. You are nimble, graceful, and quick. An ancient and sophisticated culture, your people have their own language, customs, and -@@ -59406,7 +59406,7 @@ +@@ -61569,7 +61569,7 @@ 4\. It seemed like a lark. @@ -13606,7 +13747,7 @@ You have scales, fangs, claws, and magic—gifts of the dragons. You might have been born of dragonfolk parents, willingly transformed in a magical ceremony, or chosen by a dragon to be their agent or champion. You have a great destiny before -@@ -59439,7 +59439,7 @@ +@@ -61602,7 +61602,7 @@ 4\. You want to make a name for yourself, and the other PCs seem competent and compatible. @@ -13615,7 +13756,7 @@ You are curious and love discovering ways to turn found things into art, tools, or weapons. You might be a sculptor, smith, artist, chef, storyteller, or inventor. Alchemy, magic, and engineering fascinate you. Other beings may see you -@@ -59472,7 +59472,7 @@ +@@ -61635,7 +61635,7 @@ 4\. You owe one of the PCs a favor for a useful gift in the past. @@ -13624,7 +13765,7 @@ Three feet tall and proud, you are fond of the comforts of home but itching for a little adventure now and then. Small and quick, you have a way of getting along with everyone. You might have been raised in a halfling village, a mixed -@@ -59505,7 +59505,7 @@ +@@ -61668,7 +61668,7 @@ 4\. You're very protective of another PC and want to make sure they get through the upcoming challenges. @@ -13633,13 +13774,196 @@ You are from a long line of fierce reptilian predators. You show your fangs and scales proudly. Your people survive and thrive in the wetlands, guarding their eggs, raising their hatchlings, and protecting their territory. City-builders may -@@ -59540,11 +59540,11 @@ +@@ -61703,11 +61703,11 @@ 4\. You or your priest had a vision of you traveling with the other PCs. -CREATURES AND NPCs +### CREATURES AND NPCs +-CREATURES AND NPCs OF THE WEIRD WEST ++### CREATURES AND NPCs OF THE WEIRD WEST + +-ANIMALS ++### ANIMALS + + Bat: level 1 + +@@ -61744,7 +61744,7 @@ + + Wolf: level 3, perception as level 4 + +-NPCs ++### NPCs + + People from Native Nations are also doctors, hunters, trappers, celebrities, and so on within their own communities, as + well as being part of the larger example setting The Ghost Range. Their individual fashion, gear, and weapons reflect +@@ -61766,7 +61766,7 @@ + + Soldier: level 2, initiative as level 4; rifle deals 4 points of damage + +-CELEBRITIES ++### CELEBRITIES + + A celebrity NPC is someone whose fame gives them an outsize ability to command the attention of regular folks.Their + reputation probably accrued thanks to stories of actual (or made‑up) daring deeds, their particular personality, or some +@@ -61790,7 +61790,7 @@ + Belle Younger, Rainmaker, Calamity Anne, Massad Masterson, Evangeline Oakley, Doc Festival, Midday Thunder, Blackjack + Cassidy, Wong Starr, Polly McGraw, Grizzlyhawk, Diamond Larue, Kieu the Kid + +-ALCHEMIST 5 (15) ++### ALCHEMIST 5 (15) + + Alchemists ain't afraid to use logic and laborious experiments to claw magic from the dirt. Their knowledge of + alchemical lore allows them to imbue inert objects with arcane volatility. They employ tinctures that heal or control, +@@ -61848,7 +61848,7 @@ + Loot: An alchemist may have a couple of useful items (roll twice on the Alchemical Rounds and Slugs table), assuming + they didn't use them in combat. + +-CURSED BEASTS ++### CURSED BEASTS + + Cursed beasts are often hybrid animals, a fusion of two or more different beasts stitched together with dire sorcery, or + a combination of beast and base material (such as snow and dead flesh). Other times they're ancient creatures time +@@ -61891,7 +61891,7 @@ + + Level 4, Speed defense as level 3; bite deals 5 points of damage + +-DIRE COYOTE 4 (12) ++### DIRE COYOTE 4 (12) + + Remnants of ancient populations reinvigorated by cursed magic, dire coyotes hunt lost and isolated creatures, regardless + of whether the prey is alive or already dead. Dire coyotes are gaunt and sinewy, almost as large as a horse. Their hides +@@ -61939,7 +61939,7 @@ + GM intrusion: The dire coyote takes on the likeness of a ghost of someone the character knew—the ghost is someone the + dire coyote has recently destroyed + +-FROSTWALKER 3 (9) ++### FROSTWALKER 3 (9) + + A frostwalker is a cursed beast made of packed snow layered over the severed limbs, heads, gristle, antlers, and sinew + from deer, wolves, and sometimes people who've died in the cold. As such, they vary in appearance. Some are about the +@@ -61991,7 +61991,7 @@ + + GM intrusion: An important piece of the character's equipment freezes solid, rendering it unusable until it's thawed. + +-HELLFIRE STEED 5 (15) ++### HELLFIRE STEED 5 (15) + + Intermittently ridden straight out of Hell by demons wearing borrowed flesh, the Damned, and others seeking to escape + the accursed underworld, hellfire steeds are demonic, fire‑dripping destriers. Their manes are boiling napalm, their +@@ -62036,7 +62036,7 @@ + Loot: A hellfire steed's horn is a sought‑after alchemist ingredient; a full horn is a very expensive item. + GM intrusion: The steed decides it no longer wants the character as a rider and takes back their immunity to fire. + +-SULFUR STALKER 5 (15) ++### SULFUR STALKER 5 (15) + + Dwelling in steaming, acidic hot springs, sulfur stalkers' umbral, scaled bodies can reach lengths of 10 or more feet (3 + m). Their broad, flat heads feature wide, gaping mouths filled with rows of sharp teeth. Feathery tendrils fringe their +@@ -62089,7 +62089,7 @@ + GM intrusion: A severed segment of a sulfur stalker animates as a half‑size, level 3 sulfur stalker that attacks the + character. The stalker might have to bite off its tail to start this process + +-FORGEBORN ++### FORGEBORN + + Forgeborn—also called golems—are animate figures of metal, reanimated flesh, or other normally inert materials. They are + constructed for a specific purpose; an angalith is usually +@@ -62125,7 +62125,7 @@ + Level 5, Speed defense as level 4 due to size; health 27; fists deal 7 points of damage; inebriating breath causes + creatures in immediate range to fall into booze‑fueled slumber for one hour on failed Might defense roll + +-ANGALITH 5 (15) ++### ANGALITH 5 (15) + + An angalith—a forgeborn fabricated from prismatic stained glass windows taken from cathedrals and churches—is a 15‑foot + (4.5 m) tall figure. +@@ -62178,7 +62178,7 @@ + GM intrusion: The character sliced by the jagged edge of a stained glass wing begins bleeding for 1 ambient damage each + round until someone succeeds on a difficulty 3 healing task to stop the flow. + +-INKUBUS 4 (12) ++### INKUBUS 4 (12) + + An inkubus enjoys two different states of being. One is as an alchemically marked‑up page, whether that's a sheet in a + book or newspaper, a letter, a broadsheet, or a wanted poster. There's little to distinguish this inkubus "seed" from +@@ -62235,7 +62235,7 @@ + + GM intrusion: Important documents or other papers the character carries flap away and become part of the inkubus. + +-GUNFIGHTERS ++### GUNFIGHTERS + + Gunfighters live and die by their six‑chambered peacemakers using a threatened—or actual—lightning‑quick draw to + accomplish their aims. Most gunfighters are regular folks who practice their craft so diligently that they become the +@@ -62266,7 +62266,7 @@ + succumb to their wounds (having lost all their health), they instead gain a second wind (and 10 health); banishing + rounds deal full damage to ghosts and similarly protected creatures + +-HEX GUNNER 5 (15) ++### HEX GUNNER 5 (15) + + Hex gunners weave iron and lead with Hellish sorcery. Gifts from a demon gained during a crossroads deal, a hex gunner's + six‑shooters are demonic constructs that grant the equivalent of years of practice and occult study. Their bullets +@@ -62318,7 +62318,7 @@ + + GM intrusion: The hex gunner releases a demon from their gun that immediately attacks the character + +-NECROVORE ++### NECROVORE + + Necrovores—otherwise known as undead—are what some call those that feed on death, those that are dead but still move, + those that feed on life, and all things that lie somewhere in between. Now, some might quibble about using "necrovore" +@@ -62343,7 +62343,7 @@ + (ignores Armor) to all in an immediate area, or 1 point even with a successful defense roll; even‑numbered attack rolls + that would reduce its health to 0 reduce health to 1 instead + +-DEATHBINDER 7(21) ++### DEATHBINDER 7(21) + + Alchemists who learn enough science and magic to retain corporeal existence after death, like risen, might transition to + necrovore status. Unlike a risen, a deathbinder ensures their eternal existence by placing splinters of their soul into +@@ -62406,7 +62406,7 @@ + + GM intrusion: The deathbinder makes an extra pistol attack even if it's not their turn. + +-HOLLOWED RANGER 4 (12) ++### HOLLOWED RANGER 4 (12) + + Cloaked in a tattered duster and riding nothing but a memory, the necrovore known as a hollowed ranger is a traveling + portal to elsewhere—perhaps connecting to a nightmare, the far future after everyone has died, or some region of Hell +@@ -62459,7 +62459,7 @@ + GM intrusion: The character drawn through the hollowed ranger's form to a deathly realm is attacked by a ghost lurking + there. + +-RISEN 4 (12) ++### RISEN 4 (12) + + Clawed back into "life" thanks to a promise, an alchemical experiment, or a demonic curse straight out of Hell, risen + look normal enough—from a distance. Up close, something ain't right. That's all the more obvious if the risen is someone +@@ -62507,7 +62507,7 @@ + GM intrusion: The character recognizes the risen as someone they personally killed and is dazed with surprise until the + end of their next turn, hindering all tasks. + +-TOMBDRIFT 5 (15) ++### TOMBDRIFT 5 (15) + + Necrovore sand dunes 30 feet (9 m) in diameter are sometimes seeded from those who die in the desert and are buried only + by shifting sands. When inactive, it's nearly impossible to distinguish tombdrifts from regular desert dunes. But when +@@ -62558,7 +62558,7 @@ + GM intrusion: The character is pulled into the dune and is crushed and suffocated for 5 points of ambient damage each + round until they can escape with a Might‑based roll as their action. + +-SHADE OF THE TOMB 5 (15) ++### SHADE OF THE TOMB 5 (15) + + Though thankfully rare, shades of the tomb (commonly called "tomb shades") may spontaneously manifest beneath the dull + light of the Tomb Moon, taking form from gravestone shadows. Other times tomb shades are called into brief existence by +@@ -62609,9 +62609,9 @@ + Use: An alchemist wants PCs to collect a cursed book for their library, but whenever someone opens the tome, shadows (a + tomb shade) swallow the reader. + -MODERN MAGIC CREATURES +### MODERN MAGIC CREATURES @@ -13648,7 +13972,7 @@ Bargainer fiends are natives of "hell dimensions" whose job is to come to the mortal world and convince people to barter or trade their souls. Their natural shape is usually a lanky humanoid with horns, claws, vestigial bat wings, and a -@@ -59593,7 +59593,7 @@ +@@ -62660,7 +62660,7 @@ Loot: A bargainer fiend may have a cypher relating to their duties or as a gift or payment for a client, but most of their material riches are hell-crafted and not safe to carry for long. @@ -13657,7 +13981,7 @@ Divinities of the city are a pantheon of modern-era demigods who have a strong connection to some aspect of urban life. They get their powers from their connection to a modern element that's being worshipped. For example, the Divinity of -@@ -59651,7 +59651,7 @@ +@@ -62718,7 +62718,7 @@ Loot: Divinities rarely carry anything of interest to humans, but they might bequeath to allies a powerful artifact related to some aspect of their domain. @@ -13666,7 +13990,7 @@ Electricity elementals alternate between a feral-looking humanoid energy form and a near-spherical cloud of intensely glowing sparks. They spontaneously arise when supernatural events take place near high-voltage wires or electrical -@@ -59690,7 +59690,7 @@ +@@ -62757,7 +62757,7 @@ Use: Power grid fluctuations throughout the city may be the result of a roving electricity elemental. Something exploded every car battery along a major street. Something noisy has taken over the eccentric inventor's workshop. @@ -13675,7 +13999,7 @@ Gargoyles are stone beings of many shapes and sizes that often start their lives as inanimate decor. However, few stay that way forever. Most alternate between dormancy and animated life during the course of their long existence. -@@ -59752,7 +59752,7 @@ +@@ -62819,7 +62819,7 @@ few will tell someone their real name, as they have a healthy fear of that knowledge being used for ill. Instead, they offer up a nickname, usually something similar, at least until they learn to trust someone fully. @@ -13684,7 +14008,7 @@ Whether you call them haunted, possessed, misenchanted, cursed, or just plain evil, some cars develop a hateful will, the ability to drive themselves, and a love for the smell of blood on asphalt. -@@ -59807,9 +59807,9 @@ +@@ -62874,9 +62874,9 @@ Loot: A haunted car created by magic might have a few strange bits that can be used as magical cyphers. Otherwise, it's worth whatever cash a chop shop or junkyard will pay for it—assuming that won't just spread its malice to other vehicles @@ -13696,7 +14020,7 @@ Say her name thirteen times, but only if you dare. Over the ages, Hell Mary has been rumored to be a ghost, a witch, a demon, and a hoax, and perhaps she has been all of these over time. But now she is none of these and more—over the years -@@ -59854,7 +59854,7 @@ +@@ -62921,7 +62921,7 @@ Use: A character was attacked and calls upon Hell Mary to help them seek revenge. Someone is using Hell Mary to seek revenge (rightfully or wrongfully) upon a character. @@ -13705,7 +14029,7 @@ Weird apps and viruses are a frequent problem on internet-enabled devices, even more so when magic is brought into the mix. Internet d@emons are semi-sentient bits of code that live in computers and smart devices. Initially created to be -@@ -59915,7 +59915,7 @@ +@@ -62982,7 +62982,7 @@ Loot: A destroyed internet d@emon's physical form leaves behind a lace-like fragment of magical energy that functions as a meditation aid cypher. @@ -13714,7 +14038,7 @@ Pollution goblins are strange child-sized creatures that arise in environments where pollution or toxic waste is common. Their green skin is covered in scabs and pustules, except where it looks melted by acid, and their eyes have a wicked -@@ -59960,7 +59960,7 @@ +@@ -63027,7 +63027,7 @@ Use: Pollution goblins are an early symptom of a larger and greater problem. By the time a group of them is discovered, the area is already poisoned and will take time and money to contain and clean up. @@ -13723,7 +14047,7 @@ A television thoughtform is a nexus of images and videos from TV programming, brought to life—usually accidentally—by unconscious or deliberate magic. Typically, the thoughtform looks like a specific television character in the real -@@ -60014,7 +60014,7 @@ +@@ -63081,7 +63081,7 @@ Loot: Although a dead thoughtform and their equipment slowly fades away into nothingness, sometimes they leave behind an interesting cypher. @@ -13732,7 +14056,7 @@ While most people are familiar with rural brownies with their wizened, ragged appearance and their penchant for helping with farming tasks, the urban brownie is a very different type of entity. Having adapted to live in cities and -@@ -60042,7 +60042,7 @@ +@@ -63109,7 +63109,7 @@ Movement: Short Modifications: Speed defense and movement as level 4 due to size and quickness; perception, riddles, and tricks as level @@ -13741,7 +14065,7 @@ Combat: Brownies are tricksters through and through, and nearly all their abilities fall into this category. -@@ -60076,7 +60076,7 @@ +@@ -63143,7 +63143,7 @@ > personality, as rural brownies tend to dress in rags, prefer to work at night, and are not opposed to doing manual > labor outdoors in all manner of weather—provided they're well-rewarded. @@ -13750,7 +14074,7 @@ Vulture spirits look like tall humans with bald heads and horrible, hunched posture. They blend in, and they like it that way. Vulture spirits subsist on other people's pain and misery, which has led to a bad reputation that's hard to -@@ -60126,7 +60126,7 @@ +@@ -63193,7 +63193,7 @@ Loot: A vulture spirit's pockets are full of feathers, altogether which function as a curative cypher. @@ -13759,7 +14083,7 @@ A witchfox is a supernatural creature whose natural form is that of a fox, but they can transform into a human form and walk among regular people. Like humans, some are evil, some are good, and most are in the middle, but many of the -@@ -60185,7 +60185,7 @@ +@@ -63252,7 +63252,7 @@ Loot: A witchfox usually has one or two cyphers and some magical ingredients. Most of their other wealth is actually leaves, twigs, stones, and scrap paper, all covered with illusions. @@ -13768,7 +14092,7 @@ Zorps are an obnoxious but mostly harmless kind of gremlin. Nobody is quite sure where they come from; they tend to show up randomly with no prompting, but seem to be drawn to people who use magic. As soon as there's one causing trouble -@@ -60237,7 +60237,7 @@ +@@ -63304,7 +63304,7 @@ Loot: Zorps rarely hold onto anything for more than a few minutes, but sometimes they might have a stolen manifest cypher. @@ -13777,7 +14101,7 @@ Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters, or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats. -@@ -60260,7 +60260,7 @@ +@@ -63327,7 +63327,7 @@ \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities. @@ -13786,7 +14110,7 @@ The most important element of each creature or NPC is its level. The level is the same as the target number used to determine what a player must roll to attack or defend -@@ -60348,7 +60348,7 @@ +@@ -63415,7 +63415,7 @@ genre could be encountered, including supervillains, chronophages, kaiju, killer clowns, killing white lights, and melted. @@ -13795,7 +14119,7 @@ If the End Times causes civilization to fall, biblical threats multiply across the land, including one or more angels of the apocalypse. They are every bit as terrifying as the Four Horsemen because they're charged with bringing about the -@@ -60393,7 +60393,7 @@ +@@ -63460,7 +63460,7 @@ Use: A high, pure trumpet sounds. All around the characters, structures fall, revealing an angel of the apocalypse overhead. @@ -13804,7 +14128,7 @@ An artificial intelligence thinks independently, learning and evolving with experience. AIs have their own goals and motivations, and may work with or against humans. Some want to gather data, some want to solve technological problems, -@@ -60450,7 +60450,7 @@ +@@ -63517,7 +63517,7 @@ Loot: An AI may have access to 1d6 cyphers and two or three artifacts. @@ -13813,7 +14137,7 @@ Cannibals come in a variety of different forms, depending on their situation. Some seem like normal and perhaps even charming survivors, except to their targets. These "nice" cannibals may eat human flesh when desperate or to take -@@ -60509,9 +60509,9 @@ +@@ -63576,9 +63576,9 @@ 6 Throat; target descends on step on damage track each round until ally succeeds on a difficulty 5 healing task @@ -13825,7 +14149,7 @@ Beast (also called "Conquest") is present at mass shootings and acts of genocide. He is adroit at spreading misinformation and, prior to the apocalypse, was often seen on various "newstainment" shows and conspiracy theory -@@ -60547,7 +60547,7 @@ +@@ -63614,7 +63614,7 @@ Use: A sniper on the ridge tries to pick the PCs off as they pass across a bridge. Behind the sniper stands a man in white. @@ -13834,7 +14158,7 @@ Sword (also called "War") is never far from large‑scale conflicts. She glories in battle and warfare, and before the world ended, she was a provocateur, a mercenary, a soldier, and sometimes a general. However, once a war is good and -@@ -60584,7 +60584,7 @@ +@@ -63651,7 +63651,7 @@ Use: A band of raiders, dozens strong, appears on the horizon. Leading them is a woman on a red horse. @@ -13843,7 +14167,7 @@ Famine delighted in economic collapse and starvation before the apocalypse. They still spend time destabilizing survivor groups' livelihoods by direct and indirect means. Famine is rail thin, and carries a chain weapon with weighted, disc -@@ -60619,7 +60619,7 @@ +@@ -63686,7 +63686,7 @@ Use: The characters are trying to help a group of survivors transport much‑needed food stores to their community when someone all in black on a black motorcycle appears on the road ahead. @@ -13852,7 +14176,7 @@ Plague (often called "Death") is present wherever people die of disease or infirmity brought on by age. She prefers black and pale green evening wear, including long pale green gloves and often a grinning skull mask. When traveling, she -@@ -60658,7 +60658,7 @@ +@@ -63725,7 +63725,7 @@ Use: The characters find a before‑times bunker filled with corpses killed by some strange infection, plus a living "human" wearing a black and pale green evening gown. @@ -13861,7 +14185,7 @@ Gamma worms hide their large forms by burrowing beneath the ground, and when they emerge on the surface, they cloak themselves behind psychic distortion fields. The only clue someone has that they're being stalked is a smell of cloves -@@ -60699,7 +60699,7 @@ +@@ -63766,7 +63766,7 @@ Use: Irradiated and hungry gamma worms emerge from the ruins to hunt fresh meat in outlying communities. @@ -13870,7 +14194,7 @@ Radiation born mutant roaches are terrible individually, but absolutely horrible in swarms. Many times the size of roaches in the before times, these firefly like creatures prefer dark areas, such as ruined subways and abandoned -@@ -60759,7 +60759,7 @@ +@@ -63826,7 +63826,7 @@ 6 Lingering radioactive effect: Refer to Radiation in the Real World and possibly Incredible Mutations if your game has such fantastic elements. @@ -13879,7 +14203,7 @@ Hooked blossoms germinate almost like regular plants but can root even on constructed surfaces, including cement and sometimes metal. Rooted juveniles display pinkish flowers—which some equate to the color of an open wound—that give off -@@ -60806,7 +60806,7 @@ +@@ -63873,7 +63873,7 @@ Use: The scavenging PCs spy a flower‑clad hill in the distance, shining in the sun. Even from here, they can smell the pleasant perfume drifting on the breeze. @@ -13888,7 +14212,7 @@ Survivors assume the melted are another strain of mutants. Maybe so, but they're not originally from Earth. Or rather, not this Earth. The melted leaked in from a parallel world's apocalypse caused by a snafu with a high energy -@@ -60860,7 +60860,7 @@ +@@ -63927,7 +63927,7 @@ creatures in the area take 6 points of ambient damage on a failed Might defense roll, as parts of them temporarily fuse with other affect creatures, or creatures in alternate dimensions @@ -13897,7 +14221,7 @@ Exposure to radiation and other mutagens—or possibly the malign design of some before times military lab or inscrutable AI instance—transformed an already large and aggressive bear into something truly horrific. Standing well over 20 feet -@@ -60906,7 +60906,7 @@ +@@ -63973,7 +63973,7 @@ Use: The characters glance behind them as they drive their vehicle across the landscape and see a huge bear, apparently giving chase. @@ -13906,7 +14230,7 @@ Stripped of humanity by brutal living conditions and their determination to survive no matter the cost, raiders still look human. But beneath that veneer, they're feral. -@@ -60920,7 +60920,7 @@ +@@ -63987,7 +63987,7 @@ Use: The raider encampment has a new leader, a warlord whose presence doubles raider activity. @@ -13915,7 +14239,7 @@ Motorcycle riding raiders keep their "motor wheels" alive through constant tinkering and repair. The two wheeled machines are modified with spears, spikes, lances, and sometimes guns and flamethrowers. Fell riders wear heavy -@@ -60947,7 +60947,7 @@ +@@ -64014,7 +64014,7 @@ Loot: A fell rider's motorcycle, when repaired, is a useful vehicle with enough gas for miles of travel. @@ -13924,7 +14248,7 @@ Marauders are raiders who attack with stealth, wrapping themselves in light smothering clothes and targeting survivors after midnight. By day, they act like regular people, part of a survivor community. That's pretense; when time allows, -@@ -60968,7 +60968,7 @@ +@@ -64035,7 +64035,7 @@ Marauders often dose their bladed weapons with poison, so targets must also make a Might defense roll or take 2 points of Speed damage (ignores Armor) each round for three rounds. @@ -13933,7 +14257,7 @@ A warlord enjoys supreme authority over other raiders. Brutal rulers, warlords are a living symbol of power and strength where survival is valued above all else. -@@ -61028,7 +61028,7 @@ +@@ -64095,7 +64095,7 @@ satellite strikes nearby, inflicting 10 points of damage on all creatures within a short area who fail a Speed defense roll, and 2 points on those who succeed (depletion: automatic) @@ -13942,7 +14266,7 @@ An artificial intelligence that permanently installs itself onto the wetware (in this case, the brain) of a human or other sapient creature creates an AI zombie. The AI replaces the person's personality and motivations, turning them into -@@ -61073,7 +61073,7 @@ +@@ -64140,7 +64140,7 @@ Use: The characters are asked to salvage supplies from an abandoned airplane hangar—abandoned, that is, except for lingering AI zombies. @@ -13951,7 +14275,7 @@ Most zombies are mindless, shambling, hungry, and infectious. Some varieties, despite their semblance to corpses, enjoy a regenerative process that keeps them active regardless of grievous wounds, rotting flesh, and sometimes missing limbs -@@ -61120,7 +61120,7 @@ +@@ -64187,7 +64187,7 @@ clear that bizarre and dangerous zombie permutations are possible. If a regular zombie can become a hulk, what other ways can they mutate and evolve? @@ -13960,7 +14284,7 @@ The most important element of each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the target number for the creature is listed in -@@ -61130,7 +61130,7 @@ +@@ -64197,7 +64197,7 @@ incapacitated. For easy reference, the entries always list a creature's health, even when it's the normal amount for a creature of its level. @@ -13969,7 +14293,7 @@ | Level | Name | |-------|------------------------| -@@ -61250,7 +61250,7 @@ +@@ -64317,7 +64317,7 @@ \* Creature or NPC found in the Cypher System @@ -13978,7 +14302,7 @@ If you need a larger or tougher version of a creature, such as a dire wolf or a giant crocodile, you can just increase the creature's level (and all of its modifications) by 1 or 2. If the creature has a damage or health stat that isn't -@@ -61258,7 +61258,7 @@ +@@ -64325,7 +64325,7 @@ A simple rule of thumb is to double a creature's size (length, width, and height) for every level it increases. @@ -13987,7 +14311,7 @@ Bat: level 1 -@@ -61367,7 +61367,7 @@ +@@ -64434,7 +64434,7 @@ Yeti: level 3; attacks, perception, and stealth as level 4; Armor 1 @@ -13996,7 +14320,7 @@ A basilisk is a magical kind of serpent that resembles a cobra, has a series of scales on its head like a crown, and crawls upright instead of slithering on its belly. It feeds on snakes and other creatures smaller than itself, relying -@@ -61417,7 +61417,7 @@ +@@ -64484,7 +64484,7 @@ Loot: Basilisk venom is valuable, but it must be stored in a strong, sealed container or the bearer will succumb to the poison. Its blood has alchemical properties relating to transmuting metals. @@ -14005,7 +14329,7 @@ Blackguards are evil knights who serve dark entities or their own corrupt agendas. Some were once honorable knights who fell to temptation and have abandoned their original principles, but many were raised under evil circumstances and have -@@ -61472,7 +61472,7 @@ +@@ -64539,7 +64539,7 @@ Loot: Blackguards usually have treasures equivalent to three or four expensive items, a few useful manifest cyphers, and an artifact weapon or armor. @@ -14014,7 +14338,7 @@ Fine ebony scales cover a cambion's perfectly athletic figure. Two reddish horns grow from -@@ -61517,7 +61517,7 @@ +@@ -64584,7 +64584,7 @@ Loot: Powerful cambions sometimes wield artifacts as weapons. @@ -14023,7 +14347,7 @@ Some wizards and sorcerers are tempted by dark magic, inevitably damning their souls and corrupting their flesh as they cut corners and delve into forbidden lore. Their research and experimentation create new kinds of rampaging monsters and -@@ -61575,7 +61575,7 @@ +@@ -64642,7 +64642,7 @@ > Loot: A corrupt mage has 1d6 cyphers and perhaps a wizardly artifact. @@ -14032,7 +14356,7 @@ Cyclopes resemble massive humans that stand 50 to 60 feet (15 to 18 m) tall and weigh about 10,000 pounds (4,500 kg). Everything about these giants is exaggerated, from the thick features of their faces to their oversized hands and lumpy, -@@ -61619,7 +61619,7 @@ +@@ -64686,7 +64686,7 @@ Loot: Most cyclopes carry sacks filled with things they find interesting or plan to eat. Aside from the rubbish, a typical sack contains 1d100 coins of the realm and a couple of cyphers. @@ -14041,7 +14365,7 @@ Demon lords are mighty demons, commanding hundreds of lesser fiends and often ruling an entire hellscape dimension. No mere brutes, they are smart, wield powerful magic, make centuries-long plans of conquest against rival demons, and seek -@@ -61671,7 +61671,7 @@ +@@ -64738,7 +64738,7 @@ Loot: A demon lord often has an artifact relating to some aspect of its nature or interests, such as a weapon, ring, or armor, as well as 1d6 cyphers. @@ -14050,7 +14374,7 @@ Air elementals are capricious pieces of air with simple minds. They spontaneously appear in clouds and high mountains, and often resemble an area of mist or a cloudlike humanoid shape. -@@ -61709,7 +61709,7 @@ +@@ -64776,7 +64776,7 @@ old tree is surrounded by whispers of conversations that took place recently and has started hurling sticks and fruit at anyone who comes too close. @@ -14059,7 +14383,7 @@ The grisly sign of an active thorn elemental in areas of heavy woods or jungle is the presence of shriveled bodies dangling from vines, dead of strangulation and poison. Thorn elementals take form in areas dense with woody growth under -@@ -61746,7 +61746,7 @@ +@@ -64813,7 +64813,7 @@ Loot: The bodies of those previously defeated by thorn elementals dangle from the forest or jungle canopy with all their former possessions. One or two might have a cypher and other tools and treasure. @@ -14068,7 +14392,7 @@ Water elementals are animate masses of water. When swimming, they are nearly indistinguishable from their surroundings, but when they have to move on dry land, they usually take the form of a curling wave, amorphous blob, or large puddle. -@@ -61783,7 +61783,7 @@ +@@ -64850,7 +64850,7 @@ Use: Offerings left at a sacred pond have gone missing, and the water itself seems threatening. Garbage or dead bodies have polluted a water source, spawning an angry elemental that attacks everyone until the mess is cleaned up. @@ -14077,7 +14401,7 @@ Evil priests are worshippers of evil gods, demons, devils, strange malevolent forces from beyond known dimensions, or even death itself. They lead cults, corrupt the innocent with lies and twisted ideologies, and enact the will of their -@@ -61839,7 +61839,7 @@ +@@ -64906,7 +64906,7 @@ Loot: Evil priests usually have mundane treasures equivalent to three or four expensive items, a few useful manifest cyphers, and an artifact. @@ -14086,7 +14410,7 @@ Faeries are magic creatures of music, mirth, tricks, and taunts. Some might only perform a silly song or follow people for a while, flitting around and asking questions like an annoying young child. Some faeries are crueler and delight in -@@ -61886,7 +61886,7 @@ +@@ -64953,7 +64953,7 @@ Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those pouches are ten times larger on the inside and might hold a handful of shiny coins or a cypher. @@ -14095,7 +14419,7 @@ Statues littering the grounds outside a ruin are meant to deter savvy robbers and explorers. The statues, ranging in size from birds to warriors astride steeds, all depict creatures in states of fright and pain, the final image of death. -@@ -61929,7 +61929,7 @@ +@@ -64996,7 +64996,7 @@ Loot: A gorgon typically has a few cyphers and may have an artifact as well. @@ -14104,7 +14428,7 @@ Hags are evil magical creatures distantly related to the fey. They resemble withered ancient humans with obvious inhuman features—dead eyes, green or purple skin, metal teeth, webbed fingers, and seaweed-like hair are common traits. They -@@ -61991,7 +61991,7 @@ +@@ -65058,7 +65058,7 @@ Loot: In addition to coins and jewels, a hag usually has several scrolls or potions and may have an artifact. @@ -14113,7 +14437,7 @@ A harpy is a hideous, filthy creature with the body of a large vulture and the neck and head of an ugly human. Their breath reeks of decay, their wings and talons drip with an unpleasant oil, and their eyes shed acrid tears. They love to -@@ -62036,7 +62036,7 @@ +@@ -65103,7 +65103,7 @@ Loot: A harpy nest may have one or two cyphers or other valuables, but the items will smell disgusting unless carefully washed. @@ -14122,7 +14446,7 @@ In haunted castles and among the armies mustered by those with power over life and death, sometimes walk hollow knights. These animated suits of armor move just like living people, and many who encounter these dread revenants mistake them -@@ -62078,7 +62078,7 @@ +@@ -65145,7 +65145,7 @@ a vigil until their armor finally falls apart. Others are more active and may function as the core of a dark wizard's army. @@ -14131,7 +14455,7 @@ This mythological reptile has five writhing serpent heads, each of which constantly exhales a venomous plume. Well over 20 feet (6 m) long from the tip of its longest head to its thrashing tail, the toxic beast's most discomfiting feature -@@ -62122,14 +62122,14 @@ +@@ -65189,14 +65189,14 @@ Loot: Hydras sometimes collect cyphers and artifacts in their lair, or failing that, they guard something of value. @@ -14148,7 +14472,7 @@ Fire jotunns are often called fire giants. Their skin is coal-grey or black; their hair is red or gold and may be metal or actual flames. They prefer hot mountainous climates (particularly volcanoes), wear plate armor, and use greatswords -@@ -62172,7 +62172,7 @@ +@@ -65239,7 +65239,7 @@ Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious metals and decorated with gems. They may have cyphers, and a leader may carry an artifact. @@ -14157,7 +14481,7 @@ Frost jotunns are often called frost giants or ice giants. Their skin is pale white, pink, or blue, and their hair is usually white, pale blond, or actual ice. They prefer cold mountains and tundra, wear chainmail and furs, and use metal -@@ -62216,7 +62216,7 @@ +@@ -65283,7 +65283,7 @@ Loot: Jotunns like fine things, and their homes usually have utensils, plates, weapons, and trophies made of precious materials and decorated with gems. They may have cyphers, and a leader may carry an artifact. @@ -14166,7 +14490,7 @@ A lich is a powerful wizard or priest who has used their knowledge of necromancy to bind their soul in a magical object called a phylactery, making them immortal and undead unless their soul object is found and destroyed. Having corrupted -@@ -62272,7 +62272,7 @@ +@@ -65339,7 +65339,7 @@ Loot: A lich has 1d6 cyphers and usually an artifact. @@ -14175,7 +14499,7 @@ A manticore is a fearsome predator that resembles a maned red lion with a human head and a scorpion's tail. The head is bearded and has three rows of teeth in the upper and lower jaws, like a shark. The scorpion tail is covered in multiple -@@ -62313,7 +62313,7 @@ +@@ -65380,7 +65380,7 @@ Loot: A manticore's stomach might contain a piece of treasure or a cypher from a recent meal, and its lair may have one or two small objects it was unable to digest. @@ -14184,7 +14508,7 @@ Merfolk are intelligent creatures with humanlike bodies from the waist up and scaly fish bodies from the waist down. They are able to breathe air or water but prefer the sea for its beauty and their better mobility. Merfolk have great -@@ -62364,7 +62364,7 @@ +@@ -65431,7 +65431,7 @@ Loot: In addition to several small pieces of jewelry, a group of merfolk might have a manifest cypher. A noble or royal merperson usually has a cypher and might have an artifact. @@ -14193,7 +14517,7 @@ Minotaurs are aggressive bull-humanoids who enjoy human flesh. Some legends say the first minotaur was the result of a curse from a god, and others suggest it was created by a demon, but the truth is lost to antiquity. Minotaurs care -@@ -62406,7 +62406,7 @@ +@@ -65473,7 +65473,7 @@ Loot: Minotaurs don't have much use for coins but keep a few small trophies, such as ivory dice, gems, or simple jewelry. The most powerful minotaur in the tribe may have a cypher or even a mastercraft weapon. @@ -14202,7 +14526,7 @@ Morlocks are degenerate, blind cannibal humanoids that avoid light. They have prominent teeth, piglike eyes, loose skin, and stooped postures. They avoid bright daylight and prefer to hunt and forage when it is dark out (or at least under -@@ -62443,7 +62443,7 @@ +@@ -65510,7 +65510,7 @@ Loot: Morlocks don't value what they can't eat, but their lair may have a cypher or two from a recent victim. @@ -14211,7 +14535,7 @@ The ability to influence, command, and call up the dead is an impressive power, given how many more people are dead than living. Since the only thing separating a living person from a dead one is a well-aimed knife or death spell, the number -@@ -62487,7 +62487,7 @@ +@@ -65554,7 +65554,7 @@ Loot: Necromancers have one or two expensive items, a cypher, and possibly an artifact. @@ -14220,7 +14544,7 @@ Whether noble or ignoble, some knights achieve an amazing mastery over weapons, combat, and courtly graces, eclipsing lesser warriors and champions. The quests of some noble knights can lead them far across the land into strange new -@@ -62531,7 +62531,7 @@ +@@ -65598,7 +65598,7 @@ Loot: Noble knights carry weapons, heavy armor, and perhaps a cypher or even an artifact. @@ -14229,7 +14553,7 @@ Guardians of the wood, sapient trees stand eternally vigilant, often on the outskirts of their grove or forest to keep out those who might seek to do them—or other, ordinary trees— harm. They look like normal trees until they reveal their -@@ -62572,7 +62572,7 @@ +@@ -65639,7 +65639,7 @@ > Use: These trees populate magic forests. They can be used to surprise characters with an attack from an unexpected > direction. @@ -14238,7 +14562,7 @@ These muscular humanoids sport long curved horns and furry, hooved legs. They are self-centered, greedy, and sybaritic creatures, dedicated to food, drink, and other pleasures. They rob and steal from others as it pleases them, often -@@ -62609,7 +62609,7 @@ +@@ -65676,7 +65676,7 @@ Loot: A satyr is likely to carry one or two cyphers. @@ -14247,7 +14571,7 @@ Shadows are semi-intelligent patches of darkness roughly in the shape of a humanoid creature's silhouette. They creep along walls, floors, and ceilings, blending in with actual shadows, peeling themselves free only when they're ready to -@@ -62648,7 +62648,7 @@ +@@ -65715,7 +65715,7 @@ Use: The flickering shadows from a campfire bend strangely and begin to creep toward a nearby character. A person appears to have two shadows just before they feel icy coldness slide along their flesh. @@ -14256,7 +14580,7 @@ A soul eater is the animate head of a powerful wizard who shuffled off this mortal coil to become an undead creature without ethics, feelings, or a sense of morality. Also called dread skulls, these creatures maintain their existence by -@@ -62695,7 +62695,7 @@ +@@ -65762,7 +65762,7 @@ Loot: Sometimes dread skulls keep treasures as trophies of past victories, consisting of 1d6 cyphers and maybe an artifact. @@ -14265,7 +14589,7 @@ A sphinx is a magical creature with a large lionlike body, feathered wings, and a head that is like that of a human or some kind of animal (typically a hawk or ram). Wise and fierce, sphinxes have a connection to the divine and are often -@@ -62745,7 +62745,7 @@ +@@ -65812,7 +65812,7 @@ Loot: A sphinx usually has one or two cyphers and perhaps a small artifact it can wear and use. @@ -14274,7 +14598,7 @@ A troll is a hideous humanoid standing at least 10 feet (3 m) tall that hunts more by smell than by sight. They are dangerous but not particularly intelligent. Always ravenous, trolls eat anything, and rarely take the time to cook a -@@ -62780,7 +62780,7 @@ +@@ -65847,7 +65847,7 @@ Use: Trolls may be chance encounters in the wilderness for unlucky travelers. Sometimes captured trolls are used by slavers, armies, and powerful wizards as guards and warriors. @@ -14283,7 +14607,7 @@ This sodden, leather-wrapped humanoid smells of the sea. It moves effortlessly through the air, levitating above the ground while its damp wrappings writhe and squirm as if infested with thousands of worms—because they are. Each worm -@@ -62828,7 +62828,7 @@ +@@ -65895,7 +65895,7 @@ Loot: A worm that walks might have one or two cyphers, though during combat it will use any devices that could help it in the fight. @@ -14292,7 +14616,7 @@ When a spirit of a dead creature fails to find its way to the afterworld, escapes the same, or is summoned forth by a necromancer, it may become a wraith: a bodiless spirit of rage and loss. A wraith appears as a shadowy or misty figure -@@ -62870,7 +62870,7 @@ +@@ -65937,7 +65937,7 @@ swarm of wraiths appears in a location where an earlier group was destroyed (indicating a necromancer is summoning them). @@ -14301,7 +14625,7 @@ Wyverns are aggressive lesser cousins of dragons. Their bodies are about the size of a heavy horse but their wingspan makes them seem much larger. Lacking a dragon's fiery breath or other magical abilities, wyverns rely on their strong -@@ -62911,7 +62911,7 @@ +@@ -65978,7 +65978,7 @@ extracted, an intact venom gland from a dead wyvern can be used to poison one weapon (if sold, it is the equivalent of an expensive item). @@ -14310,7 +14634,7 @@ The most important element of each creature is its level. You use the level to determine the target number a PC must reach to attack or defend against the opponent. In each entry, the difficulty number for the creature is listed in -@@ -62920,7 +62920,7 @@ +@@ -65987,7 +65987,7 @@ A creature's target number is usually also its health, which is the amount of damage it can sustain before it is dead or incapacitated. @@ -14319,7 +14643,7 @@ | Level | Name | Tech Rating | |-------|-----------------------|-------------| -@@ -62953,7 +62953,7 @@ +@@ -66020,7 +66020,7 @@ | 10 | Godmind | Fantastic | | 10 | Omworwar | Fantastic | @@ -14328,7 +14652,7 @@ If a supercomputer can think independently, it's a strong AI (an artificial intelligence). Though not as advanced as godminds, AIs can develop inscrutable goals. -@@ -62996,7 +62996,7 @@ +@@ -66063,7 +66063,7 @@ Loot: An AI might have access to 1d6 cyphers and possibly an artifact or two. @@ -14337,7 +14661,7 @@ Cybrid origins could be the result of someone finding a cache of ancient ultra technology, or manufactured by a post-singularity AI for some unfathomable purpose, or even the result of banned weapons research by a nation-state or -@@ -63036,7 +63036,7 @@ +@@ -66103,7 +66103,7 @@ Loot: PCs who investigate the inert remains of the creature discover several manifest cyphers. @@ -14346,7 +14670,7 @@ Conglomerate security subsidiaries regularly experiment with new ways to create super-soldiers, either to supply to a government on a contract basis, or to use for themselves. These experiments produced hundreds of dead -@@ -63074,7 +63074,7 @@ +@@ -66141,7 +66141,7 @@ Loot: For every three or so devolved, one is likely to carry a cypher. @@ -14355,7 +14679,7 @@ Tiny nanomachines can be incredibly useful tools. But they can also become a terrible threat. Like cells in a living body that develop cancer, these out-of-control self-replicating robots can consume everything in their path while -@@ -63112,7 +63112,7 @@ +@@ -66179,7 +66179,7 @@ Use: A promising new nanotech "printing" technology was hacked by radical elements. @@ -14364,7 +14688,7 @@ Amoeboid life predominates in some environments. Sometimes, it slimes asteroid crevices or its greasy residue is found on abandoned spacecraft. In a few cases, large portions of entire worlds are covered in living seas of translucent -@@ -63147,7 +63147,7 @@ +@@ -66214,7 +66214,7 @@ Use: The sample brought in from the exterior has a weird, mucus-like growth that seems able to slowly eat through most materials. @@ -14373,7 +14697,7 @@ Unfathomably powerful post-singularity AIs, godminds are vast, having used the matter of an entire solar system and all its planets to create an immense brain, weave themselves into a nebula, or encode themselves into quantum strings of -@@ -63182,7 +63182,7 @@ +@@ -66249,7 +66249,7 @@ Loot: Sometimes a godmind provides powerful artifacts to aid those who petition them for aid, assuming the need is dire. @@ -14382,7 +14706,7 @@ Hungry hazes are found in regions where the fundamental laws of physics have been eroded or are weak. They are named for how they appear as distortions of sight, like areas of heat haze, that shimmer in the air. These colorless hazes rapidly -@@ -63220,7 +63220,7 @@ +@@ -66287,7 +66287,7 @@ Loot: People (or AI) interested in strange manifestations would probably pay for the remains of a hungry haze in an amount equal to the expensive price category. @@ -14391,7 +14715,7 @@ Entities of information with an affinity for technology, infovores are nothing but stored information without a bit of mechanism to inhabit. But once one gains control of a device, computer system, or other powered item, it self-assembles -@@ -63263,7 +63263,7 @@ +@@ -66330,7 +66330,7 @@ Loot: An infovore that has undergone spontaneous disassembly leaves one or two manifest cyphers; however, there's a chance that one of those cyphers is actually the infovore seed. @@ -14400,7 +14724,7 @@ Inquisitors are aliens who call themselves "inquisitors" when they contact new species. Their preferred method of interaction is to study a given area for its flora and fauna, and attempt to collect a representative sample of any -@@ -63302,7 +63302,7 @@ +@@ -66369,7 +66369,7 @@ Loot: Most inquisitors carry a couple of manifest cyphers that have offensive and defensive capabilities. @@ -14409,7 +14733,7 @@ This purely malefic program has aggressive machine learning capabilities, allowing it to accomplish truly innovative and nasty tricks. Fatal malware may have originated as a simple virus or spyware coded for a specific purpose, but -@@ -63338,7 +63338,7 @@ +@@ -66405,7 +66405,7 @@ Use: An instance of fatal malware has gotten into a shipmind, which is making the normally trustworthy AI act out in unexpectedly dangerous ways. The shipmind itself doesn't know it's infected. @@ -14418,7 +14742,7 @@ Artificial life can be created by selective breeding, synthetic and genetic engineering, or by accidental miscalculation in some unrelated high-energy or food-research program. When artificial life takes a wrong turn, the results run the -@@ -63375,7 +63375,7 @@ +@@ -66442,7 +66442,7 @@ Loot: A mock organism requires many parts. Salvage from a destroyed mock organism could result in a manifest cypher or two and another item that, with a bit of jury-rigging, works as an artifact. @@ -14427,7 +14751,7 @@ Genetically engineered to live in the water oceans discovered beneath the ice crusts of various solar moons, natathim (Homo aquus) have human ancestors, but barely look it. Survival in the frigid, lightless depths of extraterrestrial -@@ -63416,7 +63416,7 @@ +@@ -66483,7 +66483,7 @@ Loot: Some natathim carry valuable items and equipment. @@ -14436,7 +14760,7 @@ Among the many stories passed down the space lanes, a few stand out for their grandiosity. Take the tales of omworwar sightings in the empty voids between stars, or even more unexpectedly, flashing through the abnormal space during FTL -@@ -63462,7 +63462,7 @@ +@@ -66529,7 +66529,7 @@ Loot: Four level 10 manifest cyphers. @@ -14445,7 +14769,7 @@ Hard-light technology, which creates pseudo-matter from modified photons, has made possible all kinds of structures and devices that wouldn't otherwise exist. One of those, unfortunately, are self-sustaining photonic matter creatures. -@@ -63501,7 +63501,7 @@ +@@ -66568,7 +66568,7 @@ Use: A photonomorph appears, claiming to be a herald of some vastly more powerful cosmic entity or approaching alien vessel. @@ -14454,7 +14778,7 @@ Rather than evolving naturally, posthumans advance via a directed jump, designed with smart tools and AI surgeons. With all the advances fantastic technology brings to their genetic upgrade, posthumans are beings whose basic capacities -@@ -63547,7 +63547,7 @@ +@@ -66614,7 +66614,7 @@ material—or at least material that grows like organic material used to. Amid this, it might be possible to salvage a few manifest cyphers and an artifact. @@ -14463,7 +14787,7 @@ Redivi spend most of their lives—uncounted millennia—hurtling through space. Most never encounter anything, but some few impact other worlds, are captured by alien spacecraft, or otherwise intercepted. Their traveling form resembles rocky -@@ -63581,7 +63581,7 @@ +@@ -66648,7 +66648,7 @@ Use: A redivi pod smashes into the side of the spacecraft, and might at first seem like some kind of attack or boarding action of something truly terrible. @@ -14472,7 +14796,7 @@ Depending on the sci-fi setting, sentinel trees are mutated trees that grow near radioactive craters dimpling the landscape, alien plant-life that evolved in a different biosphere (or dimension), or the result of intensive -@@ -63615,7 +63615,7 @@ +@@ -66682,7 +66682,7 @@ Use: A grove of sentinel trees guard a compound that the characters need to break into. @@ -14481,7 +14805,7 @@ These tiny silvery insect-like creatures range in size from a sub-millimeter to up to 30 cm (1 foot) in diameter, emitting short pulses of violet-colored laser light to sense and sample their environment. Composed of organic silicon -@@ -63652,7 +63652,7 @@ +@@ -66719,7 +66719,7 @@ crevices and walls of the spacecraft or station. Loot: Swarm nests often contain a few valuable manifest cyphers or working pieces of equipment. @@ -14490,7 +14814,7 @@ Yeah, rats made it to space. And against all expectations, one strain evolved in the harsh radiation and zero-G environments that would kill humans not protected by medical intervention. Space rats are furless, about two feet long, -@@ -63691,7 +63691,7 @@ +@@ -66758,7 +66758,7 @@ Loot: Some percent of valuable equipment stolen on the spacecraft or station finds its way to space rat nests. @@ -14499,7 +14823,7 @@ The storm marine creed is an oft-repeated mantra, "I will never quit, knowing full well that I might die in service to the cause." Wearing advanced battlesuits, hyped up on a cocktail of experimental military drugs, and able to draw on a -@@ -63731,7 +63731,7 @@ +@@ -66798,7 +66798,7 @@ Loot: Though bio-locked to each storm marine, someone who succeeds on a difficulty 8 Intellect task to reprogram the suit could gain a battlesuit of their own, minus the drones (which fly off or detonate). @@ -14508,7 +14832,7 @@ Some alien beings abandoned their physical forms millennia ago, becoming entities of free-floating energy and pure consciousness. They travel the galaxies, exploring the endless permutations of matter, space-time, cosmic phenomena, -@@ -63774,7 +63774,7 @@ +@@ -66841,7 +66841,7 @@ Use: A shining one is sharing knowledge to a warlike xenophobic species that could allow them to rapidly advance their ability to consolidate power. Something must be done before it's too late. @@ -14517,7 +14841,7 @@ Half humanoid and half-dragonfly, supernals are beautiful entities, though certainly alien. Each supernal possesses a unique wing pattern and coloration and, to some extent, body shape. These patterns and colors may signify where in the -@@ -63818,7 +63818,7 @@ +@@ -66885,7 +66885,7 @@ Use: A character is followed by a supernal intent on collecting them. Loot: A supernal usually has a few manifest cyphers, and possibly an artifact. @@ -14526,7 +14850,7 @@ Synthetic people have been called many things, including simply synths, androids, robot mimics, and, depending on how they act, killer robots. Their origins are varied. In some cases, they're the result of corporate research into -@@ -63860,7 +63860,7 @@ +@@ -66927,7 +66927,7 @@ Loot: One or two manifest cyphers could be salvaged from a synth's inactive form. @@ -14535,7 +14859,7 @@ When life is found on other worlds, it's sometimes large and dangerous, such as the aptly named thundering behemoth. A thundering behemoth might be found on any number of alien planets that feature forests and/or swamps. Towering to -@@ -63904,7 +63904,7 @@ +@@ -66971,7 +66971,7 @@ seen destructive beams or actual spacecraft. Worried that that will soon change, the residents ask the PCs to investigate. @@ -14544,7 +14868,7 @@ Vacuum fungus is sometimes found as a greenish ooze on the exterior of spacecraft or space stations, growing in fine lines through the ice of frozen moons, and infesting the center of small asteroids and near-Earth objects (NEOs). Though -@@ -63940,7 +63940,7 @@ +@@ -67007,7 +67007,7 @@ research domes is actually a variety of fungal life. They will likely become less excited when they discover the large growths secretly growing in the cavity beneath the floor of their research dome in a little-used storage closet. @@ -14553,7 +14877,7 @@ Wharn interceptors are void-adapted behemoths, several hundred meters in length. It's hypothesized that they are living battle automatons devised by ancient ultras, though against what long-vanished enemy isn't clear. Now, a handful -@@ -63984,7 +63984,7 @@ +@@ -67051,7 +67051,7 @@ Use: The PCs, attempting to enter an abandoned space station or spacecraft, are distracted when a wharn attempts to destroy the very same object. @@ -14562,7 +14886,7 @@ Wraiths (Homo vacuus) are genetically engineered to live in the vacuum of space by directly metabolizing high-energy charged particles abundant in the void. Though derived from human stock, wraiths are alien in body, sometimes concealing -@@ -64020,7 +64020,7 @@ +@@ -67087,7 +67087,7 @@ Loot: Some wraiths carry valuable items and equipment. @@ -14571,7 +14895,7 @@ Temporary violations of conservation of energy mean that "virtual particles" constantly and seemingly randomly pop out of nothing, briefly interact with normal matter, then disappear. Zero-point phantoms are collections of such particles, -@@ -64057,7 +64057,7 @@ +@@ -67124,7 +67124,7 @@ Use: The abandoned spacecraft is weirdly empty of any bodies whatsoever. It's as if everyone just disappeared. There are signs of a struggle, though with what isn't clear. @@ -14580,7 +14904,7 @@ The creatures and NPCs in this chapter are provided to help you populate your horror game. The most important element of each creature or NPC is its level. You use the level to determine the target number a PC must reach to attack or defend -@@ -64069,7 +64069,7 @@ +@@ -67136,7 +67136,7 @@ NPC of its level. For more detailed information on level, health, combat, and other elements, see the Understanding the Listings section in the Cypher System Rulebook. @@ -14589,7 +14913,7 @@ | Level | Name | Genre | |-------|--------------------------|-----------------------------------------------------------------------------------------------------------------------------| -@@ -64690,7 +64690,7 @@ +@@ -67757,7 +67757,7 @@ protective field against precisely the kind of attack being used against it, or a weapon that exploits a weakness of the character's. @@ -14598,7 +14922,7 @@ The following creatures and characters are provided to help populate your fairy tale game. -@@ -64938,7 +64938,7 @@ +@@ -68005,7 +68005,7 @@ | West Wind | | Wind children, the | @@ -14607,7 +14931,7 @@ Bear: level 5; health 20; Armor 1; two magical abilities -@@ -65001,7 +65001,7 @@ +@@ -68068,7 +68068,7 @@ Some abilities in the game work only on objects, or only on creatures, or only on living things. A talking object might or might not be living, depending on its nature. @@ -14616,7 +14940,7 @@ The creatures in this section all appear to be animal in their nature, from black dogs and big bad wolves to horses and snarks. -@@ -65272,7 +65272,7 @@ +@@ -68339,7 +68339,7 @@ GM intrusions: The Wolf makes a great leap, knocking down foes. The Wolf already has someone swallowed in his belly, and that person calls for help from out of the Wolf's mouth. @@ -14625,7 +14949,7 @@ Crafted creatures are those made by human, fey, or other hands. In fairy tales these might include characters like Pinocchio, -@@ -65396,7 +65396,7 @@ +@@ -68463,7 +68463,7 @@ GM intrusion: Death mistakes a character for someone else. @@ -14634,7 +14958,7 @@ Creatures of the earth are those that seem to belong to the land in some unique and significant way. Perhaps they are made of the land and its offerings—tree beings, rock trolls, and so on—or perhaps they seem attached to the land in -@@ -65582,7 +65582,7 @@ +@@ -68649,7 +68649,7 @@ Loot: Enchanters often protect their precious items with spells and magical locks (level 8). Behind those wards are 1d6 cyphers, an artifact, and an elegant or interesting outfit. @@ -14643,7 +14967,7 @@ Morgan Le Fay 9 (27) -@@ -65653,7 +65653,7 @@ +@@ -68720,7 +68720,7 @@ > > Depletion: 1 in 1d6 @@ -14652,7 +14976,7 @@ In fairy tales, the word fey covers a huge category of creatures, from faeries, brownies, and imps to gremlins, boggarts, and goblins. There are so many types of fey beings in -@@ -66024,7 +66024,7 @@ +@@ -69091,7 +69091,7 @@ Use: The Snow Queen guards the entrance to a place the characters need to enter. @@ -14661,7 +14985,7 @@ Creatures of water and waves are those that inhabit or are deeply tied to the rivers, ocean, marshes, and other watery areas of the world. -@@ -66290,7 +66290,7 @@ +@@ -69357,7 +69357,7 @@ > Something startles the witch and they cast a curse or spell as an automatic response. The witch pulls out an artifact > or cypher and prepares to use it. @@ -14670,7 +14994,7 @@ Baba Yaga 9 (27) -@@ -66412,11 +66412,11 @@ +@@ -69479,11 +69479,11 @@ Loot: Whatever shoes she's wearing (which are very likely an artifact). @@ -14685,7 +15009,7 @@ Fey creatures sometimes kidnap a human child and leave a changeling in its place, tricking the human parents into raising an inhuman creature as their own offspring. The changeling has a foot in two worlds, living as a spy or sleeper -@@ -66449,7 +66449,7 @@ +@@ -69516,7 +69516,7 @@ Loot: Changelings have the same kinds of personal items that humans do, but they often have a token or other treasured thing that doesn't quite belong (and might secretly be a cypher or artifact). @@ -14694,7 +15018,7 @@ A corporate mage is a professional spellcaster working for a company, using their magic to fix problems. They have a similar role as enforcers, lawyers, corporate spies, and researchers, doing what needs to be done so the company's -@@ -66493,7 +66493,7 @@ +@@ -69560,7 +69560,7 @@ Loot: A corporate mage usually has a cypher that's helpful for their current assignment, plus the cash equivalent of one or two expensive items. @@ -14703,7 +15027,7 @@ In a world where demons, witches, and other evil magical creatures are free to prey upon humanity, hunters are one of the few things that keep them in check. They usually have to keep their work secret and are slow to trust anyone, but -@@ -66532,7 +66532,7 @@ +@@ -69599,7 +69599,7 @@ Soldier: level 3, perception as level 4; health 12; Armor 1; attacks inflict 5 damage @@ -14712,7 +15036,7 @@ A pharmaceutical sorcerer is an apothecary, doctor, dentist, magical healer, counselor, surgeon, and nutritionist all in one. They have devoted themselves to the art and science of healing, using a combination of methods to achieve -@@ -66573,9 +66573,9 @@ +@@ -69640,9 +69640,9 @@ Loot: In addition to standard medicines, handheld medical tools, and herbs and drugs, the sorcerer might have a healing cypher or some interesting payment from a patient. @@ -14724,7 +15048,7 @@ A bard uses the power of words and music to create magic that inspires and influences others. A typical bard plays a musical instrument and weaves song-spells that rival the magic of wizards and priests, but some use their voices, -@@ -66609,7 +66609,7 @@ +@@ -69676,7 +69676,7 @@ Loot: In addition to a musical instrument and a nice outfit for performing, bards usually have currency equivalent to a moderately priced item and one or two cyphers. @@ -14733,7 +15057,7 @@ A berserker is a fierce warrior who can fly into a rage, greatly increasing their strength and hardiness. Many of them choose an animal such as a bear, wolf, or boar as their spiritual kin, wearing the skin of that animal and fighting like -@@ -66645,7 +66645,7 @@ +@@ -69712,7 +69712,7 @@ Loot: In addition to their weapons and light armor, a berserker has one or two moderately priced items. The leader of a group might have a cypher that enhances strength or toughness. @@ -14742,7 +15066,7 @@ A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals, plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures, -@@ -66681,7 +66681,7 @@ +@@ -69748,7 +69748,7 @@ Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of cyphers or perhaps an artifact. @@ -14751,7 +15075,7 @@ A typical dwarf found outside of their homeland is an explorer, warrior, and tradesperson of some skill. Dwarves travel to find work as mercenaries, sell the goods they create, or find unusual materials to use in their crafting. -@@ -66714,7 +66714,7 @@ +@@ -69781,7 +69781,7 @@ Loot: In addition to their weapons and light or medium armor, a dwarf probably has several moderately priced items (such as tools or exploration gear) and perhaps a cypher or two. @@ -14760,7 +15084,7 @@ An elf has a very long lifespan and tends to learn and abandon many skills and interests, including combat and magic. Elves are likely to wander in pursuit of something new and interesting, such as finding the tallest tree in the forest, -@@ -66748,7 +66748,7 @@ +@@ -69815,7 +69815,7 @@ Loot: In addition to their weapons and light armor, an elf carries a few moderately priced (but extremely well-made) curios and mementos, and usually a cypher. @@ -14769,7 +15093,7 @@ A halfling is fond of the comforts of home, but adventures and exploration are the fodder of great stories told over tea or dinner, or in a fireside chat. Quick, resourceful, and easy to get along with, halflings fit right in with brave big -@@ -66780,7 +66780,7 @@ +@@ -69847,7 +69847,7 @@ or two. Most carry several useful moderately priced items, or an expensive item such as an heirloom snuff box or a nice bag of tools. @@ -14778,7 +15102,7 @@ Paladins are heroes who swear a holy oath to vanquish evil. Their power and righteousness are a gift and a heavy burden, and most of them expect to die in battle against an evil foe. -@@ -66816,7 +66816,7 @@ +@@ -69883,7 +69883,7 @@ Loot: In addition to their weapons and armor, paladins might have one or two cyphers. More experienced ones might be lucky enough to have an artifact (usually a weapon or armor). @@ -14787,7 +15111,7 @@ A thief takes things that don't belong to them—preferably with their victim remaining unaware of the crime until the thief is safely away. Burglars and pickpockets are the most common sort, but ambitious thieves are known to plan -@@ -66848,7 +66848,7 @@ +@@ -69915,7 +69915,7 @@ Loot: Thieves usually carry light tools, a few small weapons, miscellaneous equipment for creating a distraction, and a cypher they plan to use or sell. @@ -14796,7 +15120,7 @@ Cannibal 3 (9) -@@ -66919,7 +66919,7 @@ +@@ -69986,7 +69986,7 @@ GM intrusion: The mad scientist produces a gadget or cypher that proves to be the perfect answer to a dilemma at hand. @@ -14805,7 +15129,7 @@ The NPCs in the following section are general examples of nonmagical, mortal human characters that are commonly found in fairy tales. -@@ -67117,7 +67117,7 @@ +@@ -70184,7 +70184,7 @@ Movement: Short Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5; attacking from hiding as level @@ -14814,19 +15138,55 @@ Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades. Interaction: Most robbers have a moral code of some sort—it just may not be the code -@@ -67169,9 +67169,9 @@ +@@ -70236,9 +70236,9 @@ GM Intrusion: Something the scholar is studying comes alive, creating havoc and disarray throughout the area. -CYPHERS +### CYPHERS +-CYPHERS AND ARTIFACTS OF THE WEIRD WEST ++### CYPHERS AND ARTIFACTS OF THE WEIRD WEST + + Subtle Cyphers + +@@ -70679,7 +70679,7 @@ + + If a creature is targeted, successful attacks made against the creature with unraveling rounds ignore its Armor. + +-WANTED SLUG ++### WANTED SLUG + + Level: 1d6 + 1 + +@@ -70692,7 +70692,7 @@ + quarry is—somewhere in the same building, somewhere in town, miles away, hundreds of miles away, etc. The spent slug + retains this affinity for a number of days equal to the cypher's level. + +-WASHING ROUND ++### WASHING ROUND + + Level: 1d6 + +@@ -70704,7 +70704,7 @@ + If the cypher is level 5 or higher, the effect is so potent that the target's positive interaction tasks are eased for + an hour afterward. + +-WATCHER SLUG ++### WATCHER SLUG + + Level: 1d6 + 3 + +@@ -71174,7 +71174,7 @@ + will return to normal after a few days, or when the user does something to mollify the entity granting the item + self‑awareness. + -MODERN MAGIC CYPHERS +### MODERN MAGIC CYPHERS The Cypher System Rulebook assumes that subtle cyphers are the default, but depending on the nature of magic in the modern fantasy setting, some or all cyphers might be physical objects (manifest cyphers) with magical powers. This -@@ -67263,7 +67263,7 @@ +@@ -71266,7 +71266,7 @@ | 99 | Wrecking balls | | 00 | You're safe now | @@ -14835,7 +15195,7 @@ Apps are a great cypher option for modern, urban settings. The character will need a working device, such as a cell phone or a cloud storage artifact, to buy, download, or otherwise gain apps. However, in most cases the device doesn't -@@ -68047,9 +68047,9 @@ +@@ -72050,9 +72050,9 @@ Other common malware cypher names are WarlockAntivirus, SpellManager, HexCleaner, TomeBot, and ScryBlocker. @@ -14847,7 +15207,7 @@ This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher System Rulebook into one cypher with variable effects based on cypher level. -@@ -68065,14 +68065,14 @@ +@@ -72068,14 +72068,14 @@ | 81-90 | Stunt boost | | 91-00 | Target boost | @@ -14864,7 +15224,7 @@ Level: 1d6 + 2 -@@ -68083,7 +68083,7 @@ +@@ -72086,7 +72086,7 @@ one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of power shift to boost. @@ -14873,7 +15233,7 @@ Level: 1d6 + 2 -@@ -68091,19 +68091,19 @@ +@@ -72094,19 +72094,19 @@ five steps if the cypher is level 7 or higher). It has no effect on power stunts that don't require a successful power stunt task. @@ -14896,7 +15256,7 @@ What form a manifest cypher takes— such as a potion or scroll—doesn't affect its abilities at all. A potion that eases the user's next task by three steps is functionally identical to a magical scroll that does the same thing. -@@ -68144,11 +68144,11 @@ +@@ -72147,11 +72147,11 @@ | 93-96 | Watery potion | | 97-00 | Wood runeplate | @@ -14910,7 +15270,7 @@ | 01-05 | Acid resistance | |-------|------------------------| -@@ -68172,13 +68172,13 @@ +@@ -72175,13 +72175,13 @@ | 94-98 | Undead ward | | 99-00 | Walking corpse | @@ -14926,7 +15286,7 @@ Level: 1d6 + 2 -@@ -68195,7 +68195,7 @@ +@@ -72198,7 +72198,7 @@ "Beast" in this sense refers to creatures of animal-level intelligence and may include unintelligent magical creatures like basilisks, pegasi, and so on. @@ -14935,7 +15295,7 @@ Level: 1d6 -@@ -68217,20 +68217,20 @@ +@@ -72220,20 +72220,20 @@ noises that other transformed people can understand perfectly, speak with animals of the same kind, or none of the above. @@ -14959,7 +15319,7 @@ Level: 1d6 -@@ -68239,13 +68239,13 @@ +@@ -72242,13 +72242,13 @@ In a typical fantasy campaign, a demon is a supernatural being from another dimension or plane of existence. @@ -14975,7 +15335,7 @@ Level: 1d6 -@@ -68259,13 +68259,13 @@ +@@ -72262,13 +72262,13 @@ The elemental remains for one hour per cypher level or until its physical form is destroyed, after which it vanishes back to its native realm. @@ -14991,7 +15351,7 @@ Level: 1d6 -@@ -68279,7 +68279,7 @@ +@@ -72282,7 +72282,7 @@ If the user is an NPC, the cypher increases their health by 4, eases their Might-based tasks, and hinders their Speed defense. When the effect ends, they lose 4 health and all of the other advantages and penalties from the cypher. @@ -15000,7 +15360,7 @@ Level: 1d6 + 2 -@@ -68288,7 +68288,7 @@ +@@ -72291,7 +72291,7 @@ its movement, and at cypher level 7 and higher, the boat can move a short distance each round under its own power. The boat lasts for a day, after which it vanishes. @@ -15009,7 +15369,7 @@ Level: 1d6 + 3 -@@ -68300,7 +68300,7 @@ +@@ -72303,7 +72303,7 @@ The tower is permanent and immobile once created. @@ -15018,7 +15378,7 @@ Level: 1d6 -@@ -68310,7 +68310,7 @@ +@@ -72313,7 +72313,7 @@ Lycanthrope: Formally, a human who can transform into a wolf. Informally, a human who can transform into an animal, such as a bear, rat, tiger, or wolf @@ -15027,7 +15387,7 @@ Level: 1d6 + 2 -@@ -68319,13 +68319,13 @@ +@@ -72322,13 +72322,13 @@ > Legends speak of the Ultimate Key, which can open any lock, even those sealed by a god. @@ -15043,7 +15403,7 @@ Level: 1d6 -@@ -68334,7 +68334,7 @@ +@@ -72337,7 +72337,7 @@ level 5 and higher). NPCs instead recover 2 health if they spend at least ten minutes within the area (or 4 health for cypher level 5 and higher). For a creature to gain this benefit, its entire rest must occur while the cypher is active. @@ -15052,7 +15412,7 @@ Level: 1d6 + 1 -@@ -68342,7 +68342,7 @@ +@@ -72345,7 +72345,7 @@ doesn't want them to. Once the user has established contact, they can read the target's thoughts for up to one minute per cypher level. @@ -15061,7 +15421,7 @@ Level: 1d6 -@@ -68355,14 +68355,14 @@ +@@ -72358,14 +72358,14 @@ If the user is an NPC, the cypher eases their Speed-based tasks and hinders their Might-based tasks. When the effect ends, they lose all of the advantages and penalties from the cypher. @@ -15078,7 +15438,7 @@ Level: 1d6 -@@ -68372,7 +68372,7 @@ +@@ -72375,7 +72375,7 @@ one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, the user can reanimate it again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. @@ -15087,7 +15447,7 @@ Many horror genres feature physical objects that the protagonists can use—alien devices, magical talismans, or mysterious objects with an unknown origin. This chapter describes examples of these objects as cyphers, which can be -@@ -68388,7 +68388,7 @@ +@@ -72391,7 +72391,7 @@ invasion horror game). If you're running a game that mixes several genres, switch between lists each time you need to award a new manifest cypher. @@ -15096,7 +15456,7 @@ | 1-2 | Anathema siren (aliens) | |-------|------------------------------| -@@ -68402,7 +68402,7 @@ +@@ -72405,7 +72405,7 @@ | 17-18 | Primitive doppelganger | | 19-20 | Visage scrutinizer | @@ -15105,7 +15465,7 @@ | 1-2 | Ascendant flesh vivisector | |-------|----------------------------| -@@ -68416,7 +68416,7 @@ +@@ -72419,7 +72419,7 @@ | 17-18 | Primitive doppelganger | | 19-20 | Reanimator | @@ -15114,7 +15474,7 @@ | 1 | Anathema siren (cryptids) | |-------|-----------------------------| -@@ -68434,7 +68434,7 @@ +@@ -72437,7 +72437,7 @@ | 18-19 | Silgarho infusion | | 20 | Unphantomed limb | @@ -15123,7 +15483,7 @@ | 1-4 | Anathema siren (demons) | |-------|-------------------------| -@@ -68446,7 +68446,7 @@ +@@ -72449,7 +72449,7 @@ @@ -15132,7 +15492,7 @@ | 1-4 | Anathema siren (demons) | |-------|-------------------------| -@@ -68456,13 +68456,13 @@ +@@ -72459,13 +72459,13 @@ | 14-16 | Reanimator | | 17-20 | Visage scrutinizer | @@ -15148,7 +15508,7 @@ | 1-2 | Anathema siren (aliens) | |-------|---------------------------------------------| -@@ -68477,7 +68477,7 @@ +@@ -72480,7 +72480,7 @@ | 18-19 | Invisibility revealer | | 20 | Mind swapper | @@ -15157,7 +15517,7 @@ | 1-6 | Anathema siren (mummies) | |-------|--------------------------| -@@ -68485,7 +68485,7 @@ +@@ -72488,7 +72488,7 @@ | 13-16 | Reanimator | | 17-20 | Revenant serum | @@ -15166,7 +15526,7 @@ | 1 | Anathema siren (simulacra) | |-----|----------------------------| -@@ -68509,7 +68509,7 @@ +@@ -72512,7 +72512,7 @@ | 19 | Revenant serum | | 20 | Unphantomed limb | @@ -15175,7 +15535,7 @@ | 1-3 | Anathema siren (ghosts) | |-------|---------------------------| -@@ -68523,14 +68523,14 @@ +@@ -72526,14 +72526,14 @@ | 16-18 | Silgarho infusion | | 19-20 | Wolfsbane potion | @@ -15192,7 +15552,7 @@ | 1-5 | Anathema siren (werewolves) | |-------|-----------------------------| -@@ -68540,15 +68540,15 @@ +@@ -72543,15 +72543,15 @@ @@ -15211,7 +15571,7 @@ Level: 1d6 + 2 -@@ -68575,7 +68575,7 @@ +@@ -72578,7 +72578,7 @@ | 91-95 | Extradimensional creatures | | 96-00 | Undead | @@ -15220,7 +15580,7 @@ Level: 1d6 + 4 -@@ -68594,7 +68594,7 @@ +@@ -72597,7 +72597,7 @@ Using this cypher on a beast whose level is too high might end up elevating its intelligence somewhat but also instigating aggressive behavior. @@ -15229,7 +15589,7 @@ Level: 1d6 + 4 -@@ -68611,7 +68611,7 @@ +@@ -72614,7 +72614,7 @@ Using this cypher on a beast whose level is too high might end up temporarily transforming it into a human with bestial features. @@ -15238,7 +15598,7 @@ Level: 1d6 + 1 -@@ -68620,7 +68620,7 @@ +@@ -72623,7 +72623,7 @@ Effect: Breaking open the jar (which destroys the preserved organs inside) permanently grants the user an asset (two assets if the cypher level is 6 or higher) on all attacks and defenses against mummies within short range. @@ -15247,7 +15607,7 @@ Level: 1d6 + 4 -@@ -68639,7 +68639,7 @@ +@@ -72642,7 +72642,7 @@ When using a decapitative longevity cypher to bring a head back to life, it can be left attached to the inert body, or someone can carefully sever the head from the body, which doesn't harm the head. @@ -15256,7 +15616,7 @@ Level: 1d6 + 1 -@@ -68652,7 +68652,7 @@ +@@ -72655,7 +72655,7 @@ in. If the ghost is normally invisible, it becomes somewhat visible (hindering its stealth attempts by one step). The cypher remains active for ten minutes per cypher level. @@ -15265,7 +15625,7 @@ Level: 1d6 + 2 -@@ -68666,7 +68666,7 @@ +@@ -72669,7 +72669,7 @@ Ghosts in a trap can be permanently stored in a ghost vault. @@ -15274,7 +15634,7 @@ Level: 1d6 + 1 -@@ -68680,7 +68680,7 @@ +@@ -72683,7 +72683,7 @@ Homunculus: level 2; alchemy, all defenses, and stealth as level 3 @@ -15283,7 +15643,7 @@ Level: 1d6 + 1 -@@ -68693,7 +68693,7 @@ +@@ -72696,7 +72696,7 @@ attacks in a round, but it can be useful for carrying things. Damage to the arm does not affect the user (the arm can take 6 points of damage directed at it before it becomes nonfunctional). The arm lasts for one day per cypher level. @@ -15292,7 +15652,7 @@ Level: 1d6 + 1 -@@ -68706,7 +68706,7 @@ +@@ -72709,7 +72709,7 @@ surreptitiously. Damage to the eye does not affect the user (the eye can take 1 point of damage directed at it before it becomes nonfunctional). The eye lasts for one day per cypher level. @@ -15301,7 +15661,7 @@ Level: 1d6 + 1 -@@ -68721,7 +68721,7 @@ +@@ -72724,7 +72724,7 @@ creature with a visible extra face, hindering all interaction tasks. The face lasts for one day per cypher level (two days if the cypher is level 6 or higher). @@ -15310,7 +15670,7 @@ Level: 1d6 + 3 -@@ -68740,7 +68740,7 @@ +@@ -72743,7 +72743,7 @@ | 13-16 | Light handgun | | 17-20 | Medium handgun | @@ -15319,7 +15679,7 @@ Level: 1d6 + 3 -@@ -68755,7 +68755,7 @@ +@@ -72758,7 +72758,7 @@ Someone who fully understands how a horrific orifice cypher works might be able to program the user with new memories or control their mind by inserting data devices into the orifice. @@ -15328,7 +15688,7 @@ Level: 1d6 + 4 -@@ -68771,7 +68771,7 @@ +@@ -72774,7 +72774,7 @@ > multiple kinds of creatures that pretend to be human, the tester might recognize all fakes or detect only one specific > kind of fake @@ -15337,7 +15697,7 @@ Level: 1d6 -@@ -68783,7 +68783,7 @@ +@@ -72786,7 +72786,7 @@ make a level 1 Intellect defense roll to prolong the effect; failure means relapse. The roll is hindered by one step for each day that has passed since the cypher was used. @@ -15346,7 +15706,7 @@ Level: 1d6 + 4 -@@ -68793,7 +68793,7 @@ +@@ -72796,7 +72796,7 @@ point for one round per cypher level. Affected invisible creatures remain visible if they move outside the area, and those outside the area become visible if they enter the area. @@ -15355,7 +15715,7 @@ Level: 1d6 + 2 -@@ -68811,7 +68811,7 @@ +@@ -72814,7 +72814,7 @@ The serum has detrimental effects on the mind. Each minute it is in effect, the user takes 2 points of Intellect damage. Many users have become "stuck" in the invisible state and eventually go mad as a result. @@ -15364,7 +15724,7 @@ Level: 1d6 + 2 -@@ -68828,7 +68828,7 @@ +@@ -72831,7 +72831,7 @@ > Clever users of a mind swapper have an ally restrain or sedate them before swapping minds so their target doesn't > cause trouble in the user's body. @@ -15373,7 +15733,7 @@ Level: 1d6 + 1 -@@ -68844,7 +68844,7 @@ +@@ -72847,7 +72847,7 @@ Depending on the game setting, the doppelganger might be a robot, a clone, a temporal duplicate, or something else entirely. It may or may not have scars, tattoos, or other non-genetic features of the original. @@ -15382,7 +15742,7 @@ Level: 1d6 + 2 -@@ -68854,7 +68854,7 @@ +@@ -72857,7 +72857,7 @@ the user's control. This reanimation process takes a few minutes (a few rounds if the cypher is level 4 or higher, or one round if level 6 or higher). @@ -15391,7 +15751,7 @@ Level: 1d6 + 4 -@@ -68870,7 +68870,7 @@ +@@ -72873,7 +72873,7 @@ to eat, drink, or sleep, but it can still rest if it wants to (such as to make a recovery roll). The revenant remains in this active state for one hour per cypher level, after which it dies again and cannot be reanimated with this cypher. @@ -15400,7 +15760,7 @@ Level: 1d6 -@@ -68889,7 +68889,7 @@ +@@ -72892,7 +72892,7 @@ Because a human body can't dispose of colloidal silver, excessive intake of it causes a condition called argyria that turns skin purple or purple-grey @@ -15409,7 +15769,7 @@ ​​Level: 1d6 -@@ -68905,7 +68905,7 @@ +@@ -72908,7 +72908,7 @@ points from their Intellect Pool. Damage to the limb affects the user as if the attack were on the user's body. The limb lasts for one day per cypher level. @@ -15418,7 +15778,7 @@ Level: 1d6 + 2 -@@ -68918,7 +68918,7 @@ +@@ -72921,7 +72921,7 @@ a full-body illusion, mental projection, or hologram, the user automatically sees through it if the disguise's level is lower than the cypher's level. The cypher lasts for one hour. @@ -15427,7 +15787,7 @@ Level: 1d6 -@@ -68932,7 +68932,7 @@ +@@ -72935,7 +72935,7 @@ werewolf instead of being applied to a living creature, it hinders all the werewolf's actions and stops it from regenerating for several minutes. @@ -15436,7 +15796,7 @@ Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in -@@ -68947,7 +68947,7 @@ +@@ -72950,7 +72950,7 @@ random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task. @@ -15445,7 +15805,7 @@ All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings. -@@ -68982,7 +68982,7 @@ +@@ -72985,7 +72985,7 @@ | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher | | 6 | Steals the character away to their fey realm | @@ -15454,7 +15814,7 @@ Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage, ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic -@@ -69130,7 +69130,7 @@ +@@ -73133,7 +73133,7 @@ | 99 | Yonder yarn | | 00 | Roll on the cypher tables in the Cypher System Rulebook | @@ -15463,7 +15823,7 @@ Adderstone -@@ -70299,9 +70299,9 @@ +@@ -74302,9 +74302,9 @@ It is difficult, but not impossible, to protect oneself from being found by yonder yarn. Witches, in particular, know ways to hide themselves (and others) from the yarn's power. @@ -15475,7 +15835,7 @@ If cyphers are the expendable magic that is ever-present in fantasy, artifacts are the more durable magic items that can be used over and over again—tomes of weird magic, magical vehicles, and so on. Unlike cyphers, there is no limit to how -@@ -71042,14 +71042,14 @@ +@@ -75045,14 +75045,14 @@ @@ -15492,7 +15852,7 @@ Artifacts are more powerful than common equipment or cyphers. Each artifact has a level and a rate of power depletion. When an artifact is used or activated, the player rolls the designated die (1d6, 1d10, 1d20, or 1d100). If the die shows -@@ -71059,7 +71059,7 @@ +@@ -75062,7 +75062,7 @@ item, but probably for only one use. Powerful magical creatures might be able to recharge artifacts, at least temporarily @@ -15501,7 +15861,7 @@ The rest of this chapter is examples of artifacts suitable for a fantasy game. The artifacts are divided into two tables—one for minor items (artifacts that don't have particularly flashy or world-affecting abilities) and one for -@@ -71067,7 +71067,7 @@ +@@ -75070,7 +75070,7 @@ minor items table, and a GM of a campaign where some magic can do powerful or even impossible things can roll on either table. @@ -15510,7 +15870,7 @@ | 01-02 | Adamantine rope | |-------|-------------------------| -@@ -71101,7 +71101,7 @@ +@@ -75104,7 +75104,7 @@ | 99 | Vorpal sword | | 00 | Whisperer in the ether | @@ -15519,7 +15879,7 @@ | 01-03 | Angelic ward\* | |-------|-------------------------------------------------| -@@ -71143,7 +71143,7 @@ +@@ -75146,7 +75146,7 @@ \* Artifact found in the Fantasy Artifacts section of the Cypher System @@ -15528,7 +15888,7 @@ Level: 1d6 + 4 -@@ -71154,7 +71154,7 @@ +@@ -75157,7 +75157,7 @@ Depletion: — @@ -15537,7 +15897,7 @@ Level: 1d6 -@@ -71165,7 +71165,7 @@ +@@ -75168,7 +75168,7 @@ Depletion: 1 in 1d20 (check each time a cypher is added to the bag) @@ -15546,7 +15906,7 @@ Level: 1d6 -@@ -71177,7 +71177,7 @@ +@@ -75180,7 +75180,7 @@ Depletion: — @@ -15555,7 +15915,7 @@ Level: 1d6 -@@ -71190,7 +71190,7 @@ +@@ -75193,7 +75193,7 @@ Depletion: — @@ -15564,7 +15924,7 @@ Level: 1d6 + 2 -@@ -71221,7 +71221,7 @@ +@@ -75224,7 +75224,7 @@ 1 each time it is used \[1 in 1d100, 2 in 1d100, 3 in 1d100, and so on\]. Instead of depleting, the book might turn to a later page, or disappear and reappear somewhere else in the world.) @@ -15573,7 +15933,7 @@ Level: 1d6 + 1 -@@ -71232,7 +71232,7 @@ +@@ -75235,7 +75235,7 @@ Depletion: — @@ -15582,7 +15942,7 @@ Level: 1d6 -@@ -71243,7 +71243,7 @@ +@@ -75246,7 +75246,7 @@ Depletion: — @@ -15591,7 +15951,7 @@ Level: 1d6 + 3 -@@ -71255,7 +71255,7 @@ +@@ -75258,7 +75258,7 @@ Depletion: 1 in 1d6 (on depletion, cloak disappears and reappears somewhere else in the world) @@ -15600,7 +15960,7 @@ Level: 1d6 + 2 -@@ -71267,7 +71267,7 @@ +@@ -75270,7 +75270,7 @@ Depletion: 1 in 1d100 @@ -15609,7 +15969,7 @@ Level: 1d6 + 1 -@@ -71279,7 +71279,7 @@ +@@ -75282,7 +75282,7 @@ Depletion: 1 in 1d20 @@ -15618,7 +15978,7 @@ Level: 1d6 -@@ -71291,7 +71291,7 @@ +@@ -75294,7 +75294,7 @@ Depletion: 1 in 1d20 (check each use that extends it beyond 50 feet) @@ -15627,7 +15987,7 @@ Level: 1d6 -@@ -71304,7 +71304,7 @@ +@@ -75307,7 +75307,7 @@ Depletion: 1 in 1d100 @@ -15636,7 +15996,7 @@ Level: 1d6 -@@ -71317,7 +71317,7 @@ +@@ -75320,7 +75320,7 @@ Depletion: — @@ -15645,7 +16005,7 @@ Level: 1d6 + 3 -@@ -71357,7 +71357,7 @@ +@@ -75360,7 +75360,7 @@ An unwilling creature's defenses against magic and Intellect attacks should hinder scrying attempts just as they would against a directly harmful mental spell. @@ -15654,7 +16014,7 @@ Level: 1d6 + 4 -@@ -71373,7 +71373,7 @@ +@@ -75376,7 +75376,7 @@ Death manifestation: level 7 @@ -15663,7 +16023,7 @@ Level: 1d6 + 1 -@@ -71391,7 +71391,7 @@ +@@ -75394,7 +75394,7 @@ To randomly determine what kind of dragontongue weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34. @@ -15672,7 +16032,7 @@ Level: 1d6 + 4 -@@ -71412,7 +71412,7 @@ +@@ -75415,7 +75415,7 @@ Depletion: 1 in 1d10 (check each time a killed creature's life force is absorbed; if depleted, the sword's magical abilities can be recharged if it kills an "innocent" creature) @@ -15681,7 +16041,7 @@ Level: 1d6 + 2 -@@ -71425,7 +71425,7 @@ +@@ -75428,7 +75428,7 @@ Depletion: 1 in 1d100 @@ -15690,7 +16050,7 @@ Level: 1d6 + 1 -@@ -71440,7 +71440,7 @@ +@@ -75443,7 +75443,7 @@ Dragontooth warrior: level equal to the artifact level, Speed defense as artifact level + 1 due to shield; Armor 1; spear attack (melee or short range) inflicts damage and impedes movement of victim to immediate range for one round @@ -15699,7 +16059,7 @@ Level: 1d6 + 3 -@@ -71451,7 +71451,7 @@ +@@ -75454,7 +75454,7 @@ sharpness. The blade sheds a blue light as bright as a candle to warn when goblins, orcs, trolls, or similar creatures are within 300 feet (90 m). Depletion: — @@ -15708,7 +16068,7 @@ evel: 1d6 + 3 -@@ -71468,7 +71468,7 @@ +@@ -75471,7 +75471,7 @@ Depletion: — @@ -15717,7 +16077,7 @@ Level: 1d6 -@@ -71490,7 +71490,7 @@ +@@ -75493,7 +75493,7 @@ An exploding arrow can instead be a crossbow bolt, sling stone, or other thrown weapon or projectile. @@ -15726,7 +16086,7 @@ Level: 1d6 -@@ -71501,7 +71501,7 @@ +@@ -75504,7 +75504,7 @@ Depletion: 1 in 1d20 @@ -15735,7 +16095,7 @@ Level: 1d6 -@@ -71515,7 +71515,7 @@ +@@ -75518,7 +75518,7 @@ Most magic items that turn a character into a different creature make it difficult to use any of the character's special abilities (other than skills) in that form. @@ -15744,7 +16104,7 @@ Level: 1d6 + 1 -@@ -71526,7 +71526,7 @@ +@@ -75529,7 +75529,7 @@ Depletion: 1 in 1d20 @@ -15753,7 +16113,7 @@ Level: 1d6 + 3 -@@ -71546,7 +71546,7 @@ +@@ -75549,7 +75549,7 @@ To randomly determine what kind of ghostly armor is found, see Chapter 4: Medieval Fantasy Equipment, page 34. @@ -15762,7 +16122,7 @@ Level: 1d6 -@@ -71559,7 +71559,7 @@ +@@ -75562,7 +75562,7 @@ Depletion: — @@ -15771,7 +16131,7 @@ Level: 1d6 -@@ -71570,7 +71570,7 @@ +@@ -75573,7 +75573,7 @@ Depletion: 1 in 1d10 @@ -15780,7 +16140,7 @@ Level: 1d6 + 3 -@@ -71584,7 +71584,7 @@ +@@ -75587,7 +75587,7 @@ twenty-four hours or until it has made one hundred attacks, whichever comes first. Depletion: Automatic @@ -15789,7 +16149,7 @@ Level: 1d6 + 3 -@@ -71599,7 +71599,7 @@ +@@ -75602,7 +75602,7 @@ Depletion: 1 in 1d20 @@ -15798,7 +16158,7 @@ Level: 1d6 -@@ -71608,7 +71608,7 @@ +@@ -75611,7 +75611,7 @@ Depletion: 1–2 in 1d100 (check each day) @@ -15807,7 +16167,7 @@ Level: 1d6 + 4 -@@ -71621,7 +71621,7 @@ +@@ -75624,7 +75624,7 @@ Depletion: 1 in 1d10 @@ -15816,7 +16176,7 @@ Level: 1d6 -@@ -71635,7 +71635,7 @@ +@@ -75638,7 +75638,7 @@ A creature unfamiliar with the buttons on an instant ladder needs to spend several rounds figuring out the proper sequence to expand or collapse it. @@ -15825,7 +16185,7 @@ Level: 1d6 + 2 -@@ -71648,7 +71648,7 @@ +@@ -75651,7 +75651,7 @@ Depletion: 1 in 1d6 (still usable as a normal heavy weapon after depletion) @@ -15834,7 +16194,7 @@ Level: 1d6 -@@ -71658,7 +71658,7 @@ +@@ -75661,7 +75661,7 @@ Depletion: — @@ -15843,7 +16203,7 @@ Level: 1d6 -@@ -71672,7 +71672,7 @@ +@@ -75675,7 +75675,7 @@ or both. To randomly determine what kind of mastercraft armor or weapon is found, see Chapter 4: Medieval Fantasy Equipment, page 34. @@ -15852,7 +16212,7 @@ Level: 1d6 + 2 -@@ -71683,7 +71683,7 @@ +@@ -75686,7 +75686,7 @@ Depletion: — @@ -15861,7 +16221,7 @@ Level: 1d6 + 4 -@@ -71698,7 +71698,7 @@ +@@ -75701,7 +75701,7 @@ Depletion: 1 in 1d10 @@ -15870,7 +16230,7 @@ Level: 1d6 + 1 -@@ -71711,7 +71711,7 @@ +@@ -75714,7 +75714,7 @@ Depletion: 1 in 1d100 (check each time something is added to the pack; on depletion, all objects are expelled from the pack) @@ -15879,7 +16239,7 @@ Level: 1d6 + 1 -@@ -71724,7 +71724,7 @@ +@@ -75727,7 +75727,7 @@ Depletion: 1 in 1d10 @@ -15888,7 +16248,7 @@ Level: 1d6 -@@ -71742,7 +71742,7 @@ +@@ -75745,7 +75745,7 @@ Depletion: 1 in 1d6 (check each time the amulet reduces damage) @@ -15897,7 +16257,7 @@ Level: 1d6 -@@ -71752,7 +71752,7 @@ +@@ -75755,7 +75755,7 @@ Depletion: 1 in 1d100 @@ -15906,7 +16266,7 @@ Level: 1d6 -@@ -71763,7 +71763,7 @@ +@@ -75766,7 +75766,7 @@ Depletion: 1 in 1d20 @@ -15915,7 +16275,7 @@ Level: 1d6 + 4 -@@ -71775,7 +71775,7 @@ +@@ -75778,7 +75778,7 @@ Depletion: 1–3 in 1d6 @@ -15924,7 +16284,7 @@ Level: 1d6 + 2 -@@ -71786,7 +71786,7 @@ +@@ -75789,7 +75789,7 @@ Depletion: 1 in 1d100 @@ -15933,7 +16293,7 @@ Level: 1d6 -@@ -71797,7 +71797,7 @@ +@@ -75800,7 +75800,7 @@ Depletion: — @@ -15942,7 +16302,7 @@ Level: 1d6 + 1 -@@ -71809,7 +71809,7 @@ +@@ -75812,7 +75812,7 @@ Depletion: 1 in 1d100 @@ -15951,7 +16311,7 @@ Level: 1d6 -@@ -71825,7 +71825,7 @@ +@@ -75828,7 +75828,7 @@ Depletion: 1 in 1d20 (check each activation) @@ -15960,7 +16320,7 @@ Level: 1d6 + 2 -@@ -71837,7 +71837,7 @@ +@@ -75840,7 +75840,7 @@ Depletion: 1 in 1d10 @@ -15969,7 +16329,7 @@ Level: 1d6 + 1 -@@ -71849,7 +71849,7 @@ +@@ -75852,7 +75852,7 @@ Depletion: 1–3 in 1d20 @@ -15978,7 +16338,7 @@ Level: 1d6 + 2 -@@ -71871,7 +71871,7 @@ +@@ -75874,7 +75874,7 @@ Depletion: 1 in 1d100 @@ -15987,7 +16347,7 @@ Level: 1d6 + 4 -@@ -71883,7 +71883,7 @@ +@@ -75886,7 +75886,7 @@ Depletion: 1 in 1d10 @@ -15996,7 +16356,7 @@ Level: 1d6 + 2 -@@ -71904,7 +71904,7 @@ +@@ -75907,7 +75907,7 @@ Depletion: 1 in 1d20 @@ -16005,7 +16365,7 @@ Level: 1d6 + 3 -@@ -71919,7 +71919,7 @@ +@@ -75922,7 +75922,7 @@ Depletion: 1 in 1d100 @@ -16014,7 +16374,7 @@ Level: 1d6 -@@ -71938,7 +71938,7 @@ +@@ -75941,7 +75941,7 @@ Depletion: Automatic @@ -16023,7 +16383,7 @@ Level: 1d6 + 1 -@@ -71951,7 +71951,7 @@ +@@ -75954,7 +75954,7 @@ Depletion: 1 in 1d20 @@ -16032,7 +16392,7 @@ Level: 1d6 + 3 -@@ -71964,7 +71964,7 @@ +@@ -75967,7 +75967,7 @@ Depletion: 1–2 in 1d100 (check each decapitation and specific attempt to cut through solid material) @@ -16041,7 +16401,7 @@ Level: 1d6 + 1 -@@ -71978,7 +71978,7 @@ +@@ -75981,7 +75981,7 @@ Depletion: 1 in 1d20 @@ -16050,7 +16410,7 @@ Level: 1d6 + 1 -@@ -72000,7 +72000,7 @@ +@@ -76003,7 +76003,7 @@ Depletion: 1 in 1d20 (check each day) @@ -16059,7 +16419,7 @@ Level: 1d6 + 2 -@@ -72015,9 +72015,9 @@ +@@ -76018,9 +76018,9 @@ Depletion: 1 in 1d20 @@ -16071,7 +16431,7 @@ Level: 10 -@@ -72041,7 +72041,7 @@ +@@ -76044,7 +76044,7 @@ Depletion: — @@ -16080,7 +16440,7 @@ Level: 1d6 + 4 -@@ -72062,7 +72062,7 @@ +@@ -76065,7 +76065,7 @@ and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so transporting a group of PCs 100 miles is probably within the orb's power @@ -16089,7 +16449,7 @@ Level: 1d6 + 1 -@@ -72147,7 +72147,7 @@ +@@ -76150,7 +76150,7 @@ Depletion: 1 × number of previous uses in 1d20 @@ -16098,7 +16458,7 @@ Artifacts that can be used as weapons, though some have other uses as well. -@@ -72223,7 +72223,7 @@ +@@ -76226,7 +76226,7 @@ Depletion: 1 in 1d20 @@ -16107,7 +16467,7 @@ Most Cypher System artifacts in a horror setting are either cursed objects (which draw or focus -@@ -72244,7 +72244,7 @@ +@@ -76247,7 +76247,7 @@ > The Bad Penny module is a handy GM tool when a horror artifact is important to the game's plot. @@ -16116,7 +16476,7 @@ The stories of the mythos often feature strange books or devices (which might be magical or of exotic scientific manufacture) that are connected to the plot and often reference or have links to each other. Even if -@@ -72260,9 +72260,9 @@ +@@ -76263,9 +76263,9 @@ • Shining trapezohedron @@ -16128,7 +16488,7 @@ Level: 1d6 + 2 -@@ -72276,7 +72276,7 @@ +@@ -76279,7 +76279,7 @@ Depletion: — @@ -16137,7 +16497,7 @@ Level: 1d6 + 2 -@@ -72300,7 +72300,7 @@ +@@ -76303,7 +76303,7 @@ Some brain cylinders were created by the mi-go; others are the products of mad scientists or other alien species that want to study humans. @@ -16146,7 +16506,7 @@ Level: 1d6 + 2 -@@ -72317,7 +72317,7 @@ +@@ -76320,7 +76320,7 @@ Depletion: — @@ -16155,7 +16515,7 @@ Level: 1d6 + 4 -@@ -72337,7 +72337,7 @@ +@@ -76340,7 +76340,7 @@ Depletion: 1 in 1d100 @@ -16164,7 +16524,7 @@ Level: 1d6 + 4 -@@ -72350,7 +72350,7 @@ +@@ -76353,7 +76353,7 @@ Depletion: 1 in 1d20 (check each month) @@ -16173,7 +16533,7 @@ Level: 1d6 -@@ -72364,7 +72364,7 @@ +@@ -76367,7 +76367,7 @@ Depletion: 1 in 1d20 @@ -16182,7 +16542,7 @@ Level: 1d6 -@@ -72382,7 +72382,7 @@ +@@ -76385,7 +76385,7 @@ Depletion: 1 in 1d6 @@ -16191,7 +16551,7 @@ Level: 1d6 + 4 -@@ -72411,7 +72411,7 @@ +@@ -76414,7 +76414,7 @@ Depletion: — @@ -16200,7 +16560,7 @@ Level: 1d6 + 2 -@@ -72435,7 +72435,7 @@ +@@ -76438,7 +76438,7 @@ Depletion: — @@ -16209,7 +16569,7 @@ Level: 1d6 + 3 -@@ -72453,7 +72453,7 @@ +@@ -76456,7 +76456,7 @@ Depletion: — @@ -16218,7 +16578,7 @@ Level: 1d6 -@@ -72472,7 +72472,7 @@ +@@ -76475,7 +76475,7 @@ Depletion: Automatic @@ -16227,7 +16587,7 @@ Level: 1d6 -@@ -72498,14 +72498,14 @@ +@@ -76501,14 +76501,14 @@ Depletion: 1 in 1d100 (check each session) @@ -16244,7 +16604,7 @@ Magic runs through most items in a fairy tale world, but especially through artifacts. Magic is unknowable and mystifying, and thus something can—and often does—go wrong. While that may sometimes manifest as GM intrusions, it also -@@ -72658,7 +72658,7 @@ +@@ -76661,7 +76661,7 @@ | 97-98 | Tweedledee's umbrella | | 99-00 | Vicious tankard | @@ -16253,19 +16613,28 @@ A Tisket a Tasket -@@ -73216,9 +73216,9 @@ +@@ -77219,9 +77219,9 @@ Depletion: 1 in 1d20 (check each fight) -EQUIPMENT +### EQUIPMENT +-CURRENCY AND EQUIPMENT OF THE WEIRD WEST ++### CURRENCY AND EQUIPMENT OF THE WEIRD WEST + + Currency + +@@ -77426,7 +77426,7 @@ + track of how many bullets remain in the cylinders of their revolvers, an easy way to determine if a character's + six‑shooter is empty after any given turn is to use depletion; a typical six‑shooter has a depletion of 1 in 1d6. + -MODERN FANTASY EQUIPMENT +### MODERN FANTASY EQUIPMENT In a modern fantasy setting, the following items (and anything else appropriate to a modern Earthlike world) are usually available. As with most physical things, a character can spend more for a higher-quality version of an item, such as an -@@ -73294,7 +73294,7 @@ +@@ -77502,7 +77502,7 @@ hindered without them, such as using a crystal ball for a scrying spell, an athame for a protection spell, or a spirit board for a ritual to talk to a dead person. @@ -16274,7 +16643,7 @@ An inferior example of a crafting ingredient counts as one price category lower. A superior example counts as one or more price categories higher. -@@ -73499,9 +73499,9 @@ +@@ -77707,9 +77707,9 @@ • Wood from an ancient tree @@ -16286,7 +16655,7 @@ Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story. For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those -@@ -73514,8 +73514,8 @@ +@@ -77722,8 +77722,8 @@ shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this leeway, the GM always has the option to use an intrusion to complicate an encounter. @@ -16297,7 +16666,7 @@ | Category | GP Value | |----------------|-----------------| -@@ -73525,7 +73525,7 @@ +@@ -77733,7 +77733,7 @@ | Very expensive | 1,000–10,000 gp | | Exorbitant | 10,000+ gp | @@ -16306,7 +16675,7 @@ Warrior Starting Equipment: Appropriate clothing and two weapons of your choice, plus 6d6 + 100 gp. -@@ -73535,7 +73535,7 @@ +@@ -77743,7 +77743,7 @@ Speaker Starting Equipment: Appropriate clothing and a light weapon of your choice, plus 3d6 + 90 gp @@ -16315,7 +16684,7 @@ Battleaxe: A wooden pole with a blade on one end. -@@ -73613,7 +73613,7 @@ +@@ -77821,7 +77821,7 @@ Whip: A leather cord with a handle, used more for tricks and inflicting punishments than for deadly combat. @@ -16324,7 +16693,7 @@ | Light Weapons (2 points of damage) | Price | Notes | |-------------------------------------|---------|---------------------------------| -@@ -73659,7 +73659,7 @@ +@@ -77867,7 +77867,7 @@ | Heavy mace | 15 gp | | | Maul | 10 gp | | @@ -16333,7 +16702,7 @@ If the GM needs to randomly determine the weapon a creature or treasure trove has, use the following table. -@@ -73700,7 +73700,7 @@ +@@ -77908,7 +77908,7 @@ > It's more fun if a character finds an improved version of a weapon they like instead of a weapon they're not familiar > with. @@ -16342,7 +16711,7 @@ You can wear only one kind of armor at a time (wearing more than one only gives the Armor from the best one and the Speed Effort cost of the worst one). -@@ -73752,7 +73752,7 @@ +@@ -77960,7 +77960,7 @@ Shield: Provides an asset to Speed defense. Shield sizes vary from a small buckler to a large kite shield (in the Cypher System, the difference is mainly flavor, and for game purposes they all grant the wearer the same benefit). @@ -16351,7 +16720,7 @@ | Light Armor | Armor | Speed Effort Additional Cost | Price | |---------------------|-----------|------------------------------|----------| -@@ -73779,7 +73779,7 @@ +@@ -77987,7 +77987,7 @@ If the GM prefers the simpler method of not tracking whether an attack is bashing, slashing, or stabbing, heavy cloth and padded armor should provide no Armor at all. @@ -16360,7 +16729,7 @@ Acid: A flask of strong acid. Can be thrown up to short range, inflicting acid damage as a light weapon (ignores Armor). If poured carefully, it can damage or destroy a small item or areas made of stone or metal. -@@ -73852,7 +73852,7 @@ +@@ -78060,7 +78060,7 @@ light in an immediate area and dim light in the short area beyond that. A torch is fragile and usually breaks if used to hit something @@ -16369,7 +16738,7 @@ | Item | Price | |------------------------------|-----------| -@@ -73897,9 +73897,9 @@ +@@ -78105,9 +78105,9 @@ | Torch | 1 cp | | Waterskin | 2 sp | @@ -16381,7 +16750,7 @@ Specific pieces of clothing vary by climate and local custom, but usually include a hat, shirt, belt, pants or skirt, shoes, and underclothes. -@@ -73937,7 +73937,7 @@ +@@ -78145,7 +78145,7 @@ representations of magical creatures such as dragons. Scholars and sages wear very similar garments that lack the mystical aspects of wizard clothing. @@ -16390,7 +16759,7 @@ | Item | Price | |-----------------------|-------| -@@ -73952,7 +73952,7 @@ +@@ -78160,7 +78160,7 @@ | Traveler's outfit | 2 gp | | Wizard's outfit | 5 gp | @@ -16399,7 +16768,7 @@ Draft horse: A strong horse able to carry or pull heavy loads. -@@ -73968,7 +73968,7 @@ +@@ -78176,7 +78176,7 @@ Warhorse: A horse trained to be calm during the noise and action of combat, used either as a mount or to pull a vehicle such as a chariot. @@ -16408,7 +16777,7 @@ | Item | Price | |--------------|------------| -@@ -73979,7 +73979,7 @@ +@@ -78187,7 +78187,7 @@ | Saddle | 10 gp | | Warehouse | 300-500 gp | @@ -16417,7 +16786,7 @@ | Item | Price | |----------------------|-------| -@@ -73999,7 +73999,7 @@ +@@ -78207,7 +78207,7 @@ | Wine (bottle) | 10 gp | | Wine (pitcher) | 2 sp | @@ -16426,7 +16795,7 @@ Currency -@@ -74158,7 +74158,7 @@ +@@ -78366,7 +78366,7 @@ | Vehicle | Car, truck, van, boat, or prop two-seater plane (internal combustion engine or EV) | | Horse | Trained for riding (typically found with a few days of feed) | @@ -16435,7 +16804,7 @@ Post-Apocalyptic Cyphers -@@ -74495,7 +74495,7 @@ +@@ -78703,7 +78703,7 @@ | 9 | Fabricator, military | | 10 | Smartdust | @@ -16444,7 +16813,7 @@ Level: 1d6 + 1 -@@ -74508,16 +74508,16 @@ +@@ -78716,16 +78716,16 @@ terminates. Alternatively, the AI can be used to engage another AI in the area, distracting it from taking direct actions for a number of minutes equal to this cypher's level. After this interval, the instance's existence terminates. @@ -16464,7 +16833,7 @@ Level: 1d6 + 2 -@@ -74525,7 +74525,7 @@ +@@ -78733,7 +78733,7 @@ is suppressed and unable to function for one minute. If this cypher's level is 7 or higher, a success means the instance is permanently wiped from the hardware (or wetware, if installed on a living creature). @@ -16473,7 +16842,7 @@ Level: 1d6 + 3 -@@ -74537,7 +74537,7 @@ +@@ -78745,7 +78745,7 @@ target creating the effect. For instance, if this cypher is successfully used against a creature genetically engineered by nanotech, the creature would become so much inert biological matter. @@ -16482,7 +16851,7 @@ Level: 1d6 + 2 -@@ -74548,7 +74548,7 @@ +@@ -78756,7 +78756,7 @@ Might defense roll each round to end the effect; two successful defense rolls end the chain reaction. NPCs whose level is equal to or higher than the cypher's level take damage from the cypher for only one round. @@ -16491,7 +16860,7 @@ Level: 1d6 + 1 -@@ -74559,7 +74559,7 @@ +@@ -78767,7 +78767,7 @@ distance like a detonation, inflicting damage equal to the cypher's level in an immediate area and reducing the effectiveness of any Armor worn by targets by 1. @@ -16500,7 +16869,7 @@ Level: 1d6 + 2 -@@ -74570,7 +74570,7 @@ +@@ -78778,7 +78778,7 @@ moved to). A Speed attack roll is necessary to affect an unwilling target. PCs can make a Might defense roll to resist being disassembled. @@ -16509,7 +16878,7 @@ Level: 1d6 + 1 -@@ -74584,7 +74584,7 @@ +@@ -78792,7 +78792,7 @@ A civil fabricator can create appropriately priced food items. However, it can't fabricate living creatures. @@ -16518,7 +16887,7 @@ Level: 1d6 + 1 -@@ -74592,7 +74592,7 @@ +@@ -78800,7 +78800,7 @@ weapons. If a weapon that uses ammunition is fabricated, the weapon's magazine holds up to ten rounds of fabbed ammunition. @@ -16527,7 +16896,7 @@ Level: 1d6 + 2 -@@ -74600,7 +74600,7 @@ +@@ -78808,7 +78808,7 @@ number of months equal to the cypher's level. Afterward, the user can see, hear, smell, and feel the vibrations of any activity that occurs in that location no matter how far they are from it. @@ -16536,7 +16905,7 @@ One interesting approach for artifacts in a post‑apocalyptic setting is to use before‑times items that were once commonplace—such as books, functioning vehicles, and portable water filters, among many other items—but are now nearly -@@ -74652,7 +74652,7 @@ +@@ -78860,7 +78860,7 @@ Depletion: 1 in 1d20 (check each day used) @@ -16545,7 +16914,7 @@ The kinds of post‑apocalyptic artifacts described in the Cypher System Rulebook are, for the most part, retro‑futuristic, or at least manifest cyphers created by super‑science that is mostly beyond today's technology. Most -@@ -74773,9 +74773,9 @@ +@@ -78981,9 +78981,9 @@ Depletion: 1 in 1d20 (check after each day of use) @@ -16557,7 +16926,7 @@ Equipment: Equipment includes apparel, armor, cybernetic implants, personal drone assistants, and other items that, for the most part, can be easily transported. Technically speaking, armaments are also equipment. Unless it's important to -@@ -74785,14 +74785,14 @@ +@@ -78993,14 +78993,14 @@ Armaments: From contemporary bullet-firing pistols to fantastically advanced handheld disintegration guns, the weapons presented in this chapter are dedicated to those that a single character can carry and use. @@ -16574,7 +16943,7 @@ When a player makes up their character, their type likely indicates that they can choose one or more weapons of their choice. When choosing such weapons and equipment, the following restrictions apply to that choice: -@@ -74801,36 +74801,36 @@ +@@ -79009,36 +79009,36 @@ • Characters may not choose weapons in the exorbitant or priceless price category. @@ -16618,7 +16987,7 @@ | Location | AU | Light Delay | |-------------------|------|-------------| -@@ -74850,7 +74850,7 @@ +@@ -79058,7 +79058,7 @@ | Outer Oort Cloud | 100k | 19 months | | Proxima Centauri | 269k | 4.2 years | @@ -16627,7 +16996,7 @@ Smartphone -@@ -74879,7 +74879,7 @@ +@@ -79087,7 +79087,7 @@ As smartphone (though far bulkier), but with ability to connect directly to an orbiting satellite communication network, providing planetary range. @@ -16636,7 +17005,7 @@ Communicator, badge/ring -@@ -74940,7 +74940,7 @@ +@@ -79148,7 +79148,7 @@ As laser array, but collimates gamma rays, which diverge far less quickly than light, allowing communication between planets. Also doubles as a spacecraft weapon system (but all attack tasks using it are hindered). @@ -16645,7 +17014,7 @@ Mind's eye -@@ -74961,12 +74961,12 @@ +@@ -79169,12 +79169,12 @@ A bulky piece of equipment that takes a few days to set up and calibrate, and which requires enormous power per use, allows instantaneous communication between two points even across interstellar distances. @@ -16660,7 +17029,7 @@ Binoculars -@@ -75012,7 +75012,7 @@ +@@ -79220,7 +79220,7 @@ columns, mass spectrometers, calorimetry analyzers, and more. Such a piece of equipment grants two assets to any analysis task where perception could provide additional information, though analysis requires several hours or more. @@ -16669,7 +17038,7 @@ Hand scanner -@@ -75060,7 +75060,7 @@ +@@ -79268,7 +79268,7 @@ controller (if there is one), but with physical options; tactile drones can accomplish routine tasks and attempt those of level 4 or less, or allow a remote operator to attempt more difficult tasks at a distance. @@ -16678,7 +17047,7 @@ Multicorder -@@ -75096,12 +75096,12 @@ +@@ -79304,12 +79304,12 @@ tracking movement, hacking electronics, charging electronics, or even tuned to a high-intensity beam that can blind nearby targets for a round. The sonic toolgrip eases all tasks by two steps. @@ -16693,7 +17062,7 @@ Cold weather gear -@@ -75129,7 +75129,7 @@ +@@ -79337,7 +79337,7 @@ Self-contained underwater breathing apparatus allows wearer to function underwater for about an hour at depths (under normal Earth atmosphere) of up to 40 m (130 feet) @@ -16702,7 +17071,7 @@ Leather jacket -@@ -75164,7 +75164,7 @@ +@@ -79372,7 +79372,7 @@ Remember, armor (lowercase a) is something you wear. Armor (capital A) is the bonus you get. You can have only one type of armor at a time, but you can have many sources of Armor, theoretically. @@ -16711,7 +17080,7 @@ Safesuit, space -@@ -75272,7 +75272,7 @@ +@@ -79480,7 +79480,7 @@ self-sealing tech limits repercussions described in Taking Damage in a Space Suit to just a round or two, assuming the breach is not catastrophically large. @@ -16720,7 +17089,7 @@ Taking damage while protected from the effects of vacuum in a space suit (or safesuit) requires one additional defense roll. On a failure, the suit breaches and begins to spew precious air, heat, and pressure into the void. Deluxe space -@@ -75281,7 +75281,7 @@ +@@ -79489,7 +79489,7 @@ advanced suits must find some way to seal the breach within three rounds, otherwise on the fourth round, they are treated as if in vacuum. @@ -16729,7 +17098,7 @@ Armored bodysuit -@@ -75334,7 +75334,7 @@ +@@ -79542,7 +79542,7 @@ Armor that heavy armor usually offers, and encumbers as medium armor. Armor rating also applies to damage that often isn't reduced by typical armor, such as heat or cold damage (but not Intellect damage). @@ -16738,7 +17107,7 @@ Breather, vacuum -@@ -75366,7 +75366,7 @@ +@@ -79574,7 +79574,7 @@ An ability granting a free level of Effort usually must be unlocked by the application of at least one level of Effort, in effect providing one more level of Effort than what was paid for. @@ -16747,7 +17116,7 @@ Force field, quick -@@ -75440,9 +75440,9 @@ +@@ -79648,9 +79648,9 @@ triggered, result in friendly fire). @@ -16759,7 +17128,7 @@ Duct tape roll -@@ -75573,7 +75573,7 @@ +@@ -79781,7 +79781,7 @@ few minutes but grants an asset to tasks related to disguise and impersonation. @@ -16768,7 +17137,7 @@ Everlight -@@ -75669,7 +75669,7 @@ +@@ -79877,7 +79877,7 @@ supply accordingly. Many long-haul spacecraft seek to obtain a 4D printer because having one significantly reduces the amount of material that must otherwise be carried. @@ -16777,7 +17146,7 @@ Carryall pack -@@ -75707,13 +75707,13 @@ +@@ -79915,13 +79915,13 @@ object or piece of equipment of an equal or lower level or price, excluding artifacts and manifest cyphers. The replicated object can be converted back to its base state as a separate action. @@ -16793,7 +17162,7 @@ Trail rations (1 day) -@@ -75738,7 +75738,7 @@ +@@ -79946,7 +79946,7 @@ Bandage with antimicrobial, analgesic, hemostatic, and temporary skin substitute qualities that can raise a victim one step of the damage track if damage was due to a wound. @@ -16802,7 +17171,7 @@ Cold sober -@@ -75871,7 +75871,7 @@ +@@ -80079,7 +80079,7 @@ recovery rolls or serum injections to anyone who spends at least an hour immobilized on the autodoc med table, even for the most minor of treatments. @@ -16811,7 +17180,7 @@ Nano tab, general -@@ -75925,9 +75925,9 @@ +@@ -80133,9 +80133,9 @@ effectively granting five posthuman upgrade power shifts. However, this quickly burns out the user, who dies within a solar standard month. @@ -16823,7 +17192,7 @@ Electronic assistant level 2 (6) -@@ -75967,7 +75967,7 @@ +@@ -80175,7 +80175,7 @@ controllers. An upgrade into the priceless category allows one to carry two or more self-guiding missiles that inflict 12 points of damage and drop unprotected targets two steps on the damage track. @@ -16832,7 +17201,7 @@ Auton -@@ -76038,7 +76038,7 @@ +@@ -80246,7 +80246,7 @@ installed on a spacecraft is immensely helpful, as it can oversee many basic functions. A shipmind usually accomplishes tasks at the level of the ship in which it is installed. @@ -16841,7 +17210,7 @@ Synth level 3 (9) -@@ -76089,13 +76089,13 @@ +@@ -80297,13 +80297,13 @@ apparent (or even actual) shape completely over the course of a minute to appear as another creature or innocuous object. @@ -16857,7 +17226,7 @@ Book level 2 (6) -@@ -76127,7 +76127,7 @@ +@@ -80335,7 +80335,7 @@ ease tasks related to concentration and motivation but hinder tasks related to resisting anxiety and irritability. On the other hand, addiction to caffeine normally isn't nearly as serious an addiction as alcohol or opioids. @@ -16866,7 +17235,7 @@ Sidekick sphere -@@ -76149,7 +76149,7 @@ +@@ -80357,7 +80357,7 @@ skin, modifying lines and color. A small alteration requires only a few rounds, but a full-body tattoo change, assuming any artistry at all is involved, may take a few days to complete. @@ -16875,7 +17244,7 @@ Tattoo, living -@@ -76170,11 +76170,11 @@ +@@ -80378,11 +80378,11 @@ ecstasy and joy for a pre-set period of time. Addiction is possible, though better models have an ebbing mode that helps put users back into their right minds gradually. @@ -16889,7 +17258,7 @@ Weapons require ammunition ("ammo"), whether that's rounds of a particular caliber, energy packs, or something even more exotic. You can handle ammo requirements for weapons in one of three ways: exact tracking, abstracted monthly upkeep -@@ -76189,7 +76189,7 @@ +@@ -80397,7 +80397,7 @@ Or you can just not worry about keeping track of ammunition, especially in games where gunplay isn't common. @@ -16898,7 +17267,7 @@ Ammo (box of 50 rounds) -@@ -76199,7 +76199,7 @@ +@@ -80407,7 +80407,7 @@ Caliber varies by specific firearm, used in most contemporary ranged weapons @@ -16907,7 +17276,7 @@ Energy pack (50 shots) level 1 (3) -@@ -76222,12 +76222,12 @@ +@@ -80430,12 +80430,12 @@ A character who uses a smart round on a group of foes could attempt to attack up to 4 of them with one shot; however, the GM intrusion range on the last ricochet attack would be 1–7 on the d20. @@ -16922,7 +17291,7 @@ Knife, simple -@@ -76278,7 +76278,7 @@ +@@ -80486,7 +80486,7 @@ Handheld device with two prongs that must contact target; light weapon (2 points of electrical damage, difficulty of attack is eased, and on additional failed Might defense roll, target is dazed 1 round). @@ -16931,7 +17300,7 @@ Power fist -@@ -76315,7 +76315,7 @@ +@@ -80523,7 +80523,7 @@ As stunstick, but light weapon (difficulty of attack is eased) worn as a set of two rings on the same hand; punch target to use. @@ -16940,7 +17309,7 @@ Plasma saber -@@ -76327,12 +76327,12 @@ +@@ -80535,12 +80535,12 @@ either a medium weapon in one hand or as a heavy weapon in two hands (4 damage or 6 damage). It ignores 3 points of a target's Armor (except from force fields). @@ -16955,7 +17324,7 @@ Bow -@@ -76428,7 +76428,7 @@ +@@ -80636,7 +80636,7 @@ Handheld device that fires attached probe at target within 9 m (30 feet); medium weapon (4 points of electrical damage and on a failed Might defense roll, target is stunned for 1 round, losing their next action). @@ -16964,7 +17333,7 @@ Grenade, sonic level 4 (12) -@@ -76528,7 +76528,7 @@ +@@ -80736,7 +80736,7 @@ Long-barreled rifle with computer sight assistance fires magnetically accelerated slugs; heavy-plus weapon (8 points of damage, both hands), range is 3,050 m (10,000 feet). @@ -16973,7 +17342,7 @@ Blaster, light -@@ -76604,14 +76604,14 @@ +@@ -80812,14 +80812,14 @@ weapon (10 damage, both hands), very long range. This rapid-fire weapon can operate in conjunction with Spray or Arc Spray abilities. It ignores 2 points of Armor value (except from force fields). @@ -16991,7 +17360,7 @@ Inexpensive -@@ -76639,7 +76639,7 @@ +@@ -80847,7 +80847,7 @@ Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks) @@ -17000,7 +17369,7 @@ Inexpensive -@@ -76673,7 +76673,7 @@ +@@ -80881,7 +80881,7 @@ amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but you could have many things that give you Armor. @@ -17009,7 +17378,7 @@ Inexpensive -@@ -76755,7 +76755,7 @@ +@@ -80963,7 +80963,7 @@ Handheld scrying mirror. Asset for initiative tasks when held in hand or worn. @@ -17018,7 +17387,7 @@ Moderately Priced -@@ -76784,7 +76784,7 @@ +@@ -80992,7 +80992,7 @@ > vehicle. Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to > operate the vehicle. @@ -17027,7 +17396,7 @@ Cypher Shorts are what we call quick and easy adventures for use with the Cypher -@@ -76809,7 +76809,7 @@ +@@ -81017,7 +81017,7 @@ - Just as players should use improvisation to react to and deal with situations they didn't know were coming, the GM should be ready to do the same. @@ -17036,7 +17405,7 @@ Cypher Shorts use an abbreviated character creation system, even simpler than the standard Cypher System. This is to help players move quickly, without spending a lot of time deciding between this focus and that one. -@@ -76826,7 +76826,7 @@ +@@ -81034,7 +81034,7 @@ All characters start with 1 XP. @@ -17045,7 +17414,7 @@ A descriptor quickly and easily distinguishes the character from the others. Ideally, no two players have the same descriptor. -@@ -76842,7 +76842,7 @@ +@@ -81050,7 +81050,7 @@ Charming: Add +2 to Intellect Pool. You are trained in persuasion and deception. @@ -17054,7 +17423,7 @@ This is the role the character will have in the story. Types will likely change from genre -@@ -76923,7 +76923,7 @@ +@@ -81131,7 +81131,7 @@ • Have another power shift. @@ -17063,7 +17432,7 @@ A focus determines the actions a character might often take in the story. -@@ -76950,18 +76950,18 @@ +@@ -81158,18 +81158,18 @@ Supernatural Powers type. (Note: if that is already your type, you can't select an ability you've already chosen, with the exception of miscellaneous powers.) @@ -17085,7 +17454,7 @@ This section is a list of possible encounters that might happen in the scenario, depending on what the characters do, where they go, and so on. Cypher Shorts don't rely on a keyed map or a detailed outline of a plot. Think of these as the -@@ -76974,7 +76974,7 @@ +@@ -81182,7 +81182,7 @@ NPCs involved, and other information not related to game stats, such as the answers to the questions the PCs might ask, the personality of any relevant NPC, and so on. @@ -17094,7 +17463,7 @@ Each Cypher Short comes with a brief list of GM intrusion suggestions that are specific to that scenario. -@@ -76982,19 +76982,19 @@ +@@ -81190,19 +81190,19 @@ same time, they will probably spend any XP they get. So there might be more calls for rerolls using XP in a Cypher Short adventure than you're used to in a standard Cypher System game. @@ -17117,7 +17486,7 @@ The characters should be relatively mundane people. No supernatural powers. Cypher Short character suggestions include: -@@ -77022,7 +77022,7 @@ +@@ -81230,7 +81230,7 @@ All random people in the building are level 2 or 3 NPCs. @@ -17126,7 +17495,7 @@ The characters all work in a tall skyscraper that houses many different businesses in a large city. They don't necessarily work together or even know each other. But they're all in a large lobby on the twenty-fifth floor, in front -@@ -77055,7 +77055,7 @@ +@@ -81263,7 +81263,7 @@ • Whenever the fire spreads to a new floor, the sprinklers will go off. This is enough to keep the fire from spreading too much or too quickly, but the incendiary bombs make it impossible for the sprinklers alone to put the fire out. @@ -17135,7 +17504,7 @@ Staying Put: People from higher floors start coming down, alone or in small groups. Some of them claim to have information. Some of it is true and some isn't. Things they might try to say include: -@@ -77118,7 +77118,7 @@ +@@ -81326,7 +81326,7 @@ through one of the stairwells, and they work to get everyone out. This is a great time for one last GM intrusion, or for the PCs who have seen the bomber to spot him trying to sneak out posing as a victim—perhaps as they exit the building. @@ -17144,7 +17513,7 @@ Explosion: First and foremost, the GM's best tools in this scenario are the subsequent explosions from more bombs. The bomber has planted many bombs throughout the building, and they can go off any time, any place. This isn't just one GM -@@ -77139,7 +77139,7 @@ +@@ -81347,7 +81347,7 @@ the helicopter to pick him up. Failing that, he ditches his gear and tries to get out with the rest of the victims when the firefighters arrive. diff --git a/patches/base/016-core-reorg-part-1.patch b/patches/base/016-core-reorg-part-1.patch index 2134403..41e4299 100644 --- a/patches/base/016-core-reorg-part-1.patch +++ b/patches/base/016-core-reorg-part-1.patch @@ -1,11 +1,23 @@ ---- _tmp/ccsrd.md 2025-05-05 01:24:30.339956224 -0500 -+++ _tmp/ccsrd.new.md 2025-05-05 01:28:47.164387736 -0500 -@@ -45,6 +45,23 @@ +--- _tmp/ccsrd.md 2025-06-19 00:09:54.480860045 -0500 ++++ _tmp/ccsrd.new.md 2025-06-19 00:13:20.014059321 -0500 +@@ -69,20 +69,20 @@ - If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll. + ### TASK DIFFICULTY -+### TASK DIFFICULTY -+ +-| | | | | +-|-----------------|--------------|------------|-----------------------------------------------------------------------------------------------| +-| Task Difficulty | Description | Target No. | Guidance | +-| 0 | Routine | 0 | Anyone can do this basically every time. | +-| 1 | Simple | 3 | Most people can do this most of the time. | +-| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. | +-| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. | +-| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. | +-| 5 | Challenging | 15 | Even trained people often fail. | +-| 6 | Intimidating | 18 | Normal people almost never succeed. | +-| 7 | Formidable | 21 | Impossible without skills or great effort. | +-| 8 | Heroic | 24 | A task worthy of tales told for years afterward. | +-| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | +-| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | +| | | | | +|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------| +| **Task Difficulty** | **Description** | **Target No.** | **Guidance** | @@ -20,34 +32,9 @@ +| 8 | Heroic | 24 | A task worthy of tales told for years afterward. | +| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | +| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | -+ - ### WHEN DO YOU ROLL? - Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the -@@ -67,23 +84,6 @@ - System, that usually means rolling a 19 or 20, which are called special rolls; the Rules of the Game chapter also - discusses special rolls). - --### TASK DIFFICULTY -- --| | | | | --|---------------------|-----------------|----------------|-----------------------------------------------------------------------------------------------| --| **Task Difficulty** | **Description** | **Target No.** | **Guidance** | --| 0 | Routine | 0 | Anyone can do this basically every time. | --| 1 | Simple | 3 | Most people can do this most of the time. | --| 2 | Standard | 6 | Typical task requiring focus, but most people can usually do this. | --| 3 | Demanding | 9 | Requires full attention; most people have a 50/50 chance to succeed. | --| 4 | Difficult | 12 | Trained people have a 50/50 chance to succeed. | --| 5 | Challenging | 15 | Even trained people often fail. | --| 6 | Intimidating | 18 | Normal people almost never succeed. | --| 7 | Formidable | 21 | Impossible without skills or great effort. | --| 8 | Heroic | 24 | A task worthy of tales told for years afterward. | --| 9 | Immortal | 27 | A task worthy of legends that last lifetimes. | --| 10 | Impossible | 30 | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). | -- ### COMBAT - Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a @@ -124,29 +124,6 @@ great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon. @@ -2697,7 +2684,7 @@ ### MANIFEST CYPHERS Because manifest cyphers are physical objects, and people are familiar with the idea of finding "treasure" as part of -@@ -48625,6 +48038,161 @@ +@@ -49666,6 +49079,161 @@ ### FANTASY RULES MODULES @@ -2859,7 +2846,7 @@ ### AWARDING TREASURE It's best to think of gold and magic as two different kinds of currencies that characters have access to. -@@ -49089,6 +48657,411 @@ +@@ -50130,6 +49698,411 @@ (1 point of ambient damage per 10 feet fallen). The destination is dangerous, such as a tiny room lined with spikes, a shark tank, or a boulder in a lava lake. @@ -3270,4 +3257,4 @@ + ### CHARACTER OPTIONS - ### MODERN MAGIC CHARACTER OPTIONS + ### WEIRD WEST CHARACTER OPTIONS