following the pattern of other abilities, move modern magic's into core
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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patches/base/029-move-modern-magic-abilities-into-core.patch
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patches/base/029-move-modern-magic-abilities-into-core.patch
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--- _tmp/ccsrd.md 2025-05-29 10:51:30.789648516 -0500
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+++ _tmp/ccsrd.new.md 2025-05-29 14:20:00.517884876 -0500
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@@ -9983,6 +9983,16 @@
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Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round.
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Action per target to initiate.
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+Access the Broadcast (2+ Intellect points): You create a flat rectangular illusory "screen" within immediate range that
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+can display any broadcast television signal in your area (similar to using a television with an antenna) or any video
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+streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
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+across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
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+The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
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+ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
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+
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+Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
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+Intellect-based attack roll against the network's level (typically level 4) to watch them.
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+
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Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a
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natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the
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attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced
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@@ -10166,6 +10176,13 @@
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Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM
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should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.
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+Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
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+within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
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+if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
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+or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
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+television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
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+higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
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+
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Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that
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attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler.
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@@ -10194,6 +10211,17 @@
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rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another)
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at once. Make a separate attack roll against each target. Each attack is hindered. Action.
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+Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
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+lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
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+works as if you were carrying your device with you and using it directly (meaning the network notes your current
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+location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
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+ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
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+to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
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+to initiate.
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+
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+In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
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+probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
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+
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Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that
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it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw
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magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.
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@@ -10263,6 +10291,11 @@
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to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be
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mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
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+Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
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+room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
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+songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
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+increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
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+
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Balance: You are trained in balancing. Enabler.
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Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to
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@@ -10366,6 +10399,11 @@
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body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action
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recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action.
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+Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
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+electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
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+still work. Any standby generator connected in this area functions normally, activating emergency power within a few
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+rounds. The blackout otherwise lasts for one minute. Action.
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+
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Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler.
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Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your
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@@ -10435,6 +10473,10 @@
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Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice).
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Enabler.
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+Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
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+magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
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+Edge instead of your Intellect Edge. Enabler.
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+
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Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another
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foe. You don't need to spend the points until you know that the first foe is down. Enabler.
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@@ -10504,6 +10546,22 @@
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If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic
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creature.
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+Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
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+or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
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+use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
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+homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
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+is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
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+for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
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+next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
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+within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
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+of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
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+attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
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+can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
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+dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
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+familiar.
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+
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+Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
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+
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Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means,
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like magic or high technology) to make others temporarily do what you want them to do. You control the actions of
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another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to
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@@ -10689,6 +10747,21 @@
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percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near
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you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.
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+Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
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+where they are. The individual creatures must be willing and able to communicate. You immediately know their current
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+status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
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+a short sentence or a few words.
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+
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+These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
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+they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
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+mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
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+
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+You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
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+people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
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+
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+If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
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+above that, you can check on an additional ten creatures. Action.
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+
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Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of
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dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate.
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@@ -10726,6 +10799,15 @@
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Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon
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attacks. Enabler.
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+Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
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+exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
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+know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
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+gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
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+tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
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+situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
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+you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
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+up to one minute to complete.
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+
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Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living
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creature, who then attempts to carry out your command as its next action. The creature must be within short range and
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able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't
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@@ -10907,6 +10989,15 @@
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damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can
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search an urban or wild environment for 1d6 days to find a new one. Enabler.
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+Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
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+immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
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+must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
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+without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
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+as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
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+most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
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+example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
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+wild bird that got inside your house. Action.
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+
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Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts
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for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop,"
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"Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the
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@@ -11155,6 +11246,13 @@
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are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only
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one ward at a time. Action to initiate.
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+Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
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+electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
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+malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
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+the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
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+clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
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+alien, high-technology, or other mysterious devices. Action.
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+
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Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic
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powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks,
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regardless of whether the incoming attack uses metal. And so on. Enabler.
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@@ -11229,6 +11327,11 @@
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Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can
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understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler.
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+Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
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+succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
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+object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
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+apply Effort to increase the level of the effect that can potentially be dispelled. Action.
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+
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Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another
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creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the
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target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within
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@@ -11455,6 +11558,18 @@
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attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your
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next turn. Action to initiate.
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+Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
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+such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
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+short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
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+and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
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+four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
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+time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
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+animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
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+addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
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+apply to this ability. Action.
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+
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+Adorable Animal: level 1, positive social interactions as level 3
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+
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Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task.
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Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task.
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This requires no action on your part. Enabler.
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@@ -11523,6 +11638,11 @@
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example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can
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select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler.
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+Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
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+tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
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+level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
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+task. Once this free level of Effort is used, the magic ends. Action.
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+
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Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force,
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such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate.
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@@ -11702,6 +11822,12 @@
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tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a
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human morphing into a humanoid alien). Action.
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+Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
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+move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
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+When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
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+object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
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+until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
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+
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Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long
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distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area,
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all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an
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@@ -12053,6 +12179,21 @@
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move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while
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phased within a barrier or object, which allows you to peek through walls. Action to initiate.
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+Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
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+of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
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+ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
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+vanishes. Action.
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+
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+Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
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+within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
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+their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
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+know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
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+minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
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+asset on one task of their choosing within one hour.
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+
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+In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
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+affects one additional creature. Action per target to initiate.
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+
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Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of
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threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain
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two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is
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@@ -12191,6 +12332,13 @@
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Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges
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reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler.
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+Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
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+weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
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+its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
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+fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
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+attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
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+more firearms; each level of Effort affects one additional target. Action or enabler.
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+
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Gunner: You inflict 1 additional point of damage with guns. Enabler.
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### Abilities --- H
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@@ -12315,6 +12463,13 @@
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Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful
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of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.
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+Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
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+such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
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+within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
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+In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
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+increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
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+Action.
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+
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### Abilities --- I
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Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you
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@@ -12740,6 +12895,14 @@
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and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry
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it again. Enabler.
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+Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
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+typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
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+does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
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+range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
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+drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
+temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
+each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+
|
||||
Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who
|
||||
care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception.
|
||||
This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to
|
||||
@@ -12885,11 +13048,20 @@
|
||||
Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds.
|
||||
Enabler.
|
||||
|
||||
+Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
+of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
+time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
+morning). Action.
|
||||
+
|
||||
Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate.
|
||||
|
||||
Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
|
||||
attempt to understand and identify its properties. Enabler.
|
||||
|
||||
+Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
+such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
+cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+
|
||||
Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
|
||||
preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
|
||||
hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
|
||||
@@ -12906,6 +13078,12 @@
|
||||
projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such
|
||||
attacks for one round. You must be aware of an attack to foil it. Enabler.
|
||||
|
||||
+Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
+of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
+can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
+perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
+another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
+
|
||||
Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the
|
||||
Moment, the attack or task is eased. Enabler.
|
||||
|
||||
@@ -13284,6 +13462,14 @@
|
||||
either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or
|
||||
deception task is eased by two steps. Action to initiate, one or more rounds to complete.
|
||||
|
||||
+Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
+AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
+out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
+Action.
|
||||
+
|
||||
+Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
+through a Network Dead Zone spell.
|
||||
+
|
||||
Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an
|
||||
Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a
|
||||
failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on
|
||||
@@ -13446,6 +13632,10 @@
|
||||
|
||||
### Abilities --- P
|
||||
|
||||
+Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
+of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
+target by 1. Action.
|
||||
+
|
||||
Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten
|
||||
rounds you ease all Speed defense rolls. Enabler.
|
||||
|
||||
@@ -13723,6 +13913,16 @@
|
||||
tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a
|
||||
time. Action to initiate.
|
||||
|
||||
+Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
+two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
+phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
+still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
+an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
+your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
+learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
+of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
+ability, you can reach an additional week further into the past. Action.
|
||||
+
|
||||
Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions
|
||||
(usually no more than three before the spirit fades).
|
||||
|
||||
@@ -13870,6 +14070,13 @@
|
||||
you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at
|
||||
least two steps due to hardened spacecraft electronic security.)
|
||||
|
||||
+Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
+slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
+end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
+closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
+creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
+Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
+
|
||||
Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you
|
||||
can see another place. This ability can be used in one of two ways:
|
||||
|
||||
@@ -13889,6 +14096,13 @@
|
||||
the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if
|
||||
you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action.
|
||||
|
||||
+Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
+restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
+on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
+electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
+alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
+use Effort to increase the target level that can be affected by 1. Action.
|
||||
+
|
||||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||||
metal. Enabler.
|
||||
|
||||
@@ -14054,6 +14268,9 @@
|
||||
|
||||
Safe Fall: You reduce the damage from a fall by 5 points. Enabler.
|
||||
|
||||
+Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
+transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+
|
||||
Sailor: You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.
|
||||
|
||||
Salvage and Comfort (2 Intellect points): You're familiar with open space. If you spend an hour using your spacecraft's
|
||||
@@ -14195,6 +14412,12 @@
|
||||
Share Defense: If your training in a defense task is greater than that of an ally within short range, your advice and
|
||||
insight allow them to substitute your training for that defense task. Enabler.
|
||||
|
||||
+Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
+the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
+courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
+target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
+memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
+
|
||||
Share the Power: When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature,
|
||||
restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from
|
||||
your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless
|
||||
@@ -14367,6 +14590,45 @@
|
||||
deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it.
|
||||
Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action.
|
||||
|
||||
+Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
+interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
+for you like the best combination of a pet and a close friend.
|
||||
+
|
||||
+The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
+rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
+skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
+them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
+(avian, swimmer, and so on).
|
||||
+
|
||||
+You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
+this range, you can only sense each other's general level of well-being.
|
||||
+
|
||||
+Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
+activate or maintain.
|
||||
+
|
||||
+If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
+your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
+within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
+you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
+
|
||||
+Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
+touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
+attacks and defenses against you are eased.
|
||||
+
|
||||
+If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
+instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
+damage track. If you die, your familiar instantly dies.
|
||||
+
|
||||
+You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
+1d6 days.
|
||||
+
|
||||
+Enabler.
|
||||
+
|
||||
+Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
+
|
||||
+A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
+anything other than what they appear to be.
|
||||
+
|
||||
Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a
|
||||
single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses
|
||||
(if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few
|
||||
@@ -14404,6 +14666,12 @@
|
||||
|
||||
Specialized Throwing: You are specialized in attacks with all weapons that you throw. Enabler.
|
||||
|
||||
+Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
+vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
+automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
+or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
+disappearing. Action.
|
||||
+
|
||||
Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are
|
||||
hindered. You cannot use this ability two rounds in a row. Enabler.
|
||||
|
||||
@@ -14411,6 +14679,16 @@
|
||||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||||
required to do so (minimum one action). Action.
|
||||
|
||||
+Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
+giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
+or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
+someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
+\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
+ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+
|
||||
+Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
+or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+
|
||||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||||
@@ -14459,6 +14737,12 @@
|
||||
Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short
|
||||
distance. You cannot use this ability more than once in a given round. Enabler.
|
||||
|
||||
+Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
+apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
+mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
+to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
+Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+
|
||||
Sprint and Grab (2 Speed points): You can run a short distance and make a melee attack to grab a foe of your size or
|
||||
smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a
|
||||
tackle, if appropriate). Action.
|
||||
@@ -14480,6 +14764,12 @@
|
||||
moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
|
||||
range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
|
||||
|
||||
+Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
+period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
+don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
+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.
|
||||
+
|
||||
Stay the Course (5 Intellect points): When your companions are flagging, you can help inspire them with a well-timed
|
||||
word or two. Any ally (except you) within immediate range can make a recovery roll that is not an action and does not
|
||||
count toward their daily limit. Action.
|
||||
@@ -15022,6 +15312,11 @@
|
||||
you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or
|
||||
kill it, it crumbles into ash, dust, or some other inert material. Action to initiate.
|
||||
|
||||
+Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
+steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
+normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
+twenty-four hours. Action.
|
||||
+
|
||||
Untouchable (6 Intellect points): You change your phase state for the next minute so that you can't affect or be
|
||||
affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities
|
||||
can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.
|
||||
@@ -40446,10 +40741,7 @@
|
||||
|
||||
Tier 1:
|
||||
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
+Background Music
|
||||
|
||||
Fast Talk
|
||||
|
||||
@@ -40514,64 +40806,19 @@
|
||||
|
||||
Advice From A Friend
|
||||
|
||||
-Check Status (0+ Intellect points): You can telepathically reach out to up to ten creatures known to you, no matter
|
||||
-where they are. The individual creatures must be willing and able to communicate. You immediately know their current
|
||||
-status—eating, driving, sleeping, angry, injured, fine, great, frightened, worried, and so on, generally in the form of
|
||||
-a short sentence or a few words.
|
||||
-
|
||||
-These creatures don't have to share anything they don't want to, including acknowledging that you checked on them, but
|
||||
-they can't lie through this connection. For example, one person might let you know that they're upset, but that doesn't
|
||||
-mean you know why (they're dealing with a recent breakup) or what they're doing about it (drinking to cope).
|
||||
-
|
||||
-You automatically succeed at using this ability; no roll is required. Only you receive the status information. Other
|
||||
-people affected by the spell do not get a sense of each other's statuses, nor do they know who else you're checking on.
|
||||
-
|
||||
-If you spend 5 Intellect points, you can check on twenty creatures at once, and for every 1 Intellect point you spend
|
||||
-above that, you can check on an additional ten creatures. Action.
|
||||
-
|
||||
-Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them
|
||||
-exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you
|
||||
-know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they
|
||||
-gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to
|
||||
-tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful
|
||||
-situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort,
|
||||
-you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate;
|
||||
-up to one minute to complete.
|
||||
+Check Status
|
||||
|
||||
-Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature
|
||||
-within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include
|
||||
-their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't
|
||||
-know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one
|
||||
-minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an
|
||||
-asset on one task of their choosing within one hour.
|
||||
+Comfort and Encouragement
|
||||
|
||||
-In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort
|
||||
-affects one additional creature. Action per target to initiate.
|
||||
+Gift of Appeasment
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute,
|
||||
-such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in
|
||||
-short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness,
|
||||
-and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to
|
||||
-four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that
|
||||
-time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the
|
||||
-animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In
|
||||
-addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you
|
||||
-apply to this ability. Action.
|
||||
-
|
||||
-Adorable Animal: level 1, positive social interactions as level 3
|
||||
-
|
||||
Fetch
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
-Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the
|
||||
-vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it
|
||||
-automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack
|
||||
-or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before
|
||||
-disappearing. Action.
|
||||
+Spectral Servant
|
||||
|
||||
Telepathic
|
||||
|
||||
@@ -40579,19 +40826,9 @@
|
||||
|
||||
Informer
|
||||
|
||||
-Laundry Day (3+ Intellect points): You select two batches of laundry within immediate range, each large enough for a
|
||||
-typical washing machine or dryer. The laundry agitates and spins in midair for a minute, becoming clean and dry as it
|
||||
-does so, after which it sorts and stacks itself into neat piles or, if you know where it belongs and that's within short
|
||||
-range, putting itself away. Particularly dirty clothes automatically take a few extra minutes to finish cleaning and
|
||||
-drying. The spell doesn't harm delicate items or clothing that needs special care (such as dry cleaning or low
|
||||
-temperature). In addition to the normal options for using Effort, you can use Effort to affect more batches of laundry;
|
||||
-each level of Effort affects two additional batches. Action to initiate; one minute to complete.
|
||||
+Laundry Day
|
||||
|
||||
-Spring Cleaning (3+ Intellect points): You choose a short area, such as a typical room in a house, two rooms in a small
|
||||
-apartment, or two automobiles. Over the next few minutes, the area is thoroughly cleaned—floors are swept, vacuumed, or
|
||||
-mopped; surfaces like countertops and sinks are wiped down with a gentle soap and disinfectant; and so on. In addition
|
||||
-to the normal options for using Effort, you can use Effort to increase the area or clean more quickly; each level of
|
||||
-Effort affects an additional short area or reduces the cleaning time from minutes to rounds. Action.
|
||||
+Spring Cleaning
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -40630,12 +40867,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Mind Reading
|
||||
|
||||
@@ -40651,15 +40883,7 @@
|
||||
|
||||
Device Insight
|
||||
|
||||
-Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or
|
||||
-two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important
|
||||
-phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's
|
||||
-still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like
|
||||
-an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things
|
||||
-your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset)
|
||||
-learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part
|
||||
-of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this
|
||||
-ability, you can reach an additional week further into the past. Action.
|
||||
+Question Past Self
|
||||
|
||||
Retrieve Memories
|
||||
|
||||
@@ -40694,43 +40918,15 @@
|
||||
|
||||
Cantrips (choose any four)
|
||||
|
||||
-Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be
|
||||
-within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds
|
||||
-if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one
|
||||
-or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a
|
||||
-television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is
|
||||
-higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action.
|
||||
-
|
||||
-Arcanaphone (2 Intellect points): You make use of your cellular service to start a telephone call or use text messaging,
|
||||
-lasting up to ten minutes. To anyone watching you, you look like you're in "hands free" mode. In all respects, this
|
||||
-works as if you were carrying your device with you and using it directly (meaning the network notes your current
|
||||
-location as if you were carrying your phone, and you may not have coverage in some areas). The first time you use this
|
||||
-ability with your mobile service, you must contact their customer service department to authorize the magic (taking ten
|
||||
-to sixty minutes), as if it were a new device. You can't use this ability if you don't have a cellular account. Action
|
||||
-to initiate.
|
||||
-
|
||||
-In modern fantasy settings where most people don't know about magic, connecting your spell to your cellular service
|
||||
-probably requires a lot of strange answers and lies about the "device" you're trying to add to your account.
|
||||
+Annoy Electronics
|
||||
|
||||
-Enhance Athletics (2 Intellect points): You enhance the ability of one creature to perform certain athletic sports
|
||||
-tasks. The creature must be within long range and visible to you. For the next minute, the creature can apply one free
|
||||
-level of Effort to any one task to catch, hit, kick, or throw an object, or to any one climbing, jumping, or running
|
||||
-task. Once this free level of Effort is used, the magic ends. Action.
|
||||
+Arcanaphone
|
||||
|
||||
-Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth
|
||||
-of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of
|
||||
-time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the
|
||||
-morning). Action.
|
||||
+Enhance Athletics
|
||||
|
||||
-Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||||
-giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||||
-or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||||
-someone \$150, \$50 of which is cash in your wallet and \$100 of which comes from your bank account, they suddenly have
|
||||
-\$50 cash on hand and \$100 in their bank account. Instead of a transaction between two people, you can instead use this
|
||||
-ability to access your account, withdrawing or depositing cash as if using a teller machine. Action.
|
||||
+Mage Clock
|
||||
|
||||
-Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||||
-or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||||
+Spellpay
|
||||
|
||||
Ward
|
||||
|
||||
@@ -40738,37 +40934,21 @@
|
||||
|
||||
Charm Machine
|
||||
|
||||
-Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you
|
||||
-succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or
|
||||
-object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can
|
||||
-apply Effort to increase the level of the effect that can potentially be dispelled. Action.
|
||||
+Dispel Magic
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
-Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
|
||||
-such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
|
||||
-cost is 2 Intellect points plus 1 point per level of the device. Action.
|
||||
+Magical Power Current
|
||||
|
||||
Safe Fall
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Third Eye
|
||||
|
||||
Tier 3:
|
||||
|
||||
-Diagnose Device (2 Intellect points): You ease by two steps the task to diagnose what's wrong with a human-made
|
||||
-electronic or mechanical device or system (such as a computer, clothes dryer, or toilet) that is damaged,
|
||||
-malfunctioning, or broken. You must touch the device to diagnose it. Typically a successful roll means that you learn
|
||||
-the main problem and its cause. For example, you could learn that a bricked phone is infected with malware, a pipe is
|
||||
-clogged with "flushable" wipes, or a rattling engine needs motor oil. This ability is unreliable at best when used on
|
||||
-alien, high-technology, or other mysterious devices. Action.
|
||||
+Diagnose Device
|
||||
|
||||
Network Tap
|
||||
|
||||
@@ -40776,12 +40956,7 @@
|
||||
|
||||
Tier 4:
|
||||
|
||||
-Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch,
|
||||
-restoring it to full working condition. This ability works only if at least 80 percent of the original device is still
|
||||
-on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the
|
||||
-electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on
|
||||
-alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||||
-use Effort to increase the target level that can be affected by 1. Action.
|
||||
+Repair Machine
|
||||
|
||||
Soothe the Savage
|
||||
|
||||
@@ -40812,8 +40987,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Safe Sex (2 Intellect points): One creature you touch can have sexual encounters with no chance of causing pregnancy or
|
||||
-transmitting an STI. This protection lasts for ten hours. Action.
|
||||
+Safe Sex
|
||||
|
||||
Trained Without Armor
|
||||
|
||||
@@ -40825,10 +40999,7 @@
|
||||
|
||||
Force Field Barrier
|
||||
|
||||
-Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to
|
||||
-steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the
|
||||
-normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for
|
||||
-twenty-four hours. Action.
|
||||
+Unstealable Charm
|
||||
|
||||
Tier 4:
|
||||
|
||||
@@ -43216,12 +43387,7 @@
|
||||
|
||||
Tier 2:
|
||||
|
||||
-Gun Jammer (2+ Intellect points): You can interfere with a firearm so the next time it is used, it jams or misfires. The
|
||||
-weapon must be within short range and you must be able to see it. Make an Intellect-based attack against the weapon or
|
||||
-its bearer (whichever level is higher). If you succeed, the next attack with the firearm fails, and the weapon won't
|
||||
-fire until someone uses an action to correct the problem. If you activate this ability when it isn't your turn, your
|
||||
-attack against the weapon is hindered. In addition to the normal options for using Effort, you can use Effort to affect
|
||||
-more firearms; each level of Effort affects one additional target. Action or enabler.
|
||||
+Gun Jammer
|
||||
|
||||
Tier 3:
|
||||
|
||||
@@ -43891,151 +44057,6 @@
|
||||
|
||||
Word of Death
|
||||
|
||||
-### NEW ABILITIES (MODERN MAGIC)
|
||||
-
|
||||
-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
|
||||
-streams in the area (similar to tapping into a wireless network). The screen is anywhere from 1 to 3 feet (30 cm to 1 m)
|
||||
-across, includes stereo sound, and lasts for one hour. As an action, you can change the channel, the volume, or both.
|
||||
-The effect ends if you are more than a short distance away from the screen. For each level of Effort you apply to this
|
||||
-ability, you can increase the width of the screen by up to 3 feet (1 m). Action.
|
||||
-
|
||||
-Wireless networks hosting video streams are usually locked or encrypted, which requires you to succeed on an
|
||||
-Intellect-based attack roll against the network's level (typically level 4) to watch them.
|
||||
-
|
||||
-Background Music (1+ Intellect points): You create quiet background music in a short area, loud enough to be heard in a
|
||||
-room with normal conversation, but not so loud to be distracting or overwhelming. The music repeats through up to ten
|
||||
-songs you know, lasting up to an hour. In addition to the normal options for using Effort, you can use Effort to
|
||||
-increase the duration; each level of Effort adds one hour to the play time and five songs to the playlist. Action.
|
||||
-
|
||||
-Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the
|
||||
-electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery‑powered devices
|
||||
-still work. Any standby generator connected in this area functions normally, activating emergency power within a few
|
||||
-rounds. The blackout otherwise lasts for one minute. Action.
|
||||
-
|
||||
-Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a
|
||||
-magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might
|
||||
-Edge instead of your Intellect Edge. Enabler.
|
||||
-
|
||||
-Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar,
|
||||
-or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you
|
||||
-use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk,
|
||||
-homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar
|
||||
-is friendly toward you but has its own personality determined by the GM. The familiar can remain physically manifested
|
||||
-for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your
|
||||
-next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain
|
||||
-within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end
|
||||
-of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make
|
||||
-attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they
|
||||
-can take actions on their own (though you'll likely roll for them). If the familiar is reduced to 0 health, they
|
||||
-dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed. Action to manifest the
|
||||
-familiar.
|
||||
-
|
||||
-Magic familiar: level 3, Speed defense as level 5 due to size, one knowledge skill as level 4
|
||||
-
|
||||
-Critter Telekinesis (1 Intellect point): You. telekinetically move a small creature (no larger than a medium dog) an
|
||||
-immediate distance in any direction you wish. You must be able to see the creature, which must be your size or smaller,
|
||||
-must not be affixed to anything, and must be within short range. The creature safely arrives at your chosen location
|
||||
-without any residual force. If the creature knows you and you have a free hand, you can automatically grab the creature
|
||||
-as part of the action of using this ability. This ability lacks the fine control to move anything with much speed, so in
|
||||
-most situations, it's used to reposition an animal (such as a pet) out of a dangerous or inconvenient location. For
|
||||
-example, you could safely pull a scared cat out from under a bed, retrieve a puppy from a storm drain, or relocate a
|
||||
-wild bird that got inside your house. Action.
|
||||
-
|
||||
-Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to
|
||||
-move about as if it were a small pet. The object must be within immediate distance and no larger than half your size.
|
||||
-When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an
|
||||
-object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or
|
||||
-until you and it are at least a long distance apart, at which time the object becomes inert again. Action.
|
||||
-
|
||||
-Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount
|
||||
-of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this
|
||||
-ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it
|
||||
-vanishes. Action.
|
||||
-
|
||||
-Hush (1+ Intellect point): You create a transparent bubble within short range that muffles very loud sounds within it,
|
||||
-such as alarms, sirens, leaf blowers, and crying babies. The bubble is about 3 feet (1 m) across and any noise from
|
||||
-within it comes out no louder than a normal speaking voice. The bubble lasts for one minute and moves with the target.
|
||||
-In addition to the normal options for using Effort, you can use Effort to increase the duration; one level of Effort
|
||||
-increases the duration to ten minutes, two levels increases it to an hour, and three levels increases it to ten hours.
|
||||
-Action.
|
||||
-
|
||||
-Magnification (1+ Intellect point): You create a rectangular frame, visible only to you, that doubles the magnification
|
||||
-of whatever you see through it. The frame defaults to hovering in front of your face about an arm's length away, but you
|
||||
-can use your action to move it up, down, or to either side. The frame lasts for ten minutes and grants an asset on
|
||||
-perception tasks at range. For each level of Effort you apply to this ability, you can increase the magnification by
|
||||
-another increment (×3 for one level of Effort, ×4 for two levels of Effort, and so on). Action.
|
||||
-
|
||||
-Network Dead Zone (3 Intellect points): You interfere with radio signals, such as Bluetooth, wifi, cell phone service,
|
||||
-AM/FM radio, ham radio, and walkie-talkies. Choose a short area within immediate range; all such transmissions into or
|
||||
-out of that area are blocked due to a combination of interference and lack of reception. This lasts for one minute.
|
||||
-Action.
|
||||
-
|
||||
-Powerful radio sources, such as a radio station transmitter or a telecommunication satellite, may be able to punch
|
||||
-through a Network Dead Zone spell.
|
||||
-
|
||||
-Paralyzing Touch (4+ Intellect points): You gather necromantic energy in your fingertip and touch a creature. A target
|
||||
-of level 3 or lower is paralyzed and helpless for an hour. Each level of Effort applied increases the level cap of the
|
||||
-target by 1. Action.
|
||||
-
|
||||
-Remote Slap (3 Intellect points): You use an active telephone, cellular, internet, or closed-circuit video connection to
|
||||
-slap a creature. The target must be actively using a device making use of this connection, such as being on the other
|
||||
-end of a phone call or text message, browsing the same social media website or app you're using, or monitoring a
|
||||
-closed-circuit camera that is recording you. Make an Intellect-based attack against the creature; success means the
|
||||
-creature takes 1 point of damage, as if they had been telekinetically slapped in the face by the device they're using.
|
||||
-Each additional remote slap against that creature is hindered by an additional step (resetting after one hour). Action.
|
||||
-
|
||||
-Share Memory (3 Intellect points): You share a memory of your choice with a willing creature you touch. The length of
|
||||
-the shared memory can be no longer than about five minutes, but you can summarize longer memories (such as how you met,
|
||||
-courted, and married your partner) with a "montage" that covers the most important details and underlying sentiment. The
|
||||
-target experiences the memory as an instantaneous vision, and is aware that it is your memory rather than their own
|
||||
-memory or experience. The memory is as vivid and accurate as you personally remember it. Action.
|
||||
-
|
||||
-Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are
|
||||
-interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares
|
||||
-for you like the best combination of a pet and a close friend.
|
||||
-
|
||||
-The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat,
|
||||
-rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating
|
||||
-skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for
|
||||
-them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type
|
||||
-(avian, swimmer, and so on).
|
||||
-
|
||||
-You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond
|
||||
-this range, you can only sense each other's general level of well-being.
|
||||
-
|
||||
-Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to
|
||||
-activate or maintain.
|
||||
-
|
||||
-If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of
|
||||
-your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While
|
||||
-within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if
|
||||
-you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
|
||||
-
|
||||
-Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or
|
||||
-touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's
|
||||
-attacks and defenses against you are eased.
|
||||
-
|
||||
-If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is
|
||||
-instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the
|
||||
-damage track. If you die, your familiar instantly dies.
|
||||
-
|
||||
-You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes
|
||||
-1d6 days.
|
||||
-
|
||||
-Enabler.
|
||||
-
|
||||
-Soul familiar: level 2, Speed defense as level 4 due to size
|
||||
-
|
||||
-A soul familiar with an animal form looks like a normal animal—there's nothing obvious about them to indicate they're
|
||||
-anything other than what they appear to be.
|
||||
-
|
||||
-Statue Stasis (3 Intellect points): You transform into a lifelike bronze or stone statue of yourself for a specific
|
||||
-period of time (one minute, one hour, ten hours, or twenty-four hours). When in statue form, you are in stasis; you
|
||||
-don't age, can take no actions (other than making recovery rolls while you "sleep"), and gain +10 to Armor against all
|
||||
-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.
|
||||
-
|
||||
## Creatures
|
||||
|
||||
This chapter describes many common and uncommon creatures that the characters might meet—and fight—in a Cypher System
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Reference in New Issue
Block a user