From b40b8e6daa3104e30fd3ca37c7359224061985df Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Thu, 29 May 2025 14:21:28 -0500 Subject: [PATCH] following the pattern of other abilities, move modern magic's into core Signed-off-by: Brian S. Stephan --- ...ove-modern-magic-abilities-into-core.patch | 969 ++++++++++++++++++ 1 file changed, 969 insertions(+) create mode 100644 patches/base/029-move-modern-magic-abilities-into-core.patch diff --git a/patches/base/029-move-modern-magic-abilities-into-core.patch b/patches/base/029-move-modern-magic-abilities-into-core.patch new file mode 100644 index 0000000..d74f8ff --- /dev/null +++ b/patches/base/029-move-modern-magic-abilities-into-core.patch @@ -0,0 +1,969 @@ +--- _tmp/ccsrd.md 2025-05-29 10:51:30.789648516 -0500 ++++ _tmp/ccsrd.new.md 2025-05-29 14:20:00.517884876 -0500 +@@ -9983,6 +9983,16 @@ + Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round. + Action per target to initiate. + ++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. ++ + Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a + natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the + attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced +@@ -10166,6 +10176,13 @@ + Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM + should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler. + ++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. ++ + Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that + attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler. + +@@ -10194,6 +10211,17 @@ + rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another) + at once. Make a separate attack roll against each target. Each attack is hindered. 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. ++ + Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that + it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw + magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack. +@@ -10263,6 +10291,11 @@ + to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be + mistaken for a native speaker after just a few hours of speaking the new language. Enabler. + ++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. ++ + Balance: You are trained in balancing. Enabler. + + Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to +@@ -10366,6 +10399,11 @@ + body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action + recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. 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. ++ + Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler. + + Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your +@@ -10435,6 +10473,10 @@ + Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice). + Enabler. + ++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. ++ + Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another + foe. You don't need to spend the points until you know that the first foe is down. Enabler. + +@@ -10504,6 +10546,22 @@ + If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic + creature. + ++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 ++ + Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means, + like magic or high technology) to make others temporarily do what you want them to do. You control the actions of + another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to +@@ -10689,6 +10747,21 @@ + percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near + you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate. + ++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. ++ + Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of + dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate. + +@@ -10726,6 +10799,15 @@ + Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon + attacks. Enabler. + ++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. ++ + Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living + creature, who then attempts to carry out your command as its next action. The creature must be within short range and + able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't +@@ -10907,6 +10989,15 @@ + damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can + search an urban or wild environment for 1d6 days to find a new one. Enabler. + ++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. ++ + Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts + for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop," + "Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the +@@ -11155,6 +11246,13 @@ + are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only + one ward at a time. Action to initiate. + ++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. ++ + Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic + powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks, + regardless of whether the incoming attack uses metal. And so on. Enabler. +@@ -11229,6 +11327,11 @@ + Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can + understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler. + ++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. ++ + Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another + creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the + target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within +@@ -11455,6 +11558,18 @@ + attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your + next turn. Action to initiate. + ++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 ++ + Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task. + Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task. + This requires no action on your part. Enabler. +@@ -11523,6 +11638,11 @@ + example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can + select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler. + ++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. ++ + Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force, + such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate. + +@@ -11702,6 +11822,12 @@ + tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a + human morphing into a humanoid alien). 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. ++ + Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long + distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area, + all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an +@@ -12053,6 +12179,21 @@ + move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while + phased within a barrier or object, which allows you to peek through walls. Action to initiate. + ++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. ++ ++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. ++ ++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. ++ + Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of + threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain + two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is +@@ -12191,6 +12332,13 @@ + Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges + reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler. + ++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. ++ + Gunner: You inflict 1 additional point of damage with guns. Enabler. + + ### Abilities --- H +@@ -12315,6 +12463,13 @@ + Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful + of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. 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. ++ + ### Abilities --- I + + Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you +@@ -12740,6 +12895,14 @@ + and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry + it again. Enabler. + ++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. ++ + 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