remove a duplicated fairytale rule stuffed in equipment
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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patches/base/027-remove-duplicated-fairytale-rule.patch
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patches/base/027-remove-duplicated-fairytale-rule.patch
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--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
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+++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -0500
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@@ -21582,146 +21582,6 @@
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Tier 6: Deadly Strike or Spin Attack
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-#### NEW ABILITIES
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-
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-Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and
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-within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in
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-animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to
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-establish.
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-
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-Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical
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-power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose
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-whether to spend the cost for this ability before you make each attack. Enabler.
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-
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-Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the
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-creature to affect it. Enabler.
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-
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-Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead
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-of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.
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-
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-Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.
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-
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-Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious
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-woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened;
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-make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another
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-source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute
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-or until they are attacked. Some creatures without minds might be immune to this fear. Action.
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-
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-Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long
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-distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends
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-on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that
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-pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to
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-use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100
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-feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of
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-that ability and this one increases to very long. Action.
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-
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-Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You
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-know exactly where it is if it is within a short distance of you, and you know its general direction and distance if
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-farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to
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-only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to
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-initiate, ten minutes to complete. Enabler.
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-
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-If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you
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-chose this new weapon
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-
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-Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler.
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-
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-Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle
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-cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you
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-are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action.
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-You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.
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-
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-Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7
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-points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points
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-from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if
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-necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking
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-like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual
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-tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in
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-tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and
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-hiding among normal trees are eased by two steps. Enabler.
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-
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-Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities,
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-you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge
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-instead of your Intellect Edge, as appropriate). Enabler
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-
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-Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also
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-transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal
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-Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with
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-you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back
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-into the animal form. One creature (whether you or someone else) changing form does not affect any other creature
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-affected with this ability. Action.
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-
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-A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
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-
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-A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead
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-of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
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-change, and the character wouldn't gain any of the creature's magical abilities.
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-
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-Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
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-preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
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-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
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-preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers.
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-Enabler.
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-
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-If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers,
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-whether from preparation or by gaining them automatically as explained in the Cyphers chapter
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-
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-Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your
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-spells. Enabler.
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-
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-Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For
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-example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have
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-only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour
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-recovery action. Enabler.
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-
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-Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler.
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-
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-Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface),
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-creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is
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-a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast
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-inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area
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-attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a
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-level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll,
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-all targets in the area still take 1 point of damage. Action.
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-
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-Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or
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-similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might
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-Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food
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-produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to
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-produce, action to eat.
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-
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-Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits
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-or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet.
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-Enabler.
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-
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-Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3
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-creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and
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-roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration
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-expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using
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-Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree.
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-Action.
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-
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-Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long
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-distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you
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-can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as
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-your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you
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-travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km),
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-and each additional level of Effort beyond that increases it by an additional mile. Action.
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-
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-Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing
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-your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you
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-gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what
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-specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases
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-the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this
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-ability again until after you've taken a ten-hour recovery action. Enabler.
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-
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-Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
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-benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
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-much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
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-creature of flesh, hindering your Speed defense rolls. Action to change or revert.
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-
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-Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.
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-
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#### FANTASY SPECIES
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For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present
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@@ -30025,98 +29885,6 @@
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However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
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accomplishing tasks.
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-Optional Rule: I Have That!
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-
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-In fairy tales, characters often have exactly the right mundane piece of equipment
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-
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-that they need to bypass a story-related obstacle hidden away in a pocket or a bag. Rather than having the PCs stock up
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-on mundane items like marbles, rope, and breadcrumbs in town, use the I Have That! rule. This means players don't have
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-to keep exact track of their characters' mundane equipment; instead, they spend an amount to get an unspecified "Pocket
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-Item" in
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-
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-that category. Then, when they're out in the world and realize they could solve a problem with an item, they can just
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-say, "I have that!" and pull it from their pocket. All Pocket Items are one-use only; after using them, the PC marks off
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-one of their Pocket Items for the appropriate price category.
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-
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-Most Pocket Items are inexpensive, but moderate and expensive Pocket Items exist, and are likely more useful than their
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-less expensive counterparts.
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-The GM has veto power over items that they don't think you could have found or carried.
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-Using the I Have That! rule doesn't preclude PCs from also purchasing these items directly. For example, if a character
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-who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
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-into a Pocket Item; it remains a thimble.
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-
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-Example Pocket Items
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-Inexpensive
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-• Apple
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-
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-• Ashes (handful)
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-• Breadcrumbs
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-• Butter
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-• Candy
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-• Chalk
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-• Cricket in a cage
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-• Cup
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-• Egg
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-• Fabric
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-• Flyswatter
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-• Glass jar
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-• Glue
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-• Honey
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-• Leather
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-• Magnets
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-• Marbles
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-• Nails
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-• Needle and thread
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-• Paper
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-• Plait of hair
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-• Pot of fat
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-• Pot of grease
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-• Ribbon
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-• Rice (handful)
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-• Straw
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-• Tacks
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-• Wax
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-• Wool
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-Moderate
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-• Bird in a cage
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-• Sewing shears
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-• Thimble
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-
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### CLOTHING
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Inexpensive
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