start adding my personal rules in a new patchset

* Cypher volatility
* Making recovery rolls in any order
* Wounds to be a narrative place for damage
This commit is contained in:
Brian S. Stephan 2025-07-23 15:55:15 -05:00
parent 28569236c3
commit bc274c3d1b
Signed by: bss
GPG Key ID: 3DE06D3180895FCB
7 changed files with 633 additions and 2 deletions

View File

@ -15,6 +15,10 @@ DE_OGCSRD_PATCH_DIR := ./patches/de-ogcsrd
DE_OGCSRD_PATCHES := $(wildcard $(DE_OGCSRD_PATCH_DIR)/*.patch) DE_OGCSRD_PATCHES := $(wildcard $(DE_OGCSRD_PATCH_DIR)/*.patch)
DE_OGCSRD_PATCHES_OUT := $(subst $(DE_OGCSRD_PATCH_DIR),$(TMPDIR),$(DE_OGCSRD_PATCHES)) DE_OGCSRD_PATCHES_OUT := $(subst $(DE_OGCSRD_PATCH_DIR),$(TMPDIR),$(DE_OGCSRD_PATCHES))
BSS_PATCH_DIR := ./patches/bss
BSS_PATCHES := $(wildcard $(BSS_PATCH_DIR)/*.patch)
BSS_PATCHES_OUT := $(subst $(BSS_PATCH_DIR),$(TMPDIR),$(BSS_PATCHES))
# DEFAULT BUILD # DEFAULT BUILD
all: base all: base
@ -23,6 +27,7 @@ all: base
base: $(CCSRD) $(BASE_PATCHES_OUT) base: $(CCSRD) $(BASE_PATCHES_OUT)
de-ogcsrd: base $(DE_OGCSRD_PATCHES_OUT) de-ogcsrd: base $(DE_OGCSRD_PATCHES_OUT)
bss: de-ogcsrd $(BSS_PATCHES_OUT)
# CLEANUPS # CLEANUPS
@ -41,13 +46,18 @@ $(TMPDIR)/%.patch: $(BASE_PATCH_DIR)/%.patch
@touch $@ @touch $@
$(TMPDIR)/%.patch: $(DE_OGCSRD_PATCH_DIR)/%.patch $(TMPDIR)/%.patch: $(DE_OGCSRD_PATCH_DIR)/%.patch
$(info >>> BASE '$<') $(info >>> DE-OGCSRD '$<')
@patch $(CCSRD) $< --quiet
@touch $@
$(TMPDIR)/%.patch: $(BSS_PATCH_DIR)/%.patch
$(info >>> BSS '$<')
@patch $(CCSRD) $< --quiet @patch $(CCSRD) $< --quiet
@touch $@ @touch $@
# OUTPUTS # OUTPUTS
web: $(CCSRD) web: $(CCSRD) bss
mkdir -p $(WEBDIR) mkdir -p $(WEBDIR)
pandoc $(CCSRD) --data-dir=$(STYLESDIR) --template bss -s -o $(HTML_OUT) pandoc $(CCSRD) --data-dir=$(STYLESDIR) --template bss -s -o $(HTML_OUT)
ifdef DEST_FILE ifdef DEST_FILE

View File

@ -245,3 +245,7 @@ h1, h2, h3, h4, h5, h6 {
text-transform: uppercase; text-transform: uppercase;
line-height: 1.2em; line-height: 1.2em;
} }
#wound-tracker tbody, #wound-tracker tbody th, #wound-tracker tbody td {
border: 1px solid $if(fontcolor)$$fontcolor$$else$#1a1a1a$endif$;
}

View File

@ -0,0 +1,56 @@
--- _tmp/ccsrd.md 2025-07-24 10:39:23.642566554 -0500
+++ _tmp/ccsrd.new.md 2025-07-24 10:38:33.297249869 -0500
@@ -1,9 +1,9 @@
::: {#og-content .container-xxl .rounded-3 .mt-1 .mb-1 .print-across}
::: {.ps-3 role="main"}
::: {#part0}
-# [Commons]{.og-chap} Cypher System Reference Document {#top .pt-2}
+# [bss's]{.og-chap} Cypher System Reference Document {#top .pt-2}
-CCSRD
+BSS-CSRD
version 0.00,
compatible with the Cypher System.
@@ -55,16 +55,25 @@
### [Chapter 1]{.og-chap} Foreword
-The Commons Cypher System Reference Document (CCSRD) is a customized version of the Cypher System Reference Document,
+bss's Cypher System Reference Document (BSS-CSRD) is a customized version of the Cypher System Reference Document,
based on
version 2.00h (2025-07-19)
of [Old Gus' Cypher System Reference Document](https://callmepartario.github.io/og-csrd/) (OG-CSRD), itself based on
the
May 5, 2025 version
of the [Cypher System Reference Document](http://csol.montecookgames.com/) (CSRD), and is published under the Cypher
-System Open License (CSOL). The CCSRD is not associated with, endorsed by, or sponsored by Monte Cook Games.
+System Open License (CSOL). The BSS-CSRD is not associated with, endorsed by, or sponsored by Monte Cook Games.
-The CSRD also includes material published in other products. Page number references have been added throughout as
+Custom content, homebrew, interpretations, rulings, and the like are all made in the context of bss's version of the
+Cypher System for his games; you're free to use them if you wish, but they come with no warranty or guarantee they make
+any sense. This content comes with a reference of:
+
+- [BSS-CSRD](#choose-editorial-additions) [(bss Editorial Addition)]{.og-ref .og-ref-bss}[(BSS-CSRD)]{.og-ref
+ .og-ref-bss}
+
+or a "bss's Notes" section.
+
+The BSS-CSRD also includes material published in other products. Page number references have been added throughout as
follows.
- [Old Gus' Cypher System Reference Document](https://callmepartario.github.io/og-csrd/): [(OG-CSRD)]{.og-ref .og-ref-og}
@@ -91,10 +100,10 @@
- [Cypher System Reference Document (CSRD)](http://csol.montecookgames.com/){.og-icon .og-mcg}, Cypher System Rulebook
(2015), or Cypher System Rulebook Deluxe Edition (2024): [(Errata)]{.og-ref}
-This CSRD differs from the OG-CSRD in some core ways: it is not a wide-reaching reference and guide to many things Cypher
+The BSS-CSRD differs from the OG-CSRD in some core ways: it is not a wide-reaching reference and guide to many things Cypher
System, as Old Gus' Cypher System Reference Document is. This is an opinionated customization on top of and beyond the
OG-CSRD; as such, editorial, custom content, links to products, and so on have been removed in creating this CSRD. It is
-meant to be one's particular flavor of the Cypher System, rather than a guide for any one to play and/or adapt the
+meant to be bss's particular flavor of the Cypher System, rather than a guide for any one to play and/or adapt the
Cypher System. This differs from [Old Gus' editorial mission](#about-editorial-mission).
Information beyond the core CSRD is provided in a variety of sidebars:

View File

@ -0,0 +1,87 @@
--- _tmp/ccsrd.md 2025-07-23 11:42:06.739971340 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 14:37:31.339305450 -0500
@@ -37555,6 +37555,11 @@
ones are harmful or dangerous. Optionally, you can increase the threat by adding +20 to the d100 roll for every
additional cypher the character is over their limit (+20 for two over, +40 for three over, and so on).
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** It's Only Magic assumes cypher limits are otherwise a hard limit, which is not how I do things via
+[Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits). You probably only want one of these rules.
+:::
+
###### Side Effects of Exceeding Cypher Limits [#](#modern-magic-side-effects-of-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#modern-magic-side-effects-of-exceeding-cypher-limits}
[(It's Only Magic, page 92)]{.og-ref}
@@ -70863,6 +70868,7 @@
- [Using Cyphers](#using-cyphers) [(380)]{.og-ref}
- [Cypher Levels and Effects](#cypher-levels-and-effects) [(380)]{.og-ref}
- [Cypher Limits](#cypher-limits) [(378)]{.og-ref}
+- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
- [Subtle Cyphers](#subtle-cyphers) [(378)]{.og-ref}
- [Manifest Cyphers](#manifest-cyphers) [(379)]{.og-ref}
- [Manifest Cypher Forms](#manifest-cypher-forms) [(381)]{.og-ref}
@@ -70982,13 +70988,46 @@
[(Cypher System Rulebook, page 378)]{.og-ref}
All characters have a maximum number of cyphers they can have at any one time, determined by their [type](#choose-type).
-If a character ever attempts to carry more, random cyphers instantly disappear until the PC has a number of cyphers
-equal to their maximum (depending on the genre of the campaign, [subtle cyphers](#subtle-cyphers) may be more or less
-likely to vanish this way). These vanished cyphers are not recoverable.
+If a character carries more, they are subject to the risk of [random
+volatility](#volatility-exceeding-cypher-limits).
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Old Gus's Notes ---** For more specific effects of exceeding cypher limits, see [Exceeding Cypher
-Limits](#modern-magic-exceeding-cypher-limits) in [Chapter 14-A: Modern Magic](#chapter-14-a-modern-magic).
+##### Volatility: Exceeding Cypher Limits [#](#volatility-exceeding-cypher-limits){.og-h-anchor aria-hidden="true"} {#volatility-exceeding-cypher-limits}
+
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
+
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** The official rule for a PC going over their cypher limit is that they randomly lose cyphers
+until they are back to their limit. Functional, but not terribly fun. This rule, based on
+[Old Gus's](https://callmepartario.github.io/og-csrd/#optional-rule-exceeding-cypher-limits), should be far more
+interesting.
+:::
+
+Depending on the genre, there are a variety of ways to explain cyphers --- magical items, alien technology, mental
+focus and acumen, serendipity, chaos --- and thus a variety of ways to explain how one might go over a normal limit
+on cyphers such as undergoing magical corruption, side effects unknown to science, mental strain, bad luck, more
+chaos, and so on.
+
+For each cypher above the character's limit, the PC's [GM intrusioun rate](#intrusion-through-player-rolls) raises by 1,
+and when any intrusion based on a die roll occurs (even if that roll is a 1), the intrusion has an extra side effect
+that results in the loss of one cypher --- perhaps one at random, or one pushing them over their limit, or the one
+getting triggered, as the table sees fit. The loss of this cypher is usually catastrophic (for the cypher, if not the
+character) in some fashion as well.
+
+::: table-responsive
+ d6 Volatility Effects
+ ------ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+ 1 **Detonation:** The cypher explodes, dealing damage equal to the exploding cypher's level to creatures within an immediate range. The GM chooses an appropriate type for the damage. The level of the explosion is equal to the cypher\'s level, and the [stat](#character-stats) used to [defend](#action-defend) against the explosion and type of damage are determined by the GM. Targets in the area take 1 point of damage even if they succeed their defense roll, and if the PC bearing the exploding cypher fails their defense roll, they also lose one additional random cypher they bear.
+ 2--3 **Unpredictability:** The cypher activates with unpredictable effects. The GM determines the modifications, which invert or distort one or more aspects of the cypher's effects, or produce effects of an entirely [random cypher](#choose-cyphers).
+ 4--5 **Dissipation:** The cypher vanishes.
+ 6 **Discharge:** The cypher activates randomly, affecting a random target within immediate distance of the PC or within range of the cypher (whichever distance is further).
+
+ : Examples of Cypher Volatility
+:::
+
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** As mentioned at the preface, this table comes from Old Gus's rules, but the table can rule this
+loss of a cypher however they would like. Generally speaking, it's probably some kind of unexpected event that
+complicates the scene just an extra bit more.
:::
------------------------------------------------------------------------------------------------------------------------
@@ -75344,6 +75383,11 @@
#### Editorial Additions [#](#choose-editorial-additions){.og-h-anchor aria-hidden="true"} {#choose-editorial-additions .og-border}
[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
+
+##### New Rules [#](#choose-new-rules){.og-h-anchor aria-hidden="true"} {#choose-new-rules .og-h-small}
+
+- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}

View File

@ -0,0 +1,87 @@
--- _tmp/ccsrd.md 2025-07-23 14:38:11.318555528 -0500
+++ _tmp/ccsrd.new.md 2025-07-23 15:40:13.129915860 -0500
@@ -27420,43 +27420,54 @@
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
[(Cypher System Rulebook, page 218)]{.og-ref}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
After losing or spending points in a [Pool](#pool), you recover those points by resting. You can't increase a Pool past
-its maximum by resting---just back to its normal level. Any extra points gained go away with no effect. The amount of
-points you recover from a rest, and how long each rest takes, depends on how many times you have rested so far that day.
+its maximum by resting---just back to its normal level. Any extra points gained go away with no effect.
When you rest, make a recovery roll. To do this, roll a d6 and add your tier. You recover that many points, and you can
divide them among your stat Pools however you wish. For example, if your recovery roll is 4 and you've lost 4 points of
[Might](#might) and 2 points of [Speed](#speed), you can recover 4 points of Might, or 2 points of Might and 2 points of
Speed, or any other combination adding up to 4 points.
-The first time you rest each day, it takes only a few seconds to catch your breath. If you rest this way in the middle
-of an encounter, it takes one action on your turn.
+A character can rest as long and as often as they'd like, of course, but there are only four recovery rolls of varying
+durations that they can benefit from:
-The second time you rest each day, you must rest for ten minutes to make a recovery roll. The third time you rest each
-day, you must rest for one hour to make a recovery roll. The fourth time you rest each day, you must rest for ten hours
+::: table-responsive
+ Recovery Roll Rest Time Needed
+ ------------------------------- ------------------
+ Quick duration recovery roll One action
+ Short duration recovery roll Ten minutes
+ Medium duration recovery roll One hour
+ Long duration recovery roll Ten hours
+
+ : Recovery Rolls and Their Duration
+:::
+
+The quick duration rest takes only a few seconds to catch your breath. If you rest this way in the middle
+of an encounter, it takes one action on your turn. You must rest for ten minutes to make a short duration recovery
+roll. A medium duration recovery roll takes one hour, and for the long duration recovery, you must rest for ten hours
to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).
-After that much rest, it's assumed to be a new day, so the next time you rest, it takes only a few seconds. The next
-rest takes ten minutes, then one hour, and so on, in a cycle.
+After that much rest, it's assumed to be a new day, so after making the long duration recovery roll, the character
+regains all four of their recoveries for use in the new day.
-If you haven't rested yet that day and you take a lot of damage in a fight, you could rest a few seconds (regaining 1d6
-points + 1 point per tier) and then immediately rest for ten minutes (regaining another 1d6 points + 1 point per tier).
-Thus, in one full day of doing nothing but resting, you could recover 4d6 points + 4 points per tier.
+You can spend multiple recoveries at once if you have ones that are of a shorter duration than the duration you rested. For
+example, if you have not made any recovery rolls this day (and need the pool points back), you could rest for one hour
+and make all three of your quick, short, and medium duration recovery rolls, or any combination therein.
Each character chooses when to make recovery rolls. If a party of five PCs rests for ten minutes because two of them
-want to make recovery rolls, the others don't have to make rolls at that time. Later in the day, those three can decide
-to rest for ten minutes and make recovery rolls.
-
-::: table-responsive
- Recovery Roll Rest Time Needed
- ---------------------- ------------------
- First recovery roll One action
- Second recovery roll Ten minutes
- Third recovery roll One hour
- Fourth recovery roll Ten hours
+want to make recovery rolls, the others don't have to make rolls at that time. Each of the two PCs chooses to spend
+their quick or short recovery roll individually, as desired. Later in the day, the other three can decide
+to rest for ten minutes and make recovery rolls --- and perhaps the first two PCs spend their quick duration recovery
+roll within that space of time, if they haven't already.
- : Recovery Rolls
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** The official rules suggests the four recovery rolls are used in order of ascending duration.
+There doesn't seem to be any particular reason for this, and future rules modules may add additional effects to
+the recovery roll based on how long you have spent resting and recovering, so the strict ordering has been removed
+(other than for the 10-hour rest, which must come last as it recharges stuff (including the rolls) and is otherwise
+impractical to do willy-nilly).
:::
##### Restoring the Damage Track [#](#restoring-the-damage-track){.og-h-anchor aria-hidden="true"}
@@ -75388,6 +75399,7 @@
##### New Rules [#](#choose-new-rules){.og-h-anchor aria-hidden="true"} {#choose-new-rules .og-h-small}
- [Volatility: Exceeding Cypher Limits](#volatility-exceeding-cypher-limits) [(BSS-CSRD)]{.og-ref .og-ref-bss}
+- [Recovery Rolls Are Made in Any Order](#recovery-rolls) [(BSS-CSRD)]{.og-ref .og-ref-bss}
##### Rule Clarifications [#](#choose-rule-clarifications){.og-h-anchor aria-hidden="true"} {#choose-rule-clarifications .og-h-small}

View File

@ -0,0 +1,45 @@
--- _tmp/ccsrd.md 2025-07-24 20:36:31.041504094 -0500
+++ _tmp/ccsrd.new.md 2025-07-24 21:03:17.324397251 -0500
@@ -27434,23 +27434,31 @@
durations that they can benefit from:
::: table-responsive
- Recovery Roll Rest Time Needed
- ------------------------------- ------------------
- Quick duration recovery roll One action
- Short duration recovery roll Ten minutes
- Medium duration recovery roll One hour
- Long duration recovery roll Ten hours
+ Recovery Roll Duration Amount Rest Time Needed
+ ---------------------- ------ -------------------
+ Quick 1 One action
+ Short 2 Ten minutes to an hour
+ Long 1 Ten hours, or varies
: Recovery Rolls and Their Duration
:::
The quick duration rest takes only a few seconds to catch your breath. If you rest this way in the middle
-of an encounter, it takes one action on your turn. You must rest for ten minutes to make a short duration recovery
-roll. A medium duration recovery roll takes one hour, and for the long duration recovery, you must rest for ten hours
-to make a recovery roll (usually, this occurs when you stop for the day to eat and sleep).
+of an encounter, it takes one action on your turn. This is the only recovery that is practical to use in combat,
+so it is worth saving for that purpose.
-After that much rest, it's assumed to be a new day, so after making the long duration recovery roll, the character
-regains all four of their recoveries for use in the new day.
+You must rest for a small amount of time, generally somewhere in the range of ten minutes to an hour, to make a short
+duration recovery roll.
+
+The long duration recovery is a bit complicated. In normal "adventuring day" terms, a long recovery is 10 hours ---
+the point when the party makes camp or hits an inn for the night, and then begins the next day of adventuring fresh
+(or fresher) with new recoveries and renewed capabilities. However, this pace may not make sense for all games; if
+traveling between planets in a space game, there may be days (or simulated days) of downtime, but it wouldn't be
+appropriate for the story for the characters to come into the next step of the adventure totally fresh. Because of this,
+the GM is the final arbiter of when characters can make their long recovery roll.
+
+After the rest of a long recovery and making the long duration recovery roll, the character
+regains all four of their recoveries for use again.
You can spend multiple recoveries at once if you have ones that are of a shorter duration than the duration you rested. For
example, if you have not made any recovery rolls this day (and need the pool points back), you could rest for one hour

View File

@ -0,0 +1,342 @@
--- _tmp/ccsrd.md 2025-07-24 21:17:40.988174254 -0500
+++ _tmp/ccsrd.new.md 2025-07-24 21:22:00.787868351 -0500
@@ -635,6 +635,13 @@
##### Pool [#](#pool){.og-h-anchor aria-hidden="true"}
[(Cypher System Rulebook, page 15)]{.og-ref}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
+
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** At time of writing, the official rules from the CSRD have damage take directly out of pools, but
+changes are coming to the system, with a [wound system](#rules-wounds) being introduced. I am trying my own take on
+wounds in the interim, so the paragraph in this section explaining how pools and damage interact has been removed.
+:::
Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of
which creature is superior in that stat. For example, a character who has a [Might](#might) Pool of 16 is stronger (in a
@@ -26390,13 +26397,12 @@
Damage
- [Damage](#rules-damage) [(216)]{.og-ref}
+- [Wounds](#rules-wounds) [(BSS-CSRD)]{.og-ref .og-ref-bss}
- [Armor](#rules-armor) [(217)]{.og-ref}
- [Ambient Damage](#ambient-damage) [(217)]{.og-ref}
- [Damage From Hazards](#damage-from-hazards) [(217)]{.og-ref}
-- [The Effects of Taking Damage](#the-effects-of-taking-damage) [(218)]{.og-ref}
-- [The Damage Track](#the-damage-track) [(218)]{.og-ref}
- [Recovering Points in a Pool](#recovery-rolls) [(218)]{.og-ref}
-- [Restoring the Damage Track](#restoring-the-damage-track) [(219)]{.og-ref}
+- [Recovering From Wounds](#recovering-from-wounds) [(BSS-CSRD)]{.og-ref .og-ref-bss}
- [Special Damage](#special-damage) [(219)]{.og-ref}
Related Sections
@@ -27208,16 +27214,25 @@
##### Damage [#](#rules-damage){.og-h-anchor aria-hidden="true"} {#rules-damage}
[(Cypher System Rulebook, page 216)]{.og-ref}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
+
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** At time of writing, preview material for a new edition of the Cypher System replaces damage directly
+affecting pools with a wound system. While details are still forthcoming, I have tried to encapsulate a version of this
+based on what we know so far.
+
+Take caution that these rules are likely to change over time, either from real world use or from updates to the
+information regarding the future Cypher System.
+:::
When an attack strikes a character, it usually means the character takes damage.
-An attack against a PC subtracts points from one of the character's [stat](#character-stats) [Pools](#pool)---usually
-the [Might](#might) Pool. Whenever an attack simply says it deals \"damage\" without specifying the type, it means Might
-damage, which is by far the most common type. [Intellect](#intellect) damage, which is usually the result of a mental
-attack, is always labeled as Intellect damage. [Speed](#speed) damage is often a physical attack, but attacks that deal
-Speed damage are fairly rare.
+Damage against a PC causes [wounds](#rules-wounds), which represent accumulating injury, potentially reaching the point
+where it's harder for the character to be successful without resting and recovering. Depending on the degree of the
+damage or the severity of the attack, damage can deal minor, moderate, or major wounds. The effects of accumulating
+wounds, and how they are tracked, is explained in that section.
-[NPCs](#chapter-23-npcs) don't have stat Pools. Instead, they have a characteristic called
+[NPCs](#chapter-23-npcs) don't have stat Pools or take wounds. Instead, they have a characteristic called
[health](#understanding-the-listings). When an NPC takes damage of any kind, the amount is subtracted from its health.
Unless described otherwise, an NPC's health is always equal to its target number. Some NPCs might have special
reactions to or defenses against attacks that would normally deal Speed damage or Intellect damage, but unless the
@@ -27232,13 +27247,120 @@
increase the damage. For example, a PC can apply [Effort](#modifying-the-difficulty-effort) to deal 3 additional points
of damage, and [rolling a natural 17 on the attack roll](#rules-special-rolls) deals 1 additional point of damage.
+##### Wounds [#](#rules-wounds){.og-h-anchor aria-hidden="true"} {#rules-wounds}
+
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
+
+::: {.og-ed .og-ed-bss .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+**bss's Notes ---** At time of writing, preview material for a new edition of the Cypher System replaces damage directly
+affecting pools with a wound system. While details are still forthcoming, I have tried to encapsulate a version of this
+based on what we know so far.
+
+Take caution that these rules are likely to change over time, either from real world use or from updates to the
+information regarding the future Cypher System.
+:::
+
+As PCs take [damage](#rules-damage) from any source, they suffer wounds unless they negate the attack or damage. Wounds
+come in three types:
+
+**Minor wounds** represent bruises, scrapes, and other small stressors that don't debilitate or distract the character
+for more than a split second, but do cause problems if they take enough of them to add up to more serious injuries. A PC
+can usually take five of these wounds before new wounds start accumulating into moderate wounds.
+
+**Moderate wounds** are injuries beyond small wounds and more generally non-life-threatening trauma. Getting slashed
+with a sword, taking a gunshot flesh wound, falling from a non-trivial height, injuries such as these cause moderate
+wounds. Moderate wounds don't immediately cause problems for the character, same as minor wounds, but if they have
+taken four moderate wounds, all of the PC's tasks are hindered by one step, and further moderate wounds become major
+wounds.
+
+**Major wounds** are major trauma, taken from large amounts of damage or special attacks, e.g. a shot from a
+high-powered rifle to an organ, or the special bite from a powerful monster. Each major wound taken hinders the PC by
+one step each, and if they have three major wounds, they are out of commission --- either Debilitated or Dead, depending
+on the table's style.
+
+**Debilitated** is a critically injured state. A debilitated character may not take any actions other than to move
+(probably crawl) no more than an immediate distance, or to utter a few words.
+
+**Dead** is dead. Depending on the genre and table preference towards lethality, this may be a state more or less fun
+than Debilitated, which takes the character effectively out of play, but leaves the door open for recovery and a return
+to play down the road.
+
+<table id="wound-tracker">
+ <caption>Damage Translation and Wound Tracker</caption>
+ <thead>
+ <tr>
+ <th>Damage taken</th>
+ <th>Wound type</th>
+ <th colspan=60>Wounds</th>
+ <th>When row filled, you...</th>
+ <th>Remove a wound with...<br />(any: 3 pool points = severity -1)</th>
+ </tr>
+ </thead>
+ <tbody>
+ <tr>
+ <td>1--3</td>
+ <td>Minor</td>
+ <td width=72 colspan=12></td>
+ <td width=72 colspan=12></td>
+ <td width=72 colspan=12></td>
+ <td width=72 colspan=12></td>
+ <td width=72 colspan=12></td>
+ <td>Treat minor as moderate</td>
+ <td>2 pool points<br />10 min. recov. = clear all<br />&nbsp; </td>
+ </tr>
+ <tr>
+ <td>4--6</td>
+ <td>Moderate</td>
+ <td width=90 colspan=15></td>
+ <td width=90 colspan=15></td>
+ <td width=90 colspan=15></td>
+ <td width=90 colspan=15 style="text-align: center; color: gray">Tasks -1</td>
+ <td>Treat moderate as major</td>
+ <td>1 hr. recov.<br />5 pool points<br />10 hr. recov. = clear all</td>
+ </tr>
+ <tr>
+ <td>7+</td>
+ <td>Major</td>
+ <td width=120 colspan=20 style="text-align: center; color: gray">Tasks -1</td>
+ <td width=120 colspan=20 style="text-align: center; color: gray">Tasks -1</td>
+ <td width=120 colspan=20 style="text-align: center; color: gray">Tasks -1</td>
+ <td>Are Debilitated/Dead</td>
+ <td>10 hr. recov. + attendance<br />8 pool points<br />&nbsp; </td>
+ </tr>
+ </tbody>
+</table>
+
+When noting wounds on the wound tracker, it is good to leave a tiny note as to where the damage came from, and to factor
+it in to the story. It might suggest the nature of how the character is affected by or recovers from their wounds.
+
+Damage from special monsters may target a specific [Pool](#pool). This damage translates to wounds the same way as
+normal damage, but may need to be mitigated or recovered from in a special way. For example, a spirit's Intellect damage
+might ignore physical armor, cause wounds that need a specific treatment, or necessitate the spending of Intellect
+points to recover from the wounds.
+
+::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
+###### The Damage Track [#](#the-damage-track){.og-h-anchor aria-hidden="true"}
+
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
+
+Official/legacy rules may refer to the damage track, especially taking a PC a step down the damage track. The wounds
+system effectively replaces the damage track, so treat attacks and conditions such as those as instead applying a major
+wound.
+
+A rare rule may move you up the damage track, treat that as removing a major wound.
+
+Some rules refer to the impaired or debilitated states on the damage track; with those no longer existing, treat
+"impaired" as having all minor wounds filled, and "debilitated" as having all major wounds filled.
+:::
+
##### Armor [#](#rules-armor){.og-h-anchor aria-hidden="true"} {#rules-armor}
[(Cypher System Rulebook, page 217)]{.og-ref}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
Pieces of [equipment](#chapter-10-equipment) and [special abilities](#choose-abilities) protect a character from damage
by giving them Armor. Each time a character takes [damage](#rules-damage), subtract their Armor value from the damage
-before reducing their stat [Pool](#pool) or [health](#understanding-the-listings). For example, if a Warrior with 2
+before applying wounds. For example, if a Warrior with 2
Armor is hit by a gunshot that deals 4 points of damage, they take only 2 points of damage (4 minus 2 from their Armor).
If Armor reduces the incoming damage to 0 or lower, the character takes no damage from the attack. For example, the
Warrior's 2 Armor protects them from all physical attacks that deal 1 or 2 points of damage.
@@ -27339,84 +27461,6 @@
: Damage from Hazards
:::
-##### The Effects of Taking Damage [#](#the-effects-of-taking-damage){.og-h-anchor aria-hidden="true"}
-
-[(Cypher System Rulebook, page 218)]{.og-ref}
-
-When an NPC reaches 0 [health](#understanding-the-listings), it is either dead or (if the attacker wishes)
-incapacitated, meaning unconscious or beaten into submission.
-
-As previously mentioned, [damage](#rules-damage) from most sources is applied to a character's [Might](#might)
-[Pool](#pool). Otherwise, [stat](#character-stats) damage always reduces the Pool of the stat it affects.
-
-If damage reduces a character's stat Pool to 0, any further damage to that stat (including excess damage from the
-attack that reduced the stat to 0) is applied to another stat Pool. Damage is applied to Pools in this order:
-
-1. [Might](#might) (unless the Pool is 0)
-2. [Speed](#speed) (unless the Pool is 0)
-3. [Intellect](#intellect)
-
-Even if the damage is applied to another stat Pool, it still counts as its original type for the purpose of
-[Armor](#rules-armor) and [special abilities](#choose-abilities) that affect damage. For example, if a character with 2
-Armor is reduced to 0 Might and then is hit by a creature's claw for 3 points of damage, it still counts as Might
-damage, so their Armor reduces the damage to 1 point, which then is applied to their Speed Pool. In other words, even
-though they take the damage from their Speed Pool, it doesn't ignore Armor like Speed damage normally would.
-
-In addition to taking damage from their Might Pool, Speed Pool, or Intellect Pool, PCs also have a [damage
-track](#the-damage-track). The damage track has four states (from best to worst): hale, impaired, debilitated, and dead.
-When one of a PC's stat Pools reaches 0, they move one step down the damage track. Thus, if they are hale, they become
-impaired. If they are already impaired, they become debilitated. If they are already debilitated, they become dead.
-
-Some effects can immediately shift a PC one or more steps on the damage track. These include rare poisons, cellular
-disruption attacks, and massive traumas (such as falls from very great heights, being run over by a speeding vehicle,
-and so on, as determined by the GM).
-
-Some attacks, like a serpent's poisonous bite or a [Speaker](#type-speaker)\'s
-[Enthrall](#ability-enthrall){.og-ability}, have effects other than damage to a stat Pool or shifting the PC on the
-damage track. These attacks can cause unconsciousness, paralysis, and so on.
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-When NPCs (who have only health) suffer Speed or Intellect damage, normally this is treated the same as Might damage.
-However, the GM or the player has the option to suggest an appropriate alternate effect---the NPC suffers a penalty,
-moves more slowly, is stunned, and so on.
-:::
-
-##### The Damage Track [#](#the-damage-track){.og-h-anchor aria-hidden="true"}
-
-[(Cypher System Rulebook, page 218)]{.og-ref}
-
-As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
-
-::: {.alert .ps-4 .pb-0}
-- **Hale** is the normal state for a character: all three stat Pools are at 1 or higher, and the PC has no penalties
- from harmful conditions. When a hale PC takes enough damage to reduce one of their stat Pools to 0, they become
- impaired. Note that a character whose stat Pools are much lower than normal can still be hale.
-
-- **Impaired** is a wounded or injured state. When an impaired character applies Effort, it costs 1 extra point per
- level applied. For example, applying one level of Effort costs 4 points instead of 3, and applying two levels of
- Effort costs 7 points instead of 5.
-
- An impaired character ignores [minor](#special-rolls-minor-effect) and [major effect](#special-rolls-major-effect)
- results on their rolls, and they don't deal as much extra damage in combat with a special roll. In combat, a roll
- of 17 or higher deals only 1 additional point of damage. When an impaired PC takes enough damage to reduce one of
- their stat Pools to 0, they become debilitated.
-
-- **Debilitated** is a critically injured state. A debilitated character may not take any actions other than to move
- (probably crawl) no more than an immediate distance. If a debilitated character's Speed Pool is 0, they can\'t move
- at all. When a debilitated PC takes enough damage to reduce a stat Pool to 0, they are dead.
-
-- **Dead** is dead.
-:::
-
-::: {.og-sidebar .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-The damage track allows you to know how far from death you are. If you're hale, you\'re three steps from death. If
-you're impaired, you\'re two steps from death. If you\'re debilitated, you are only one small step from death\'s door.
-:::
-
-::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3}
-**Old Gus's Notes ---** For more on the damage track, see [Special Damage](#special-damage).
-:::
-
##### Recovering Points in a Pool [#](#recovery-rolls){.og-h-anchor aria-hidden="true"} {#recovery-rolls}
[(Cypher System Rulebook, page 218)]{.og-ref}
@@ -27478,17 +27522,52 @@
impractical to do willy-nilly).
:::
-##### Restoring the Damage Track [#](#restoring-the-damage-track){.og-h-anchor aria-hidden="true"}
+##### Recovering From Wounds [#](#recovering-from-wounds){.og-h-anchor aria-hidden="true"}
-[(Cypher System Rulebook, page 219)]{.og-ref}
+[(bss Editorial Addition)]{.og-ref .og-ref-bss}
-Using points from a [recovery roll](#recovery-rolls) to raise a stat Pool from 0 to 1 or higher also automatically moves
-the character up one step on the damage track.
+Another use of [recovery rolls](#recovery-rolls) is to heal wounds directly, by foregoing the regain of pool points
+and instead removing [wounds](#rules-wounds), based on the duration of the rest and any medical aid received during
+that period of time. Instead of making a recovery roll, they treat their recovery as spent and instead remove wounds per
+the following table:
-If all of a PC's [stat](#character-stats) [Pools](#pool) are above 0 and the character has taken [special
-damage](#special-damage) that moved them down [the damage track](#the-damage-track), they can use a recovery roll to
-move up one step on the damage track instead of recovering points. For example, a character who is debilitated from a
-hit with a cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
+::: table-responsive
+ Recovery Spent Wounds Removed
+ -------------- ---------------------------------------------------------
+ Quick All minor wounds
+ Short One moderate wound
+ Long All moderate wounds **or** one major wound with treatment
+
+ : Healing Wounds via Recoveries
+:::
+
+The other option for healing wounds is the direct expenditure of [pool](#pool) points. It costs 2 points to recover from
+one minor wound, 5 points from a moderate wound, and 8 points from a major wound. This general expenditure of pool
+points, aside from spending the quick recovery, takes roughly a minute, and can be done at any time outside of combat.
+
+::: table-responsive
+ Wound Cost in Pool Points to Recover
+ -------------------- ------------------------------
+ Minor 2
+ Moderate 5
+ Major 8
+ One drop in severity 3
+
+ : Healing Wounds via Pool Points
+:::
+
+Thus, PCs are faced with the choice of guaranteed removal of wounds at particular cadences or "rolling the
+dice" literally and figuratively by using their recoveries for pool points, which they spend to heal from wounds on
+demand. They also get to choose between running ragged with wounds, but also with replenished pools, versus
+prioritizing wound recovery.
+
+The pool used to recover from wounds is *usually* the Might pool. This makes sense for most physical wounds, at a
+minimum, however, exceptions may be reasonable to the table. If the character is suffering from the results of mental
+attacks, or has faced an extremely mentally stressful day (say, in court), it may be perfectly reasonable that they took
+Intellect damage, suffered wounds based on that damage, and would recover from it by spending Intellect points.
+Alternatively, they might be suffering from physical wounds, but it may make sense for the character (especially when
+having abilities that let them swap pool sources) to mentally "toughen up" and remove wounds. Perhaps it even makes
+sense to use the Speed pool in some situations. Table logic should dictate.
##### Special Damage [#](#special-damage){.og-h-anchor aria-hidden="true"}
@@ -27823,8 +27902,7 @@
[Attacking](#action-attack) an object is rarely a matter of hitting it. Sure, you can hit the broad side of a barn, but
can you damage it? Attacking inanimate objects with a melee weapon is a [Might](#might) [action](#rules-actions).
-Objects have [levels](#understanding-the-listings) and thus target numbers. Objects have a damage track that works like
-[the damage track](#the-damage-track) for PCs.
+Objects have [levels](#understanding-the-listings) and thus target numbers. Objects have a damage track.
::: {.alert .ps-4 .pb-0}
- **Intact** is the default state for an object.