diff --git a/patches/base/019-move-player-intrusion-into-rules.patch b/patches/base/019-move-player-intrusion-into-rules.patch new file mode 100644 index 0000000..2e664c1 --- /dev/null +++ b/patches/base/019-move-player-intrusion-into-rules.patch @@ -0,0 +1,54 @@ +--- _tmp/ccsrd.md 2025-05-06 16:25:47.446640235 -0500 ++++ _tmp/ccsrd.new.md 2025-05-06 16:35:29.392868897 -0500 +@@ -671,25 +671,6 @@ + + Finally, more fundamental options for further customization are provided at the end of this chapter. + +-### PLAYER INTRUSION +- +-A player intrusion is the player choosing to alter something in the campaign, making things easier for a player +-character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an +-unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. +-What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly +-changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use +-would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't +-use a player intrusion. +- +-A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is +-appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM +-is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the +-situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur. +- +-Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens. +- +-(Player intrusions should be limited to no more than one per player per session.) +- + ### WARRIOR + + Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie +@@ -15946,6 +15927,25 @@ + succeed on an action, logic still suggests that some actions are very difficult and taxing, particularly for some PCs + more than others. + ++### PLAYER INTRUSION ++ ++A player intrusion is the player choosing to alter something in the campaign, making things easier for a player ++character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an ++unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. ++What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly ++changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use ++would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't ++use a player intrusion. ++ ++A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is ++appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM ++is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the ++situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur. ++ ++Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens. ++ ++(Player intrusions should be limited to no more than one per player per session.) ++ + ### DISTANCE + + Distance is simplified into four basic categories: immediate, short, long, and very long.