de-nest some various sections that shouldn't have been made so deep in retrospect

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
This commit is contained in:
Brian S. Stephan 2025-05-29 08:27:23 -05:00
parent 253b40675f
commit e17a1eca86
Signed by: bss
GPG Key ID: 3DE06D3180895FCB
3 changed files with 41 additions and 95 deletions

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@ -2412,21 +2412,12 @@
| | |
|-----------------------------------------------------------------|-----------------------------------------------|
@@ -17020,7 +17020,7 @@
Do something else
-### ACTION: ATTACK
+#### ACTION: ATTACK
An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is
@@ -17059,7 +17059,7 @@
Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and
other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.
-Damage
+##### Damage
+#### Damage
When an attack strikes a character, it usually means the character takes damage.
@ -2435,7 +2426,7 @@
natural 17 on the attack roll deals 1 additional point of damage.
-Armor
+##### Armor
+#### Armor
Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character
takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a
@ -2444,7 +2435,7 @@
attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
-Ambient Damage
+##### Ambient Damage
+#### Ambient Damage
Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
@ -2452,14 +2443,14 @@
well-insulated suit of armor can protect against cold weather.
-Damage From Hazards
+##### Damage From Hazards
+#### Damage From Hazards
Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
comprehensive, the Damage From Hazards table includes common examples.
-### DAMAGE FROM HAZARDS
+###### DAMAGE FROM HAZARDS
+##### DAMAGE FROM HAZARDS
| | | |
|---------------|---------------------------------------------------|---------------------------------------|
@ -2510,7 +2501,7 @@
spin, then slide into the cramped space.
-The Effects of Taking Damage
+##### The Effects of Taking Damage
+#### The Effects of Taking Damage
When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
into submission.
@ -2519,7 +2510,7 @@
more slowly, is stunned, and so on.)
-The Damage Track
+##### The Damage Track
+#### The Damage Track
As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
@ -2528,7 +2519,7 @@
you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.)
-Recovering Points in a Pool
+##### Recovering Points in a Pool
+#### Recovering Points in a Pool
After losing or spending points in a 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
@ -2537,7 +2528,7 @@
| Fourth recovery roll | Ten hours |
-Restoring the Damage Track
+##### Restoring the Damage Track
+#### Restoring the Damage Track
Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up
one step on the damage track.
@ -2546,7 +2537,7 @@
cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
-Special Damage
+##### Special Damage
+#### Special Damage
In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of
ways, only some of which are easily represented by points of damage.
@ -2555,7 +2546,7 @@
can be alleviated (if possible).
-NPCs and Special Damage
+##### NPCs and Special Damage
+#### NPCs and Special Damage
The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but
nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon,
@ -2564,7 +2555,7 @@
same effect as it would have on a PC.
-### ATTACK MODIFIERS AND SPECIAL SITUATIONS
+##### ATTACK MODIFIERS AND SPECIAL SITUATIONS
+#### ATTACK MODIFIERS AND SPECIAL SITUATIONS
In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
@ -2573,7 +2564,7 @@
right there, your target is close, your target is pretty far away, or your target is extremely far away.)
-Cover
+###### Cover
+##### Cover
If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against
the character are hindered.
@ -2582,7 +2573,7 @@
can't see the character clearly, this still counts as cover (attacks against the character are hindered).
-Position
+###### Position
+##### Position
Sometimes where a character stands gives them an advantage or a disadvantage.
@ -2591,7 +2582,7 @@
Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.
-Surprise
+###### Surprise
+##### Surprise
When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this
@ -2600,7 +2591,7 @@
If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.
-Range
+###### Range
+##### Range
In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into
melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within
@ -2609,7 +2600,7 @@
bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.)
-Illumination
+###### Illumination
+##### Illumination
What characters can see (and how well they can see) plays a huge factor in combat.
@ -2618,7 +2609,7 @@
spotting ease the task by two steps.
-Visibility
+###### Visibility
+##### Visibility
Similar to illumination, factors that obscure vision affect combat.
@ -2627,7 +2618,7 @@
the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion.
-Water
+###### Water
+##### Water
Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things
difficult, and being underwater entirely can seem as different as being on another world.
@ -2636,7 +2627,7 @@
weapons work only to immediate range.
-Moving Targets
+###### Moving Targets
+##### Moving Targets
Moving targets are harder to hit, and moving attackers have a difficult time as well.
@ -2645,7 +2636,7 @@
ship.
-### SPECIAL SITUATION: COMBAT BETWEEN NPCs
+##### SPECIAL SITUATION: COMBAT BETWEEN NPCs
+#### SPECIAL SITUATION: COMBAT BETWEEN NPCs
When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
@ -2654,7 +2645,7 @@
rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
-### SPECIAL SITUATION: COMBAT BETWEEN PCs
+##### SPECIAL SITUATION: COMBAT BETWEEN PCs
+#### SPECIAL SITUATION: COMBAT BETWEEN PCs
When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
@ -2663,7 +2654,7 @@
the attack misses. Damage is resolved normally. The GM mediates all special effects.
-### SPECIAL SITUATION: AREA ATTACKS
+##### SPECIAL SITUATION: AREA ATTACKS
+#### SPECIAL SITUATION: AREA ATTACKS
Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
potentially harm or affect everyone in the area.
@ -2672,61 +2663,16 @@
Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
-### SPECIAL SITUATION: ATTACKING OBJECTS
+##### SPECIAL SITUATION: ATTACKING OBJECTS
+#### SPECIAL SITUATION: ATTACKING OBJECTS
Attacking 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 action. Objects have
@@ -17574,7 +17574,7 @@
damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the
object, the attack cannot damage the object no matter what the roll.
-### ACTION: ACTIVATE A SPECIAL ABILITY
+#### ACTION: ACTIVATE A SPECIAL ABILITY
Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability
affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is
@@ -17589,7 +17589,7 @@
If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major
effect, which would reduce the cost for their action.
-### ACTION: MOVE
+#### ACTION: MOVE
As a part of another action, a character can adjust their position—stepping back a few feet while using an ability,
sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so
@@ -17671,7 +17671,7 @@
gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down.
Vehicle chases are handled similarly.
-### ACTION: WAIT
+#### ACTION: WAIT
You can wait to react to another character's action.
@@ -17685,7 +17685,7 @@
(Waiting is also a useful tool for cooperative actions (see below).)
-### ACTION: DEFEND
+#### ACTION: DEFEND
Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses
its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with
@@ -17711,7 +17711,7 @@
Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
-### ACTION: DO SOMETHING ELSE
+#### ACTION: DO SOMETHING ELSE
Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all
@@ -17733,7 +17733,7 @@
in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
-### CLIMBING
+##### CLIMBING
+#### CLIMBING
When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
@ -2735,7 +2681,7 @@
| 10 | Glass wall or similar surface |
-### COOPERATIVE ACTIONS
+##### COOPERATIVE ACTIONS
+#### COOPERATIVE ACTIONS
There are many ways multiple characters can work together. None of these options, however, can be used at the same time
by the same characters.
@ -2744,7 +2690,7 @@
damage. A character cannot willingly take more than one attack each round in this way.
-### CRAFTING, BUILDING, AND REPAIRING
+##### CRAFTING, BUILDING, AND REPAIRING
+#### CRAFTING, BUILDING, AND REPAIRING
Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
@ -2753,7 +2699,7 @@
| 10 | Technological item (something from beyond Earth) | Many years |
-### GUARDING
+##### GUARDING
+#### GUARDING
In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
@ -2762,7 +2708,7 @@
the PC succeeds, they can make their attack normally.
-### HEALING
+##### HEALING
+#### HEALING
You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
@ -2770,7 +2716,7 @@
difficulty 3 task with a target number of 9.
-### INTERACTING WITH CREATURES
+##### INTERACTING WITH CREATURES
+#### INTERACTING WITH CREATURES
The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
@ -2778,7 +2724,7 @@
some other way to communicate. Learning new languages is the same as learning a new skill.
-### JUMPING
+##### JUMPING
+#### JUMPING
Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
@ -2787,7 +2733,7 @@
distance. The rules here are just so everyone has some guidelines.)
-### LOOKING OR LISTENING
+##### LOOKING OR LISTENING
+#### LOOKING OR LISTENING
Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
@ -2795,7 +2741,7 @@
of your roll.
-### MOVING A HEAVY OBJECT
+##### MOVING A HEAVY OBJECT
+#### MOVING A HEAVY OBJECT
You can push or pull something very heavy and move it an immediate distance as your action.
@ -2804,7 +2750,7 @@
as your action.
-### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
+##### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
+#### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
@ -2813,7 +2759,7 @@
know-how.)
-### RIDING OR PILOTING
+##### RIDING OR PILOTING
+#### RIDING OR PILOTING
If you're riding an animal that's trained to be a mount, or driving or piloting a vehicle, you don't need to make a roll
to do something routine such as going from point A to point B (just as you wouldn't need to make a roll to walk there).
@ -2822,21 +2768,21 @@
| 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |
-### SNEAKING
+##### SNEAKING
+#### SNEAKING
The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
lighting conditions and having plenty of things to hide behind.
-### SWIMMING
+##### SWIMMING
+#### SWIMMING
If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
-### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
+##### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
+#### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
For a bit of knowledge, the GM determines the difficulty.

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@ -471,7 +471,7 @@
-spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
-spin, then slide into the cramped space.
-
##### The Effects of Taking Damage
#### The Effects of Taking Damage
When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
@@ -18136,1157 +17746,6 @@

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@ -807,7 +807,7 @@
+gravity-dispelling ray. If it's a higher level, it wins; if it's a lower level, it loses. If two things of equal level
+oppose each other, there might be a long, drawn-out battle that could go either way.
+
#### ACTION: ATTACK
### ACTION: ATTACK
An attack is anything that you do to someone that they don't want you to do. Slashing a foe with a curved dagger is an
@@ -17321,6 +16740,17 @@
@ -825,7 +825,7 @@
+
+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
+
#### ACTION: DO SOMETHING ELSE
### ACTION: DO SOMETHING ELSE
Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
@@ -17744,8 +17174,6 @@