de-nest some various sections that shouldn't have been made so deep in retrospect
Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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@ -2412,21 +2412,12 @@
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|-----------------------------------------------------------------|-----------------------------------------------|
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@@ -17020,7 +17020,7 @@
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Do something else
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-### ACTION: ATTACK
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+#### ACTION: ATTACK
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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
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attack, blasting a foe with a lightning artifact is an attack, wrapping a foe in magnetically controlled metal cables is
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@@ -17059,7 +17059,7 @@
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Common elements that affect the difficulty of a combat task are cover, range, and darkness. The rules for these and
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other modifiers are explained in the Attack Modifiers and Special Situations section of this chapter.
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-Damage
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+##### Damage
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+#### Damage
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When an attack strikes a character, it usually means the character takes damage.
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@ -2435,7 +2426,7 @@
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natural 17 on the attack roll deals 1 additional point of damage.
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-Armor
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+##### Armor
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+#### Armor
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Pieces of equipment and special abilities protect a character from damage by giving them Armor. Each time a character
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takes damage, subtract their Armor value from the damage before reducing their stat Pool or health. For example, if a
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@ -2444,7 +2435,7 @@
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attacks. An artifact worn as a helmet might grant +2 to Armor only against mental attacks.
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-Ambient Damage
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+##### Ambient Damage
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+#### Ambient Damage
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Some kinds of damage aren't direct attacks against a creature, but they indirectly affect everything in the area. Most
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of these are environmental effects such as winter cold, high temperatures, or background radiation. Damage from these
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@ -2452,14 +2443,14 @@
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well-insulated suit of armor can protect against cold weather.
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-Damage From Hazards
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+##### Damage From Hazards
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+#### Damage From Hazards
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Attacks aren't the only way to inflict damage on a character. Experiences such as falling from a great height, being
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burned in a fire, and spending time in severe weather also deal damage. Although no list of potential hazards could be
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comprehensive, the Damage From Hazards table includes common examples.
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-### DAMAGE FROM HAZARDS
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+###### DAMAGE FROM HAZARDS
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+##### DAMAGE FROM HAZARDS
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|---------------|---------------------------------------------------|---------------------------------------|
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@ -2510,7 +2501,7 @@
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spin, then slide into the cramped space.
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-The Effects of Taking Damage
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+##### The Effects of Taking Damage
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+#### The Effects of Taking Damage
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When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
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into submission.
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@ -2519,7 +2510,7 @@
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more slowly, is stunned, and so on.)
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-The Damage Track
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+##### The Damage Track
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+#### The Damage Track
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As noted above, the damage track has four states: hale, impaired, debilitated, and dead.
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@ -2528,7 +2519,7 @@
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you're impaired, you're two steps from death. If you're debilitated, you are only one small step from death's door.)
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-Recovering Points in a Pool
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+##### Recovering Points in a Pool
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+#### Recovering Points in a Pool
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After losing or spending points in a Pool, you recover those points by resting. You can't increase a Pool past its
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maximum by resting—just back to its normal level. Any extra points gained go away with no effect. The amount of points
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@ -2537,7 +2528,7 @@
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| Fourth recovery roll | Ten hours |
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-Restoring the Damage Track
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+##### Restoring the Damage Track
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+#### Restoring the Damage Track
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Using points from a recovery roll to raise a stat Pool from 0 to 1 or higher also automatically moves the character up
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one step on the damage track.
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@ -2546,7 +2537,7 @@
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cell-disrupting biotech device can rest and move up to impaired rather than recover points in a Pool.
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-Special Damage
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+##### Special Damage
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+#### Special Damage
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In the course of playing the game, characters face all manner of threats and dangers that can harm them in a variety of
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ways, only some of which are easily represented by points of damage.
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@ -2555,7 +2546,7 @@
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can be alleviated (if possible).
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-NPCs and Special Damage
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+##### NPCs and Special Damage
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+#### NPCs and Special Damage
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The GM always has final say over what special damage will affect an NPC. Human NPCs usually react like characters, but
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nonhuman creatures might react very differently. For example, a tiny bit of venom is unlikely to hurt a gigantic dragon,
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@ -2564,7 +2555,7 @@
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same effect as it would have on a PC.
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-### ATTACK MODIFIERS AND SPECIAL SITUATIONS
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+##### ATTACK MODIFIERS AND SPECIAL SITUATIONS
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+#### ATTACK MODIFIERS AND SPECIAL SITUATIONS
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In combat situations, many modifiers might come into play. Although the GM is at liberty to assess whatever modifiers
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they think are appropriate to the situation (that's their role in the game), the following suggestions and guidelines
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@ -2573,7 +2564,7 @@
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right there, your target is close, your target is pretty far away, or your target is extremely far away.)
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-Cover
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+###### Cover
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+##### Cover
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If a character is behind cover so that a significant portion of their body is behind something sturdy, attacks against
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the character are hindered.
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@ -2582,7 +2573,7 @@
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can't see the character clearly, this still counts as cover (attacks against the character are hindered).
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-Position
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+###### Position
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+##### Position
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Sometimes where a character stands gives them an advantage or a disadvantage.
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@ -2591,7 +2582,7 @@
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Higher Ground: In either ranged or melee combat, attacks by an opponent on higher ground are eased.
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-Surprise
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+###### Surprise
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+##### Surprise
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When a target isn't aware of an incoming attack, the attacker has an advantage. A ranged sniper in a hidden position, an
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invisible assailant, or the first salvo in a successful ambush are all eased by two steps. For the attacker to gain this
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@ -2600,7 +2591,7 @@
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If the defender isn't sure of the attacker's location but is still on guard, the attacks are eased by only one step.
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-Range
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+###### Range
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+##### Range
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In melee, you can attack a foe who is adjacent to you (next to you) or within reach (immediate range). If you enter into
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melee with one or more foes, usually you can attack most or all of the combatants, meaning they are next to you, within
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@ -2609,7 +2600,7 @@
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bow and arrow at 500 feet (150 m), much farther than a bow's typical long range.)
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-Illumination
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+###### Illumination
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+##### Illumination
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What characters can see (and how well they can see) plays a huge factor in combat.
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@ -2618,7 +2609,7 @@
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spotting ease the task by two steps.
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-Visibility
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+###### Visibility
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+##### Visibility
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Similar to illumination, factors that obscure vision affect combat.
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@ -2627,7 +2618,7 @@
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the need for a roll unless the player spends 1 XP to "make a lucky shot" or the GM uses GM intrusion.
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-Water
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+###### Water
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+##### Water
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Being in shallow water can make it hard to move, but it doesn't affect combat. Being in deep water can make things
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difficult, and being underwater entirely can seem as different as being on another world.
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@ -2636,7 +2627,7 @@
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weapons work only to immediate range.
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-Moving Targets
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+###### Moving Targets
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+##### Moving Targets
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Moving targets are harder to hit, and moving attackers have a difficult time as well.
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@ -2645,7 +2636,7 @@
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ship.
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-### SPECIAL SITUATION: COMBAT BETWEEN NPCs
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+##### SPECIAL SITUATION: COMBAT BETWEEN NPCs
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+#### SPECIAL SITUATION: COMBAT BETWEEN NPCs
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When an NPC ally of the PCs attacks another NPC, the GM can designate a player to roll and handle it like a PC
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attacking. Often, the choice is obvious. For example, a character who has a trained attack animal should roll when their
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@ -2654,7 +2645,7 @@
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rules to aid a PC instead of making direct attacks, or to compare the levels of the two NPCs (higher wins).
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-### SPECIAL SITUATION: COMBAT BETWEEN PCs
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+##### SPECIAL SITUATION: COMBAT BETWEEN PCs
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+#### SPECIAL SITUATION: COMBAT BETWEEN PCs
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When one PC attacks another PC, the attacking character makes an attack roll, and the other character makes a defense
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roll, adding any appropriate modifiers. If the attacking PC has a skill, ability, asset, or other effect that would ease
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@ -2663,7 +2654,7 @@
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the attack misses. Damage is resolved normally. The GM mediates all special effects.
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-### SPECIAL SITUATION: AREA ATTACKS
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+##### SPECIAL SITUATION: AREA ATTACKS
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+#### SPECIAL SITUATION: AREA ATTACKS
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Sometimes, an attack or effect affects an area rather than a single target. For example, a grenade or a landslide can
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potentially harm or affect everyone in the area.
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@ -2672,61 +2663,16 @@
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Despite the leader's quick moves, the blast is so intense that a few bits of metal slice them.
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-### SPECIAL SITUATION: ATTACKING OBJECTS
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+##### SPECIAL SITUATION: ATTACKING OBJECTS
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+#### SPECIAL SITUATION: ATTACKING OBJECTS
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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?
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Attacking inanimate objects with a melee weapon is a Might action. Objects have
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@@ -17574,7 +17574,7 @@
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damage the attack could inflict—not modified by a special die roll—does not equal or exceed the effective level of the
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object, the attack cannot damage the object no matter what the roll.
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-### ACTION: ACTIVATE A SPECIAL ABILITY
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+#### ACTION: ACTIVATE A SPECIAL ABILITY
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Special abilities are granted by foci, types, and flavors, or provided by cyphers or other devices. If a special ability
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affects another character in any kind of unwanted manner, it's handled as an attack. This is true even if the ability is
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@@ -17589,7 +17589,7 @@
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If the character spends points to apply Effort on the attempt, they might want to roll anyway to see if they get a major
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effect, which would reduce the cost for their action.
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-### ACTION: MOVE
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+#### ACTION: MOVE
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As a part of another action, a character can adjust their position—stepping back a few feet while using an ability,
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sliding over in combat to take on a different opponent to help a friend, pushing through a door they just opened, and so
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@@ -17671,7 +17671,7 @@
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gained some distance. A failure might mean that a basket of fruit topples over in front of them, slowing them down.
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Vehicle chases are handled similarly.
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-### ACTION: WAIT
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+#### ACTION: WAIT
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You can wait to react to another character's action.
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@@ -17685,7 +17685,7 @@
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(Waiting is also a useful tool for cooperative actions (see below).)
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-### ACTION: DEFEND
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+#### ACTION: DEFEND
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Defending is a special action that only PCs can do, and only in response to being attacked. In other words, an NPC uses
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its action to attack, which forces a PC to make a defense roll. This is handled like any other kind of action, with
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@@ -17711,7 +17711,7 @@
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Some abilities (such as the Countermeasures special ability) may allow you to do something special as a defense action.
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-### ACTION: DO SOMETHING ELSE
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+#### ACTION: DO SOMETHING ELSE
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Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
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difficulty—that's their primary role in the game. Still, guided by the bounds of logic, players and GMs will find all
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@@ -17733,7 +17733,7 @@
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in a story. And like real people, they can try anything they can think of. (Succeeding is another matter entirely.) The
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task difficulty system provides GMs with the tools they need to adjudicate anything the players come up with.)
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-### CLIMBING
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+##### CLIMBING
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+#### CLIMBING
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When a character climbs, the GM sets a difficulty based on the surface being climbed. Climbing is like moving through
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difficult terrain: the move roll is hindered and the movement is half speed. Unusual circumstances, such as climbing
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@ -2735,7 +2681,7 @@
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| 10 | Glass wall or similar surface |
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-### COOPERATIVE ACTIONS
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+##### COOPERATIVE ACTIONS
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+#### COOPERATIVE ACTIONS
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There are many ways multiple characters can work together. None of these options, however, can be used at the same time
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by the same characters.
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@ -2744,7 +2690,7 @@
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damage. A character cannot willingly take more than one attack each round in this way.
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-### CRAFTING, BUILDING, AND REPAIRING
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+##### CRAFTING, BUILDING, AND REPAIRING
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+#### CRAFTING, BUILDING, AND REPAIRING
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Crafting is a tricky topic in the Cypher System because the same rules that govern building a spear also cover repairing
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a machine that can take you into hyperspace. Normally, the level of the item determines the difficulty of creating or
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@ -2753,7 +2699,7 @@
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| 10 | Technological item (something from beyond Earth) | Many years |
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-### GUARDING
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+##### GUARDING
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+#### GUARDING
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In a combat situation, a character can stand guard as their action. They do not make attacks, but all their defense
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tasks are eased. Further, if an NPC tries to get by them or take an action that they are guarding against, the character
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@ -2762,7 +2708,7 @@
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the PC succeeds, they can make their attack normally.
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-### HEALING
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+##### HEALING
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+#### HEALING
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You can administer aid through bandaging and other succor, attempting to heal each patient once per day. This healing
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restores points to a stat Pool of your choice. Decide how many points you want to heal, and then make an Intellect
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@ -2770,7 +2716,7 @@
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difficulty 3 task with a target number of 9.
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-### INTERACTING WITH CREATURES
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+##### INTERACTING WITH CREATURES
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+#### INTERACTING WITH CREATURES
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The level of the creature determines the target number, just as with combat. Thus, bribing a guard works much like
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punching them or affecting them with an ability. This is true of persuading someone, intimidating someone, calming a
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@ -2778,7 +2724,7 @@
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some other way to communicate. Learning new languages is the same as learning a new skill.
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-### JUMPING
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+##### JUMPING
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+#### JUMPING
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Decide how far you want to jump, and that sets the difficulty of your Might roll. For a standing jump, subtract 4 from
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the distance in feet to determine the difficulty of the jump. For example, jumping 10 feet (3 m) has a difficulty of 6.
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@ -2787,7 +2733,7 @@
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distance. The rules here are just so everyone has some guidelines.)
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-### LOOKING OR LISTENING
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+##### LOOKING OR LISTENING
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+#### LOOKING OR LISTENING
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Generally, the GM will describe any sight or sound that's not purposefully difficult to detect. But if you want to look
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for a hidden enemy, search for a secret panel, or listen for someone sneaking up on you, make an Intellect roll. If it's
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@ -2795,7 +2741,7 @@
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of your roll.
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-### MOVING A HEAVY OBJECT
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+##### MOVING A HEAVY OBJECT
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+#### MOVING A HEAVY OBJECT
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You can push or pull something very heavy and move it an immediate distance as your action.
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@ -2804,7 +2750,7 @@
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as your action.
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-### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
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+##### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
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+#### OPERATING OR DISABLING A DEVICE, OR PICKING A LOCK
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As with figuring out a device, the level of the device usually determines the difficulty of the Intellect roll. Unless a
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device is very complex, the GM will often rule that once you figure it out, no roll is needed to operate it except under
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@ -2813,7 +2759,7 @@
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know-how.)
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-### RIDING OR PILOTING
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+##### RIDING OR PILOTING
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+#### RIDING OR PILOTING
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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
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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).
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| 5 | Making a long jump with a vehicle not intended to go airborne (like a car) and remaining in control |
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-### SNEAKING
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+##### SNEAKING
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+#### SNEAKING
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The difficulty of sneaking by a creature is determined by its level. Sneaking is a Speed roll. Moving at half speed
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eases the sneaking task. Appropriate camouflage or other gear may count as an asset and ease the task, as will dim
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lighting conditions and having plenty of things to hide behind.
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-### SWIMMING
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+##### SWIMMING
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+#### SWIMMING
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If you're simply swimming from one place to another, such as across a calm river or lake, use the standard movement
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rules, noting the fact that your character is in deep water. However, sometimes, special circumstances require a Might
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roll to make progress while swimming, such as when trying to avoid a current or being dragged into a whirlpool.
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-### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
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+##### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
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+#### UNDERSTANDING, IDENTIFYING, OR REMEMBERING
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When characters try to identify or figure out how to use a device, the level of the device determines the difficulty.
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For a bit of knowledge, the GM determines the difficulty.
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-spacecraft on an asteroid or big piece of debris is a challenging (difficulty 5) piloting task to match the asteroid's
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-spin, then slide into the cramped space.
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-
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##### The Effects of Taking Damage
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#### The Effects of Taking Damage
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When an NPC reaches 0 health, it is either dead or (if the attacker wishes) incapacitated, meaning unconscious or beaten
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@@ -18136,1157 +17746,6 @@
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@ -807,7 +807,7 @@
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+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
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+oppose each other, there might be a long, drawn-out battle that could go either way.
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+
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#### ACTION: ATTACK
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### ACTION: ATTACK
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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
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@@ -17321,6 +16740,17 @@
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@ -825,7 +825,7 @@
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+
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+Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
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+
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#### ACTION: DO SOMETHING ELSE
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### ACTION: DO SOMETHING ELSE
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Players can try anything they can think of, although that doesn't mean anything is possible. The GM sets the
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@@ -17744,8 +17174,6 @@
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