From e615ba84aca6f2ba9c99ba061cac9292348c5984 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Thu, 29 May 2025 10:51:12 -0500 Subject: [PATCH] remove duplicated omni orbs also remove a duplicated removal in the previous patch Signed-off-by: Brian S. Stephan --- ...027-remove-duplicated-fairytale-rule.patch | 147 ------------------ .../028-remove-duplicated-omni-orbs.patch | 72 +++++++++ 2 files changed, 72 insertions(+), 147 deletions(-) create mode 100644 patches/base/028-remove-duplicated-omni-orbs.patch diff --git a/patches/base/027-remove-duplicated-fairytale-rule.patch b/patches/base/027-remove-duplicated-fairytale-rule.patch index 1ce4857..22d29de 100644 --- a/patches/base/027-remove-duplicated-fairytale-rule.patch +++ b/patches/base/027-remove-duplicated-fairytale-rule.patch @@ -1,152 +1,5 @@ --- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500 +++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -0500 -@@ -21582,146 +21582,6 @@ - - Tier 6: Deadly Strike or Spin Attack - --#### NEW ABILITIES -- --Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and --within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in --animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to --establish. -- --Charge Weapon (2+ Intellect points): As part of making an attack with your enchanted weapon, you charge it with magical --power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose --whether to spend the cost for this ability before you make each attack. Enabler. -- --Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the --creature to affect it. Enabler. -- --Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead --of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler. -- --Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler. -- --Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious --woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened; --make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another --source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute --or until they are attacked. Some creatures without minds might be immune to this fear. Action. -- --Enchanted Movement (4+ Intellect points): You use your enchanted weapon to move yourself to any location within a long --distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends --on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that --pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to --use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100 --feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of --that ability and this one increases to very long. Action. -- --Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You --know exactly where it is if it is within a short distance of you, and you know its general direction and distance if --farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to --only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to --initiate, ten minutes to complete. Enabler. -- --If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you --chose this new weapon -- --Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler. -- --Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle --cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you --are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action. --You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete. -- --Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7 --points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points --from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if --necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking --like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual --tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in --tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and --hiding among normal trees are eased by two steps. Enabler. -- --Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, --you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge --instead of your Intellect Edge, as appropriate). Enabler -- --Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also --transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal --Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with --you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back --into the animal form. One creature (whether you or someone else) changing form does not affect any other creature --affected with this ability. Action. -- --A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying. -- --A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead --of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the --change, and the character wouldn't gain any of the creature's magical abilities. -- --Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour --preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this --hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this --preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers. --Enabler. -- --If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers, --whether from preparation or by gaining them automatically as explained in the Cyphers chapter -- --Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your --spells. Enabler. -- --Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For --example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have --only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour --recovery action. Enabler. -- --Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler. -- --Power Crash (3 Intellect points): You strike your enchanted weapon against the ground (or a similar large surface), --creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is --a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast --inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area --attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a --level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, --all targets in the area still take 1 point of damage. Action. -- --Restorative Bloom (5 Might points): When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or --similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might --Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food --produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to --produce, action to eat. -- --Throw Enchanted Weapon: You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits --or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet. --Enabler. -- --Tree Companion (5+ Intellect points): You animate a tree of approximately your size or smaller, creating a level 3 --creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and --roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration --expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using --Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree. --Action. -- --Tree Travel (4+ Intellect points): You enter one tree and instantaneously and safely emerge from another one within long --distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you --can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as --your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you --travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km), --and each additional level of Effort beyond that increases it by an additional mile. Action. -- --Wild Insight: You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing --your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you --gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what --specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases --the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this --ability again until after you've taken a ten-hour recovery action. Enabler. -- --Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several --benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as --much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a --creature of flesh, hindering your Speed defense rolls. Action to change or revert. -- --Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both. -- - #### FANTASY SPECIES - - For many fantasy worlds, there is a plethora of sapient creatures suitable for player characters. Here we present @@ -30025,98 +29885,6 @@ However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and accomplishing tasks. diff --git a/patches/base/028-remove-duplicated-omni-orbs.patch b/patches/base/028-remove-duplicated-omni-orbs.patch new file mode 100644 index 0000000..c1008e9 --- /dev/null +++ b/patches/base/028-remove-duplicated-omni-orbs.patch @@ -0,0 +1,72 @@ +--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500 ++++ _tmp/ccsrd.new.md 2025-05-29 10:44:31.604064917 -0500 +@@ -27328,69 +27188,6 @@ + and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so + transporting a group of PCs 100 miles is probably within the orb's power + +-### OMNI ORB +- +-Level: 1d6 + 4 +- +-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines +- +-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect +-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The +-larger the desired effect, the more likely the GM will limit +- +-it.) Activating the omni orb automatically moves the character using it one step down the damage track. +- +-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect +-they created) +- +-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that +-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of +-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers +-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so +-transporting a group of PCs 100 miles is probably within the orb's power +- +-### OMNI ORB +- +-Level: 1d6 + 4 +- +-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines +- +-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect +-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The +-larger the desired effect, the more likely the GM will limit +- +-it.) Activating the omni orb automatically moves the character using it one step down the damage track. +- +-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect +-they created) +- +-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that +-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of +-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers +-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so +-transporting a group of PCs 100 miles is probably within the orb's power +- +-### OMNI ORB +- +-Level: 1d6 + 4 +- +-Form: Glowing, orb-shaped technological device Effect: The user holding the orb imagines +- +-what they want to happen (similar to using a magical wish), and it happens, within limits. The level of the effect +-granted is no greater than the level of the orb, as determined by the GM, who can modify the effect accordingly. (The +-larger the desired effect, the more likely the GM will limit +- +-it.) Activating the omni orb automatically moves the character using it one step down the damage track. +- +-Depletion: 1 in 1d6 (instead of depleting, a roll of 1 means the user experiences a GM intrusion related to the effect +-they created) +- +-A benchmark for setting an omni orb's limits is to compare it to a cypher of the orb's level—if there is a cypher that +-can do what the PC wants, and that cypher is equal to or less than the orb's level, it works. For example, if a team of +-superheroes tries to use a level 5 orb to teleport to their base 100 miles away, the GM can look at the list of cyphers +-and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so +-transporting a group of PCs 100 miles is probably within the orb's power +- + ### SERUM X + + Level: 1d6 + 2