remove duplicated omni orbs

also remove a duplicated removal in the previous patch

Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
This commit is contained in:
Brian S. Stephan 2025-05-29 10:51:12 -05:00
parent 845e41cb2b
commit e615ba84ac
Signed by: bss
GPG Key ID: 3DE06D3180895FCB
2 changed files with 72 additions and 147 deletions

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--- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500 --- _tmp/ccsrd.md 2025-05-29 08:58:25.946821678 -0500
+++ _tmp/ccsrd.new.md 2025-05-29 09:09:44.195977384 -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 @@ @@ -30025,98 +29885,6 @@
However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
accomplishing tasks. accomplishing tasks.

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--- _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